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Games Workshop Warhammer Age of Sigmar - Battletome Seraphon

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Improved Skink Chiefs –The non-Wizard skinks tended to be…not great. Some tweaks to their rules make these guys a bit more impressive. Higher State of Consciousness– Essentially turns the Slann ethereal allowing it to ignore any modifiers to saves.

The Slann who command vast temple-cities have adapted to their realm-based existence, focusing instead on more sublunary magic, sending violent fissures across the battlefield. When The Earth Trembles, any unit standing atop these rupturing ley lines suffers D3 mortal wounds on a roll of 4+. Prism of Amyntok – Grants another once per game ability that can be used to inflict some mortal wounds on a target unit. Contemplations of the Ancient Ones allows a Slann to switch their memorized spell. Previously this could be done for free, but now requires a bit of forethought. Spatial Transformation lets you teleport a unit wholly within 12″ of a Slann. Previously this was for free at the end of the movement, but even as a Heroic Action still incredibly powerful. You still can’t move in the movement phase, so be aware. Command Traits Speaking broadly, Starborne have more of a magical bent to them. Their abilities accent those who bring a lot of spellcasters, and their command traits and artefacts are for Slann and Skinks. That said, they’ll still want to bring some muscle to protect their delicate spellcasters. Battle Traits Cosmic Power

Seraphon Armies

My dad was my gateway to Warhammer, some thirty years ago. I’d sit by the gaming table for hours while he battled against Skaven and Bretonnians. One of his favourite armies was the Lizardmen and they’ve captured my imagination ever since. One of the previously neglected subfactions, all Saurus and Kroxigor units get +1 to wound on the charge, and makes Kroxigor units Battleline. Both Saurus and Kroxigor are much improved and if you want a more dino-centric force they’ll both hit harder and take it on the chin. Lord Kroak remains a powerful Wizard able to cast and unbind four spells a turn with some nice casting and range buffs. Depending on whether your using a Starborne or Coalesced army he’ll gain access to the entirety of the respective spell lore in addition to his Celestial Deliverance spell (which can still be cast three times). Kroak also retains the ability to restore all wounds lost in a phase and has a useful ability which can allow him to gain up to three additional command points in your Hero Phase. I also like his Golden Death Mask ability which has a chance to inflict the strike-last effect to a nearby enemy unit.

Once they are together, though, the Saurus Warriors are awesome miniatures, filled with poise and character. They look absolutely brilliant and will delight both existing Seraphon collectors and will no doubt entice a whole horde of newcomers to the range. Her are what I did with mine: As the Old World came to an end, the Seraphon escaped on glittering vessels, drifting in the void for countless eons before making their way to the mortal realms. Over time they have become creates of celestial magic more than flesh and blood, spurred on to fight in the unending war against Chaos, fighting under their Slann lords. same on slann, lost +1 to cast of asterysm and comet, and not being able to garrison on our scenography anymore. Comet’s Call – A great spell that can target multiple units anywhere on the battlefield to inflict mortal wounds. Depending on the casting roll you’re able to select either D3 or D6 enemy units as targets for this spell.

Coalesced Spell Lores

The Seraphon Army Set serves as a reminder that, in spite of all the recent advances in 3D printing and the accessibility of miniature sculpting software, Games Workshop still sit firmly in the driver’s seat. The miniatures in this box are astonishing in their detail – amongst which the incredible Slann Starmaster reigns supreme – and promises great things for the Seraphon range in the near future. Bone compliments well with the purple scales of the Saurus and I loved the idea of the head plate being actual bone. Unthinned Skeleton Horde worked great for this. The new book carries on the spirit of that, but it feels a lot less cruel about it. Seraphon are still apex casters, solid ranged, and arguably better at melee than they were before, balancing the scales quite a bit. It still has that feeling of organizing a complex machine into an engine of destruction, and the new options granted actually give more ways to go about it than ever before. Whether you like the wise Slann, the crafty Skinks or brutish Saurus, there is a path to victory laid out for you.

Vast Intellect –A straight forward Command Trait that enables the Slann to select an addiitonal spell from the Lore of Celestial Domination. In contrast to Starborne, Coalesced are more physical bruisers. Their buffs favor Saurus and monsters, but you still want to bring along Slann and Skinks for spellcasting support. Battle Traits Predatory Fighters Drain Magic –This spell makes it much easier for you to disrupt your opponent’s magical capabilities, making it more difficult for them to cast their own spells or unbind yours. An Albion-themed human cult dedicated to the worship of the Old One Tzunki and the small spawning of blessed skinks who still worship him from the ruins of a sunken temple-city, long swallowed by the marshes.Celestial Equilibrium is really sweet if you have a bunch of spell casters and can be a huge buff. Shield of the Old Ones isn’t bad, and with a 4+, you might be able to save this from a lot of mortal wounds. The Raptadon Hunters (should you elect to build these as well as/instead of the Raptadon Chargers) are largely identical to the Chargers aside from a few details. Very similar to the Oldblood version but swaps out the Ancient Warlord ability for Maim and Tear which can be used at the end of the combat phase to inflict a number of mortal wounds. The ball is very much in your court here. Games Workshop teased a whole host of new Seraphon miniatures at Adepticon, so if you’ve fallen for the new-look scaly boys, the future looks bright for you. Vengeful Defender (Saurus) –A very strong Trait which allows you to choose two Saurus or Kroxigor units within range to make a normal move!

They said a few weeks after this box, the models will all be released on their own, so hopefully, you don’t have to wait too long. However, some of the minis themselves aren’t the best to build. Whilst the raptadons do feel a bit tedious to assemble, they are nonetheless straightforward and easy enough to do thanks to their very formulaic construction. The Saurus Warriors, however, do let the side down with their punishing sprue gates and seams and lines. There are some pretty ornate details on the model, and it should float reasonably high above the rest of your lizards. If you want more magic, you can’t go wrong with this. Skink StarOtherwise his role is pretty much the same. He’s basically Kroak’s understudy, with 1 fewer spell, +1 to cast instead of +2 but most of the same abilities. Notably Celestial Equilibrium was moved from the lore to a warscroll spell, which does soothe losing Comet’s call a bit, giving all other Wizards a +1. He also gets the new spell Shield of the Old Ones to give him a 4+ Ward against Mortals, good for avoiding being targetted by the enemy’s own spells. A weird sort of mix between Tzeentch and Khorne’s point mechanic. Like Tzeentch, Cosmic Power rewards you for casting spells good, but unlike Tzeentch it also rewards you for shutting down enemy spells. Each turn you receive a Cosmic Power Point (CPP) for each Cosmic Node you have, which includes: There also isn’t much variation across the box. With a hero-style centrepiece unit in the Slann Starmaster and then 10 raptadons and 10 warriors, the set may have benefitted from just a little something else – perhaps another hero unit, like we saw with the Khal and the Einhyr Champion in the Leagues of Votann Army Set

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