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AoS Upcoming 2k League

Discussion in 'Seraphon Army Lists' started by Slikus Vaw, Apr 24, 2019.

  1. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    Have an upcoming 2k league coming with experienced players. This is also my first league/competitive compitition. Had some practice games today nd they both went great. Was wondering if u can help me find my weak points in my army besides that i dont have alot of models haha (kinda obvious and can summon but only have 3 razor nd 20 warriors getting mor skins soon).

    Leaders
    Kroak-general 450
    Astrolith (incandescent rectices) 160
    EotG (guardians cornet[once have feel no pain on +4 from my hero to my next hero])220

    Battleline
    3x10 skinks 180

    Behemoths
    Bastiladon 280
    Stegadon (flamethower) 220

    Other
    Kroxigors x6 320

    Battalion
    Thunderquake 120

    Endless Spell
    Balewind 40

    Total points 1990
     
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  2. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Your big standard thunder quake list I reckon :) should do ok; re-rolls, heals and Kroak Classic stomps - any idea on your opponents? Alpha drops/hordes/heavy range/mortal wound high output?
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Be Aggressive. You can't afford to castle. You need to me moving up the field and getting your Krox, Steggy, and Kroak Spells in range. Make sure you have read through the Seraphon FaQs. There have been changes to Kroak and the Thunderquake Starhost.

    Best of luck!
     
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  4. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    So far i know these armies:
    Exp stormcast that will change up list depending on the army. So not sure what i will see besides the evocators.
    Exp gitz army with trolls mainly nd 2 wizard goblins nd 2 magler squigs
    Exp khane army with a one drop or 2, 2 30 block hordes with morathi nd the avatar with the blood pool model

    What ive gone agenst, i have always had way more shoouting then my opponent nd they hardly have any.
    Agenst the gitz i will prolly change the flamethrower to the bow
     
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  5. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Ooo careful of those gitz troggs bring heavy hitting and defence at the same time and manglers are nasty nasty (be very aware that manglers go from full strength to lower then back to high as they drop in wounds) also presuming their general is riding one - so he will hit and run a lot (focus all fire on him before he makes combat and as he’s legging it)
     
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  6. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    his general is the trogg that makes troggs be battleline

    any advice with going agenst the troggs with manglers?
     
  7. Scurvydog
    Saurus

    Scurvydog Active Member

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    Get ethereal amulet for your EotG, then you don't need to worry as much about the -2 rend of Dankholds, manglers and rockguts attacks at least and basti ignores this as well. With the healing from the battalion you might be able to tank some of those hard hitters and hold the line long enough. Remember that trolls are relatively slow, so capitalize on this to wear them down.

    6xKroxigors will have a hard time with both the troll and stormcast list by the sound of it, as the moonhammer only really shines vs the DoK blobs, but that is of course only if you want to optimize.

    Kroak already has a hard time getting casts of 8, 9 and 10 of and it looks like strong armies for dispelling your spells. Especially if Khorne gets the skull judgement near Kroak, then you will be in deep trouble.

    Your board presence will also be low, as you probably need to dedicate at least 1 skink squad to wrap Kroak and protect against "deep strikes" from stormcasts and DoK flyers dropping down next to him. this leaves a slow moving blob battalion and only 2 units of skinks to grab objectives. If the EotG fails to summon, then it will become difficult and if you need to gather conjuration with Kroak too much, there is no point to him against a regular Slann.
     
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  8. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Ah ok - in that case the trogg boss is a combat destroyer he has 4 attacks with good hit/wound and -2rend with d6 damage a per wound (without items) I give mine gyrstrike for 2/2s to hit/wound - be careful of him - he also regens so picking him off at range will be tougher and remember he can insta kill in combat with his grip (+cause mortal wounds with his ability) - in short bog him down with skinks while you kill off the manglers (because those things can churn out 40 odd damage a turn on a good roll) each and they are quicker (if the dice favour them)

    Also a useful note to mention is that the gitz can also use teleport spells, -to hit and make you attack last in combat - kill those casters (if they are gobbos on foot they should be easy enough)

    If it’s possible for you to do - I would get yourself a unit of 4 razordons instead of kroxigors - your ogre sized units will probably struggle against the troggs (I presume they are rockguts) if so they ignore wounds and heal so generally very tough - but a block of 4 razors can haul them with plenty of attacks (so a good few should get through) + obviously their 50% chance to shoot before a charge hits you could mean that the unit gets taken down hard before it mashes you up.

    Final note for the gitz - if he has a unit of gobbos (which I imagine he does) it’s probably got fanatics in it - if he’s got a huge unit of gobbos stay away - they are really nasty on mass (-1 to hit and they get plenty of bonus attacks with decent hit/wounds) and remember that they can come back once killed - so best to shoot them down but not kill it off until later on when a resummon (of half their number) will be less effective - as it will be spawned from his cave which will be back on his side of the field.

