hi guys want advice for a 2000 pure Seraphon army which is: 1 ostrilith bearer 1 skink Star priest 1 skink star seers Sunclaw star host -1 sun blood -general Command trait:Reckless Artefact:quicksilver potion -3 units of 10 warriors 1 scar veteran on carnasour 1 stegadon 1 bastiladon 3 rippadactly riders 5 Knights Total:2000 points Thoughts everyone thanks
This is a good list. My personal playstyle I would take out the steg and knights and make a shadowstrike. But this is a very effective monster mash.
Or should I forget about allegiance Seraphon and go allegiance to order because I am in a ranked system and there is not many Seraphon players
If you intebd to branch out to other order units, switch it, if you are sticking to Seraphon only, I would stay as a Seraphon allegiance.
Ok thanks so I'm thinking get rid of the knights and stegadon so I can get chameleon skinks and make the shadow strike host formation
Give the sunblood a quicksilver and know your targets for assassinations. The sunclaw, astrolith and scarno should be able to handle the rest with the buffs and rerolls you should make some big strides in this tourney. Plant them on objectives and plant your astrolith. Curse of fates is a game changing spell, so use it, and don't forget your insights, use them to reroll initiative, or to force your opponent to reroll. Stick and move with the shadowstrike and rememver to keep sight on your targets with the Starpriest. Yhose rerolls for hit and wound could be the difference between a dead hero and wounded hero still handing out buffs.
Thank you so much bowser that is incredibly useful and hopefully the list goes allright in my future tournaments
I second saving some rerolls for your opponents or your initiative. It'll give you a chance to get two turns or get this first in a row which is a major game changer. Try and have at least one saved for initiative rolls every turn. I wouldn't do this too often when playing with friends though cause it's pretty nasty and makes people like really mad. Also use them to reroll your opponents spells, or if that doesn't work reroll dispels on any threatening spellcasters nearby