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AoS Fun with double teleport

Discussion in 'Seraphon Tactics' started by Killer Angel, Sep 23, 2017.

  1. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    Right, we all know that a Slann that can exploit Lords of Space and Time is a powerful general.

    So, this thread is made to post all the dirty tricks you will design, to put some hurt upon the enemy!


    Trick n. 1

    Units required: Slann (hunter constellation), Bastiladon w ark, Stegadon
    It is so fun when you can throw a buffed bastiladon with Ark at the heart of the enemy's army, spamming mortal wounds with all your potential.


    HERO PHASE:
    - Cast mystic shield on Basti
    - teleport basti at 9"
    - teleport steggy at 10" from basti (should be at 23" from enemy)
    - use Alpha skink on basti, move it d6"

    SHOOTING:
    Steggy w great bow

    CHARGE:
    - Basti! (basically, it'll start at 9", rolling 3d6 +1. Should be pretty safe).

    Now, since turn 1, you'll have a basti with ark in melee, with save 2+, and he will also re-roll 1s with its tail
     
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  2. Killer Angel
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    Killer Angel Well-Known Member

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    Trick n. 2

    Units required:
    Fangs of Sotek Starhost;
    Slann (Zectoka - hunter constellation, Prism), Oldblood on Carno (Ku-quar, Coronal shield), Skink Starpriest, 260 pts reserve pool

    This is a little complex, but grants maximum carnage!


    HERO PHASE:
    - Summon Astrolith bearer, sufficiently near your target(s); 160 pts from reserve pool
    - ScarVet plants astrolith
    - Skink starpriest casts Starlight on Ku-quar and uses Serpent Staff
    - teleport Carno at 9" from intended target
    - teleport Slann in the rear of the Carno
    - Slann casts Balewind Vortex (100 reserve pts); push 3" Carno forward: now it's at 6" from enemy
    - Ku-quar uses his command ability (buffs massive jaws of carnosaur)
    - Slann casts mystic shield on Ku-quar
    - Slann casts arcane bolt and uses the prism upon some enemy unit

    SHOOTING:
    Sunbolt gauntlets. (re-rolls failed to hit tnx to astrolith)

    CHARGE:
    - Carnosaur. starts at 6" and got a +1.

    COMBAT:
    Your Oldblood on carno will be in melee with:
    3 sunstone spear attacks, hit at 3+
    2 forelimbs attacks, hit at 3+
    7 jaws attacks at 4+, threatening SIX damage for each 6+ "to wound"
    reroll ALL failed "to hit"
    Save 3+
    force -1 to hit, 50% chance to force a -2!

    You are going to wipe away your target: if possible, I'd place the carno to force a shooting unit to pile in into close combat with it.
     
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  3. Killer Angel
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    Killer Angel Well-Known Member

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    Trick n. 3a

    Units required: Slann (drake constellation), 2 units 4x Razordons

    HERO PHASE:
    - Cast mystic shield on one of those units or razors
    - teleport units at at 9"

    SHOOTING:
    2 units of 4x razordons are gonna do16d6 shots.
    On average it's 56 "to hit", at 3+, rerolling 1s.
    On average, it's 44 successful hits, and 22 successful "to wound"

    DEVELOPMENT
    with the units kept nearby, you'll have a double chance to defensive shooting if charged


    Trick n. 3b:

    Units required: Slann, 1 unit 4x Razordons, 1 unit 10 x skinks

    HERO PHASE:
    - Cast mystic shield on razors
    - teleport razors at at 11"
    - teleport skinks at 9"

    SHOOTING:
    4x razordons means 8d6 shots... rerolling 1s, it's 10-11 successful "to wounds"

    DEVELOPMENT
    If someone charges you, it must impact on the skinks' screen, without touching the razordons and risking the defensive shooting anyway, because the charge would end at less than 3" from razordons.
     
