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AoS Stürmer's Army Lists

Discussion in 'Seraphon Army Lists' started by Wilhelm Stürmer, Jan 12, 2019.

  1. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    UPDATED INFO FOR SERAPHON BATTLETOME 2020

    Here's the discussion based around the new tome.
    Here's a work in progress spreadsheet of condensed information from the new tome.

    Original Post:
    The local Games Workshop is starting a Slow Grow League tomorrow and as I only have a Seraphon Start Collecting box at my disposal, I used the tutorial by @Crowsfoot to build a Scar-Vet on Cold One, a Sunblood, and a Skink Priest. Oh, I forgot a bought a Skink Starpriest off a local gamer. The first games are 500 points. Here is the list I came up with and I'd appreciate input on it, particularly which Leader should be the General and what Artefact to take.

    LEADERS
    Saurus Sunblood (120)
    Skink Starpriest (80)
    Saurus Scar-Veteran on Cold One (100)

    UNITS
    5x Saurus Knights (90) - Lances
    10x Saurus Warriors (100) - Clubs

    TOTAL: 490/500
    WOUNDS: 38
    LEADERS: 3/4
    BATTLELINES: 1 (2+)
     
    Last edited: Mar 16, 2020
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  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I would go with either the Scar Veteran on Cold One or the Skink Starpriest. If you want additional command points for Savage Charge then make your ScV your general and take Mighty War Leader. If you aren't concerned with potential additional Command Points then make your Skink Starpriest the General and take Master of Star Rituals for rerolling 1's to saves for a unit.

    Are you allowed to use the Malign Sorcery rules? If so, the best options for artifacts are generally in the Artifacts of the Realms section. Taking one of the shooting artifacts such as the Wraithbow (shyish) or Rockjaws (Ghur) can be very strong at low point counts. Prism of Amyntok from the GHB2018 Seraphon Artifacts List is also a good option. These items in addition to Arcane Bolt will give you a good chance of killing an enemy heroes quickly.
     
    Last edited: Jan 12, 2019
  3. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    @LizardWizard I believe we are allowed to use Malign Sorcery. I'll take a look at those Artefacts you suggested. I really appreciate your feedback.
     
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  4. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Would it be worth it to replace the Starpriest with a Priest, so I get the full benefit of MoSR?
     
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  5. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I would keep the Skink Starpriest over the regular Skink Priest for two reasons. Firstly, Summon Starlight is very strong. Lastly, you get the added benefit of having a Wizard to unbind and dispell.
     
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  6. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Good points. Also, it looks like Savage Charge paired with Serpent Staff could be a great combo.
     
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  7. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Battlereport:
    My game ended up being severely shortened due to the game ahead of us taking very long. We had about 40 minutes of play time, so I think the pressure caused some forgotten abilities, spells, etc.

    My opponent brought:
    Waywatcher
    10 Sisters of the Watch
    1 unit of Kurnoth Hunters with scythes

    I made the Skink Starpriest my General, picked Master of Star Rituals, and brought the Prism of Amyntok Artefact.

    Turn 1:
    I kept the Scar-Veteran on Cold One with the unit of Knights, to hopefully benefit from Savage Charge. I kept the Skink Starpriest behind cover, and the Warriors and Sunblood were placed out near each other. My opponent deployed first and had me go first. I attempted Lords of Space and Time on the Sunblood, but whiffed it with a 1. I successfully cast Summon Starlight on the Warriors and applied Serpent staff to the Knights. The rest of my first turn just movement, as I was outside charge and combat ranges.
    Opponents turn 1, he teleported the Sisters of the Watch behind my Warriors and killed half the unit. The Waywatcher killed 2x Knights at range. I couldn't strike back with anything.

    Turn 2:
    As we were pressed for time, we simply went back and forth on turns. I got a 3 on LoSaT and teleported the Sunblood 9" away from the Waywatcher. I used the Prism on the Sisters, killed 5 and then killed one more with Arcane Bolt. The Sunblood got it's 9" charge, but I failed the Knight's charge and opted to not charge the Scar-Vet alone. I turned my remaining 5x Warriors around and moved, then charged them into the SotW, killing two more in Combat. Waywatcher struck back into the Sunblood, but whiffed. The Sunblood then knocked the Waywatcher down to 1 Wound. The Sisters killed the two remaining Warriors.
    Opponents turn 2, he got his Kurnoth Hunters in combat with the remaining 3x Knights and Scar-Vet on Cold One. The Scar-Vet took 3 Wounds and my Knights were left with one model with 1 Wound. I struck back with my Sunblood and killed the Waywatcher. His Waywatcher inflicted 3x Wounds into the Sunblood.

    Turn 3:
    I charged the Sunblood into the Kurnoth and inflicted some damage, but didn't kill any. The Kurnoth killed the remaining knight, but we had to end the game at that point due the store closing. My opponent graciously called the match a draw in his report on TGA Community, but based on wounds of dead models, he won by 5.

    Upon reflection, the rushed nature of the game contributed to A LOT of missed ability usage. I'm fairly certain I missed using Ferocious Rage and Fury of the Seraphon. I did use Scent of Weakness twice on the Waywatcher. All in all, I'd like to play this match up again, but more relaxed, so we can both be sure to use the army's full potentials.
     
