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AoS Cheesy seraphon mixed order strat

Discussion in 'Seraphon Discussion' started by InBennyWeTrust, Sep 13, 2019 at 8:34 AM.

  1. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    So I’ve been looking into a mixed order army that composed mainly of my seraphon but uses certain order models to boost them up, examples being the archmage, sisters of the thorn, loremaster, luminark of hysh, and celestial hurricanum.

    Here is just a few things combinations I’d thought you may want to hear about, if you know any or have any good ideas yourself don’t hesitate to add them to this thread!

    So my first thought was regarding the celestial hurricanum and lore master with a horde of saurus warriors (at least 20) if you didn’t know the celestial hurricanum has an ability where you can add +1 to hit rolls and +1 to casting for friendly units surrounding it.

    The lore master has a spell which lets you reroll hit and wound rolls for a unit, simple:)

    This may seem pretty insignificant but if im correct this would mean we would have a bunch of saurus warriors hitting on 2+ rerolling, wounding on 3 or 4 depending on which weapon you use rerolling. In a maxed out unit of saurus warriors in a horde of 30 in a sunclaw starhost you can see how powerful this is.

    You may be thinking hmm, that’s a lot to invest in one unit? But if you want to be full on cheese you can use the archmage to allow you to make an additional save roll of 6+ for any wound or mortal wound you take, or even better the luminark of hysh has the same effect but instead of being a spell is an instant bubble for all friendly units within range!

    Obviously you can do this with any order unit but as I’ve almost bought too much seraphon to paint in a life time I thought I’d be friendly to our favourite lizzies.

    This is where I started to get a little bit over excited, saurus guard...

    One thing that also sounds interesting is saurus guard in an eternal starhost, as you may be aware, the saurus guard are unique in their ability to have an additional 2+ to save rolls if in the eternal starhost and close to a hero. Pretty sick as is right? Well what if you had the sisters of the thorn could cast a spell on a unit of guard that allows them to reroll save rolls and enables them to deal a mortal wound whenever they make a save roll of a 6+, this essentially means that because of their abilities saurus guard would have a 2+ rerollable save but on a 4+ they would do a mortal wound to the enemy unit. It gets even better and I don’t even feel bad about it, you could use the luminark to make them have that additional save roll of a 6+ if your rerollable 2+ save doesn’t help you, and I’m not sure about this but I presume that if you successfully make that additional save roll, with the SotT spell that would also mean you deal a mortal wound :))

    The thing is you might think this is a lot to invest, but The sisters of the thorn are fairly cheap and decent units by themselves and that’s all you would need to add on for the sexy combo, additionally the luminark and celestial hurricanum act with bubbles for your entire army not just the single units I’ve spoken about so it wouldn’t just be invested into that unit alone.

    Another model I suggest you look into is the frost heart pheonix (-1 to hit bubble ability which I believe stacks)

    What do you think?
     
  2. Erta Wanderer
    Ripperdactil

    Erta Wanderer Well-Known Member

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    this is a good way to make saurus usable but you would have to give up teleportation and summoning and with saurus being so slow that's a nasty loss. that's the problem with mixed order right now espeshaly with seraphon you have to give up alliance abilities to get whatever cheesy combo you would get out of it. yes guard would be very hard to kill with this set up but mortal wounds still egsist and that's why guard die. and it's a lot to give up to make warriors ok not good just ok.
     
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  3. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    It is true that what makes seraphon unique would be lost and although I can think of something’s like EotG or Dracothions rail for summoning or a bit of movement when starting there isnt really a way around that, I guess this is something to attempt to see if it’s worth while, we do have many fast units as is and ofcourse there’s many many more combinations that could prove to be very deadly:)
     
  4. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    true i would love to see kroxigor do better and they are very fast for what they are. but im more worried about the lack of summoning our stuff dies very quickly and we need to be able to bring models back maby if you run 200 skinks with proper back up we would have the staying power to play the objective game by virtue of you cant kill them fast enough.
     
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  5. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    hmm maby a frost heart with a miasma and a wild form battle mage and a dark coven sorseris could make them much harder to kill
     
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  6. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    Oh my I’ve never even considered that, that would stack up to -3 to hit lol, personally although I find the summoning and teleporting essential its nice to mix it up and I think it’s quite enjoyable looking through all the order models for stuff to make seraphon powerful af
     
  7. LizardWizard
    Skar-Veteran

    LizardWizard Grand Skink Handler Staff Member

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    Saurus Guard in the Eternal Starhost and Sisters of the Throne is a nice combo. I think taking a Skink Priest for the Reroll is more efficient, but then you don't get to splash back mortal wounds.
     
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  8. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    I’ll have to test out the efficiency of the thorns on the guard, they may prove to be incredibly useful especially if sitting and holding objectives, ofcourse if you wanted to go one step further you could have the hurricanum for a 2+ hit, but mainly for the +1 to cast so thorns is only a 5+.

    Thing is I wouldn’t know what else the list would compose of
     
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  9. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I did it back in the days and guards were terrifying. But this was before LoSaT and MW spam.
     
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  10. A_Reptile_Dysfunction
    Saurus

    A_Reptile_Dysfunction Active Member

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    As someone new to AoS who wasn’t there to see Kroaknado/MW spam would someone be able to explain it to me?

    The way I’m reading him WS then at best we would be able to teleport him within 9” but then we would have to roll 9+ on the 3 dice to even be in range? Clearly I’m missing something! :p
     
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  11. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    vortex used to double spell range insted of adding 6"
     
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  12. A_Reptile_Dysfunction
    Saurus

    A_Reptile_Dysfunction Active Member

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    So does vortex/astrolith still increase the range from 10”?
     
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  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Actually the spell that can be cast up to 3 times can target 3 units and needs 8, 9 and 10 to be cast successfully.

    Once the dc were 7, 8 and 9 and the targets were all' the units in range.
    it was trivial to Increase the range with vortex and astrolith bearer and target basically the whole enemy army.

    Big nerf
     
    Last edited: Sep 14, 2019 at 1:23 PM
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  14. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    yes to 16" but killer has more reasons why it died
     
  15. Workschmock
    Saurus

    Workschmock Member

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    Sadly, the Loremaster spell works on one single model, not a whole unit :/
     
  16. InBennyWeTrust
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    InBennyWeTrust New Member

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  17. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    I guess it isn’t essential but I really liked that spell, I guess it would be good on some models though:(
     

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