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  4. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Unfortunately we can't buff the massive jaws with the command ability anymore :(
     
  5. Ecozh
    Saurus

    Ecozh Member

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    If you are refering to the Generals Handbook, that is in reference to the artifacts and alegiance abilities. Has been FAQ'd


    Page 117 – Allegiance Abilities, Mounts
    Change the second sentence to:
    ‘In all such cases, any command traits or magicalartefacts can only be used to affect attacks made by the hero, and have no effect on attacks made by the their mount unless speci cally stated otherwise.’

    https://whc-cdn.games-workshop.com/wp-content/uploads/2017/09/Generals_Handbook_FAQ_v1.0.pdf
     
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  6. Aginor
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    Aginor Well-Known Member

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    Yep. So everything is fine.
    ....I would still like to use that rend blade on Carno teeth.... :D
     
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  7. LordRibbit
    Chameleon Skink

    LordRibbit Well-Known Member

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    Aha! Didn't see that, awesome news!!!
     
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  8. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    Trick no. 4 @Full Metal Maggot

    Teleporting waves of firelance formation (I'm assuming 1 large unit of knights and carnosaur) in for the charge using double teleport. Next hero phase tp them 9" back and recharge to stack up mortals. See if he gives us more info on this strategy :) It has some potential for sure although mortal wounds are still not super reliable.
     
  9. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    Hopefully he sees this!
     
    Last edited: Sep 24, 2017
  10. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    Whoops posted the same thing three times and can't delete haah
     
    Last edited: Sep 24, 2017
  11. Tokek
    Saurus

    Tokek Active Member

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    This trick works even better than you say - because the base of the Balewind vortex is twice the size of the 50mm base on the Slann. That pushes your Carno another 1" towards the target.

    If you do not want to expose the Slann you can teleport the Skink Starpriest and have that summon the Balewind Vortex. With the smaller Skink base it actually pushes your Carno further forwards. Hmm, if you are brave you can just summon the Starpriest as with an Astrolith Bearer on the table the chances of failing that are about the same as of failing a Teleport roll. With a little careful positioning you might be able to use the 2nd teleport on a big unit of Warriors and get the lead warrior also within 6" of a target after the Balewind Vortex pushes them back.
     
  12. Killer Angel
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    Killer Angel Well-Known Member

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    Sure, that's even better! ;)
     
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  13. m0gstar
    Temple Guard

    m0gstar Well-Known Member

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    I like the idea of having your balewind push someone forward. Clever!
     
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  14. mysticalslann
    Jungle Swarm

    mysticalslann New Member

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    Yeah, but that tactic is kinda risky. A lot of spells and relying on the 7! for a balewind vortex is very risky.
     
  15. Vextol
    Skink

    Vextol Member

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    I posted this elsewhere but I'm a big fan of Slann, Kroak and astrolith Bearer + whatever else. Plant the bearer, teleport kroak within 9 inches of the opponent's main force.

    Cast Kroak's spell that does the "Everyone within 3D6 inches suffers d3 mortal wounds" plus the astrolith bearers 8 inches. I think it's some form of comet. Either way, means you can hit basically the whole army (throw up a balewind if you want to guarantee it).

    Then, once he's done his business, teleport him away to safety :D. The balewind becomes a permanent figure that only you can get back on top of haha.
     
  16. Killer Angel
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    Killer Angel Well-Known Member

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    The risk can be mitigated if you have the constellation with +1 to cast. That and the astrolith lower the roll to a 5.
    The base of the vortex is large so you don't need the Hunter for the bonus to charge
     
  17. Aginor
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    Aginor Well-Known Member

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    Yeah, it is not exactly a cheap combo, but one that can work well.
     
  18. Lizko
    Skink

    Lizko Member

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    I've also been using The Great Rememberer with Stega to deliver rippers (also teleported) to their toad. Works just as well and (sort of) works as an alternative to the now-nerfed shadowstrike.

    Great rememberer is a tad bit too good to pass up on. I'm only gonna start playing Vast intellect now more often, since I've already got clubmembers whining how OP the 2x Lords of time n Space is (which feels a bit undeserved, especially from Tzeentch player's mouths.)

    Razordon's gotta be the cheapest and most efficient combo though. Crazy good how you can just delete units over again with a 160 point unit.
     
    Last edited: Oct 24, 2017
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  19. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    Agree totally! Run two units of 4 Razors with the double teleport and watch those 16D6 attacks do wonders :D sadly last time I rolled a 1 on the teleport and couldn't get both in at the same time :p
     
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  20. m0gstar
    Temple Guard

    m0gstar Well-Known Member

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    What did they nerf about shadowstrike and where is the updated warscroll for it?
     

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