This list appears to be straight forward; however it is not due to all the synergies and special rules. This list power comes from board control, speed, offensive power and body count. The principle is to tie up your opponent in round 1 take and hold points while destroying your opponent’s key units.
A Slann can attempt to unbind enemy spells that are cast anywhere on the battlefield. if the casting roll for a SLANN WIZARD in a SERAPHON army was 10+, and the spell was successfully cast, then you can add 6″ to the range of the spell.
Lords of Space and Time:
Once per turn, in your hero phase, you can pick one of your SERAPHON units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit. If the dice roll is a: 1-2 – the unit cannot move or charge in this turn, 3-4 – the unit can be removed from the battle field and set up again anywhere more than 9″ from any enemy unit (This counts as the unit’s movement for the next movement phase), 5-6 – the unit can be removed from the battle field and set up again anywhere more than 9″ from any enemy unit, plus you can move it again during its next movement phase.
This is good, bad, and ugly you have a 33% chance to fail for the win. I don’t rely on this but use it because when it works it is great.
Artefacts, Command Traits & Abilities
This choice is going to make a lot of Seraphon players upset but I’m here to tell you for this list this is the choice you want.
Vast Intellect- here is the thing having two casters that can cast the DE buff from Summon Starlight -1 to hit will save your big hitters stack that with a realm spell or the coronal shield that’s survivability. Curse of Fates cast on your Saurus Oldblood on Carnosaur (Ku-Quar) gives him a lot of flexibility 1 to charge, extra attack in shooting or to hit or wound, combat can use it on attack for bite to turn that 5 into a 6 for x2 damage with skink starseers buff. But the big one is when you hit multiple wound models all you do is have to kill 1 for a battle shock test Fear not if they pass. blood roar saves the day you already get +1 now you can get +2 or make that d3 better and more models flee.
Coronal Shield- -1 to hit on a 4up for all units withen 3in in beginning of combat phase can be huge stack spells and this artifact making the hero -2 or -3 to hit he will live and eat stuff.
Relic Blade= with limited mortal wound out put this gives the Saurus Oldblood on Carnosaur -2 rend
Saurus Sunblood (120)
– Artefact: Ghyrstrike- this is your sleeper, small based hero that does massive damage. Giving him +1/+1 sets up his ability to prock on 5 to hit and 5 to wound.
the Caurnisour’s Command ability lets you pick a weapon from ANY Seraphon Hero from your army at 20″ or less from him (doesn’t clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Use this 4 times turn 1 now your 2 caunisours now get 8 extra attacks, same with your banner, and sunblood can now 1 shot whole units. if a caurnisour is in combat with a monster use 1 CP on claws and 3 on bite. The neg -2 rend use all on spear. this last till your next hero phase so it you take top of 1, and get double turned you get all the attacks for 3 combat phases, that is why the neg 1 or 2 to hit is important in keeping him alive you can also just use 2 for both caurnisours so if one gets killed every thing else still gets 4 extra attacks.
Slann Starmaster– constellations are all good because they buff either rerolls 1 to hit, add 1 to every spell casting attemt or add 1″ to run and charge, any are good but I shoot for the +1 to charge.
Skink Starpriest– His staff, can give any nearby caurnisour’s bite on a roll of 6 to wound double the damage, and his awesome spell
skinks– zone board out, hold points, shoot a unit then let blood roar take more off. go past the points the withdraw back to the point so flexible and tons of usage.
1 drop, so you should be able to out deploy your opponent every time
Sunclaw Starhost: it’s not a bad tax because Saurus Warriors get an extra attack on their bite and their weapons gain -1 rend, and 2 damage against daemons. Turns a poor unit into just an ok unit.
Fangs of Sotek: extra command point so you start with three(4 on your first turn), +3 move on the first turn, and adds 1 to the roll when you use Bloodroar for Saurus Oldblood on Carnosaur (Ku-Quar).
Magic, Endless & Realm Spells
cogs, turn 1 +2 move +2 charge after that give your Slann 1 more spell and re-rolling saves.
its a very technical list learn when to go first or set back and take second turn, set up is huge hit targets you can cripple or 1 shot. summon in Skinks for more chaff lines or point holders. teleport 30 skinks and space them out .99 inch you can zone out half the board for deep striking or teleportation armies. this list is fun fast and devastating.