The knights are probably one of the most slept on units in the book. I think they are great
Nice, the knights and carnosaur are my favourite units in seraphon, always looking for the glorious carnosaur moment, do you tend to run the scar...
Ive found that armies that have big wound sinks are hard to shift, blightkings is a big one that a cant figure out what needs to be done, they...
I love using saurus knights and the koatls claw subfaction in particular, its super fun. They suffer quite alot against most things in the meta as...
I think running 2 bastiladons in this list is alot of points for not alot added, without being buffed up and shooting twice they just do a few...
Yeah i suppose for that list you would maybe just take tide of snakes on the oracle as more damage
Ive run the same but with a skink priest general to give a + 1 to hit for free
The starseer just doest help with the other units there really. Yes feather cloak for the oracle. The bound burning head is used to have in...
The cogs and bale wind have no reason to be bound, Generally its only the spells that move that you want bound. The cogs also don't really do much...
Its a good engine, ive used it myself for thunder lizard. For 1000 points the points for the priest maybe would be better used just having...
You have to measure the range from one or the other, cant do both. The rules of spellportal say this. You measure from the spell portal
The issue is that taking a thunderquake is around half of your army. Doesnt leave you much for any bodies on the board after you’ve added a...
Yeah for sure, and with all the bonuses to cast you can even use celestial apotheosis to get a pretty reliable D3 heal on a hero or something as...
I really like double Slann Dracothians tail, you end up with some pretty strong summoning.
The difference in damage is only around 1.5 wounds and, maybe that makes the difference in taking out a target but a lot of the time they will...
The command ability only applies charge for the effect of the +1 to hit, it doesnt give the spears their charge effect
i agree with the carnosaurs having more rend, would be happy to pay a few more points to have approbate rend that makes sense
my reasoning is that a unit of 5 knights +1 hit and mortals on 6's does about 5.55 damage with lances on charge, 3.33 not charging. The blades do...
I have to disagree with the lances. Yes there are a few ways to get +1 to hit but you really dont want to get more than 1 before you start to...
Yeah that looks decent. You would get better use out of 5 extra knights than 5 extra guard though since the guard will mainly just be there to add...