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  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I recommend making a write up for all your abilities and the phases they occur in. Having a cheat sheet with all the actions you intend to preform in each phase will help as learn the army and insure you don't overlook an ability or create missed opportunities.

    Sounds like you had a good opponent.

    Thanks for the batrep!
     
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  9. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    I've done this before when my friend, who I played, got me hooked by letting me play with his Ironjawz army and it definitely helped. Thanks for the advice. I'll probably write that up today or tomorrow. Looking forward to the next battle.
     
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  10. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    So, the league will be growing by 250pts. Next battle: 750pts. I will likely be playing the same opponent and he will likely bring the same list, plus some more Wanderers, specifically Glade Guard. His army is very shooty, which obviously presents a bit of an issue for Seraphon, especially in matched play. Edit: ALSO, his army has less drops, so if I can get my drops to 4, then I might actually get a chance to go first. His 500pt army was 3 drops and mine was 5 >_<

    So, advice time, if you please. Here's the assembled models/units available to me, currently:

    1x Saurus Scar-Veteran on Carnosaur
    1x Saurus Scar-Veteran on Cold One
    1x SaurusSunblood
    1x Saurus Astrolith Bearer
    1x Skink Starpriest
    5x Saurus Knights
    10x Saurus Warriors

    It's highly likely, before this 750pt battle, I will have available to me a Seraphon Starclaw Strikehost box, which for reference contains:

    1x Bastiladon
    1x Troglodon or Saurus Scar-veteran/Saurus Oldblood on Carnosaur. Building the Skink Oracle on Troglodon allows a Saurus Oldblood on foot.
    6x Terradon/Ripperdactyl Riders
    24x Skinks

    I haven't built a list yet with this info at my disposal, but I wanted to see what suggestions I could get here. A simple, albeit not great option, is to simply add the existing Carno to my list and have 20pts for an endless spell, likely Quicksliver Swords. I'm going to use the Warscroll Builder and play around a bit while I await y'all's learned input. ;-)
     
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  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I would change things around to bring a Slann. The Slann's command ability will help to neutralize his shooting:D
     
  12. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    That is an option and I do need to get a Slann, as I am working towards a specific 2k army. BUT, I have to buy one. The big box above is advanced partial payment for a gaming table I'm building for my opponent (we work together). So, I'm not dropping that cash all at once. And I'll likely be buying materials for said table soon. I might be able to purchase one, but if I can't, do you have other suggestions?
     
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  13. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    I like this discussion and it got me thinking about also needing to buy Salamanders for the same 2k list I mentioned above. If I did that, I could have something like this:

    Skink Starpriest
    6x Ripperdactyls
    20x Skinks
    3x Salamanders
    Balewind Vortex
    Shadowstrike Starhost Battalion

    As a side question @LizardWizard, I saw you mentioned Razordons are great units for low point games. Is there a real advantage to them over Salamanders, or vise-versa?
     
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  14. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Razordons don't need handlers saving you points, (Salamanders need the handlers to increase range) also they do decent damage where as Salamaders tend to be all or nothing, both can be good or bad.
     
  15. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    @Crowsfoot nailed it.

    There are few other things to consider as well. Razordons have a bit of an at the moment due to the prevalence of skeleton hordes in the meta. The -1 rend means the skeletons are reliant on their Deathless Minions save after save. You will pretty well melt a unit of skeletons with a unit of 4 Razordons. The range of the two units is also a factor. Razordons can be teleported with LoSaT and still have range on their targets. Salamanders need to roll a 5+ with LoSaT. Razordons also have Instinctive Defense which is a huge disincentive to charges.

    Lastly, Salamanders are better at killing monsters and elite units. Razordons are good at kill horde units or heroes with low wounds and high saves.
     
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  16. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Thanks for the input on Salamanders vs Razordons, @Crowsfoot & @LizardWizard. Any input on the 750pt Shadowstrike Starhost list I posted above?
     
  17. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Shadowstrike at low points is lethal, nothing more to say really, go melt faces.
     
  18. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    Okay... just came up with this 750pt army.

    Allegiance: Seraphon
    Skink Starpriest (80)
    Saurus Astrolith Bearer (160)
    20 x Skinks (120)
    - Meteoric Javelins & Star Bucklers
    3 x Ripperdactyl Riders (140)
    Shadowstrike Starhost (180)
    Balewind Vortex (40)
    Suffocating Gravetide (30)

    Total: 750 / 750
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 39

    Well, CP would be useless to me, BUT the Balewind and AstroBear would increase the Starpriest's casting range by 14"! Plus, I'd have the Battalion. And the Gravetide can assist with shooting. However, his Kurnoth Hunter's wouldn't be held up for long by the Skinks, which is basically the only thing they'd be good for in this battle.
     
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  19. Wilhelm Stürmer
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    Wilhelm Stürmer Well-Known Member

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    That does seem to be the consensus, haha! That extra Ripperdactly unit may not be good against tons of arrows.
     
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  20. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Ditch the bearer and bring in more bodies, 6 rippers will kill anything at the point level.
     

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