    As for storm cast - range means that you will want to turtle up or teleport troops in on them to clear them out (make use of your regen)

    Fast moving (mounted / skirmishes) etc means that your won’t have much time for Kroak to gather CP - and ass the externals have solid armour and wounds - maybe use him for his spell offensive abilities and pound them out with mortal wounds (meteor is great as it targets anything (multiple units) from afar - aim for ballistas/judicators or anything fast and hard hitting.

    Hope the essay helps ;D
     
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  9. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    yes it has helped out thanks
     
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  10. Vexcor
    Kroxigor

    Vexcor Well-Known Member

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    i didnt realise that. In that case you want the T1 so you can activate being savage to get the save rerolls immediately right?
     
  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Scoring objectives is always the most important. If you are able to take first turn without taking a disadvantage on the objectives then you should take first turn.
     
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  12. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    so havent faced the troggs yet( 2 groups of 6 rockguts with 2 manglers and 2 dankhold bosses{not 100% sure but he has 2 sigle big guys}) but when i do i was wondering if taking out the kroxigors nd adding 2 razordons nd handlers(have to TQ) with a starpriest cogs nd exchanged the stegadon for a bastiladon is a good idea or not? i wont have anything to contend with the troggs in melee which worries me. the trogg army worries me the most nd i might have to beat him so i get the tie breaker agents him. have a feeling he will be on the podium.( league has like 12-16 players with top 8 games count lasts about 8 weeks)

    first game of the league went real well won with max points so im tied for first with one game :)
     
    Last edited: May 4, 2019
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  13. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Very good job, keep it going.

    You need to work out wether those trogg bosses are bosses or just regular solo monsters (they get slightly lowered stats as optional units) as bosses they make all troggs re roll failed hits (which will hurt) means that those big troggs will pretty much always hit with 3/4 d6 damaging attacks.

    The rockguts will both have a ranged attack that will deal d3 mortal wounds at 12” so watch that.

    The manglers need to be killed quickly otherwise they will deal huge damage (remember that as they get less wounds their power increases again) so a low health mangler will still really hurt.

    I’m guessing the general is a trogg boss (with that many troggs around) which means at least a mangler can’t hit and run.

    I think more attacks would benefit you - purely due to the rockguts having invulnerable saves against everything - if that moon is in the troll area they will regen a hell of a lot! (Either re roll the regen ability at 4+ or if it goes off they double the wounds restored)!
     
  14. Deed525
    Stegadon

    Deed525 Well-Known Member

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    Very good job, keep it going.

    You need to work out wether those trogg bosses are bosses or just regular solo monsters (they get slightly lowered stats as optional units) as bosses they make all troggs re roll failed hits (which will hurt) means that those big troggs will pretty much always hit with 3/4 d6 damaging attacks.

    The rockguts will both have a ranged attack that will deal d3 mortal wounds at 12” so watch that.

    The manglers need to be killed quickly otherwise they will deal huge damage (remember that as they get less wounds their power increases again) so a low health mangler will still really hurt.

    I’m guessing the general is a trogg boss (with that many troggs around) which means at least a mangler can’t hit and run.

    I think more attacks would benefit you - purely due to the rockguts having invulnerable saves against everything - if that moon is in the troll area they will regen a hell of a lot! (Either re roll the regen ability at 4+ or if it goes off they double the wounds restored)!
     
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  15. Deed525
    Stegadon

    Deed525 Well-Known Member

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    The best way to clear larger units of troggs would be to target their weak bravery (5) +1 if a trogg boss is close and immune to battleshock if completely near the shrine - but if you can get some to run that would be hugely beneficial - so keep those big troggs away and tangled up in skink combat while you chip away at the units of rockguts and manglers (they are pretty slow so should be too hard)

    And of course grab objectives.
     
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  16. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    How many points is your league playing with atm. I could tell you which variants of Mangler Squiggs and Trogg bosses he likely using based on the points restriction.
     
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  17. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    2k
     
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  18. Deed525
    Stegadon

    Deed525 Well-Known Member

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    It would have to be to have those big units in there, 320 per block of 6 troggs (640) manglers at 240 each (480) and trogg bosses 300 a piece (600) so that’s 1720 for those guys alone obviously he has another battle line so minimum 70 for squig s but I’d imagine it’s a block of gobbos or another 3 man trogg unit, does he have no magic ?
    Bare in mind that if both big troggs are heroes they have a 4+ on magic resistance and the base troggs have a 5+ ignore wounds/mortal wounds so possible he hasn’t taken a caster.

    He will struggle to cap objectives - but he can defend them once there
     
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  19. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    He has 2 spell casters one with hand of gork. Nd a 20 man unit of small gitz with a few of them with nets
     
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  20. Deed525
    Stegadon

    Deed525 Well-Known Member

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    That wouldn’t add up ;D

    Takes him to 2010 Pts
     

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