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SolomonHelsing

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Posts posted by SolomonHelsing

  1. On 6/10/2022 at 6:28 PM, Lord Krungharr said:

    I think I've gathered enough models to start fielding Seraphon after having stayed in the Living City for a few tournaments.  Just have to base them properly but I think I'll want to make some custom Aztec/Mayan looking stony bases for my spaceFrogs and other lizardfolk.

    I got a ziggurat; is it good to garrison that with a Slaan or Kroak, or better for an Astrolith Bearer to provide a bigger bubble of ward save?

    I'm going for Dracothion's Tail to begin, and have a Bastiladon and EoTG as well.  Haven't glued the Solar Engine or Ark on there yet....the Ark just seems terrible, like really bad, even for cheaper points.  The extra VP for killing the Solar Engine seems like a fair trade, or is there some viability for the Ark of Sotek I'm missing?  Just checking.

    I also have 4 old OLD metal Flesh Hounds that really look reptilian, so those will be my Salamanders.  Better to start them on the table or should I summon them with my massive quantities of summoning points that I'll be generating?

    If you want to actually activate the Ziggurat, you'll need to garrison either a wizard or priest. So the Slann yes. Kroak can't garrison it due to being over 10 wounds (From the Core Rules 17.2)

    Ark is very situational, the 3" range could mean you could reach over a screen to get to a small hero where the mortal wound chance could take it out, but then just be in combat at 1+ save with a possibly meh unit that won't cause a dent in it. Solar engines definitely got more play, however it's going to be less of a thing now with the changes coming in new GHB moving away from monsters, though it's still a good shooting platform with the skink priest and starpriest buffing it for sure, even outside of Thunder Lizards.

    If you're going Dracothions tail, the salamanders are likely usually a good idea to drop from the sky when you can, and you slann isn't in massive danger of being shot off before you can drop them. I'd say most of the time  summonings probably best with skinks just to flood the table and keep you having bodies. Though of course when/if your salamanders get taken off, can use them as summoning then anyways if you have the handlers dead/available also. 

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  2. Summoning units no longer get the battleline keyword when summoned, only units that start in your army that are battleline have it.

    So for that mission, summoned units can't capture objectives, For any others they count as the usually would for 10 models worth, long as the scenario uses the regular capture rules, But again any that give extra points for a battleline unit being within 6" or so that unit could not gain the extra points. 

  3. 1 hour ago, Kasper said:

    Man I can relate to this. It might be due to lack of experience against the eel list, but it is honestly such ass to play against. In general Im a big fan of people playing whatever they want, but mass eels just feels so stupid. Every single game is the exact same and it is incredible annoying to play against every single time. Playing against it when you feel tired is just so much worse. 

    Sad to hear about your result overall but hope you at least had some fun against the chariot madness. 

    Yeah wasn't inexperience, As the lists for this one were the same as the one I qualified in 3rd in with 3-0, so it was an exact rematch, just different scenario, and his mis-placement of the boats, if he'd placed them correctly I could've conga lined two units of knights in between the gaps to score objectives turn one, and then felt okay sending my carnosaur over a boat and some warriors to circle him from the flank, but because of his mis-placement I couldn't do that. and yeah just  being tired it really pissed me off I could barely move out of my deployment in a way I felt good about doing without loosing a useful unit early to the deep striking eel groups. Bit of a chain reaction into game 2 from those feelings. 

    Yeah just going from 3-0 to 0-3 stung a bit. But I know it wasn't the list, just circumstances that were different to the first tournament. 

    I've got all the models for that list almost besides the club warriors so i'm going to eventually get it all painted up, but still looking like zero actual games on the horizon for me till post-christmas I expect. 

    Found out a Gotrek Competition is allowing TTS results, so I'm giving this a go I think. 

    Spoiler

    Giddy Up Gotrek

    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders
    Slann Starmaster (260)
    -
     Artefact: Itxi Grubs
    - Spell: Stellar Tempest
    Saurus Scar-Veteran on Carnosaur (210)
    -
     General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Eviscerating Blade
    Skink Starpriest (120)
    -
     Spell: Hand of Glory
    Saurus Astrolith Bearer (140)
    Gotrek Gurnisson (520)
    -
     Allies

    Battleline
    10 x Saurus Knights (200)
    -
     Lances
    10 x Saurus Knights (200)
    -
     Lances
    5 x Saurus Knights (100)
    -
     Lances

    Battalions
    Firelance Temple-host (160)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 520 / 400
    Wounds: 87

    The Astrolith Bearer I'm unsure of, I possibly might replace it with either a Sunblood for the +1 wound and a better place for the Eviscerating Blade, or Starseer to get 18" charge from the Knights or Carnosaur back. If the Slann wasn't the only place I could get flight for both gotrek and seraphon from, then i'd likely try replacing it for both the starseer and sunblood, just i'd have to actually think about unbinding range for once haha. 

