Following up from Darren's excellent showing at SCGT and the fact that he did it with a non-filthy Seraphon list I thought it might be fun so see we we can build on the basic principles into something filthy enough to handle the top tables. As I understand it the key elements of the list are 1. A big alpha-strike from Shadowstrike Rippers 2. Kroak buffed up with Astrolith and Balewind to take out things that the Rippers can't reach or kill (or to clear a path for them) 3. Speedy skinks - always good for blocking and objective taking So as a more filthy variation how about : Allegiance: Order Leaders Lord Kroak (540) Saurus Astrolith Bearer (160) Saurus Astrolith Bearer (160) Skink Starseer (160) Skink Starpriest (100) Battleline 10 x Skinks (80) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers Units 9 x Ripperdactyl Riders (420) Battalions Shadowstrike Starhost (120) Scenery Balewind Vortex (100) I have to admit I quite like the double Astroliths as with me attempting 6 spells a turn that +2 will mean I actually get them. Kroak should be on the Balewind for +3. Also the +16" on spell range is a beautiful thing on Kroak and should give more freedom in where to deploy him for full effect. It is hardly bad on the Starpriest either - being able to hit a large unit of Skyfires with Starlight from across the table could be sweet. Any more suggestions for trying to make an efficient power list along these lines?
Byilding off of this base, I would probably go something like this : Leaders Lord Kroak (540) Saurus Astrolith Bearer (160) Saurus Astrolith Bearer (160) Skink Starseer (160) - Artefact: Phoenix Stone Skink Priest (100) - Priestly Trappings Skink Chief (60) - General - Golden Sickle - Trait: Master of Defense Battleline 20 x Skinks (160) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers Units 6 x Ripperdactyl Riders (280) Battalions Shadowstrike Starhost (120) Scenery Balewind Vortex (100) Total: 2000/2000 Works basically the same, but gives some of your skinks more punch, but the rippers less. Or go nuts and go: Leaders Lord Kroak (540) - General Saurus Astrolith Bearer (160) - Artefact: Phoenix Stone Skink Priest (100) - Priestly Trappings Celestial Hurricanum With Celestial Battlemage (320) - Artefact: Phoenix Stone Jade Battlemage (100) Battlemage Battleline 10 x Skinks (80) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers 10 x Skinks (80) - Boltspitters & Star Bucklers Units 6 x Ripperdactyl Riders (280) 1 x Gryph-Hound (40) Battalions Shadowstrike Starhost (120) Scenery Balewind Vortex (100) Total: 2000/2000 Though Kroak is taking up my Kurnoth hunters spaces, should be pretty cheesy. This gives two big damage pushing mages in Kroak and the hurricanum, the jade battlemage offers jealing and shielding and the Gryph-Hound helps with deep strikers.
One of the things I got away from Darrens post in the other thread is that taking a starpriest is a really good idea when coming up against heavy skyfire lists in your meta.
What I 've learnt from all the games I 've played with starpriest included : Taking a starpriest is ALWAYS a REALLY GOOD idea
True filth if you want to go rogue and no longer pure is easily achieved with some Stormcast elements. Lord kroak-general (for rerolls) Celestant-Prime Astrolith Starseer Skink Starpriest/priest /Tehenhauin to taste (Starpriest is best imho) 20 skinks in 10's 5 ellyrian reavers (trust me) 3 rippers Shadow Strike. You can now put another source of d3 wounds anywhere kroak hasn't finished with the Prime. 3 rippers and Prime is usually enough of a threat to force your opponent to castle up, bunched up units are easy to hit with the Primes comet attack. Reavers are excellent at killing chaff and clearing a path for your rippers and Prime to charge (it bring Prime down first turn and use him as atrillery and to finish off weakened monsters or heroes as he's more likely to get a large charge and flys. A list I haven't lost with though is probably more filthy. Knight-Vexillator Knight-Vexillators Kroak Starseer Starpriest Astrolith 30 skinks in 10's 6 rippers Shadow Strike You force them to castle up with the threat of the rippers. Deploy Vexillators in front of the bubble and in front of kroak, push them forward 3 inches when Kroak goes up on vortex and use the meteoric standards to do 2 sources of d3 wounds to all within 2d6 from a point upto 24 inches away right in the middle of where they have castled up, followed by Kroak's spells.. Game over ☺
Here's another variant I like now I've seen the new overlords Kroak-vortex Astrolith Starseer Skink Starpriest Khemist 30 skinks in 3 10's 6 rippers 15 Grundstok mortars Shadowstrike You now have a unit (mortars) that can pump 30 shots out with a 40" threat range that do on average 10 wounds. An average of 5 d3 damage on a unit with a 4 up save, chicken of change, stormfiends (only thing I was worried about before) etc