Friday, April 28, 2023

Seraphon 3.0 Battletome Review - First Impressions - Army Rules

The latest battletome for Age of Sigmar 3.0, Seraphon, is due to release today alongside the first batch in a slew of new miniatures for the faction inside a limited run army box. The general release is still a month or two out but the rules are now in the wild for non-tournament gaming.

Here I will go over my initial impressions from reading the book and give you an idea of what you can expect.

Credit: Warhammer Community, Games Workshop

Back in the World-That-Was, the Lizardmen were a collection of reptilian and amphibian races that had served the Old Ones before they vanished with the collapse of the polar gates. These races, led by the frog-like Slann, were left behind to try and interpret the will of the Old Ones. They largely kept to themselves on their continent of Lustria over the next thousands of years before the Skaven dropped a moon on them shortly before a guy named Archaon blew up the planet. Some of the Lizardmen escaped the destruction on their temple-city spaceships but became lost in the void and all but the Slann perished. The great dragon Dracothion spotted their temple-ships and ultimately led the Slann to the realm of Azyr where they planned to enact their vengeance on the forces of Chaos. The Slann conjured forth memories of their fallen comrades using the magic of Azyr to fight back the forces of Chaos across the Mortal Realms. 

The above is an abridged and poor retelling of how the Lizardmen transitioned into the Age of Sigmar, becoming the Seraphon; from flesh and blood dinos into what were essentially 'Order Daemons', which was reflected in their rules accordingly. With the launch of their Age of Sigmar 2.0 battletome, Games Workshop introduced the concept of Starborne and Coalesced. Starborne draw from the early Age of Sigmar lore when the Seraphon were beings created from Azyr magics. They aren't necessarily conjured memories and Order daemons still but they are infused with the magic of Azyr from their time spent in the heavens and on their temple-ships. The Coalesced on the other hand are those Seraphon that have been bred or spent time living around their temple-cities among the other realms, becoming more physical, drawing more from their old Warhammer Fantasy Battle concepts.

All of this is to put into context how you initially go about creating a Seraphon army with the new battletome. The first thing you will be doing is determining whether you wish to run a Starborne force or a Coalesced force. The one you pick will determine which Battle Traits, Command Traits, Artefacts, Spell Lores, subfactions, and even the terrain piece you can draw from. As a result, the Seraphon battletome is kind of two armies in one. As a general rule, the Starborne will lean more into the magic and skinks, while the Coalesced will lean more into the Saurus, Kroxigor, and monsters, but each of them are able to use the full roster.

Starborne

Battle Traits

Lords of Space and Time - Slann gain two extra Heroic Actions they may use. The first allows them to switch out one of their spells for another. The second allows them to remove a friendly unit within 12" from the table and set it up anywhere on the battlefield more than 9" from an enemy, but it may not then move. 
Switching out spells is situationally useful and will come up from time to time. The more useful Action is the second one. As it is quite a long charge, ranged units will be the better options for teleporting forwards this way, but the best option will likely be the Troglodon. Slann are able to cast spells through him and he is a monster in his own right, with a ranged attack to immediately begin causing mayhem.

Cosmic Power - Representing the infusion of the heavens within the Starborne, there are a number of things you can do with this ability. To begin with, you will generate Cosmic Power Points. You get 1 at the start of your hero phase for every friendly Starborne Wizard, every friendly Astrolith Bearer, and for your faction terrain feature. You will also gain a Cosmic Power Point for every spell you cast, dispel, or unbind. You can spend 5 to return D3 models with 1 or 2 Wounds to every friendly unit within 12" of a wizard, Realmshaper Engine, or Astrolith Bearer. You can spend 10 to increase the Ward Save granted by an Astrolith Bearer to a 5+ until your next hero phase. You can spend 15 to deal D6 mortal wounds to every unit within 12" of a wizard, Astrolith Bearer, or Realmshaper Engine. On a 1, no wounds are caused. Finally you can spend between 8 and 30 to summon in a fresh unit of Seraphon.
This encourages you to lean heavily into wizards, which are already pretty strong within the Seraphon roster. You can generate Cosmic Power Points quite quickly and the diverse range of effects and costs mean that there will always be something you can do with them. The buff to the Ward provided by Astrolith Bearers is perhaps the weakest effect but the rest are all powerful. Summoning units in is an incredibly powerful ability and you do not really need to go out of the way to generate your resource to allow it. Great ability.

