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Seraphon 2k list opinions


SlowPlay85

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Leaders

Saurus Eternity Warden (140)
Engine of the Gods (240)
- General
- Trait: Strategic Genius
- Artefact: Phoenix Stone
Skink Priest (100)
- Priestly Trappings

Units
Saurus Guard x 10 (200)
Saurus Guard x 10 (200)
Saurus Guard x 10 (200)
Salamanders x 1 (60)
Skink Handlers x 3 (40)

Behemoths
Bastiladon (300)
Bastiladon (300)

War Machines

Batallions
Eternal Starhost (80)
Thunderquake Starhost (120)

Total: 1980/2000
 

So here it is very tough and hard to kill list that has a ton of staying power and can deal out massive damage as well.  All Guard gain +1 to their save when near the Warden and if they don't move, their polearms get d3 damage. Everyone in Thunderquake Starhost can either gain re-rolls to hit/charge or re-rolls to wound/save and heal 1 wound each in every hero phase.

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 Ive recently switched armies to my Seraphon,and am running the Eternal Starhost(1k level for now).It is indeed very tough,kinda feels like playing Termies in 40k with the 2+ save,hehe.

  Works great as long as the 1`s dont start popping up all the time.

  I like that you are also running the Thunderquake Starhost with it at 2k,though im not sure if the Engine of the Gods is the best way to add to it,,its cool and all but due to its random factor it may not be all that reliable.Certainly fun to try though:)

  As far as facing Mort wound dealers,many armies have issues with those lists and its really more a matter of if you can deal with that threat early on.The Bastilidons will certainly help with that..another option could be to keep a summoning pool for possibly Razodons or Salamanders to summon forward into shooting range early on.Taking a Stegadon with its balista could help too.

 

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