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  4. In the Top 16 Finals ended up coming 0-3, In fact I had 2 rematches against the Eels list first, then third game against the BoC Chariots list.

    Frankly this was more down to myself rather than the list not being good enough. 

    First up the eel list, at 8am on a sunday when I hadn't slept properly at all, not for lack of trying. It was Total Conquest, and he placed both boats in a right angle either side of a house to block me just moving out of my deployment area besides the back half of each side. Now it turns out he'd not known about the boats 1" from other scenery being over-ridden by the GHB 3" rule. I hadn't realised about this overhaul because obviously the seraphon one just has its own rules that don't get changed by that because it goes down first. I just couldn't get enough out to objectives to score. Plus the lack of sleep had mucked up my judgement on deployment so I could've done alot more in my first turn even if his eels in round 2 would've messed them about royally. He just got a warning from the TO for the boats error, but oh well. 

    Second with the only new opponent, Ogor Mawtribes with a bunch of ironguts in shifting objectives, Knock on effect of feeling quite pigged off with the first game meant I wasted my 10 knight's charge on trying to get over gnoblars, which I had to go into instead, 5 survived the counter from the ironguts behind them, but I really should've kept them safe to take on one of the units of 8/9 to try wipe one fully, that would've been worth what they're for. In the end I just didn't have enough left to take on the frostlord and the ironguts left over. Did get a secondary objective and almost my second but one irongut survived.

    Third game agains the BoC Chariots list on Forcing the Hand. Just an absolute fight which felt nice to end on. Just didn't quite get enough chariots killed early on before the herdstone's -1 save got too big a bubble to avoid, which really helped the chariots eat through my units. The sunblood held its own against 8 chariots, taking out 3/4 on its own with the eviscerating blade. We had to talk through round 5 and yeah it looked like I couldn't claw enough points back, though I maybe would've if I'd tried the roll for the -1 save from starseer on a unit of chariots that rolled 2 5's against carnosaurs bite attack that would've cleared that unit out. 

    It's kind of a shame the +1 to wound buff is stuck on one of the foot only saurus hero's, if I could get that buff coming from a fast moving carnosaur that would really up its usefulness, but that's probably exactly why it's there. 

    I'm thinking I might take out the sunblood and cogs and put back in the oldblood on carnosaur. I think the charging units can survive without the extra +2 as the knights can already be on +4, and it's maybe giving more to my opponents than it is to me, And a second carnosaur with more dangerous rend 2 jaws just feels like it might have more to it, plus thinking on it, getting the knight's attacks to +2 to hit, so 2's for spears, 3's for rider jaws, might really up the first charge, compared to a +1 to wound I can't reliably get in range. 

     

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  5. Went 3-0 and came 3rd on Strength Of Schedule at Hammertime 2 over the weekend. Making it through to the final 16 tournament that'll be taking place sometime in September. Used this List:

    Spoiler

    Allegiance: Seraphon
    - Constellation: Koatl's Claw
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Blade of Realities
    Skink Starseer (140)
    - Artefact: Cloak of Feathers
    - Spell: Fiery Convocation
    Saurus Sunblood (130)
    - Artefact: Eviscerating Blade
    Skink Starpriest (120)
    - Spell: Hand of Glory
    10 x Saurus Knights (200)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    10 x Saurus Warriors (90)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    Firelance Temple-host (160)
    Sunclaw Temple-host (140)
    Chronomantic Cogs (80)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 105
     

    Slight modification to the list I posted previously, found the 6's to wound Mortals from the starpriest extremely beneficial on the rendless unit of 10 knights to get more damage through against high save units, or even more casualties from low save units. 

    Took on  a 300 gnoblar list first on scorched earth. I found an opening to turn 1 charge the tyrant and take away his ability for battleshock immunity, and pulled it off, so then it was a case of chewing through the gnoblars whilst some frost sabres and icebrow hunter were dealth with by the warriors sunblood and smaller knight unit. 