Sub-factions - Constellations

Dracothion's Tail - Half of your units can teleport in at the end of your movement phase instead of being deployed normally, but must come in within 12" of a Realmshaper Engine, Wizard, or Astrolith Bearer, and outside of 9" of enemy units..
This is a nice ability, but when you already have Lords of Space and Time, it loses some of its value.

Fangs of SotekCan use Redeploy up to three times in your opponents movement phase and the first 2 times this is done to a Skink unit, it does not cost Command Points. Also grants Raptadon Chargers and Raptadon Hunters Battleline.
This is my preferred constellation for Starborne. Re-deploy is a powerful ability and being able to use it up to three times is good, up to twice for free on skinks is great. I would perhaps try to limit it to only be using it on two units of Skinks to avoid the cost altogether if able. 

Command Traits

Slann 
1. Arcane Might Doubles summoning range for Endless Spells and can control up to three predatory Endless Spells.
If you like Endless Spells, this is the trait for you. It's a powerful thematic ability but obviously relies on the current power of Endless Spells. Combos well with an Astrolith Bearer.

2. Higher State of Consciousness Ethereal. Ignore modifiers to save rolls.
Skip this and invest in Saurus Guard if you are concerned for your Slann's safety. Not being able to buff the save roll hurts. 

3. Lord of Celestial Resonance - Receive 2 Cosmic Power Points for spells.
You will be taking this. Cosmic Power Points are key to Starborne, and this amplifies the generation from your best source.

4. Vast Intellect - Know two extra spells.
It's good, but there are better options within this list. Pass on this.


Skinks
1. Master of Star-rituals - Wizard knows all spells from the Lore of Celestial Manipulation
You're unlikely to be taking a trait on a Skink and you'll likely have enough Skink wizards that this becomes unnecessary regardless. 

2. Nimble Warleader - Roll 2D6 for run rolls for all Skinks within 18".
As above, the reliance on the Slann in Starborne will mean this won't come up. If you are using a trait on a Skink then this isn't a bad shout. The aura and no limit to once per battle gives it a lot of mileage.

3. Shrewd Strategist - Once per battle, at the start of your opponents combat phase, pick one Seraphon unit within 18" and it can attempt to charge if not within 3" of an enemy.
Interesting utility here that could be used to throw some Ripperdactyls or Raptodons forward. Once per battle hurts.

Artefacts - Treasures of the Old Ones

Slann
1. Relocation Orb - Once per battle, at the end of a phase in which you have lost wounds, remove it from the battlefield and set it up within 12" of an Astrolith Bearer, wizard, or terrain piece.
Quite good for denying a flank and escaping to the far side of the board. It's one I would at least consider taking.

2. Prism of Amyntok - Once per battle, at the start of any phase, pick an enemy within 12" and deal D6 mortal wounds to it. A 1 does nothing.
Fine but not something I would waste an artefact to do.

3. Zoetic Dial - After deployment, record a battle round number. Heal to full and add 1 to save rolls in that battle round.
Terrible in practice.

4. Spacefolder's Stave - Once per turn, the first friendly unit to be set up after the end of your movemnet can be set up within 7" instead of 9".
You will be taking this. Obviously combos very well with Lords of Space and Time. A 7" charge is much much easier to make than a 9". 


Skinks
1. Incandescent Rectrices - Heal D3 wounds in your Hero phase.
Notably only in your own Hero phase. Might be fine on a Skink Oracle on Troglodon but I don't think it does enough.

2. Sacred Stegadon Helm - Add 1 to save rolls and add 1 Damage to melee attacks on the charge.
The Sacred Stegadon Helms resurfaces from ancient Lustria and provides powerful effects that are wasted on a Skink. Would be a powerful artefact if available to Saurus. Adds some resiliency to an Oracle on Troglodon which is a key unit in Starborne.

3. Cloak of Feathers - A non-monster flies, adds 4" to its Movement, and is -1 to be hit.
Decent utility and survival buffs, but if you need them you're likely already dead.

Lore of Celestial Domination - Slann

1. Comet's Call - Casting Value: 7 - Pick D3 enemy units, D6 if you rolled a 10+ to cast. They each suffer D3 mortal wounds.
One of the stand out spells of the faction. This used to be on the Slann's Warscroll and its a legitimate selling point of Starborne.

