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AoS Thunderkroak

Discussion in 'Seraphon Army Lists' started by Aginor, Jan 23, 2018.

  1. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Hey y'all!

    This thread is more of a joke than anything else I guess, but.... let's see:

    I was talking to a friend about Seraphon lists in tournaments and all that jazz, and right now it seems that both the Kroaknado and the Thunderquake (with EotG) are pretty popular, so I thought.... WHY NOT BOTH? :D

    My idea was playing a Kroak bomb AND use a Thunderquake.

    So here's the bare minimum for the list I guess, which comes in at 1680 points:

    Allegiance: Seraphon

    Leaders
    Lord Kroak
    (450)
    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
    1 x Razordons
    (40)
    3 x Skink Handlers (40)

    Behemoths
    Stegadon
    (240)
    Stegadon (240)

    Battalions
    Thunderquake Starhost
    (170)

    Scenery
    Balewind Vortex
    (100)

    Total: 1680 / 2000
    Allies: 0 / 400
    Wounds: 76




    And here is the version with two Bastiladons instead the Stegadons, at 1760 points:


    Allegiance: Seraphon

    Leaders
    Lord Kroak
    (450)
    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
    1 x Razordons
    (40)
    3 x Skink Handlers (40)

    Behemoths
    Bastiladon
    (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost
    (170)

    Scenery
    Balewind Vortex
    (100)

    Total: 1760 / 2000
    Allies: 0 / 400
    Wounds: 72




    So from there we have a few options:

    a: The Full Bananas option:
    With 82 wounds this one is pretty much asking for trouble. The Starpriest is to get Starlight going and the two Bastis (with snakes for max mortal wounds or with solar engine for ranged terror using the Astrolith's rerolls) and Kroak are doing main damage.

    Tactics:
    I have no clue. :D Perhaps just try to advance as well as you can and then hope for lots of mortal wounds by the two Bastiladons with snakes, or teleport one of them into battle to lure enemies to him and then Kroak-bomb. Maybe push it forward with the Vortex? Dunno. EotG should stay within 10" of Kroak for the rolls.


    Allegiance: Seraphon

    Leaders
    Lord Kroak
    (450)
    - General
    Engine of the Gods (220)
    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)

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

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

    Behemoths
    Bastiladon
    (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost
    (170)

    Scenery
    Balewind Vortex
    (100)

    Total: 2000 / 2000
    Allies: 0 / 400
    Wounds: 82





    This one is approximately as silly. It drops the Astrolith and uses a Stegadon instead of the Basti, you can have Kroak to bomb AND a regular Slann so you can get either one of our two great traits to play with.
    Kroak + Bastiladon teleported somewhere... Or maybe just one teleport but the Slann can stay near the EotG and buff with the Skink spells.

    Allegiance: Seraphon

    Leaders
    Lord Kroak
    (450)
    Engine of the Gods (220)
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - 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
    1 x Razordons
    (40)
    3 x Skink Handlers (40)

    Behemoths
    Stegadon
    (240)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost
    (170)

    Scenery
    Balewind Vortex
    (100)

    Total: 1980 / 2000
    Allies: 0 / 400
    Wounds: 81





    Or maybe this one, which gives up some synergy but has more wounds:

    Allegiance: Seraphon


    Leaders
    Lord Kroak
    (450)
    -- might be General, or the Skink
    Engine of the Gods (220)
    Skink Starpriest (80)

    Battleline
    40 x Skinks
    (200)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers
    10 x Skinks (60)
    - Boltspitters & Star Bucklers

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

    Behemoths
    Bastiladon
    (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost
    (170)

    Scenery
    Balewind Vortex
    (100)

    Total: 1980 / 2000
    Allies: 0 / 400
    Wounds: 106


    So.... any more suggestions, ideas or LOLs? :D
     
    Crowsfoot likes this.
  2. Canas
    Slann

    Canas Ninth Spawning

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    I like the kroak + bastillidon combo's. It's a shame you're Reliant on teleports so you're not going to be able to move the thunderquake and kroak as a whole though.

    What about a heavenswatch starhost instead though? It removes the need to move as one that a thunderquake host has, and the filler skinks and such won't be as terrible as they get re-rolls too while the actuall bonusess that your bastillidon and stegadons get haven't changed much.

