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AoS 2k testing units list

Discussion in 'Seraphon Army Lists' started by Deed525, Jul 2, 2018.

  1. Deed525
    Stegadon

    Deed525 Well-Known Member

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    ok so I’m still getting my head around new functions etc and wanted to test out a few units that I haven’t really used much before (guards, knights, troggs etc) and want to test the limits of summoning - mostly to see what happens and if it’s actually sustainable.

    So for 2k we have;

    Slaan star caster (general)
    -reticles
    -arcane might

    Saurus scar-vet on carno

    Engine of the gods

    Engine of the gods

    Saurus eternity warden

    Skink starpriest



    5x knights

    5x knights

    20x guards



    5x chameleons

    5x chameleons



    Chronomatic cogs

    Units = 11
    Wounds = 100
    Total = 2,000pts

    Ok so the summoning is pretty self explanatory;

    So 2x EOG’s these guys hang with the slaan and attempt to churn out skinks to start with (at least 2x 20 blocks) within two turns/hopefully one - thereafter they will pop out terrors/rippers to flank later in the game or replacement skinks if needed.

    Turn 1 skink priest tries for cogs (if it goes well mr.slaan gets an extra spell for 4x3 (12+1) points off the bat if not he generates the standard 10 for using up 3 spells+1 as a general slaan (he keeps these until next round)

    Turn 2 priest tries for cogs if it hasn’t already been a success, slaan stores points to get to 20 and can then summon something fun to deal with whatever is faced (trogg/salamanders for range, astrolith for heavy combat, or save until round 3 for a basti/replacement eog + whatever can be afforded as I expect losses to start mounting up)
    Eog’s If they score summons - continue to plop terrors/rippers or skinks down for support/blast bad guys with rays of sun.

    Throughout, the guards and eternity stick together for extra attacks boons (and try to keep near the carno for even more attacks (on 6s) to pound down bigger/tougher units and act as their designed use of a slaan wall.

    Chameleons do what they do and harass smaller flankers, ranged units, war machines or pick out casters etc

    The knights are sadly disposable units who will with a bit of luck be used for a half decent charge and/or bullet shields for the rest of the slower moving rangeless army.

    Also I’m guessing we can’t at present use the dread Saurian? I’m confused about his use and no one is giving out certain answers :/
    (Because if I can I will)

    Thanks for and c&c
     
  2. Asamu
    Temple Guard

    Asamu Well-Known Member

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    The list seems fine mostly. I'd find a way to fit the astrolith into the starting list though.
    Dread Saurian is in the Monstrous Arcanum compendium from FW - you can find it from the WH community post 2? days ago. It's 420 pts to bring, or 40 to summon (You won't be summoning a dread saurian). The warscroll changed a bit from what it was before.
     
  3. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Hi thanks for the reply - I literally just read the posts about dreads new setup, bit dissapointed at the lowered rend and extended points but hey ho - it means I can get him in the army (so the one above will be re-jiggled to fit him in (the app doesn’t contain the dread Saurian which panicked me)

    Summoning him may not be that bad - imagine dropping him on turn 4 :D - sadly I won’t be trying that, I’d prefer to slap him on the field from the start.

    I did put the bearer in the list but took him back out - the plan being first two turns are magic sacrificial to focus on summoning - there after if I get points to spend happy days, I’f not I cast magic as usual (as it will likely be needed post turn 2) his re-rolls are very very good buffs to have, I’d just prefer the points spent elsewhere.
     
  4. Deed525
    Stegadon

    Deed525 Well-Known Member

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    New list;

    -Kroak -450
    -Eternity warden -140
    -Saurus scar-vet on carno -240
    (Both with artefacts - don’t know which yet)
    -Astrolith bearer -140
    -EoG -220

    -20x saurus guard -360
    -5x saurus guard -90
    -5x saurus guard -90

    -1x razodon -80
    -1x razodon -80
    (These can be replaced by a starpriest dependant in the opponent)

    -Eternal starhost -150

    -soulsnare shackles -20

    -2,000 points

    Turn one- Kroak stores up 4x spells worth of celestial
    Plus astrolith/general bonus = 14-16
    -use impeccable foresight on the EoG in hope for a better chance of a unit of skink and if he scores a second - to be used in the astrolith - in hope for a 2-3 for his celestial bonus (this is important for turn3)
    EoG, 2x5 guards and razordons stay close to Kroak, 20xknights/warden and carno move up to block heavy units.

