I'm new to the seraphon scene but I love the minis and lore, I have a list that I'd be interested in trying out and wanted some feedback before I dive in. Skink Starpriest (80) Skink Starpriest (80) 20 x Skinks (120) 10 x Skinks (60) 10 x Skinks (60) 5 x Chameleon Skinks (120) 6 x Ripperdactyl Riders (280) 6 x Ripperdactyl Riders (280) Bastiladon (280) Bastiladon (280) Shadowstrike Starhost (180) Shadowstrike Starhost (180) Total: 2000 / 2000 No idea on command traits and artifacts yet but the idea is to have two strong alpha striking ripperdactyl squads that can take out the key parts of my opponents army turn 1 and then win the objective game with my agile skinks and defensive bastilladons, any input would be appreciated as I want to make sure it won't be terrible to play.
It would make sense to give one of your Starpriests the command trait that allows him to perform priestly rites, which will reroll your Bastiladon's saves. Then for artifacts the standard loadouts of Incandescent Rectrices and Prism of Amyntok should be fine. Double Shadowstrike is interesting - it's a lot of points to expend on batallions but there is so much killing power in those Ripperdactyls that it might just be worth it. Just bear in mind that you can only attack with one unit at a time, and Ripperdactyls don't do well on defence. So while the first unit you choose could erase a unit, when your opponent retaliates on the other unit they are very prone to getting beaten down before they can do anything. It might be worth holding back the second unit until turn two, thereby guaranteeing that they get their attacks in before they are killed.
Wow...12 rippers in any army is really powerful. I play 3 and my mate quakes when he sees them. double starstrike - ouch Are you going against strong lists?
@PabloTho With the rippers I could drop them from the skies on different turns to make sure they get there full potential, originally I was gunna try a list with just the one shadowstrike and 14 rippers in air but then I did some math and it felt abit excessive. @Lezlor I'm mostly going against a mix of of well thought out lists, but nothing 100% cheese at this moment the list is mostly just and idea, if it could work.
Work it will terrify opponents only thing I would change is drop the Chamo skinks for another unit of 20 skinks just for more wounds.
@Crowsfoot , sounds like a good plan, what loadouts for the skinks do you think would be good, along with if I should swap a starpriest for a regular priest. Thank you everyone for all the help.
@Crowsfoot boltspitters it'll be ^^, thanks for the help. ( I'm sorry I couldn't figure out for to do the quotes thing)
When I field the Shadowstrike my opponents screen their key units hard! Typically, a unit of 40 skinks (also in the battalion) can widdle the screen down enough for my Rippers to get in. The skinks in the battalion, as I'm sure your aware, have the advantange of a 2D6 move + their normal move of 8" to get into position. With your list my worry would be whether you risk your alpha striking Rippers ending up throwing some of their valuable attacks into the screen. That being said, you do have one bastiladon that you can teleport forward... maybe it'll be enough? Just my thoughts
@Furnus that's a good point, my hope is that I can draw out there forces with fast skinks and hard to shift bastilladons then strike when the moment is right.