    Example list:

    Leaders
    Lord Kroak
    (450)
    -- might be General, or the Skink
    Skink starseer (200)
    Skink starpriest (80)
    Troglodon (180)

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


    Behemoths
    Bastiladon
    (280)
    Bastiladon (280)

    Battalions
    HeavenswatchStarhost
    (200)

    Scenery
    Balewind Vortex
    (100)

    Total: 2010/ 2000

    Or alternativly:

    Leaders
    Lord Kroak
    (450)
    -- might be General, or the Skink
    Skink starseer (200)
    Skink starpriest (80)
    Skink priest (80)

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


    Behemoths
    Stegadon
    (240)
    Stegadon (240)

    Battalions
    HeavenswatchStarhost
    (200)

    Scenery
    Balewind Vortex
    (100)

    Total: 1770/ 2000 leaving 230 points to spend on what you want (quite a lot of stuff still falling within the starhost and thus gaining bonuses kroxigors, rippers, terradons, razordons, salamanders...)

    Seems decent-ish at first glance.
     
    Last edited: Jan 23, 2018
  3. Canas
    Slann

    Canas Ninth Spawning

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    Sidenote, it's such a shame that so little of our stuff counts as battleline. a heavenswatch would be briljant if kroxigor, terradons rippers, razordons, chameleons, salamanders or even our behemoths would be allowed as battleline... Our battleline are by far our weakest troops and most importantly, rarely the thing we build a strategy around. It'd be nice if our battleline felt less like just bodies we bring to pay the tax and more like an integral part (yea yea, skinks ain't awefull, but they're rarely gong to be the backbone of your army unless you bring a 100 or something ridiculous...)
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yeah the Heavenswatch isn't bad. I am just not a big fan of the Starseer I guess.

    Good suggestions though, I will mess around with them a bit in the warscroll builder.

    Another thought about the whole thing: Mortal wound spamming is strong in the meta because of some armies having very good saves so I wondered: what is the maximum MW or rend list that we can build?
    Kroak + EotG + Snake Bastis might be a good start...
     
  5. Canas
    Slann

    Canas Ninth Spawning

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    I think Kroak + EotG won't work well. The EoTG needs to be next to a slann to be reliable and Kroak only has the teleport for himself. Plus outside of a Thunderquake the EoTG is relativly easy to kill and in general it's unreliable. Even with a slann helping it. Kroak + a Basti with ark of sotek is far more resillient and reliable, especially as the bastillidon can be used in much the same way as a kroak bomb. Plus, after teleportin the bastillidon can wander off and start chasing stuff, the EoTG will still be stuck to Kroak if it wants any semblance of reliability. And it won't have to worry much about getting killed any time soon. Forcing your opponent to choose, either try to shoot Kroak while that bastillidon rampages through em, or spend time and resources killing the bastillidon while kroak nukes em. In the case of the EoTG, he's far easier to kill than either Kroak and the bastillidon, far less of a threat and the moment the EoTG losses his slann he becomes virtually harmless as he's just not reliable in any way.

    And yeah, the heroes in the heavenswatch are it's weakest part.. they all fullfill the same basic niche of supporting troops that have no command ability and are useless on their own. With the exception of a troglodon which can at least still do something. It basicly puts the price of heavenswatch at a minimum of about 600 points with 3 hero slots occupied, making it rather costly as a base.. Add in the fact that only skinks count as battleline and you have even more expensive stuff which is kind of a shame. The really good part is the ability to bring basicly anything that's skink in one battalion though, no need to choose between having say rippers or a behemoth, bring both and have both recieve the benefits of the starhost.
     
    Aginor likes this.
  6. jaggred
    Skink

    jaggred New Member

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    I play it:
    Kroak
    Eotg Artefact : Incandescent Rectrices)
    Saurus Astrolith Bearer Artefact : Prism of Amyntok
    3x10 Skinks
    Bastiladon with solar
    Stegadom
    4xrazodons
    3xhendlers
    vortex
    batalion
    2000

    U have reroll hits from astro in 10', wound save rolls in start 1st combat phase from engine in8'
    I think Engine will be hard to kill because have artefact when he use it u can ress him with d3 hp next he heal from cubes d3 wound next heal d3 when he is near slann
    Powerfull think is teleport stegadon use d6 move on himself reroll1 on hit and use shooting on enemy units next can charge and atacks with rend-3 and 3d6 atacks without rend
    When Razodons stay near enigne and astro have 4x 2d6 atacks with rerolls wound hits
     
    Last edited: Jan 24, 2018
  7. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I am sorry @jaggred but I am still not able to properly read your posts.
    Can you please try and polish the grammar a tiny bit?
     

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