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AoS Prepearing for 2000 pts tournament in October

Discussion in 'Seraphon Army Lists' started by Nart, Jul 25, 2018.

  1. Nart
    Saurus

    Nart Member

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    There was just announcement that there will be a tournament, so no rulepack, restrictions, etc. But knowing the club, there want be much banned stuff, so I want to prepare beforhand.

    Allegiance: Seraphon
    Mortal Realm: Ulgu

    Leaders
    Engine of the Gods (220)
    Slann Starmaster (260)
    - General
    - Trait: Arcane Might
    - Artefact: Miasmatic Blade
    Skink Starpriest (80)
    Saurus Scar-Veteran on Carnosaur (240)
    - War Spear
    - Artefact: Sword of Judgement
    Saurus Astrolith Bearer (160)

    Battleline
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers

    Units
    3 x Skink Handlers (40)
    1 x Salamanders (40)

    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: 91

    This is simple 2k Thunderquake with ScarVet on Carno. I cannot play summon spam list yet because don't have enough skinks (20 now and will get more till the end of Summer). And I don't really want.

    Thunderquake deal damage with double bastilladon. Slann casts spells/gather conjuration points to "return" killed units or summon what I have. Astro give rerolls to solar engines. Enigne heals\shoot d6 MW/resummon skinks when they die. Salamander is only for filling requirement purpose. Skinks fill battleline and jump on objectives. Starpriest is for bonus cast, vassal and venom for Carno. Carno serves as distraction and/or monster hunter.

    So can this list be competitive? Should I replace Carno with more endless spells? What is your opinion?
     
  2. Xasto
    Razordon

    Xasto Well-Known Member

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    I've myself been experimenting with a really similar list lately, having good success (altough I do have 120 skinks so I can summon plenty).
    Carno can be good at what you intend him to do, but I really like having an Astrolith Bearer supporting the Thunderquake. Keep him close to your bastis, and make them savage, and they'll be rerolling hits, wounds and saves. And that is just devastating. Here is my latest version:

    Slann Starmaster (260)
    -General
    -Command trait: Great rememberer
    -Artefact: Incandescent Rectrices

    Engine of the Gods (220)
    -Artefact: Mirrored Cuirass

    Skink Starpriest (80)

    Saurus Astrolith Bearer (160)

    40 x Skinks (240)
    -Boltspitters and shield
    10 x Skinks (60)
    -Boltspitters and shield
    10 x Skinks (60)
    -Boltspitters and shield

    2 x Razordons (80)

    Bastiladon (280)
    -Solar Engine
    Bastiladon (280)
    -Solar Engine


    Skink Handlers (40)

    Thunderquake Starhost (120)

    Chronomantic Cogs (60)
    Balewind Vortex (40)
     
  3. Jbird460
    Saurus

    Jbird460 Member

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    If you are not planning on summoning alot i don't think you need a Balewind and the cogs. With just one you should have enough to summon back any monster in your list turn 2. 11 points first turn 14 the second.
    You want a razordon instead of a salamander since it can tele and still shoot.
    I don't think you have enough bodies to hold any objectives. 30 min units of skinks are gona die super fast.
     
  4. Slanntastic
    Skink

    Slanntastic Member

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    I run a similar list with 3 10 man units of skinks, it is true that they die fast but it does allow you to re-summon them. Which if you do not have a large summoning pool, model wise, is nice since it allows you to re-position pretty quick. If you don't have any I would highly suggest buying some ripperdactyls, you can either include them in the list or summon them. Even without the bloat toad they are good because of their speed.

    I would switch in Great Rememberer for Arcane Might. I just don't see the Slann casting spells which are important enough to need the +1 to cast and the double teleport has won me more games than I care to admit. Whether it is pulling something out of combat to ensure it survives or teleporting skinks to a weakly guarded objective to cap it, the double teleport is really nice. It is especially good, in my opinion, with 5s and 6s now allowing you to move after. Also you can use the double teleport to move the salamander and the handlers together which would allow the salamander to shoot and gives you a mini little hit squad which could potentially take out a hero or something.

    As far as Canosaurs go I have found that they are good at full healthy but degrade rather quickly as they take wounds. As noted above the Thunderquake is the main damage dealer in this list so you need to think about the role the Carnosaur is playing. I have had pretty good success with the Coronel Shield (or however it is spelled) on my Scar Vet. I like to hit him with Summon Starlight and get him to -2 to hit. This will make him very tanky and able to go toe to toe with most other monsters.

    I agree with Jbird460, the balewind and cogs seem a little redundant to me. Is the thought to get the skink starpriest up on the balewind and have the slann turning the cogs? I would drop the balewind and throw in another salamander if you have one. Makes the chances of one of the shots going threw higher and if both go through then you will be cooking! Literally haha
     
  5. Jbird460
    Saurus

    Jbird460 Member

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    Arcane might has been changed, it lets you reroll one cast and unbinding roll per hero phase, even your opponents. So thats one free casting reroll and unbinding per battle round.
     
    Zargore likes this.
  6. Nart
    Saurus

    Nart Member

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    Thank you, everyone, for your replies!

    I plan to use balewind and cogs to cast Realm spells. I also think about swithcing to Vast Intellect for some more flexibility. But I may be exchanging one of these for, say, emelard lifeswarm or prismatic pallisade for more survivability.

    I agree on Razordon - it is better. But I can borrow salamander from fellow player. If I can get Razordon, I certainly use it.

    My plan on the objectives is to destroy everything that gets on them with Bastiladons. And if my skinks are killed, I resummon them. That is the best I can think of for now, as I own only 40 skinks.

    I find Great Rememberer a bit unreliable with new LoSaT rules. There is 1 in 3 chance, that unit goes nowhere, so using it without Curse of Fates is risky. And you cannot have both Vast Intellect and Great Rememberer at once. Skinks are fast on their own, from the other hand.

    I'd like to take Rippers, but my money only allows me for Bastiladon and Engine that I need for starhost or 6x Rippers. Without many skinks I found Thunderquake more flexible.

    On Carno - I can try to laucn emerald lifeswarm (if I ditch Vortex or Cogs) with him for more survivability - I can cast it with Starpriest when needed. I don't like Coronal Shield because it is too random, but I can take Miasmic Blade on Carno instead of Slann, so he'll be a nice distractor.
     

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