2. Tepok's Beneficence - Casting Value: 5 - Pick a Skink unit within 18" and until your next Hero phase, subtract 1 from wound rolls against it.
Easy to cast for Cosmic Power Points and can make a unit of Skinks surprisingly resilient.

3. Drain Magic - Casting Value: 6 - Until the end of the phase, add 1 to your dispelling rolls and subtract 1 from your opponents unbinding rolls.
Easy to cast and makes it easier to get other spells off successfully. Can help stack up Cosmic Power Points.

4. Mystical Unforging - Casting Value: 8 - An enemy unit within 12" counts as Rend "-" until your next Hero phase.
Great spell for taking the teeth out of a unit. Wish it was in Coalesced to help Saurus units out in their matchups.

5. Stellar Tempest - Casting Value: 8 - Pick an enemy unit within 24" and roll a die for each model in it. Each 5+ causes a mortal wound.
A powerful horde clearer and a great range. Obviously better against some armies than others, but deleting 1/3 of a horde unit will be well worth it anytime it is relevant.

Lore of Celestial Manipulation - Skinks

1. Cosmic Crush - Casting Value: 7 - Target an enemy unit within 12" and roll a dice for each model. Each roll equal or above their Save deals a mortal wound.
Good saves often equate to high wounds and lower model mount so its working against itself here. In a matchup were you find yourself facing a reinforced unit of one wound infantry with great saves, you'll wish you took this. 

2. Ceslestial Harmony - Casting Value: 5 - Grants Bravery 10 to a unit within 18", all units if you roll 10+ to cast.
At least it's easy to cast. Skip.

3. Speed of Huanchi - Casting Value: 6 - A non-monster Skink or Kroxigor unit within 18" can move.
This is amazing. Powerful effect and buffs units you will want to focus on. Best spell in the lore easily.

Terrain - Starborne Realmshaper Engine

This is set up wholly within your own territory and it is now impassable. It allows a nearby wizard to activate it and deal D3 mortal wounds to enemy units near another terrain piece, with the distance between terrain making it more or less likely to occur. Dealing mortal wounds with wizards is your MO. This allows you to do it more, for free.

Starborne Overview

Starborne encourages you to run plenty of Skinks and Slann, and it is likely going to be the Slann and their magic that carries these lists to victory. You will want to start your list of with an Astrolith Bearer, Kroak, a few Skink wizards, and maybe even another Slann, and then just hurling spells at the enemy until they are beaten into submission. Skink Oracles will be key here, teleporting them forward with Lords of Space and Time and then using them to cast Kroak and/or a Slann's spells while keeping the frog safe from harm.

There's more book keeping involved with Starborne thanks to Cosmic Power Points, but these are an effective and versatile tool in your arsenal. Do not forget that you can summon units in to allow you to achieve particular tactics and objectives.

Starborne were already good, and might well still be the more competitive way to run Seraphon with the new book. There does not feel to be quite as much synergy in the rules here as in the Coalesced as you will see, but the raw power of the Slann and Cosmic Power makes up for this.




Coalesced

Battle Traits

Predatory Fighters - Saurus and Kroxigor get to add 1 to their bite attacks with their Mighty Saurus Jaws, Saurus Jaws, and Vice-like Jaws.
These bite attacks allow you to roll dice for each of your models within 1" of an enemy unit after you have made your regular attacks and you deal a mortal wound on a 6+. Mortal wounds are always strong so this is useful, especially combined with the Coalesced terrain piece, which further buffs the roll. Note that while this applies to all Saurus keyworded units, only the non-mounted Saurus actually get the bite attacks. Your opponent can also play around it by removing casualties from the front rank, meaning there will be less of your models within range to roll for bites with.

Scaly Skin - Subtract 1 from the damage of each attack (to a min of 1) against Saurus, Kroxigor, and monsters.
This will likely be more impactful than Predatory Fighters, but obviously does nothing for you against damage 1 attacks. It will be incredibly powerful when it is relevant however, particularly against Damage 2 attacks.

