Hello! So I am still a relatively new Seraphon player and I am currently planning out how I'm going to take my army to 2000. I am building from a Start collecting and my models from the Malign Portents painting competition. So this is what I am planning so far: Slann - Arcane Might, Incandescent Rectrices - 260 Astrolith bearer - 160 Skink Starpriest - 80 Scar-vet on cold one - 100 Saurus Cavalry - x10, Lances - 200 Saurus Warrirors - x10, Spear - 100 Saurus Warrirors - x10, Spear - 100 Salamanders - x3 - 120 Troglodon - 180 Stegadon - Sunfire Throwers - 240 Stegadon - Sunfire Throwers -240 Skink handlers - 40 Thunderquake - 170 Any suggestions?
A bastiladon or two will give you some great options in the future, they really make an army very durable! May I ask what the priest is for? with the thunderquake you can get a lot of the same buffs! Maybe put a bow on one of the stegadons?
If the troglodon dies, do you still get all the benefits of the batallion? If the units have to be within so many inches of the troglodon to get the re-rolls I worry that theyll kill my trog and then those 200 points for thunderquake will drop off
Unfortunately you don't. And yes you are right, it is the biggest downside of the batallion. Most of the times you'll be able to protect it with placement and spells. Tzeentch will be a horrible match up with Skyfires and their MW spam but then again, Tzeentch always are a huge problem
Man thunderquake is so expensive at 170! The only batallion I've ever tried is firelance and it wasn't useful in the game I tried it in. It seems that you need to keep your thunderquake men close together (8") which is a pretty big disadvantage against the stormcast's shots for instance, where they do D3 mortal wounds at each unit from a point (hitting your razors, handlers, slann, trog, bastilidon/stegadon). Those who have played the thunderquake, how does it work for you?
It worked well for me each time. The healing even takes some of the danger out of the damage a Celestant Prime or a Dracoth can cause.
I like it a lot and I have been pretty successful. I run 2 bastiladons, an EotG, and one sallie. I try to keep the basti's with the EotG but usually have to send one off to deal with something or another. Like Aginor said the healing is great and when they are close together the basti's are so tough. I had one soak up like 80 attacks from skeletons and take 2 wounds, which I then healed back 1 on my next hero phase.
Do you run both bastilidons with solar engines? I want to pick up another and make it an ark of sotek. I don't feel like magnetizing, but I guess I could just do "counts as" if I need to switch them up.
You don't even have to magnetize them. You can just put them there and fix them with a tiny amount of poster putty on the bottom. I usually run the Solar Engine because of its range, but against a melee army I can imagine the Ark of Sotek version could be fun, too. I still think that especially in the Thunderquake with its range limitation the Solar Engine is easier to use. If you play a teleporting list or So, so you can choose the point you attack at, then the Ark can shine because you can maximize its damage potential.
I don't have them magnetized or even glued. I just have them sitting on the racks. If I am playing a tournament I use solar engines, they are more versatile and consistent. That being said the ark is a ton of fun. I have a goofy list that has a basti with the ark, a stegadon, and a slann with the double teleport. I teleport the steg and basti into a good position and then use the alpha skink ability on the steg to push the basti up and try to get the ark into as many possible targets as possible.