The Oracle and the Troglodon are a dangerous pairing. The Oracle is a single-cast skink wizard, with access the superb Skink spell lores. It knows the very strong Primordial Mire spell that can protect your units from an enemy charge and give them the edge in combat. And as an Oracle, each Slann can cast a spell through it once each round, at any distance!
The Troglodon is a resilient combat support monster. His own attacks aren't that impressive (though his venom can sometimes deal a few mortal wounds in melee or at range), but his regenerative ability can keep him in the fight and at a high bracket in the damage table. When engaged in melee, his natural terror prevents inspiring presence, and the value his ability to use Monstrous Rampages such as Roar cannot be overstated. But most importantly, the Troglodon's Stench of Death ability provides a -1 To Hit aura to enemy units within 9", keeping himself and your nearby melee troops well protected. As a monster in Coalesced, he benefits from Scaly Skin, the -1 Damage ability, and gains a unique Monstrous Rampage, Odious Roar, that extends his -1 To Hit aura to a 12" range.
The Oracle on Troglodon with an effective and impactful unit that seldom disappoints in Starborne or Coalesced. But some feel his steep 270 point cost is a bit too high.
See the Skink Oracle on Troglodon warscroll on Wahapedia.
The Oracle on Troglodon is a great wizard and monster to support your melee troops, either by staying behind them where he's safer, or joining them in combat. With his Regeneration, -1 To Hit aura, and Scaly Skin in Coalesced, or the Starborne Slann spell Tepok's Beneficence buffing him, he can withstand a significant attack force. Give him the Starborne artefact, the Sacred Stegadon Helm for even more durability. With this much resilience, he can join more destructive units in melee to provide Roar to prevent the enemy from using All Out Attack or All Out Defense, and the Terror ability prevents Inspiring Presence so the enemy unit is more likely to take loses from battleshock. All the while, he can cast his spell to buff your troops or cripple the enemy's, while and Starmasters and Lord Kroak can assist from safety with one spell each of their own magic from anywhere on the battlefield.
As a MONSTER, the Troglodon counts as 5 models for contesting objectives.
The Skink Oracle on Troglodon can provide an effective impact in both Starborne and Coalesced. In either faction, it has access to great lore spells (though they're a bit better in Starborne) and powerful abilities. In Starborne, like all Seraphon wizards, the Oracle is a Cosmic Node and generates about 2 CPP each round. But his large base makes the area covered by his Cosmic Node abilities quite a bit larger than usual.
In Coalesced, like all monsters, he benefits from Scaly Skin (-1 to Damage) and gains a unique Monstrous Rampage. Odious Roar extends the range of his -1 To Hit aura from 9" to 12", on a 2+. In the Thunder Lizard subfaction, he can use two Monstrous Rampages each turn.
If it has any wounds allocated at the start of either player's hero phase, the Skink Oracle on Troglodon can heal D3 wounds. Again, this happens in both players' turns!
A huge value of the Troglodon is its Stench of Death ability, which confers a -1 To Hit Aura to enemy units within 9" (or 12" after successfully using the unique Coalesced Monstrous Rampage, Odious Roar) of the Troglodon's large base. This can have a huge value, as it keeps your other units alive much longer. This means your enemy does less damage, leaving you with more models (which then do more damage, killing more enemies, so they do less damage, and so on). This ability also effects enemy missile weapons if the shooter is in range of the aura.
The venomous spittle of the Troglodon can cause mortal wounds from both the monsters melee jaw attack and its missile attack, which starts with an impressive 18" range. Any unmodified 6 on To Hit rolls from these two weapon profiles (which both have three attacks) end the attack sequence for that die roll and deal mortal wounds instead (two mortal wounds per 6 from the missile attack and three for the melee attack). It's unreliable, but nice to have, especially since the Troglodon can pretty much always be shooting.
Primordial Mire is an often overlooked but potentially very powerful spell. It targets a terrain piece or objective, and any unit (friendly or enemy) within 3" of the terrain or objective that is not flying and not a skink has some significant mobility reduction. Until your next hero phase, those units can't run or retreat, but most importantly, their charges are halved.
Consider the math on a unit with is charges halved. To make a 6" charge, it must roll a 12! To make a 4½" charge, it must roll a 9! If an effected unit moves 3" (as close as possible) from its intended charge target, and that target redeploys just 2" away, the unit must roll a 10 to make the 5" charge! This is extremely good, especially in Fangs of Sotek with their three redeploys, or in Koatl's Claw, where Saurus and Kroxigor get +1 to Wound rolls when they get to be the ones that make the charge!
A Skink Oracle can learn any spell from the Skink Spell Lore of its faction.
A Starborne skink wizard can learn spells from the very good Lore of Celestial Manipulation, which includes some very powerful spells. Cosmic Crush deals mortal wounds to enemy units, and is particularly effective against large units and units with heavy armor. Speed of Huanchi allows a non-monster skink or kroxigor to take an immediate hero phase move, which not only increases units speed and threat ranges, but also allows synergies with teleports (normally a unit can't move after a teleport by this spell bypasses that restriction), and prevents enemy redeploys (which can only be done in the movement phase).
A Coalesced skink wizard can learn spells from the Lore of Primal Jungles, best known for the speed enhancing spell, Heavenly Frenzy. Heavenly Frenzy allows any Seraphon unit to run and charge in the same turn. Saurus Warriors, Saurus Guard, Raptadon Chargers, Raptadon Hunters, Aggradon Lancers and Hunters of Huanchi (Bolas and Dartpipes) all get +1 to both run and charge rolls if they have a musician, which means both modifiers can apply to the unit's threat range for the turn.
And like any wizard, Starpriests can learn spells from the Universal Spell Lore.
No. Only an Andtorian Locus can learn spells from the Lore of Primal Frost, and the Skink Oracle on Troglodon has too many wounds, so is not an Andtorian Locus.
No. Charge rolls are movement distances, so half inches are fine. If a unit affected by Primordial Mire rolls a charge roll of 7, the result is halved and the unit can charge 3½".
Halve the charge roll first, and then apply the +1 to charge. Core Rule 22.2.4 has a note to always apply modifiers that multiply or divide a roll before applying modifiers that add or subtract.
No. The Official FAQ for Battletome: Seraphon clarifies that Primordial Mire operates like a pulse. That is, when it is cast on a terrain feature or objective marker, all units within 3" of the terrain or objective market are effected at that moment until your next hero phase, even if the move away from the terrain or objective marker before your next hero phase.
Yes, but only while the unit remains 6" of Shards of Valagharr. Shards of Valagharr has an aura effect that prevents units from flying while they remain within 6". Primordial Mire is a pulse that puts its effect on units when it is cast. Part of the effect of Primordial Mire is that it doesn't have an effect on flying units; but the key is that the "no effect" is part of Primordial Mire's effect. A flying unit affected by both Primordial Mire and Shards of Valagharr can't fly, so also can't run or retreat and its charges are halved. But as soon as the unit moves away from Shards of Valagharr, it regains flying, and the effect of Primordial Mire becomes "no effect".
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