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Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. Khatif
    Skink

    Khatif Member

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    Do you consider TTS event representative?

    I am planning to take part of the Dutch GT with Seraphon but for me it is difficult now to know how are we standing in the meta now.
     
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  2. Putzfrau
    Carnasaur

    Putzfrau Well-Known Member

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    TTS events are as representative as we have right now. Is it 1 to 1 compared to tabletop? No, but its pretty damn close and the best we have at the moment.
     
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  3. Krissey
    Cold One

    Krissey Active Member

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    I seem to have trouble getting a high level Saurus list that isn’t just “run 100 Saurus and accompanying mandatory heroes”... but it always feels like it’s missing something. Some kind of... something extra like a ranged threat, or a serious hammer or speed or something.

    A ranged threat like potent magic to back up the Saurus, or speed or mobility to take advantage of objectives, or like a wrecking ball unit that can smash a flank or destroy a unit easily while the Saurus blocks play the attrition game.

    I’ve been thinking perhaps Saurus Knights supplement, or Razordons/Salamanders or maybe a Slann/Kroak or even Chameleon skinks.

    The Saurus lists always just feel 1 note and it always just seems like I’m missing something important... any thoughts or insight?

    Edit: As an example I run Ironjawz in Big Waaagh. Now while my ArdBoyz are my main blocks and my tar pits (who admittedly hit really hard too), my 6 fully buffed Gore-Gruntas and Megaboss on Maw-Krusha are my sledge hammers that deal massive damage and have extremely high speed. The juxtaposition is that ArdBoyz are a lot slower (even with mighty destroyers from command traits and Ironfist), but very durable with 2 6+ FNP and 2 wounds each on a 4+ save.

    The Gore-Gruntas spit out enormous fire power and often deal 2 damage apiece. The Maw-Krusha is *nearly* a one man army.

    So when I’m running Saurus lists I feel like I lack that speed and powerful hit that would be a Gore-Grunta and Megaboss equivalent.
     
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  4. Tav
    Saurus

    Tav Active Member

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    Im a big fan of the saurus knights, i prefer them to warriors when playing coalesced. I see what you mean about having a varied threat though, the razordons and salamanders are too at risk for bravery and then bastiladons are rather expensive and you likely want to use 2.

    i enjoy playing firelance with kroak and starpriests. The knights can smash through a lot of units, especially with the serpent venom buff, the carnosaurs are pretty fast and again deal massive damage.
     
  5. Erta Wanderer
    Skar-Veteran

    Erta Wanderer Well-Known Member

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    oh i always have a slann in my saurus lists and a few star priests after that it a toss up between kroxagore or salamanders to add spice.
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    Take Kroak.

    Not only will he add magic defence and some magic threat, but also provide you with CP. More CP=More CA on saurus. With dominant predator and aetherquartz brooch, if you use the temple host, you'll have enough CP to buff all your saurus with everything you need. One starpriest or starseer are good idea too, but I wouldn't recommend both - better take more bodies. Starpriest will provide mortal wounds for a huge damage buff, while starseer will allow 3d6 charge and +1/-1 to saves and better CP generation.

    Maybe, an astrolith instead, if you taking kroak, to extend his spell range and give saurus block 6+ FnP.

    Salamanders are good fire support and as good in melee in coalesced. But keep an eye on their bravery. Either have celestial harmony or a spare CP for battleshock. They are quite short ranged though, but still worth it. Razordons, on the other hand, don't jusitfy their price. 6d6 shots were good at 120 points, but not at 240. They should have a price drop at least to 60 pts.

    But, IMO, Knights are better than saurus. Lots of attacks, better mobility, better battalion and you can bring more into combat at once. They don't depend on numbers too.
     
  7. valentine009
    Skink

    valentine009 Member

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    I ran this the other day and pretty much tabled my opponent on a turn 2 double turn.

    Coalesced -- Koatl's Claw

    Lord Kroak: Celestial Equillibrium

    Saurus Oldblood on Carnosaur : Dominant Predator, Eviscerating Blade, General

    Skink Starpriest: Tide of Serpents

    Skink Starpriest: Celestial Harmony

    5 Saurus Guards

    3x 5 Saurus Knights
    3x 5 Saurus Knights

    2x 1 Salamander Hunting Pack
    2x 1 Salamander Hunting Pack

    Bound Endless Spells:
    Geminids, Purple Sun

    Endless Spell:
    Prismatic Palisade

    If I owned a Balewind Vortex I would drop the Palisade to take it since the points come in at 1990.
     
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  8. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    i want to take the usual block "Kroak + sallies" and see if we can squeeze something more…. unusual


    -Coalesced +1 attack jaws, scaly skin
    -no subfaction

    Leaders:
    Lord Kroak
    (320)
    (celestial apotheosis)
    Saurus Astrolith Bearer (140) artefact, Aetherquartz Brooch (to recover spent CPs on a 5+)
    Skink priest (70)
    Skink priest (70)

    Battleline:
    5 x Saurus Knights (100)
    5 x Saurus Knights (100)
    5 x Saurus guards (100)

    Behemoth:
    Dread Saurian
    (520... or 510? don't recall it)

    Other
    :

    3 x Salamanders (240)
    3 x Salamanders (240)


    Bound Endless Spells:
    Burning head
    (40)
    Lifeswarm (60)


    Basically, big central group: Dread Saurian with Kroak / Astrolith / Guards

    (Kroak protects the DS and heals it + nuke; Astrolith buffs kroak and gives FNP to the DS, guards protect Kroak)

    on the 2 wings, we'll have 2 identical groups, each one composed by:
    skink priest that buffs 3 sallies, 5 knights that screen sallies and do things.

    the main group goes for the middle, with the wings that do a pinch manoeuvre and support the DS; the main group can shift on the left or on the right if there's need to.
    Without battalion, you'll be probably forced to go first, so in the first round Kroak will already cast burning head (to have one group of sallies reroll 1s) and later lifeswarm to heal.

    I cannot think to anything more simple and brutal. :D


    Thoughts?
     
    Last edited: Jun 29, 2020
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  9. xoid
    Saurus

    xoid Active Member

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    I think it could be fun to play. I'm not a great strategist though, so I'll leave that to our more learned Slaan.

    I do have a few role issues to point out, you won't want to take the Thunder Lizard constellation, as that would force you to take the Fussil of Conflagration (I might have the name slightly wrong), just take a normal coalesced list and you can take the broach (for now at least, looks like GHB20 is changing how realms work). Also just know a wizard can only cast one endless spell a turn.
     
  10. Erta Wanderer
    Skar-Veteran

    Erta Wanderer Well-Known Member

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    he is one of our more learned slann:D
    the thunderlizard subfaction only forces the artifact on some types of heroes if you don't use them then you can take what you want
     
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  11. Tav
    Saurus

    Tav Active Member

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    Thats How it works with the command traitS but sadly not the artefacts
     
  12. Nart
    Carnasaur

    Nart Well-Known Member

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    Isn't DS only 510 and Bound swarm 60? Anyway, I'd drop burning head and at least one starpriest in favor of Starpriest or stareseer. Probably, DS will benifit more from starseer, both in starborne and coalesced. Anyway, love the least and stealing it!
     
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  13. Nart
    Carnasaur

    Nart Well-Known Member

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    Thunder Lizard would only give +2 wounds to the DS and won't impact the list in any other way. So I would forgo it, if I need any artefact badly. But I'm not sure if this is the case. Kroak can provide enough CP and brooch is dead in a week anyway.
     
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  14. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    You're all right. So, no thunderlizard.
    I'm gonna edit the original list
     
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  15. xoid
    Saurus

    xoid Active Member

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    He sure is. In my defense it was really early and I am very much not a morning person.
     
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  16. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Nah. Regarding the artefact i was wrong, and tnx to copy and paste i forgot to update the real cost of the endless lifeswarm. :p
     
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  17. SkinkBait
    Saurus

    SkinkBait Active Member

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    Doesn't diminish your statement in any way, but there is one subfaction based artifact that you can avoid taking similar to the command trait loophole we all know. Its for the Stalliarch Lords if you want to know.

    STILL we cant avoid taking our subfaction artefacts plain and simple.
     