    Next up was Battle for the pass, 24 Morrsarr Eels, 3 Ishalen eels, akhelian king and two soulscryers, blocked off his ambushes from behind for first two turns, Scar Vet made a long 3d6 charge against ishalen eels and disposed of them. Went onto get the double turn going into unit of 6 Morrsarr deep in his backlines with the run and charging carnosaur. Rest of army held out long enough for the scar vet to score his objective for two turns and get ahead enough on points.

    Third game was Focal Points against 30 tuskgor chariots, 30 gors and a beastlord in brass despoilers. Was up against a charge phase involving about 5/6 units of chariots first turn but only two units on one flank made it in despite rerolls. So my unit of 10 knights in the centre almost took out two units of 4 in one go and sunblood and some warriors heavily damaged another unit of 4. Went down to priority roll turn 4 or 5 and flying carnosaur taking down beastlord left by their totem to get another auxiliary objective and pull far enough ahead to call it there. 

     

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  6. 14 minutes ago, Kasper said:

    Ah I didnt realize you wanted the +1 on two spells on the Starseer. Is the only purpose for the Cogs to give him an extra spell or do you ever activate for extra mobility? 80 pts seems like a lot. Im personally a big fan of the Balewind. I guess you dont want your casters stationary in the back?

    It actually is in there primarily for the mobility buff to really get the carnosaur and bigger unit of knights in there more consistently, albeit i've used it often enough now i'm cautious on giving the opponent that buff too often now so having a good plan b of getting two spells from the starseer to get the swords out turn 1 too was useful.

    It's not so much that, I've kept kroak back on home objective, or close by in the realmshaper mostly as his spell at 10" has been enough of a threat to stop it getting charged, leaving me able to focus on what i'm doing with the saurus taking other objectives.

    However I can't have him in the realmshaper and on balewind, and him being in the realmshaper saves the starseer being stuck there, which I don't want as his 3D6 charge is needed where it's most useful. 

    Kroak for me is much more of  a support piece than something I want to put any more points in, I've used the full package once and realised that's not how I want to win games.

     

  7. @Kasper For the first turn no, As one plan I have Kroak casting that, then cogs. The Starseer manipulates them to cast 2 spells, casting the quicksilver swords and his +1 save spell on a friendly unit. It's worked nicely when i've done it like that. Then i just change his spell to what's likely stellar tempest for round 2 onwards. without either range boost it's possible kroak won't be in range for it turn 1 anyways, so I went for a different approach.

  8. So have had a good three wins on TTS with this list, twice against fyreslayers and one against Big Waaaagh. 

    Spoiler

    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders
    Lord Kroak (320)
    - Spell: Celestial Equilibrium
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Blade of Realities
    Skink Starseer (140)
    - Artefact: Cloak of Feathers
    - Spell: Fiery Convocation
    Saurus Sunblood (130)
    - Artefact: Eviscerating Blade

    Battleline
    10 x Saurus Knights (200)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    10 x Saurus Warriors (90)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs

    Units
    4 x Salamander Hunting Pack (110)

    Battalions
    Firelance Temple-host (160)
    Sunclaw Temple-host (140)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)
    Bound Quicksilver Swords (40)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 107

    I'm thinking for the next game I might sub out the salamander and sunblood and put the oldblood carnosaur back in charge of the sunclaw. Whilst I'm 95% confident the +1 to wound from the sunblood and the decent bit of high rend shooting and melee from the salamander are much more beneficial to the list on the whole... I just like 2 Rend Carnosaur bites, and a few mortal wounds from the spear's 3 attacks compared to sunblood's 6 isn't too big a drop considering I can get the Carnosaur in sooner. 

    Just Preparing for a TTS tournament on the 29th. Pretty sure I want to leave it as is, but can't hurt to try changing it up just a little again.
     

    • Like 1
  9. You can only purchase one CP for 50pts.

    Yeah that's just a limitation of the List builder app but GHB 20 is correct, Though I swear it used to have a different way of adding that CP that did limit itself, but having it properly listed as having costed the 50 points won out. 

    The lists with more than one extra CP likely have battalions so they get the other extra CP from those, as they appear as extra CP you get before your first turn same as the one spent. Or they're old lists from before the change possibly.

  10. I'd say carnosaur, because at the very least having one of each scar vet and oldblood make a deadly combo if that's the way you like to play seraphon. But then there's now three options from the stegadon kit which all have a place. 

