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Seraphon 2000pts fluff list


Aginor

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Hey y'all!


So, I had this idea for a fluffy Seraphon only list.
I'd like to know what you think about it, and I'd also like to know whether you think this is actually a good list to play competitively, even though that's not really my goal.

So here it is:

 

Allegiance:  Seraphon or Order

Battailons:
Shadowstrike Starhost
Thunderquake Starhost

Leaders (3/6)
Skink Chief - General, with blowpipe and golden sickle
Skink Starpriest - in Shadowstrike Starhost
Saurus Astrolith Bearer

Units (3/3 required Battlelines)
20x Skinks - Battleline, in Shadowstrike Starhost
10x Skinks - Battleline, in Shadowstrike Starhost
3x Terradon Riders - in Shadowstrike Starhost
3x Kroxigor - in Thunderquake Starhost
10x Saurus Warriors - Battleline,  if allegiance is Seraphon those can be substituted with 5x Saurus Knights (or maybe 5x Guards)

Behemoths (3/4)
Bastiladon - in Thunderquake Starhost, with solar engine
Stegadon - in Thunderquake Starhost, don't know which weapon yet
Troglodon - in Thunderquake Starhost


Required points:
With 10x Saurus Warriors or 5x Guards: 1980 points
With Saurus Knights: 2000 points
 

Remarks:
I kinda dislike the 10 Skinks and the 10 Saurus but I need to split them that way to have three battlelines. If it wasn't for that requirement I'd leave the Saurus out and have 2x 20 Skinks.

Tactic would be:
- Stay with all units close (10") to the Astrolith Bearer, play defensively. Except the Terradons who are supposed to harass the enemy in some way.
- Everyone gets rerolls on hits, the Thunderquake units using "savage mode" get really scary with those re-rolled hit rolls from the Astrolith Bearer AND the re-rolled wound rolls AND save rolls from their battailon ability.
- The Shadowstrike Units can choose between their own re-roll for ones or the one from the AB, so they are a bit more flexible.
- The Thunderquake units act as blockers, leaving small spaces open for the others to see/shoot/cast through.
- The Starpriest casts Mystic Shield to buff them.
- I guess a Bastiladon with a rerollable 2+ save that regenerates wounds could cause some people to flip the table, dunno. I hope not. :D
- The Krox stay near some Skinks to use their synergy ability.
- The Warriors/Knights/Guards are mainly chaff. Knights can do some damage if they countercharge though.
- Until the enemy is in range for the Skinks, use the Skink Chief's buff for the Stegadon, Troglodon, or Bastiladon (since those are Skink units), then for one of the Skink groups to have a decent hit.
- I have no idea yet which artefact(s?) to choose. Is it correct that I can have three? Because as I read it I can always have one, plus one for each warscroll battailon used, and it doesn't matter if the heroes are in the battailon or not? Unfortunately the Order artefacts are kiiinda useless for this purpose. Why are there no artefacts for magic or ranged attacks?

Strengths:
- I think it will look awesome, like the armies on some artworks in the Battletome or so.
- Tactically I don't know. Looks like it could be good against melee armies maybe?

Weaknesses:
- Not mobile because of the Astrolith Bearer. For a more mobile option swap him out... Maybe if you take him and the Troglodon out and add a Engine of the Gods into it that could work. The spare points left from that would suffice to add 10 more Skinks or Saurus and still stay below 2000 points.
- Probably vulnerable against artillery or assassin units since they could strike the Skinks or snipe the Starpriest.
- When the Troglodon is focused down by the enemy you lose the Thunderquake bonuses.

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I just thought about it once more and another possibility could be to replace the Kroxigors from the Thunderquake Starhost with two Salamanders or Razordons, and their Skink handlers.

The advantage of Salamanders would be more shooting, possible mortal wounds, and with the AB nearby and the bonus from the Starhost those attacks become really scary.  1x 3/3/-2/D6 in ranged and 3x 3/3/-1/1 in melee, all hits and wounds rerollable(!!) is a lot.

Same could work with Razordons. 6d6 attacks is a lot of attacks. No rend and no mortal wounds though. But the enemy might be reluctant to charge near them, because of that 50/50 chance on a "attack of opportunity".

Also if we choose Razordons: Since we have an AB near we don't need handlers so we can use them as chaff to disrupt enemy charging. By replacing the Kroxigors with two Razordons and one set of handlers we have now 20 points free. If we chose the Saurus Warriors battleline unit above we have now 40 points to reach our cap 0f 2000.
...and 40 points is... a unit of three Skink Handlers!
So since we don't actually need those as long as our AB is alive we can now place two units of 3 somewhere in the front as chaff. When I think of my friend's melee Orruk army I _think_ that may be annoying for them.

Any thoughts on those variants?

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I've noticed over the last several months that Seraphon players are not in abundance here.  My theory is that since Seraphon were released early in AOS, that lustria-online has been able to keep some of its community together.  You might want to check there as well as there is still some good activity there.

In contrast, most other old WHFB sites have pretty much died!

Sorry that I don't have more to contribute.

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No problem, thank you!

I check Lustria Online now and then, but I wanted to register on just one Warhammer forum for now so I chose this one, because I have so many general questions still. This forum is a bit more... general.
I think I will probably (cross-)post Seraphon-specific stuff over there in the future, but for now I just hope that a few people over here look at the list as well and say things like "That would be scary for me to face" or "Haha I'd shatter that in two rounds" and probably even why. :)

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