Warcry/Tactics/Seraphon

From 1d4chan

Faction Overview[edit]

Older than memory, existing for aeons unrecorded, the Seraphon have ever waged an unending, savage war against Chaos. Now they've brought that war to the seat of power for Chaos in the Mortal Realms – the Eightpoints.

Pros[edit]

  • Variety of Models Ranging all the way from the humble Skink, through Saurus, Saurus Guards, Knights and flyers, there's potential for different play styles within the Seraphon Warband.
  • Mobile Thanks to the high movement of the Terradon and Ripperdactyl Seraphon warbands can quickly secure key locations on the battlefield.
  • Versatile A good amount of "archers" and clubs/spears with 2"/3" range means you can move and attack without letting your opponent retaliate with both their actions, and the damage buffs from your rolls will let YOU retaliate much harder, so with brute force, or when the stars align, you'll dominate on the battlefield.

Cons[edit]

  • Expensive to Collect The Start Collecting box set contains enough to build a war band out of the Knights and Warriors, but you'll need the Skink SC (which is very hard to find thanks to its popularity) in order to use the Double ability. The Saurus Guard box is more expensive but also has a commander option.
  • Squishy support 3 toughness on javelin skinks and only 2 for the Boltspitter version means that your fire support can die very quickly, leaving you without papercuts to throw, and quickly outnumbering your tanks, so be sure to reread your stats before running blindly into combat.

Ability Overview[edit]

  • [Double] Nimble Retreat: A fighter can use this ability only if they are within 1" of an enemy fighter. This fighter makes a bonus disengage action. (Skink)
    • Ability Commentary
  • [Double] Cold-blooded Commander: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus move action or a bonus attack action. (Leader)
    • Ability Commentary
  • [Double] Voracious Appetite: Pick a visible enemy fighter within 1" of this fighter, roll a number of dice equal to the value of this ability. For each +4, allocate 1 damage to that fighter. (Ripperdactyl)
    • Ability Commentary
  • [Triple] Rain Meteoric Barrage: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Terradon)
    • Ability Commentary
  • [Triple] Tearing Bite: Add the value of this ability to the damage points allocated by each hit or critical hit from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Saurus)
    • Possibly the most useful of all the Seraphon abilities. If you manage to get a triple 5 or 6, this ability is terrifying even to the biggest and scariest opponents.
  • [Quad] Wrath of the Old Ones: Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristics of 3 or less. (Universal ability)
    • Ability Commentary

Fighter Overview[edit]

Leader[edit]

Skink Alpha[edit]

  • Stats: Movement 6"; Toughness 3; Wounds 16; 130 Pts.
    • Rules: Leader Scout
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary- A budget leader that packs a surprising punch with their club attack.

Terradon Rider Alpha[edit]

  • Stats: Movement 12"; Toughness 3; Wounds 25; 230 Pts.
    • Rules: Leader Scout, Frenzied
    • Weapons:
      • Reach-Range 3"; Attacks 4; Strength 3; Damage 2/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary- Massive movement combined with reach is a useful thing to have.

Ripperdactyl Rider Alpha[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 235 Pts.
    • Rules: Fly, Destoyer, Leader
    • Weapons:
      • Bite-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary- Like the terradon rider, but a heavier, tankier version that rips through armor.

Saurus Guard Alpha[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 25; 220 Pts.
    • Rules: Warrior, Leader
    • Weapons:
      • Club-Range 2"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary- A slow but hard hitting and massively tanky leader for if you need to up your tank game.

Saurus Warrior Alpha[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 20; 150 Pts.
    • Rules: Warrior, Leader
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary- A budget leader with a bit more health than the skink version.

Saurus Knight Alpha[edit]

  • Stats: Movement 6"; Toughness 4; Wounds 30; 195 Pts.
    • Rules: Warrior, Mounted, Leader
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary- Relatively fast and quite tanky, a good close-combat leader with good ability options.

