Ok these are the questions I have off the top of my head.
1) I like to be competitive and love winning. However, I actually really love Warhammer and GW so my main aim is to have fun. Are Seraphon fun to play?
2) What makes knights harder to play/learn than warriors?
3) Have you ever played against/seen really good knight based lists? If so how do they work?
4) What are the basic tactics for offensive and defensive Seraphon armies?
5) As a brand new AoS player who is keen to learn the game and play for years to come would you advise starting with an offensive or defensive based army?
6) Why would you not use both warriors and knights together?
7) How many knights is a good number per unit?
8) Which army is the biggest counter to Seraphon and why?
9) What advise would you give a new Seraphon player?
10) If you had £150 to spend what would you buy?
That's all I can think of so far. I understand that some questions are going to take longer to answer than others. Sorry if you have answered any of them before.
1) All armies in the game are competitive, there are no tiers in the game.
2) Effective Knights rely largely on their battalion and once they die, they lose their battalion abilities even if summoned back. Plus they summon back much slower than Warriors and they cover far less ground than Warriors which allows you to control less space on the map. Also Knights rely on the ability to charge, if they're charged first then they lose a lot of their power. Also because of this necessity to charge, you'll be charging and retreating every turn with your units working in tandem, which requires more micromanagement. Plus they're so much faster than the Sunblood that it makes it harder to make use of the Sunblood's necessary Command Ability.
3) They work by ensuring that they get the charge to make use of their Blazing Lances and Blazing Charge abilities to cause a lot of Mortal Wounds. You send one unit in, then retreat it next turn while sending a second unit to charge that same target. Then you just rotate the units like that.
4) Horde tactics and as many +1 Modifiers for your Slann's casting in order to get those double-summons. Knights work as outlined in Point 3. Guard keep a very very tight formation, snipe enemy heroes with magic from turn 1 via Comet's Call, and when they get surrounded you use Celestial Deliverance a lot to deal high damage, focus here with magic is on DPS rather than summoning or support. Skinks rely on being extremely mobile, using Monsters as tanks while the skinks themselves spam a massive amount of weak ranged attacks for a Death By Thousand Cuts.
5) I'd advise whichever playstyle appeals to you the most. If you like the idea of a massive unending overpowering army then go Warriors. If you like the idea of a stationary army that simply does not die due to having insane defense, go Guard. If you like the idea of cavalry hammering the enemy into submission with repeated charges, go Knights. If you like the idea of an army of Rogues defeating the enemy through sheer guile and agility, go Skinks. All are equally powerful so just go for your preference.
6) Because Warriors and and Knights have such different roles that they build towards two opposing playstyles. It's like trying to be an assassin and a tank at the same time, you won't excel at either and that will limit your effectiveness.
7) Knights, like any core infantry (such as Warriors, Skinks, and Guard) should make up 33% of your army at least. As Knights don't have any horde bonuses, you don't need to aim for above 33% but you can if you want. That said, you want the Firelance Starhost and that requires three units of Knights, so you should be looking at a minimum of three units. As the minimum unit size is 5 Knights, you need at least 15 Knights in three units of 5. Though this should scale up with the size of your army, 33% of your Wounds limit should be Knights.
8) There's no one army that's a counter to us because we can fulfill so many different roles. For example, Wood Elves would be a natural counter against Guard armies because the Guard are slow at best and immobile at worst, so the Elves can just shoot us from afar. Same for Dwarfs. However Knights are fast enough that they could catch the Elves, and they have the armour-piercing ability to shatter a Dwarf shield wall. Chaos Warriors are a good counter to Knights because of that Mortal Wound resistance, but they lack the power to break a Temple Guard line. However a good enough player can beat any army.
9) Synergy is key, build your army and strategy so that your units all work together and buff each other.
10) Core infantry and the appropriate Slann (Kroak for a Guard army, Starmaster for every other army.) Also a Sunblood if you're doing an aggressive Saurus army, you want that Command Ability.