robertxtrem Posted October 5, 2017 Share Posted October 5, 2017 https://chat.whatsapp.com/0UUT6dqq6eV41rlo0wHyCR Lizard chat Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 6, 2017 Share Posted October 6, 2017 20 hours ago, robertxtrem said: https://chat.whatsapp.com/0UUT6dqq6eV41rlo0wHyCR Lizard chat Hey thanks for putting this together I see a lot of people have allready joined! Link to comment Share on other sites More sharing options...
J.J Posted October 9, 2017 Share Posted October 9, 2017 Hey all! I'm new to the faction and was wondering what you guys considered the best weapons for Saurus Warriors and Skinks? The clubs on the Saurus seem like a straight up better option, but from the few games I've already had it seems difficult to get everyone from a large unit into combat, in which case the spears would be quite beneficial. I was thinking of running the Skinks with the boltspitters and shields to provide them with some range and survivability, but it doesn't look like they'll accomplish much with the loadout. Saurus Knights look to be best equipped with the lances, especially in a Frelance Starhost! Any thoughts? Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 9, 2017 Share Posted October 9, 2017 7 minutes ago, J.J said: Hey all! I'm new to the faction and was wondering what you guys considered the best weapons for Saurus Warriors and Skinks? The clubs on the Saurus seem like a straight up better option, but from the few games I've already had it seems difficult to get everyone from a large unit into combat, in which case the spears would be quite beneficial. I was thinking of running the Skinks with the boltspitters and shields to provide them with some range and survivability, but it doesn't look like they'll accomplish much with the loadout. Saurus Knights look to be best equipped with the lances, especially in a Frelance Starhost! Any thoughts? It really deppends on your list and the use you want for them. For big unuts of saurus is better the spears because of the 2 range. For 10 man units even 20 is better the clubs For skinks it deppends wether you want them ti be survivable to hold objectives ( javalins and star buckers) or a stalking chaff ( blowpipes) Link to comment Share on other sites More sharing options...
robertxtrem Posted October 9, 2017 Share Posted October 9, 2017 For skinks I would always go with the blowpipes. I have some knights with clubs and I wish they had spears. Their best ability is the mortal wound possibility. I agree with xlanax about the warriors, more than 20 go spears, less than 20 go clubs. Link to comment Share on other sites More sharing options...
swarmofseals Posted October 9, 2017 Share Posted October 9, 2017 Got a modeling question -- do any of the seraphon sprues have decorative feathers as a bit choice? I'd like to convert some skinks with added feathers and am not sure where I might find such a bit. Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 9, 2017 Share Posted October 9, 2017 Just now, swarmofseals said: Got a modeling question -- do any of the seraphon sprues have decorative feathers as a bit choice? I'd like to convert some skinks with added feathers and am not sure where I might find such a bit. Standards for Saurus warriors or decorative bits from terradon/rippers kit. They both have a lot of feathers Link to comment Share on other sites More sharing options...
swarmofseals Posted October 9, 2017 Share Posted October 9, 2017 2 minutes ago, Xanax Lot said: Standards for Saurus warriors or decorative bits from terradon/rippers kit. They both have a lot of feathers The bits on the terradon/ripperdactyl sprues are PERFECT. Thanks! Now I just need to find a way to acquire a ton of them. Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 10, 2017 Share Posted October 10, 2017 20 hours ago, swarmofseals said: The bits on the terradon/ripperdactyl sprues are PERFECT. Thanks! Now I just need to find a way to acquire a ton of them. No Problem! My only thought is maybe bits world on ebay (hobby titan) Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 11, 2017 Share Posted October 11, 2017 Do we know which list placed higger at the GT? Link to comment Share on other sites More sharing options...
Seraphage Posted October 11, 2017 Share Posted October 11, 2017 14 hours ago, Xanax Lot said: Do we know which list placed higger at the GT? The one with the most experienced general is my guess ( update : still can't find it, if I do I 'lol immediately post it ! ) Link to comment Share on other sites More sharing options...
spenson Posted October 12, 2017 Share Posted October 12, 2017 I see a lot of talks about Dracothion's tail, but not that many lists. I was thinking about something like this : Allegiance: SeraphonSlann Starmaster (260)- General- Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Scar-Veteran on Carnosaur (240)- Warblade- Artefact: Coronal Shield Saurus Oldblood on Carnosaur (280)- Artefact: Blade of Realities Saurus Astrolith Bearer (160)Skink Priest (80)- Priestly Trappings5 x Saurus Knights (100)- Lances5 x Saurus Knights (100)- Lances5 x Saurus Knights (100)- Lances40 x Skinks (200)- Boltspitters & Moonstone ClubsDracothion's Tail (60)Firelance Starhost (110)Reinforcement Points (0)Total: 1690 / 2000Allies: 0 / 400 Which leaves 310 points, maybe for a bastiladon or more knights ? Or a pack of 30 saurus, though it's a shame I don't have the points for 40. I think 200 for 40 skinks is just too good, and the 2 carnosaurs can be summoned since they don't have the same name (I think). The knights only need a 6 to charge and you may have a reroll with the priest. On the other hand, the carnosaurs will need a 9 and you have only 50% chance to get a reroll. The scar veteran on cold one has a nice command ability and could replace the priest (and the astrolith ?), but then I'd lose the 2 tp per turn with the slann. PS : the goal is not to make something 100% competitive, I just like this battalion. Link to comment Share on other sites More sharing options...
tolstedt Posted October 12, 2017 Author Share Posted October 12, 2017 2 hours ago, spenson said: The knights only need a 6 to charge Only if they are within 10 of the scar veteran. Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 12, 2017 Share Posted October 12, 2017 2 hours ago, spenson said: I see a lot of talks about Dracothion's tail, but not that many lists. I was thinking about something like this : Allegiance: SeraphonSlann Starmaster (260)- General- Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Scar-Veteran on Carnosaur (240)- Warblade- Artefact: Coronal Shield Saurus Oldblood on Carnosaur (280)- Artefact: Blade of Realities Saurus Astrolith Bearer (160)Skink Priest (80)- Priestly Trappings5 x Saurus Knights (100)- Lances5 x Saurus Knights (100)- Lances5 x Saurus Knights (100)- Lances40 x Skinks (200)- Boltspitters & Moonstone ClubsDracothion's Tail (60)Firelance Starhost (110)Reinforcement Points (0)Total: 1690 / 2000Allies: 0 / 400 Which leaves 310 points, maybe for a bastiladon or more knights ? Or a pack of 30 saurus, though it's a shame I don't have the points for 40. I think 200 for 40 skinks is just too good, and the 2 carnosaurs can be summoned since they don't have the same name (I think). The knights only need a 6 to charge and you may have a reroll with the priest. On the other hand, the carnosaurs will need a 9 and you have only 50% chance to get a reroll. The scar veteran on cold one has a nice command ability and could replace the priest (and the astrolith ?), but then I'd lose the 2 tp per turn with the slann. PS : the goal is not to make something 100% competitive, I just like this battalion. Very close to the list I have. Yes, since the carnosaurs are two different scrolls you can summon then in the same phase. What i did was only take 20 skinks and than add a shadow strike battalion. That makes the army a one drop and It can afloa strike in the turn you need it I usually leave 100 pts reserve and summon either a balewind or a skink priest depending on what I need at the moment. Lastly since you have the ability to position your army with summoning i find vast intellect to be a better choice for command trait. It skies you to cat curse of fathe and this makes your carnosaur charges potentially a 7+ rerollable ( asumming you change the constelation to +1 charge, and the skink priestly tapings) Link to comment Share on other sites More sharing options...
Xanax Lot Posted October 12, 2017 Share Posted October 12, 2017 Here is my list! Seraphon%20Alpha%20Strike.pdf Link to comment Share on other sites More sharing options...
Killax Posted October 12, 2017 Share Posted October 12, 2017 Just wanted to chime in to applaud the GH2017 Seraphon design, it's close to perfect and I'm extremely happy to see them join the competative play aswell as a real contender. I hope that you guys too will soon follow with several tactica and tripple design build routes (at least). Cheers! Link to comment Share on other sites More sharing options...
spenson Posted October 12, 2017 Share Posted October 12, 2017 Well the list I had was also 1 drop since (IIRC) you can put everything in dracothion's tail. I have to admit I didn't think about the Shadowstrike Starhost, the ripperdactyls are very scary, but 40 skinks could be used to protect the slann from teleport or be summoned 16" away from the enemy. I wanted great rememberer to teleport the 2 units or knights that I can't summon on the first turn. Since my list only had 1 slann and 3 different spells, I can use the priest as a vassal for Arcane Bolt, Mystic Shield and Light of the Heavens. With 330 points on battalions, you end up with very few models, how did this list do ? It's also true that keeping a few points for summoning may be a good idea. edit : just checked your army on lustria online, it looks awesome. Great job on the base and I love really colorful armies. Link to comment Share on other sites More sharing options...
tolstedt Posted October 12, 2017 Author Share Posted October 12, 2017 It's all about the 120 points to summon chameleon skinks onto a turn 5 objective. Infinite range summon with no placement restrictions. Link to comment Share on other sites More sharing options...
rokapoke Posted October 15, 2017 Share Posted October 15, 2017 So I just got two major victories tonight with this list. I'm currently limited in my models -- I'm looking to get another Start Collecting soon and I'm definitely considering a Balewind Vortex. I am still learning what works with this army (I had played Stormcast for two years before going all-in on the dinosaurs riding dinosaurs) but those teleports are devastating when you do it well! Link to comment Share on other sites More sharing options...
robertxtrem Posted October 15, 2017 Share Posted October 15, 2017 With your beasties, if you chuck some kroxigor in you can then use thunderquaketo make your beasts heal each turn and get some rerolls. Link to comment Share on other sites More sharing options...
tolstedt Posted October 15, 2017 Author Share Posted October 15, 2017 4 hours ago, robertxtrem said: With your beasties, if you chuck some kroxigor in you can then use thunderquaketo make your beasts heal each turn and get some rerolls. Every time I build that list I end up putting in 80 skinks which I really don't want to paint! I love the stegadon for the teleport, skink alpha to get close, and charge. Can take a few wounds off a misplaced hero. Link to comment Share on other sites More sharing options...
rokapoke Posted October 15, 2017 Share Posted October 15, 2017 10 minutes ago, tolstedt said: I love the stegadon for the teleport, skink alpha to get close, and charge. Can take a few wounds off a misplaced hero. In my first combat with the Stegadon yesterday I rolled triple six for his stomp attack. He was surprisingly effective! Link to comment Share on other sites More sharing options...
tolstedt Posted October 15, 2017 Author Share Posted October 15, 2017 1 hour ago, rokapoke said: In my first combat with the Stegadon yesterday I rolled triple six for his stomp attack. He was surprisingly effective! This is with the skystreak bow getting a charge on a 4+ save hero. Pretty good! I may have to buy one. Link to comment Share on other sites More sharing options...
rokapoke Posted October 15, 2017 Share Posted October 15, 2017 @tolstedt do your stats consider the Skink Alpha giving the Stegadon retools of 1s to hit? Link to comment Share on other sites More sharing options...
tolstedt Posted October 15, 2017 Author Share Posted October 15, 2017 Forgot about that Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.