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Okay, this is my last Learning to play Hordes article. Did I hear a collective sigh?! Anyway,I think I’ve got a measure of Saeryn, or at least she’s not a complete mystery to me. I had a game on Tuesday night and everything clicked. My dice luck was poor, but I managed to get a win. Anyway, this article is about that game and some of the hordes tips I picked up along the way. Of course I’m no expert, far from it, but I don’t feel like a complete newbie now!

Lenny had a Haley led force comprising a Centurion, Lancer, Hunter, a full unit of Long Gunners (with UA) and a minimum unit of Stormguards. My army was the same as last time, but I dropped the Legionnaires and replaced them with a minimum unit of Warmongers. I also dropped the Nephilim Soldier and added two Harriers instead.

Here’s a shot of Lenny’s army advancing across the table. He kept the ‘jacks close to Haley accompanied by the Stormguards. The Long Gunners are to the left of the picture.

The next turn was about posturing for position. Haley hit the Carnivean with a Chain Lightning and bounced it onto Saeryn, the Gobbers, a Harrier and a Warmonger. Saeryn transferred damage to the Harrier and the subsequent hit killed it. The Gobbers were wiped out and the Warmonger was winged. He also hit the Carnivean with Hunter and took out one of it’s aspects.

The Striders clipped the Hunter with a CRA, but the action was about the kick off. The Shepherd moved up to heal the Carnivean just before it hurtled across the terrain into the Lancer and managed to knock out it’s Arc Node. The Angelius flew over the wood and managed to swing it’s tail towards Haley who was behind the Centurion. He missed, but at least had her in melee range. No other damage was done, but Saeryn moved forward and feated. This protected the beasts from the Cygnaran backlash.

On Lenny’s turn he moved Haley out of combat with the Angelius, but it missed the free strike. She tried to cast Chain Lightning onto the Striders, but they were out of range due to stealth. My beasts were protected by the feat and left Lenny with few options. The Hunter took a pot shot at a Warmonger and killed him.

On my turn the Carnivean used a two handed throw to hurl the Centurion at Haley, knocking her down and taking a few points of damage off of her. The Striders CRAed at her. Then the Angelius charged over the Carnivean at the downed ‘caster and finished her.

What I’ve Learned…
Saeryn needs her beasts front and centre. She has a spell to debuff her enemies and one to wipe out groups of infantry. The beasts are exceptionally powerful on the feat turn. Immunity to melee attacks makes them practically invulnerable just when it’s needed. It can be used offensively and defensively. Saeryn’s defense itself can be boosted, but she needs the fury on her to transfer damage.

Saeryn’s army doesn’t get a lot of support from her, other than the beasts. If the beasts are the hammer, then the rest of the army needs to absorb and stall the opponent. The Striders are a great harrying unit and the Warmongers can soak up a lot of damage. Both have the ability to deal out a lot of damage to troopers and beasts/’jacks.

The Shepherd, Gobbers and Feralgeist are great supporting solos/units. The Shepherd extends the threat range of the fast moving beasts. The Feralgeist makes it very hard to finish off beasts particularly with Respawn in play too. The Gobbers bring just a little extra ranged protection.

So, I’m no expert, but at least I feel like I can play Saeryn without embarrassing myself. I’ll play her a bit more and then I’ll try some more of the delicate warlocks.

Owen