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AoS 2k Thunder Summon

Discussion in 'Seraphon Army Lists' started by IggyStarhost, Oct 12, 2018.

  1. IggyStarhost
    Temple Guard

    IggyStarhost Active Member

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    Hi guys,

    What do you think of this list?

    Allegiance: Seraphon

    Leaders
    Engine of the Gods (220)
    Slann Starmaster (260)
    - Great Rememberer
    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)

    Battleline
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers

    Units
    3 x Skink Handlers (40)
    3 x Razordons (120)
    3 x Kroxigor (160)

    Behemoths
    Bastiladon (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost (120)

    Endless Spells
    Balewind Vortex (40)
    Chronomantic Cogs (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 97



    Few things I was wondering:
    - Skink handlers nice for LoS. Could put Krox in thundequake and switch handlers for extra razordon. Handlers could make summoning salies more fun when summoning pool gets depleted.
    - Switch Kroxigors for Rippers. Really want that T1 toad. With GR on slan engine isnt that certain. But summoning Krox cost more and wont be in T1.
    - Chronomatic Cogs. Am I gathering too much summon points? With this setup and the Starpriest summoning Cogs for the slann. You’re almost guaranteed T2 atleast 24 CP. And Cogs could be nice for the Carno’s to drop.

    Apart from the list, this is the summoning pool:

    1 razordon
    1 salamander
    10 chameleon skinks
    20 Skinks
    3 Ripperdactyls
    1 Carnosaur
    1 Eternity Warden
    15 S Guard
    20 Warriors
    1 SV on CO
     
  2. Aginor
    Slann

    Aginor Fifth Spawning

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    I would probably do that. When you summon your Razors (or use them for defense against charges and so on) it is likely that they get rerolls anyway (from the Astrolith) so they don't need Handlers

    Well, it is a summoning list and you are VERY low on bodies on the table, so I'd say you will need a lot of summoning points.
     
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  3. IggyStarhost
    Temple Guard

    IggyStarhost Active Member

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    About razordons. Having reroll of woundrolls from the battalion could be nice, +50% dmg output. But an extra razordon als is an increase of 33%. And probably want to teleport them anyway, so 4 would be better.

    I agree on the low on wounds tho. Might be a problem. If I look at this setup. You can have:

    T2 Conjuration Points
    22-23 1,54%
    24-29 30,25%
    30-35 68,21%

    Then from turn 3 you gather an average of 18 CP per turn. Can we think of doing anything fun with the?

    Pump out alot of skink screens, and keep shooting with the quake and summon rippers to fly over screens.
    T2 basti, carno or stega seems fun with double telaport. But you already have alot of dino’s.
     
    LizardWizard likes this.
  4. Nart
    Cold One

    Nart Active Member

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    I really enjoyed double ripperdactyls on my last tournament. They are very cheap to summon for what they do + EotG can do it. Kroxigor are nice, but not that durable and suffer when don't face hordes. Ripperdactyls may be not that good at killing hordes, but way more mobile and better against single target.

    May be a matter of taste, but I'd go for Rippers.
     
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  5. LizardWizard
    Kroxigor

    LizardWizard Well-Known Member

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    Balewind is always worth the MPP. Cogs is frequently overkill. If you had an army who could make use of both Cogs modes then I think it is definitely worth the 60MPP.

    One way to view your summoning apparatus is to ask yourself if it is better than simply starting with those MPP in units instead. In this case, you could free up 220 MPP by dropping the Kroxigor and the Cogs. That would be another EotGs. It provides a decent body, who can pretty frequently out damage the Kroxigor, and potentially more summoning than just the cogs.

    I think keeping the cogs or dropping the cogs are both viable paths. The question is do you think you need summoning more, or do you need units on table more.

    Best of luck!
     
  6. IggyStarhost
    Temple Guard

    IggyStarhost Active Member

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    Thanks for the feedback! Although the krox lack the stats. They’ve been my mvp (mvu?) a couple of tournament games. I pair them behind skinks, so they can hit. But cant be hit back, if enemy has 1” range. Makes them swing couple of times against most enemies. And for hordes, depending on the unit they wil fight I put the wounds on the moonhammer or the regular one.

    About the cogs. That many summoning points feel overkill. Although it also is a spell option. And being able to denie the opponent not to use cogs might help against alpha strike armies. And switching it to +2 on charge the turn after you summon a Carno maybe?

    Dont really know what to put back for 60 points. Maybe also drop the starpriest for 140 points in total for some rippers. To have earlygame models. Although his spell is nice.
    Guess that i’ll be playtesting it!
     
    Last edited: Oct 13, 2018
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  7. LizardWizard
    Kroxigor

    LizardWizard Well-Known Member

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    Keep the Starpriest. Summon Starlight is too strong in the current meta. It neuters Blightkings, Skulreapers, Bloodletter bombs, ect.
     
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  8. Killer Angel
    Skink Priest

    Killer Angel Prophet of the Stars Staff Member

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    I think the list is pretty good. If you have only one sally to summon, i'd drop the handlers for the 4th razor
     
  9. IggyStarhost
    Temple Guard

    IggyStarhost Active Member

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    I do. Need to keep the krox in the list than.
     
  10. TheCrux
    Skink

    TheCrux Member

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    can you explain how it neuters them please? sorry, I'm still learning!
     
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  11. LizardWizard
    Kroxigor

    LizardWizard Well-Known Member

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    I would be happy to. Anything that does something extra on a 6+ to hit would not trigger if either the attacking unit has been targeted by Summon Starlight or if they are targeting a Seraphon unit under the buff of Summon Starlight. Essentially, the attacking units 6's would become 5's, denying their trigger effect. Note that Stormcast Eternals and Nighthaunt have new wording for their abilities which specify an "unmodified 6". In such a case the summon starlight would not prevent their trigger effect.

    Putrid Blightkings, Skullreapers, Bloodletter bombs, and artifacts with 6+'s are seeing a decent amount of competitive play atm. Thus, Summon Starlight is extreme valuable. Even when the oppenent does not have exploding 6's being able to make a unit -1 to hit is still worth 80MPP.
     
  12. Killer Angel
    Skink Priest

    Killer Angel Prophet of the Stars Staff Member

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    yeah. to put it simple, a -1 to hit is always useful to hamper enemy's offensive potential, plus:
    effects that trigger on an unmodified roll of 6+ won't be affected
    effects that trigger on modifiable 6+ roll will be negated (or at least, you will negate possible bonus as command abilities that give "+1 to hit")
     
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  13. TheCrux
    Skink

    TheCrux Member

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    Thanks so much for the detailed response. This makes it very clear!
     
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