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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
    Cold One

    Nart Active 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
    Ripperdactil

    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
    Cold One

    Nart Active 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.
     
  7. Nart
    Cold One

    Nart Active Member

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    I think about another version of the roster, with shadowstrike instead of thunderquake:

    Allegiance: Seraphon
    Mortal Realm: Aqshy

    Leaders
    Slann Starmaster (260)
    - General
    - Trait: Vast Intellect
    Skink Starpriest (80)
    Saurus Eternity Warden (140)
    - Artefact: Ignax's Scales
    Saurus Astrolith Bearer (160)
    Saurus Scar-Veteran on Carnosaur (240)
    - War Spear
    - Artefact: Essence of Vulcatrix

    Battleline
    20 x Skinks (120)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers

    Units
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (280)

    Battalions
    Shadowstrike Starhost (180)

    Endless Spells
    Chronomantic Cogs (60)
    Balewind Vortex (40)
    Quicksilver Swords (20)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 102

    The idea is to "break the game" and put Eternity Warden with Ignax Scales behind the slann on balewind. This is basically throwing away 140 points of the list, but slann becomes almost invincible if I put him in cover surrounded by skinks: -1 to-hit, 2+ save and on 2+ wound goes to warden, who ignores it on 4+. I can give Slann rectrices too for maximum invincibility. Skinks will jump on objectives. They will die constantly, but slann will resummon them. Skink Priest will throw Starlight on carno or slann, depending on the situation. Carno serves as distraction/monster slayer. I can give him another artefact from Aqshi that gives +4 movement+fly. This will make him ultra-mobile: up to 20" each phase. Bastiladon as always fire support+another line of slann defence. Slann will resummon skinks and ripperdactyls when they are dead. If I can borrow EotG, I will try to summon it turn 2.

    The last 2 endless spells are just to fill slots. I can take Pendulum instead of them, or drop 10 skinks from 20 squad and take Lifeswarm for bonus survivability.

    What do you think? Is Warden setup worth it? Is this list better than Thunderquake?

    P.S: known opponents so far are LoN, Sylvaneth, BCR and Nighthaunt.
     
  8. LizardWizard
    Terradon

    LizardWizard Well-Known Member

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    Shadowstrike Starhost runs best when you can take two 40 man blobs of skinks, or one 40 man unit and some Chameleon Skinks. You are very dependent on being able to single out enemy heroes and eliminate key units. Skinks will have a harder time pulling their weight in Shadowstrike if you are not bringing them as 40. Shadowstrike is one of the best battalions right now and definitely worth a consideration.

    If you stay with the Thunderquake Starhost then you really want to have an Saurus Astrolith Bearer. Proud Defiance from the totem is so powerful for Thunderquake. You can then choose Savage for your battle stance and be rerolling failed hits, failed wounds, and failed saves for your whole battalion for most of the game.
     
  9. Nart
    Cold One

    Nart Active Member

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    After much consideration I decided, that Carno, despite all my will to take him, is a bit out of synergy in my list. With his high speed, he will be out of defensive buffs quickly, and if there is no Dragon Constellation ascendant, he won't be getting any rerolls. But more importantly - he has to take artefact to be fast enough, otherwise I have to keep him as countercharge measure - not exactly what I wanted him to be. So I came up with another couple of lists. I don't have minis for them right now, but I'll try to borrow some.

    EotG variation:

    Allegiance: Seraphon
    Mortal Realm: Aqshy

    Leaders
    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)
    Slann Starmaster (260)
    - General
    - Trait: Vast Intellect
    - Artefact: Ignax's Scales
    Engine of the Gods (220)
    - Artefact: Incandescent Rectrices
    Engine of the Gods (220)

    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)
    Soulsnare Shackles (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 89

    Replaced Carno with EotG and Shackles. Even more gunline-style version. Two EotG will do their EotG stuff, but I will aim for d6 mortal wound to hurt enemy heroes. The most thing I like about it is lack of ways to properly protect from it. They will also summon skinks\rippers to claim objectives. Shackels will, hopefully, halt enemy advance, so I will have more time to do damage. I don't like almost zero mobility of the list, but my only hope that pure firepower and summoning will compensate for it.

