fbpx JOIN LOGIN JOIN

Age of Sigmar Summoner’s War: Seraphon Tactics

By Travis Perkins | August 15th, 2018 | Categories: Age of Sigmar, Tactics

seraphonDon’t miss a new series where we take a look at summoning lists for Age of Sigmar 2.0. Today’s post is on the Seraphon the former Lizardmen from Fantasy.

For our next summoning army, we’re dipping our toes in the Order faction to see what our cold-blooded friends the Seraphon can do.

Age of Sigmar Summoner’s War: Seraphon Tactics

Seraphon generate Celestial Conjuration points to summon friendly troops by having the general not use a spell. For every spell your general (who is a Slann) decides not to use, you receive 3 points. The cheapest unit is summoned on a 6 (salamander) while the most expensive is summoned on a 24 (Bastiladon). Also, just by being on the battlefield your general generates 1 Celestial Conjuration point a turn.

aos wal seraphon Age of Sigmar Summoner's War: Seraphon Tactics

  • Lord Kroak: 450 points (Leader 1 of 6)

After that, the only other way to generate Celestial Conjuration points is to have a Saurus Astrolith Bearer. While he is on the battlefield you will receive additional D3 Celestial Conjuration points at the end of your hero phase.

  • Saurus Astrolith Bearer: 160 points (Leader 2 of 6)

You’re now receiving between 14-16 points a turn if you choose not to use any spells, which will allow you to summon quite a bit of troops to the battlefield every turn. But let’s not stop there, by taking an Engine of the Gods you are giving yourself a chance to get models onto the table without having to spend any Celestial Conjuration points, by rolling a 14-17 on its Cosmic Engine (4D6, with a slann close by and discard one). Should you get that you are able to summon 20 Skinks, 10 Saurus warriors, 3 Ripperdactyls, or 3 Tterradons which can help turn the tide or control objectives in any game.

  • Engine of the Gods: 220 points (Leader 3 of 6, Behemoth 1 of 3)

seraphon

Your total is now at 830 with half your leaders filled and all the units that can summon troops are on the battle field. Let’s fill out our battle line and get some other troops on the table that might be able to soak up some damage while you keep summoning more and more troops onto the field. To do this we are going to go with an elite high defense troop and take a battle line to go along with them.

  • 10 Saurus Guard: 180 points (Battleline 1 of 3)
  • 10 Saurus Guard: 180 points (Battleline 2 of 3)
  • 10 Saurus Guard: 180 points (Battleline 3 of 3)
  • Saurus Eternity Warden: 140 Points: (Leader 4 of 6)
  • Eternal Starhost: 150 points (Battalion)

Your total is now 1660 but you have some great troops to defend Lord Kroak. Guard start off with a 4+ save but if they stay within 8” of a hero you add 1 to that roll, on top of that with the battalion you are adding an additional 1 to the roll it they are within 10” of the Eternity Warden.

Cast mystic shield on these guys (more on that later) and you have a 2+ save re-rolling 1’s against non-rend opponents. One thing that destroys these guys though is mortal wounds so, let’s bring in some skinks to cast those all-important support spells.

  • Skink Starpriest: 80 points (Leader 5 of 6)
  • Skink Priest: 80 points (Leader 6 of 6)
  • Chromantic Cogs: 60 points (endless spell)
  • Geminids of Uhl-Gysh: 40 points (endless spell)
  • Balewind Vortex: 40 points (endless spell)
  • Prismatic Palisade: 30 points (endless spell)

 

Seraphon Art H&S

This puts you at 1990 and helps maximize your summoning potential, here is how you will start your turn. Having the Skink Priest within 12 of the Astrolith Bearer adds 1 to his casting rolls and lets you add 8” to the range of the spells.

Getting off the Cogs is key. When using the bonus range make sure you place it within 9” of Lord Kroak. With the other skink within 12” of the bearer have him summon either the Pallisade or the Geminids to either break line of site to Kroak or throw some damage at your opponent’s face.

Next, with Lord Kroak, you’re going to first manipulate the cogs so that they slow down time and he can cast an additional spell and re-roll saves. Then cast the Balewind vortex with him which immediately gives him an additional spell (6 total). Then he is going to sack all his spells (five remaining) for Celestial Conjuration points granting you 15 points.

Balewind Vortex

After that, roll your Engine of the Gods and hope you get a 14-17 to grant you units with which you can then do as you please. Finally, at the end of your hero phase, you get an additional D3 +1 for the general being alive and having an Astrolith Bearer. If you get 3 points from this in your movement phase you can now set up anything from 20 Saurus Warriors to another Engine of the Gods. On following turns if Kroak is still on the vortex go ahead and sack all 6 of his spells giving you 19 + D3 a turn to summon whatever you feel like.

There you have it, of course, a player is going to try and disrupt these plans by dispelling the cogs, killing your Astrolith Bearer or Lord Kroak etc. So, you are going to need to keep them hidden to avoid shooting attacks and spells from your opponent.

Note: You could replace the Geminids with the Soulsnare Shackles to try and slow down your opponent and buy your side more time.

For more summoning army articles, here is a list of the previous armies we have covered.

would-you-like-to-know-more-logo-starship-troopers

More AoS How-To For Noobs!

About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu