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zoso87

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Hello everyone!
 
I'm trying to make the Seraphon works , I usualy play Fireslayers and it's a very different army and I'm having a hard time adapting (here I can't play in stores yet), in February we have a team tournament and we've decided that I'm going to take Seraphon, so I need some advice.
 
The list:
Allegiance: Seraphon
- Constellation: Fangs of Sotek

Leaders
Engine of the Gods (260)
Lord Kroak (320)
- General
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Oracle on Troglodon (220)
- Artefact: Serpent God Dagger

Battleline
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Guard (100)

Behemoths
Bastiladon (220)
Bastiladon (220)

Endless Spells / Terrain / CPs
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 129
 
I have thought of taking the Troglodon so that I can have all the 4D3 points of summoning, but i didn´t see in list
 
But I have many doubts about the weapons of the skinks, or what I should summoning (I think salamanders or terradones, but I accept advice) Do you tend to summongin each turn or deploy stronger units?
 
I chose Fans of Sotek because of the possibility of summoning, but I also like the possibility of shooting twice with each bastiladon, but I think the possibility of shooting twice with 40 skins is very powerful.
 
How do you capture the points? Kroak and the Guard? holding points with Seraphon costs me a lot.
 
Thank you very much for your time.
Edited by zoso87
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  • 1 month later...

I usually play Coalesced Seraphon, but I have to say you will be disappointed in the fact that when you shot 80 bolts that you need 5+ to hit and then another 5+ to wound so you will probably do between 8-12 wounds if you roll good. Then they get their normal Armor save which will trim you meager wounds down some more. I'm just saying it's not easy to roll that good when your target number is so high. 

I would imagine I would summon your units to try to take Objectives. I would maybe suggest you use some Kroxigors with those Skinks to help take your objectives and hold them a bit longer until your summoned units can back them up.

I would also make sure that you make good use of your "Lords of Time and Space" ability, of transporting units through time and space to capture Objectives early in the game before the enemy gets too close to them (Transporting a unit of Kroxigors or Saurus warriors there can maybe hold long enough for reinforcement).

Good luck in your battle.

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  • 3 weeks later...

I normally play Thunder Lizard too. Yesterday I tried Fangs for the first time. I worked very well against Orruk Warclans.

I would say get rid of the bastiladons. They are not worth their points exept in Thunder Lizards where u can shoot them twice. Add more skinks, take one of your 10 skink units up to 30 or 40.

40 skinks buffed with the serpent staff from the starpriest (6es to wound give mortal wounds in addition) is great. Hand of glory spell for the starpriest lets u reroll hit rolls of one. Take a skinks priest to let them add one to their hit rolls.  I did almost oneshot my opponents mawcrusha yesterday with only 30 Skinks.

Not shure about the skink oracle. I would rather take a Unit of 2 salamanders right from the beginning instead of hoping to summoning faster. Teleport the salamander 9 inches away from enemy support hero and shoot them. If u have enough summoning points I would almost always go with a unit of salamander.

I like to include some more endless spells. Gheminids are crazy good. Depending on the opponent I like to run pallisade too. Just for blocking routes etc.

 

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