    • Like 1
  11. 40 minutes ago, Dracovski said:

    Carnosaur question:

    So I have 2 carnosaurs. I built one as a Scar-veteran on a carnosaur and I'm trying to decide whether to build the 2nd one as another Scar-veteran or as an Oldblood. The only real advantage of the Oldblood I can see is for facing Chaos Daemons. Are there any good reasons to field an Oldblood on carnosaur besides that?

    As Caleb said, the pair of their buffs can be useful together. Also if you're running both and you're against monsters, you can get your jaws hitting on 2's still despite them being over 7 wounds characteristic for the other +1 buff. Also you CAN run the Oldblood on Carnosaur in the Sunclaw Battalion, So -2 Rend Jaws which I know can do very good work if you prioritise targets and make sure it can get its swings in first. 

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  12. 20 hours ago, DrDoom said:

    Oh ******. I thought the Koatl's artifact was like the command trait and not forced. So I have to use a battalion to get access to any of the other artifacts? All of the constellations have an associated artifact.

     

    You're right on +3, on the other list I was looking at I put an Astrolith in there for the last point. This list will be +2 for the starpriest. 

    Yeah, the Command Trait's are all locked to if you take a slann/saurus/hero with monster mount, then you can avoid them otherwise. 

    But the artefacts are all the first hero to take an artefact takes the constellation artefact, then yes if you have a battalion for a second artefact, that can be whatever you want it to be from either the seraphon artefacts  or realm artefact if they're being used. 

  13. 20 hours ago, DrDoom said:

    Here's the 1k list I'm going to smash against my friend's Stormcast or Nagash army:

    - Mortal Realm: Hysh
    - Constellation: Koatl's Claw
    LEADERS
    Saurus Scar-Veteran on Carnosaur (210)
    - War Spear
    Skink Starpriest (120)
    - General
    - Command Trait : Master of Star Rituals
    - Artefact : Aetherquartz Brooch
    - Spell : Tide of Serpents
    Skink Starpriest (120)
    - Spell : Hand of Glory
    UNITS
    10 x Saurus Knights (200)
    - Lances
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    BEHEMOTHS
    Bastiladon (220)
    - Weapon : Solar Engine
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Bound Geminids of Uhl-Gysh (70)

    1000pts; 60wnd

    +3 to cast after constellation will allow me to cast successfully with the general pretty often I'm thinking. As they fumble avoiding the Geminids or after being debuffed best by them, I find the best time to smash the Scar-Vet and Knights into their line. When the enemy battleline finally gets to mine Tide of Serpents will continue dropping mortal wound bombs. 

    My other list I'm looking at drops the Carnosaur for Cold One and adds Bound Swords and some stuff at 50wnd. I'm nervous it'll just get blitzed before the double spells can do work. But dispelling both in one turn is tough; and it seems like an avg swords attack with bastiladon fire should own minor heroes. 

    Does the list seem any good? Is a double bound spell build in 1k armies too greedy and not enough wounds?

    Yeah, Koatl's Claw the first Artefact has to be the Eviscerating Blade, Put it on the Scar Vet the 6 attacks possibly doing 2 mortals a piece then some is great.

    Where are you getting +3? +1 from the Command Trait sure, and +1 from the Constellation, But I don't think there's another +1 for Skinks without a slann casting celestial Equilibrium or an astrolith bearer?

    I'd say it'd still be pretty effective, and yeah the knights till do some work, I've had pretty good things from units of 5 alone even. 

  14. So I made another write up of what I put together for getting 3 carnosaurs into combat, and making them as effective as I could. Here it is .

    The list itself, though it has some points in it that relate to what i've written up about it. 

    Spoiler

    Allegiance: Seraphon- Constellation: Koatl's Claw

    Slann Starmaster (260)

    - Spell: Walk Between Realms- Artefact: Aetherquartz Brooch (If Using Realms)

    Saurus Oldblood on Carnosaur (250)

    - General with Command Trait: Dominant Predator (Monster Meta)

    Saurus Scar-Veteran on Carnosaur (210)

    - General with Command Trait: Dominant Predator (Non Monster Meta)

    - Greatblade (Using Realms)

    - Warspear With Artefact: Blade of Realities (Not Using Realms)

    Saurus Scar-Veteran on Carnosaur (210)

    - War Spear- Artefact: Eviscerating Blade

    Skink Starseer (140)