Fighter[edit]

Skink[edit]

Skink with Club[edit]
  • Stats: Movement 6"; Toughness 3; Wounds 8; 60 Pts.
    • Rules: Scout
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Skink with Javelin[edit]
  • Stats: Movement 6"; Toughness 3; Wounds 8; 85 Pts.
    • Rules: Scout
    • Weapons:
      • Spear-Range 8"; Attacks 1; Strength 3; Damage 1/4
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary- a ranged skink that'll support your warband and will survive a strong gust of wind. good for supporting your frontline.
Skink with Blowpipe[edit]
  • Stats: Movement 6"; Toughness 2; Wounds 8; 65 Pts.
    • Rules: Scout
    • Weapons:
      • Ranged-Range 12"; Attacks 2; Strength 3; Damage 1/4
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary- a squishier ranged skink that'll support your warband IF you can keep them away from close combat or enemy archers. good for point capping. (Broken, but no errata found - Varanscribe has incorrect point costs)

Terradon[edit]

Terradon Rider with Bola[edit]
  • Stats: Movement 12"; Toughness 3; Wounds 15; 170 Pts.
    • Rules: Fly, Frenzied
    • Weapons:
      • Flail-Range 3"; Attacks 3; Strength 3; Damage 1/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary- A fast unit with the capability to both swoop in and attack or to retaliate fiercely
Terradon Rider with Javelin[edit]
  • Stats: Movement 12"; Toughness 3; Wounds 15; 185 Pts.
    • Rules: Fly, Frenzied
    • Weapons:
      • Spear-Range 8"; Attacks 2; Strength 3; Damage 1/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-

Ripperdactyl Rider[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 15; 175 Pts.
    • Rules: Fly, Destoyer
    • Weapons:
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-

Saurus[edit]

Saurus Guard[edit]
  • Stats: Movement 4"; Toughness 5; Wounds 15; 145 Pts.
    • Rules: Warrior
    • Weapons:
      • Club-Range 2"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary- The Saurus Guard is like the Warrior with Spear, only much more armored but is more expensive.
Saurus Warrior with Club[edit]
  • Stats: Movement 4"; Toughness 4; Wounds 10; 75 Pts.
    • Rules: Warrior
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary- This Saurus Warrior sacrifices the range advantage for an extra attack.
Saurus Warrior with Spear[edit]
  • Stats: Movement 4"; Toughness 4; Wounds 10; 75 Pts.
    • Rules: Warrior
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
  • Fighter Commentary- This Saurus Warrior sacrifices 1 attack to get the range advantage.

Saurus Knights[edit]

Saurus Knight with Club[edit]
  • Stats: Movement 6"; Toughness 4; Wounds 20; 115 Pts.
    • Rules: Warrior, Mounted
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Saurus Knight with Spear[edit]
  • Stats: Movement 6"; Toughness 4; Wounds 20; 115 Pts.
    • Rules: Warrior, Mounted
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
  • Fighter Commentary-

Minions, Thralls, and Allies[edit]

General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Saurus Heavy Lists[edit]

(Some of the lists below may have gotten outdated with changes to point costs)

Here's a list I've had a lot of fun and luck with so far:

- 1 Saurus Guard Leader
- 2 Saurus Guard
- 2 Saurus Knights with Celestite Clubs
- 4 Skinks with Blowpipes

1000 points exactly.

Most often I play battlegroups as follows:

- Hammer: Saurus Guard Leader and 2 Saurus Guard.
- Dagger: 2 Saurus Knights with Celestite Clubs.
- Shield: 4 Skinks with Blowpipes.

Using doubles for Rush on the Skinks is always a good idea to grab objectives. Keep an eye out for high-value triples so you can get that sweet sweet Tearing Bite with your Saurus Guard.

That's really all there is to say about this list.

Reedo's list[edit]

Build extracted from Reedo's lists [1].

- 1 Saurus Guard Leader
- 9 Skinks with Blowpipes
- 1 Terradon with bolas

TOTAL: 975 pts.

PROS:

The Skinks are awesome. Good mobility, good range and good damage
Supermobility with Skinks and Terradon
Heavy punch with the Guard

CONS:

The Skinks are a little weak


Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries