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AoS Seraphon V Stormcast eternals 1000 points

Discussion in 'Battle Reports' started by Crowsfoot, Apr 18, 2017.

  1. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Both new to the game so didn't play formations etc

    Seraphon

    Skink starpriest (100)
    Scarvet on coldone (100)
    Basilidon (300)
    5 Chamo skinks (120)
    10 Guard (200)
    20 Skinks (160)

    Stormcast

    15 Liberators (300)
    Lord celestant on dracoth (220)
    some healer guy ?
    5 judicators (160)
    3 flying guys ?

    I won deployment and set my units up far left my opponent mimicked me and set a wall up from left to right with his Lord in the middle.

    Turn 1

    I let him go first to see what he did, he pushed everything forward and towards my left side, his lord stayed still, he shoots with the 3 flying guys and does nothing.

    My scarvet sits waiting for his Judicators until turn 5, I place my chamo skinks just in range and to the right of his lord hoping he takes the bait next turn, I move all my skinks right and push my guard and priests into cover basilidon moves up 5 ready to shoot.

    I shoot with both units of skinks and kill one Liberator, basti shoots at the healer guy and does 2 wounds, chamos shoot at his lord and do 1 wound.

    Turn 2

    He wins and keeps coming forward, his judicators are in a bad place so can't do anything, his lord moves within charging distance of the Chamos, Liberators are all set to charge my guard, shooty flying guys stay behind the liberators, he shoots with his shooty guys and does nothing to the guards, they are on +2 save!
    Lord shoots his wotsit and kills 3 Chamos, he charges and kills the other 2, Liberators charge my guard but he only make it with 2 units.
    He whacks my guards with his Liberators inflicting 6 wounds, all saved! I return and smack them on the head and take out 2, he looks pissed at this point.

    My turn Mystic shield on Guards, tick, I shoot all the skinks into the liberators killing 2, I shoot the beam into the flying guys killing 1, I then pile in my guards and kill 3 Liberators, 7 down out of the 10 he returns and does 4 wounds all saved again!

    Turn 3

    I win, I shoot the beam at the flying guys killing 1, I shoot the skinks into the healing guy causing 2 wounds! come on, I reposition my 10 guard and pile into the remaining Liberators, Melee and I kill all 3.

    He moves the remaining 5 Liberators to charge my skinks and moves the judicators up by running but these guys do nothing all game, the lord moves to target my Guard as does the healing guy, he shoots the remaining flying guy at my guard Failed! Lord casts a wotsit and does 2 mortal wounds, healing guy heals himself up.

    He charges my skinks with the Liberators, the lord charges my guard, melee he goes first with his lord and does nothing to the guard +2 save woot, I pick my unit to attack with and I choose the skinks and use wary fighter and pull back 8 he is in dismay that such a cheap unit are so hard to kill, a wasted charge!

    Turn 4

    I win again, shield on guards tick, I run with all my skinks, 12 and 11 so they are well out of range, I pull back the basti 5, I shoot the skinks at the liberators killing 1, I shoot the basti at the lord 2 wounds, I pile in with my guard on the lord 1 wound, he returns killing 1.

    He moves the judicators within charging range of my Scarvet, shooty guy moves up to fire at the guard again, healing guy fires a lightning bolt and does nothing, Lord attacks guards doing nothing +2 save!

    At this point he declares he has to go so we call it a draw!

    We quickly talk about what happened and he can't believe how good skinks are and how tough Guards can be I ended up losing 9 guards only.

    We are playing again tomorrow but he will be after me from the start he is bringing more shooty flying guys so I'm considering dropping the skinks and taking warriors and a Sunblood.
     
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  2. Aginor
    Skar-Veteran

    Aginor Well-Known Member

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    Nice report!
    I am on the fence of also buying a few Guards and Chameleon Skinks. For 2k points Eternal + Shadowstrike could be a nice combo against many armies I think.
     
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  3. Bowser
    Slann

    Bowser Third Spawning

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    Well written bat rep! Hilarious when wary fighter works so well! Skinks really are the best battleline in the game. So what is your build for the rematch?
     
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  4. Ritual
    Skink Chief

    Ritual Well-Known Member

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    I've never seemed to have any luck with my skinks :(
     
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  5. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Not sure yet, skinks are great but I need more umpth to take out that Lord and healer, Was thinking Steggy or Dread?
     
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  6. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    They take some getting used too but they are brilliant, after I did wary fighter I thought damn what if I had warriors or guards near by that could have filled the spot he would have pooped.
     
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  7. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Chamos are great and played as a distraction they work really well, 120 points to stop a killing machine for 2 rounds, yes please.
     
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  8. Ritual
    Skink Chief

    Ritual Well-Known Member

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    I just need to get into the mindset of trying to keep them out of range of people, then they'll probably end up being a lot better for me. Something to work on.

    I love chamo skinks though, I'd fill my army with those if I could :p
     
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  9. Bowser
    Slann

    Bowser Third Spawning

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    Chameleons are the perfect mosquitoes. If you can get your opponent shot up, have them chase down a unit that just disappears and do it all over again 120 points can basically take 400 points out of the main fray!
     
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  10. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    No Skinks are used to bait the opponent into a charge then you wary fighter out making them waste the charge, it won't work all the time but with most infantry having 5 movement they have to run or charge to catch you that's why I play them in 10 a unit you can deploy anywhere on the board and distract multiple units, you see the opponent lining a charge up against your more expensive guards. move skinks in front then wary fighter out.
     
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  11. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Think this,

    Allegiance: Order

    Leaders
    Skink Starpriest (100)
    - Artefact: Phoenix Stone
    Saurus Eternity Warden (140)
    - General
    - Trait: Master of Defense
    - Artefact: Phoenix Stone

    Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers

    Units
    3 x Ripperdactyl Riders (140)

    Behemoths
    Stegadon (260)

    Total: 1000/1000
     
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  12. Bowser
    Slann

    Bowser Third Spawning

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    Interesting, building towards the Batallions, but not taking them. Looks like a tough build, the steg was a good choice here. The extra movement and rerolls for your skinks will be helpful, especially if you pull off a wary figter and then move further away!
     
  13. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Yeah I want to get used to getting the units for battalions and find out how cohesive units can be.
     
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  14. Seraphage
    Bastiladon

    Seraphage Well-Known Member

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    Maybe experiment even more with them and try to place them / play them differently ;)
     
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  15. Seraphage
    Bastiladon

    Seraphage Well-Known Member

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    One advice - although probably not sure needed for this game as it seems like you played right on - put your Bastiladon in front. I 've done this mistake once - in my first game ever. I shall not repeat it. It is amazing how it is able to tank almost ANYTHING. You can just look down every single unit that is not a monster hunter.
     
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  16. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    I'm now thinking drop the steggy and take Scar vet on Carny?
     
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  17. Bowser
    Slann

    Bowser Third Spawning

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    Probably a better idea, just to get the command ability, and a bit more versatile, but you kose the extra shooting. Either one sounds like a good idea honestly.
     
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  18. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Ok I'm thinking this 1000 point list fir tonight,

    Allegiance: Order

    Leaders
    Saurus Scar-Veteran on Carnosaur (260)
    - Warblade
    - Artefact: Quicksilver Potion
    Skink Starpriest (100)
    - Artefact: Phoenix Stone
    Saurus Sunblood (120)
    - General
    - Trait: Legendary Fighter
    - Artefact: Quicksilver Potion

    Battleline
    20 x Saurus Warriors (200)
    - Spears
    20 x Saurus Warriors (200)
    - Clubs

    Units
    5 x Chameleon Skinks (120)

    Total: 1000/1000
     
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  19. Seraphage
    Bastiladon

    Seraphage Well-Known Member

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    As a person that tries to figure out how our army is working, I play the same units to this day *I 've started playing 6months ago or so* and I am specifically training on Sunclaw Starhost so I got quite the experience with groups of warriors.
    My suggestion is to either use 30 with spears and 10 with clubs that will be only used as a chaff / screen / objective hold or make both of the 20 man units with clubs since you will be losing the bonus instantly and after the 1st attack, not many will be out of combat for ya.
     
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  20. Crowsfoot
    Slann

    Crowsfoot Well-Known Member

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    Thanks, I've not used warriors yet so will go with 30 and 10
     
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