Beasts of the Dark Jungles - Each monster gains a new additional Monstrous Rampage.
The Carnosaur's allows it to kill a model if you can roll over their wounds characteristic. The Stegadon's allows it to apply the strike-last effect of a charge if it rolls a 4+. The Troglodon's extends the range of it's Stench of Death special rule (-1 to be hit aura) by 3" to 9" on a 2+. The Bastiladon's allows you to deal mortal wounds to a unit if you roll under the number of models in that unit, dealing mortal wounds equal to the roll. None of these are amazing, but they are all decent effects which you will make use of if running that monster type. It is possible to run a lot of monsters in a Coalesced army and this increasing the number of Monstrous Rampages available to you makes it less likely that you will run out of Monstrous Rampages to use.

Sub-factions - Constellations

Koatl's Claw - Add 1 to wound rolls for Saurus and Kroxigor on a turn they charged. Also allows Kroxigor and Kroxigor Warspawned to be taken as Battleline.
This is a powerful rule and will likely be the default Coalesced sub-faction taken. Saurus and Kroxigor are all base 3+ to wound so taking this to a 2+ on the charge will be strong, especially if combined with a reinforced unit that has All Out Attack put on it to improve the more lackluster to-hit rolls. 

Thunder LizardCan carry out two Monstrous Rampages with each monster instead of one. Also allows Stegadon to be taken as Battleline.
None of this particularly excites me. You are encouraged to run more monsters in this constellation and this just puts you in danger of running out of Monstrous Rampages to use again. None of the extra Monstrous Rampages granted by being Coalesced are amazing and so I would just run Koatl's Claw if I were looking to run Coalesced unless you just wished to run an entirely monstrous army, in which case this is the constellation for you.

Command Traits

Slann 
1. Wrath of Aeons - Once per battle, grant +1 Attack to Saurus and Kroxigor within 12" of the General for a phase.
Once per battle effects need to be very powerful to be worth considering, and this just about gets there. It takes some set up but can be comboed with a similar effect from the new Scar Veteran on Aggradon to really bring the pain on a pivotal turn to swing things in your favour.

2. Custodian of Divine Technology - General gets two artefacts and cannot gain more. These are considered extra for enhancement slots, so you will still get your free one.
I'm not sure that there are even two artefacts I'd be keen to take, so I would leave this one be. 

3. Master of the Material Plane - General gains two extra spells.
Good one to fall back on if you aren't sure what you want. This will always be useful and allows for a more versatile wizard.

4. Dominating Mind - Once per turn, roll a dice in your hero phase. On a 2+, one monster on the board gets +1 to wound until your next hero phase. Only affects mounts if the monster is a mount.
Decent enough effect with an unlimited range. It's going to feel bad the turn you roll a one though, and I think there are just better options to take.


Saurus
1. Prime Warbeast - Mount gains +1 Attack with each weapon.
Good. A bit bland but certainly not a bad effect to increase the damage output of a Carnosaur.

2. Thickly Scaled Hide - Add 1 to save rolls.
Again, good, especially on a Carnosaur who is going to be targeted quite heavily before combat is reached.

3. Vengeful Defender - At the start of the hero phase, if you are wholly in your own territory, the General and two Saurus or Kroxigor units within 12" can make a normal move.
Great. It's quite likely that this will only be in affect the first turn of the game, but getting a double move with 3 units that want to close the distance quickly could be terrifying for the opponent.

Artefacts - Treasures of the Temple-Cities

Slann
1. Throne of the Lost Gods - Gain 4" movement and +1 Wound. 
It could be argued that this artefact actually makes the Slann worse given the wounds jump up to 10. Skip it. 

2. Crystalline Skull - Once per game mortal wound bomb that builds up charges as you cast spells. Once used, roll a dice per charge and every 3+ deals a mortal wound to a target within 12".
Holy hand grenade of Azyr. This could theoretically deal a decent amount of damage late in the game and it would probably be my second choice of artefact if I were to take the Custodian of Divine Technology Command Trait but it loses out to...

3. Itxi Grubs - Heal a wound every hero phase. Can re-roll one casting or dispelling roll in your hero phase, and one unbinding roll in the enemy hero phase.
This would be my first choice. Extra reliability on a spellcaster is always desirable. If you're casting a spell, you want it to go off. It should be noted that the heal is in every hero phase, not just your own so it can add up quickly. The heal effect is so much better that the +1 Wound from the Throne.

4. Coatl Familiar - Once per battle, can cast one extra spell from the Lore of Ancient Domains.
Loses out to Itxi Grubs. Even if it wasn't competing against it, it's just not that great an effect.