    Secon list:

    Allegiance: Seraphon
    Mortal Realm: Aqshy

    Leaders
    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)
    Slann Starmaster (260)
    - General
    - Trait: Vast Intellect
    - Artefact: Ignax's Scales
    Engine of the Gods (220)
    - Artefact: Incandescent Rectrices

    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)
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost (120)

    Endless Spells
    Balewind Vortex (40)
    Soulsnare Shackles (20)

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

    Here I sacrifice Cogs and Carno for 6 Ripperdactyl riders. They will do basically the same thing, but better. They have 5+ save but 18 wound in total. I don't plan to use them as Shadowstrike assassin, but more for a midfield pressure. The toad, probably, will stay somwhere in the centre of a battlefield, or near enemy support units in backfield. But Rippers can strike in a different place in the end, so my opponent will never know what to expect.

    The main point here is that I can protect both slann and eotg with strong artefacts, so only very strong shooty/casty armies can bring them down t1-2.

    What do you think, which is better?

    P.S.: Unfortunately, I cannot try all my ideas myself right now, because I'm stuck 700 kms away from my town right now.:( All I have left in this point is theorycrafting. I really appretiate your help.
     
  10. Xasto
    Ripperdactil

    Xasto Well-Known Member

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    I've come up with a list that is almost exactly the same as your list number 1, the differences being that instead of the second EotG, I have 2 razordons (instead of salamanders), and one of my skink unit is 40-man strong. Also, I'm testing out the Gryph-feather Charm on the Slann, hoping that the -1 to hit will protect him in the early turn, same idea as your Ignax's scales.

    I'll let you know how it went, i'm testing it out tonight in a friendly match with a complete stranger, so It'll be a good test to see i it's prepared for anything :p
     
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  11. Nart
    Cold One

    Nart Active Member

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    Will be looking forward for the report!

    If I could, I'd go 40 skinks + 4 razordons, but no way I can get any razrodons, unfortunately.
     
  12. Xasto
    Ripperdactil

    Xasto Well-Known Member

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  13. Nart
    Cold One

    Nart Active Member

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    Left a post there! Nice to hear, that it did well.

    Forgot to mention about Ignax's Scales: I was thinking a lot about GFC vs IS and decided the former would be better, because Slann is going to have -1 from Look Out, Sir! and, starting from my turn 1, 2+/3+ rerollable against shooting (Gift of Heavens+BWV). But he got 0 defence against mortal wounds, unless they come from magic. Couple of snowballs from Thundertusk, and game is over.
     
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  14. Nart
    Cold One

    Nart Active Member

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    So, after considering which models I can borrow\get, I decided to field 6 ripperdactyl+thunderquake. I plan to set the toad either at midfield objective or near thunderquake starting position for a countercharge. I plan to use rippers as distraction/chaff cleaner/weak character killer.

    The only questions for me now is 2x3 or 1x6. The former allows to spread threat and place two toads which will help even more if Engine can resummon them. The latter simply punch harder. What would you advise for my build?
     
  15. Xasto
    Ripperdactil

    Xasto Well-Known Member

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    Hmm, I'd say 2x3 is really nice here for the double toad. Let's you put double the psychological threat on the board!

    I would have preferred 1x6 if you were using a Shadowstrike Starhost, but I think here 2x3 will benefit you more
     
  16. SimonDread
    Saurus

    SimonDread Member

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    Im testing list with 40x warriors. Prity good.

    Allegiance: Seraphon

    Leaders
    Saurus Astrolith Bearer (160)
    Saurus Oldblood (120)
    - Suntooth Maul
    - Artefact: Prism of Amyntok
    Saurus Scar-Veteran on Cold One(100)
    - Artefact: Blade of Realities
    Skink Starpriest (80)
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    Engine of the Gods (220)
    - Artefact: Incandescent Rectrices

    Battleline
    40 x Saurus Warriors (360)
    - Spears
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Knights (180)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances

    Battalions
    Dracothion's Tail (80)
    Firelance Starhost (150)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 131
     
  17. Nart
    Cold One

    Nart Active Member

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    Okay, the first day is over and, I must say, I am pretty impressed by the list performance. I won 2 games and lost 1 so far. I lost Seraphon mirror, but won vs Skryre and BCR. I lost the first game because of several mistakes, like not dividing thunderquake, when that was critical for the mission, or forgetting about Hunter's Steed bonus when it could help.

    I will be writing full reports later.
     
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