Age of Sigmar: ‘Seraphon’ Faction Focus – Disciples of The Great Plan
The Seraphon are under the spotlight for the next Faction Focus. Time to find out how they will execute the Great Plan on the tabletop!
Seraphon are back in the new edition. Today we learn if they’ve got any teeth and if they can use them! I’m curious to know if they are still going to be as potent at slinging spells and how their more “physical” aspects are in the new edition. Let’s dive in!
“The Seraphon are not a single species, instead a collection who form a society governed by a rigid caste structure. At the top sit the slann. These large, toad-like creatures were birthed long ago during five spawnings, and they are uniquely privy to the machinations of the Old Ones, doling out obscure prophecy and divination to their skink attendants. They inspire great reverence in the rest of their kind, and are peerless spellcasters, wielding eldritch might in order to scour their foes and summon warhosts from the aether. “
Seraphon Battle Traits
First up we have The Great Plan which interacts with the Asterism abilities. This is what kicks things off for the army. You have to pick one at the start but if you need to change things up you can do so at the start of the third Battle Round. Just use Further the Great Plan to do it! Now, there’s some conditions you have to meet so that this will work which correspond to the option you chose at the start. But let’s look at each of the Asterism options:
- Itzl the Tamer buffs Companion weapons used by Seraphon units to have Crit (2 hits).
- Quetzl the Preserver is a -1 to Rend for attacks that target Seraphon units wholly within their friendly territory.
- Sotek the Deliverer boosts the Seraphon units speed by 2″.
- Tepok the Seer just adds a flat +1 to casting rolls for friendly Seraphon units.
I could easily see using all of these options. I think the real choice here is going to come down to what you’re facing off against and how you use the tools in your army. You could build into one of these options to start or you could plan to change things up. It’s really the general’s choice here and I think that could be fun army design for players. But if you’re person that gets paralyzed by choice maybe this one isn’t for you.
Seraphon Battle Formations
We’ve got a look at the Sunclaw Starhost Battle Formation. This one provides the Vengeance of Azyr for your army. Once per turn you can choose up to 3 Saurus or Kroxigor units in combat to perform either a free pile-in move or D3 mortal damage. Bonus damage is nice but there could be some cheeky tech-plays to be made with that pile-in move, too.
“Other formations capitalise on the indomitable Seraphon war-beasts, tap into celestial energies to teleport key units around the battlefield, or exploit the natural swiftness of the nimble skink hosts.”
Seraphon Lore of Celestial Manipulation
The Seraphon have a couple different lores to play around with. We’re getting a short teaser for the Lore of Celestial Manipulation. Mystical Unforging is another way to apply a -1 Rend to attacks on an enemy unit. That can really curb the hitting power of an enemy unit.
The other spell lore is the Lore of Primal Jungles. It “invokes the power of the sun god Chotek to heal his children, stirs up the realms themselves to cause violent earthquakes, and empowers the celestite ore found within Seraphon weapons.” I think both could have loads of utility to them.
Seraphon Warscrolls
With the warscrolls teased we’ve got a nice cross-section of units. The Slann Starmaster is back. Don’t let that statline fool you though. We’ve also got a look at the Saurus Oldblood on Carnosaur. That character is bringing all the teeth! Additionally, there’s the Terradon Riders and the Engine of the Gods to peruse. I think the Terradons might be a sneaky underrated option to look out for. Deadly Cargo is a thing that can wrack-up the mortal damage.
Seraphon Spearhead – Starscale Warhost
This one shouldn’t be a huge surprise as this is one of the newer Spearhead options. It’s currently available as well.
Contents:
- 1x Saurus Oldblood on Carnosaur (which can alteratively be built as a Saurus Scar-Veteran on Carnosaur, or a Skink Oracle on Troglodon with a Saurus Oldblood on foot)
- 3x Kroxigor (which can alternatively be built as Kroxigor Warspawned)
- 10x Saurus Warriors
We also get a glance at one of the rules for this Spearhead as well as the warscroll for the Saurus Warriors.
While this isn’t the version of the warscroll for use in “full” games of AoS it’s probably going to be close to what you can expect from this unit on the tabletop. Glad to see they didn’t lose any beef!
That’s it for the followers of the Great Plan. How do you think they will perform in the new edition? Personally, I’m never one to underestimate these dinos in a fight.
I’m still amazed the Old Ones could plan for this…