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  18. Dreamkeeper
    Chameleon Skink

    Dreamkeeper Well-Known Member

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    Hi everyone! On next Saturday I'm gonna play my first 2k game in this year (a little tournament, 10 players) and I assembled this 3 lists.
    What do you think guys?
    ________________________________________________________________________________________________________________
    1 - Straight Saurus Attack (SSA for short :D)
    - Constellation: Koatl's Claw
    Saurus Oldblood on Carnosaur (250)
    - General
    - Command Trait : Dominant Predator
    Skink Starpriest (120)
    - Spell : Hand of Glory
    Skink Starseer (140)
    - Artefact : Sacred Stegadon Helm
    - Spell : Tide of Serpents
    Saurus Scar-Veteran on Cold One (110)
    - Artefact : Eviscerating Blade

    20 x Saurus Warriors (180) x2
    - Clubs
    40 x Saurus Warriors (320)
    - Spears
    10 x Skinks (60) x2
    - Boltspitters Celestite Daggers & Star Bucklers

    Bastiladon (220) x2
    - Weapon : Solar Engine
    Sunclaw Temple-host (140)

    TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 1
    WOUNDS: 148
    The idea here is to charge headlong into the enemy with Sauruses, support them with range of heroes and attack any powerful enemy with 2 Bastiladons. Skinks here if I need to hold any objective.
    ________________________________________________________________________________________________________________
    2- Smite Them with Kroak
    - Constellation: Dracothion's Tail
    Skink Oracle on Troglodon (260)
    - General
    - Command Trait : Nimble
    - Artefact : Sacred Stegadon Helm
    Lord Kroak (320)
    - Spell : Stellar Tempest
    Saurus Astrolith Bearer (140)
    Skink Starpriest (120)
    - Spell : Hand of Glory
    Saurus Scar-Veteran on Cold One (110)
    Saurus Oldblood (110)
    - Suntooth Maul
    - Artefact : Godbeast Pendant

    5 x Saurus Guard (100)
    20 x Saurus Warriors (180) x2
    - Clubs
    40 x Saurus Warriors (320)
    - Spears
    Sunclaw Starhost (160)

    TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 1
    WOUNDS: 131
    I've been inspired by @Caleb ex nihilo recent video about Troglodon and synergy with Kroak - you can launch nasty surprises from Kroak through Troglodon anywhere on the battlefield.
    Given that I decided to give Troglodon Nimble and Stegadon Helm, making him a 2+ save monster that will fight on the frontline, shooting with kroaks spells on 16"; while Kroak, 5xSG and Astrolith sitting in the corner. And Sauruses here to deal and support those 2, with -1 on their weapons thx to Starhost.
    ________________________________________________________________________________________________________________
    3 - Shootin' and Kroakin'
    - Constellation: Thunder Lizard
    Skink Oracle on Troglodon (260)
    - General
    - Command Trait : Prime Warbeast
    - Artefact : Fusil of Conflaguration
    Lord Kroak (320)
    - Spell : Stellar Tempest
    Saurus Astrolith Bearer (140)
    Skink Starseer (140)
    - Spell : Hand of Glory
    Skink Priest (70)


    40 x Saurus Warriors (320)
    - Spears
    5 x Saurus Guard (100)
    5 x Saurus Knights (100)
    - Lances

    Bastiladon (220) x2
    - Weapon : Solar Engine

    Bound The Burning Head (40)
    Bound Geminids of Uhl-Gysh (70)

    TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 0
    WOUNDS: 112
    Kinda similar to the previous list but here I want to concentrate in shooting from Bastiladons - burning head for re-roling 1s, Priest to add them +1 to hit for 1CP, second activation at the end of Shooting Phase for 1 CP (Trove of Old One Technology). I should be able to have that amount CP from Kroak and Starseer.
    Saurus knight for objective grabbing/holding. Saurus Warriors to hold enemy, Starseer supporting them with +1 save and 3D6 (re-rolling) charge
    Unfortunately no 2+ save for Troglodon, but given that it's coalesced and Prime Warbeast give him nice profile for support hero (D3+1 Spittle, 3 forelimbs and 5 jaws) + Fusil of Conflagration will be effective in close quarters battles.
     
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  19. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    I favor list 2 and 3. They are look viable though.

    Best of luck!
     
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  20. Dreamkeeper
    Chameleon Skink

    Dreamkeeper Well-Known Member

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    I think I'm gonna pick 2. Don't know if I want to be very depended on dice rolls for CP in 3. (and I finally paint all my Saurus Warriors so I want to try them in action :D).
    Thanks!
     
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