Saurus
1. Sotek's Gaze - Enemy models with a wounds characteristic of 1 or 2 cannot contest objectives within 6".
Very good. Saurus Warriors want to be holding objectives and this is a great way of making sure you own them. Thankfully this is models within 6" and not units wholly within.

2. Bloodrage Pendant - +1 Attack for each weapon, increasing to +2 Attacks if health is equal to or below 50%.
As with Prime Warbeast, extra attacks are always good. Loses out to the utility of Sotek's Gaze however. 

3. Blade of Realities - Improve the Rend of one weapon by 1, and gain +1 Damage with it vs heroes.
The Blade of Realities returns from the jungles of Lustria, but it seems to have lost some of its edge. Certainly not a bad artefact, but it would be my last pick of the Saurus selections.

Lore of Ancient Domains - Slann

1. The Earth Trembles - Casting Value: 8 - Draw a line from one of the corners of the battlefield to the closest point of your base. Units under the line suffer D3 mortal wounds on a 4+.
It'll feel great the times you manage to line up an entire battleline to get hit but it'll be tricky to do and it also casts on an 8 which is quite a high roll.

2. Empowered Celestite - Casting Value: 7 - Pick a Saurus unit within 18" and grant their Celestite weapons an extra Rend.
I imagine this will be a staple spell for Coalesced. Reasonably easy to get off and buffs the units you are likely building around in any event.

3. Drain Magic - Casting Value: 6 - Until the end of the phase, add 1 to your dispelling rolls and subtract 1 from your opponents unbinding rolls.
A bit tricksy for Coalesced. I wouldn't take this over the other spells.

4. Itzl's Invigoration - Casting Value: 6 - A monster within 12" fights on its top bracket.
Not great. There will be situations that you will wish you had it, but its not a situation worth planning for. If you take the Coatl Familiar, this is probably what you will be opting for when relevant.

5. Telepathic Summons - Casting Value: 6 - A non-monster Saurus unit is removed from the battlefield and set up within 9" of the caster.
Notably does not stipulate that they must be set up outside of 9" of the enemy as per the usual wording of similar effects. Teleporting a large block of Saurus straight into combat sounds too good to be true, and it probably is. Expect this one to get FAQ'd to add the 9" from the enemy stipulation. Until then, an insanely good spell.

Lore of the Primal Jungles - Skinks

1. Light of Chotec - Casting Value: 7 - A Seraphon model within 12" rolls for each of its lost wounds and heals them on a 5+.
Obviously this wants to be targeting the bigger monsters in the army. Certainly not a first pick but could be fun to follow a Dread Saurian around with.

2. Heavenly Frenzy - Casting Value: 7 - A Seraphon unit within 18" can run and charge.
Great spell, likely to be your first pick. Nice long range, casts relatively easily, and can target anything. Combos well with At the Double and allows Coalesced to do what Coalesced want to do.

3. Tide of Serpents - Casting Value: 7 - Pick an enemy unit within 15" and roll a die for each model in it. Each 5+ causes a mortal wound.
Similar to Starborne's Stellar Tempest. Likely to be your second pick and a strong choice either way. Obviously better against some armies than others, but deleting 1/3 of a horde unit will be well worth it.

Terrain - Coalesced Realmshaper Engine

This is set up wholly within your own territory and it is now impassable. It allows Saurus and Kroxigor to add a further +1 to their bite rolls and allows monsters to fight at their top bracket whilst within 12".
It's a decent ability to receive for free on your terrain piece. You are best trying to position it forward and so that you can get multiple objectives within range, forcing the fights to occur around it.

Coalesced Overview

If it wasn't clear, Coalesced want you to run Saurus units and Kroxigor, with the Slann and Skink casters revolving mostly around buffing those units. If you are a fan of the new models then this makes Coalesced, and Koatl's Claw in particular, an enticing prospect. Thunder Lizard tries to steer you into running monsters but there is a bit of a lack of support for them elsewhere within coalesced so sadly I think Thunder Lizard will be sidelined for the time being.

There's enough going on in Koatl's Claw that it should be able to hold it's own, but the raw power that Starborne can pump out is hard to contend with. I suspect that Starborne will be the preferred way to play in a tournament setting but considering the upcoming releases, I imagine there will be a fair number of people trying to make Koatl's Claw work.



Now, about those new miniatures....

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