Salamander
Jason839
Well-Known Member
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- Trophy Points
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Hi all. I am gearing up to start playing again and I am going to start focusing on this list to start with. I feel it has a lot of potential and the amount of damage it can deal is impressive.
Leaders
Saurus Oldblood
- General
- Command Trait : Legendary Fighter
- Suntooth Maul
- Artefact : Light of Dracothion
Saurus Oldblood on Carnosaur
- Artefact : Incandescent Rectrices
Saurus Scar-Veteran on Carnosaur
- War Spear
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
Skink Starpriest
Units
40 x Saurus Warriors - Spears
10 x Saurus Knights -Spears
10 x Saurus Knights -Spears
10 x Skinks -Meteoric Javelins & Star Bucklers
10 x Skinks -Meteoric Javelins & Star Bucklers
Battalions
Bloodclaw Starhost
Total: 2000 / 2000
Allies: 0 / 400
Leaders: 6/6 Battlelines: 5 (3+) Behemoths: 2/4 Artillery: 0/4
Wounds: 149
Tons of synergies in this list, and thats how I love to play Seraphon.
Everyone is getting extra bite due to bloodclaw.
Saurus near oldblood and scar-vet on cold one will be re-rolling 1s to hit and 1s to wound.
If saurus unit was chosen by scar-vet on carno, 6s to hit will generate extra attacks.
If saurus unit was chosen for serpent staff by starpriest, 6s to wound on bites will generate extra wounds.
All heroes granted 2 more attacks by Ancient Warlord.
Everyone near Oldblood will get free re-form of 3 inches, shortening or increasing charge distance as desired.
Light of Dracothian on Combat general allows crucial debuff before major combat phase.
Incandescent Rectrices gives Oldblood on Carno a 50/50 shot to stay alive and get out of danger, allowing the army to be effective 1 more turn than it usually would. ( I play bloodclaw a lot and usually my carnos dont die till turn 4 so that means turn 5 potentially. Big deal getting to keep your buffs that crucial final turn)
Lots of different hard to deal with threats helps combat mortal wound effectiveness.
Lots of bodies spread out over board limits areas that enemy can teleport.
Skinks can be used for chaff or to claim objectives.
Still seraphon allegiance so 1 unit can teleport to get better positioning or to claim objectives.
Terror sub-theme with icons debuffing leadership.
Lots of fast and manueverable units with decent anvils in saurus warrior horde.
Intimidating as hell to see on table
Leaders
Saurus Oldblood
- General
- Command Trait : Legendary Fighter
- Suntooth Maul
- Artefact : Light of Dracothion
Saurus Oldblood on Carnosaur
- Artefact : Incandescent Rectrices
Saurus Scar-Veteran on Carnosaur
- War Spear
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
Skink Starpriest
Units
40 x Saurus Warriors - Spears
10 x Saurus Knights -Spears
10 x Saurus Knights -Spears
10 x Skinks -Meteoric Javelins & Star Bucklers
10 x Skinks -Meteoric Javelins & Star Bucklers
Battalions
Bloodclaw Starhost
Total: 2000 / 2000
Allies: 0 / 400
Leaders: 6/6 Battlelines: 5 (3+) Behemoths: 2/4 Artillery: 0/4
Wounds: 149
Tons of synergies in this list, and thats how I love to play Seraphon.
Everyone is getting extra bite due to bloodclaw.
Saurus near oldblood and scar-vet on cold one will be re-rolling 1s to hit and 1s to wound.
If saurus unit was chosen by scar-vet on carno, 6s to hit will generate extra attacks.
If saurus unit was chosen for serpent staff by starpriest, 6s to wound on bites will generate extra wounds.
All heroes granted 2 more attacks by Ancient Warlord.
Everyone near Oldblood will get free re-form of 3 inches, shortening or increasing charge distance as desired.
Light of Dracothian on Combat general allows crucial debuff before major combat phase.
Incandescent Rectrices gives Oldblood on Carno a 50/50 shot to stay alive and get out of danger, allowing the army to be effective 1 more turn than it usually would. ( I play bloodclaw a lot and usually my carnos dont die till turn 4 so that means turn 5 potentially. Big deal getting to keep your buffs that crucial final turn)
Lots of different hard to deal with threats helps combat mortal wound effectiveness.
Lots of bodies spread out over board limits areas that enemy can teleport.
Skinks can be used for chaff or to claim objectives.
Still seraphon allegiance so 1 unit can teleport to get better positioning or to claim objectives.
Terror sub-theme with icons debuffing leadership.
Lots of fast and manueverable units with decent anvils in saurus warrior horde.
Intimidating as hell to see on table