    Turn two- Kroak burns 3x spells to turn into cp (9) + general and astrolith bonuses = total of 25-28 at end of hero phase - he can cast 1x spell this is either soulshackles for blocking arriving units or trapping elites in combat with the guards - or simply comet call (most likely this one)
    -foresight used again on EoG for more skink and/or astrolith for an extra cp point or two (from turn 1-3 I need just 1extra cp from these d3 bonuses ready for turn 3.

    -Turn three- Kroak again burns all 4 spells to gain cp of 39-45 (providing I don’t get 3x d3 rolls of 1 for 3 turns on the astrolith even with re-rolls) I will use the 40cp to summon a dread Saurian (most likely I will attempt to teleport the astrolith bearer behind enemy lines so he can be used as a base for summoning the dread - one to give me space to do so as he is rather large and two to throw their game completely)

    -providing the EoG is still breathing - I will try to summon more units of skink (in theory there is a good chance I’ll have 2x units of 20 by this stage, more are always welcome but the engines main job is pretty much done at this point (providing tar pits for Kroak to do his work) any extras are always welcome.

    -the saurus guard are hard hitting as hell in this list with benefits from their starhost/warden/carno and possibly astrolith aswell, in al they have 3x attacks each, if they haven’t moved in the turn of attacking they gain d3 dmg, carno gives additional attacks on 6s, astrolith helps re-rolls if he’s there and they have a 3+ save (2+ if I am reading their rules right - can’t work out of being near a seraphon hero increases the units save/bravery or the heroes?)
    If the opponent is a hard hitting one then I drop the razors in place of a priest to cast light on them for -1 to hits, this makes them extremely sturdy and hard hitting (not to mention there is a carno backing them up and on t3 a dread.
    Their job is to sit on objectives and stay there, the carno is free to move more fluidly - to other objectives, re-inforce the guards or just block incoming units (he’s basically a big scary distraction)
    The EoG I will also try to plod off onto an objective (followed by any skink it churns out)

    T4 - basically ride out what is going on (could be anything) but in theory all combat bases units should be...in combat or have been and moving onto the next, Kroak is free to do his usual wonders with magik (he will still generate a few cp a turn but I’m not too worried about that now - any points will simply be saved until I can use on a 12+ units summon)

    Essay I know, sorry I do babble :) let me know c&c
     
  5. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I cannot really say if it will work but it sure looks menacing!

    As for your question about the Guard: yes, they get a 2+ save.
    4+ base, then the bataillon makes that 3+ from being within 10" of their Warden, and then their own warscroll makes it 2+ if there is any Seraphon hero within 8".

    With either the new mystic shield or a Skink Priest that's a 2+ rerolling ones. Brutal.
     
  6. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Excellent, I thought/hoped as much but the wording threw me.

    Yeah those guards can put out some serious hurt - each one has 3 attacks with the re-rolls and upon standing still get d3 wounds and let’s not forget the scar vets ability to add damage, and yeah their saves are ace+ rend protected.

    My theory is the opponent will want to strut down Kroak asap (he’s pretty well known to be a source of serious pain) and who can ignore a carno running around - so the guards although an obvious threat, tend to go a little more under the radar due to their toughness, this is why I will use shackles to funnel opponents into them and keep them there, pretty sure they can make mince meat of most units out there,

    The core strategy is basically survive until turn 3 which shouldn’t be too hard - then big ass threat Number 3 pops out of thin air and Kroak can start going all spell crazy.
     

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