    - Spell: Fiery Convocation

    Skink Starseer (140)

    - Spell: Hand of Glory/Tide Of Snakes

    5 x Saurus Knights (100)

    - Lances

    5 x Saurus Knights (100)

    - Lances

    5 x Saurus Knights (100)

    - Lances

    4 x Razordon Hunting Pack (80)

    4 x Razordon Hunting Pack (80)

    4 x Razordon Hunting Pack (80)

    Firelance Temple-host (160)

    Chronomantic Cogs (80)

    Total: 1990 / 2000

    Extra Command Points: 1

    Allies: 0 / 400

    Wounds: 101

    I think it'll be fun to give this a try, and I've almost sorted out what I want to do for my second starseer as I had a spare razordon, Troglodon Priest and Carnosaur Chair. It's going to be a little goofy but then that's this list anyways, Though I think with some good rolls it can snatch a win or two. 

  15. Yeah the split definitely better for that idea, three games I did get in, my 20 skinks and 20 warriors did little and got wiped, if they'd been 2 x 10 each then at least they would've lasted a bit longer but also screened deployment far better. 

  16. Caught myself with a few hours spare, and not much to do. So re-worked my list I did get 3 games in with before the lockdown to include more Saurus Guard, and put a run down up here.

    For anyone just wanting to see the list.

    Spoiler

    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders
    Slann Starmaster (260)
    - Spell: Stellar Tempest
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Eviscerating Blade
    Skink Starseer (140)
    - Spell: Celestial Harmony
    Skink Starpriest (120)
    - Spell: Fiery Convocation
    Skink Priest (70)

    Battleline
    10 x Saurus Guard (200)
    10 x Saurus Guard (200)
    10 x Saurus Guard (200)
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers

    Units
    12 x Salamander Hunting Pack (240)

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine

    Endless Spells / Terrain / CPs
    Bound Quicksilver Swords (40)
    Bound The Burning Head (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 130
     

     

    Substituted the 20 Warriors and 20 Skinks for the 2 more 10 strong Guard Units and Took out the Astrolith and Kroak for a regular Slann to allow for the extra points, and used the spare 40 for Burning Head to get the bastiladon and salamanders re-rolling 1's. 

    11 Drops so it's very much weather the storm of a possible double turn but having enough to whittle down whatever they charge in, and then shoot off what's left to counter charge. 

     

  17. So you've got the order slightly wrong,

    For the Saurus Guard you have to decide to try and allocate the wound or mortal wound to them before you allocate it to the slann,

    So you'd decide that, roll the 2+'s, and obviously then any 1's go to the Slann, and 2+'s go to the saurus guard.

    Then at that point, both the Slann and Saurus Guard are eligible for the roll 6 shrug as long as each is wholly within 12" of the Astrolith Bearer. 

    Hope that helps. 

  18. I wish the saurus guard battalions hadn't gone into being the open/narrative only super ones. 

    I'm super happy with how they performed in the few games I could get before everything had to be shut down.

    Just makes it difficult to make a low drop army when there's no way to get them into a drop by themselves anymore.

    Maybe a White Dwarf battalion down the line will happen.

    Still going to run them as i've been waiting for them to have this kind of staying power and buffed up even small units have packed enough punch for myself.

  19. The bastiladon's gone up in my rankings despite the no mortal save and what will be not immune to rend as it was. Simply because the straight 9 shots that only dips to 5 shots, true you can't get 12 shots anymore, but you also can't be stuck with just 2, so I think it's output damage wise has vastly improved, specially with chaos daemons being enemy no.1 in alot of cases. and the +4 Range just adds to that. 

     

    I'll certainly be eager to see the FAQ's I've avoided anything I think might  be faq'd to save disappointment, and i've still not been disappointed by this book. I've just got to wait however long till I can actually play again now. 

    • Like 1
  20. Hello,

    Looking to move on the Ossiarch Bone Reapers army I started before christmas.

    Full list of models in picture provided, with what state of built/undercoated/painted they are, and the weapon load outs.

    Each mortek guard unit has Hekatos, Banner Guy and Dual Handed Sword Guy.

    Ideally looking for Collection from Nottingham, and for the lot rather than splitting it up.

    If I get a definite offer not far under my asking price I will find a way to post safely and securely but UK only still. 

    Looking for £350 or close offers. 

    Reason for sale is that the Seraphon update finally arrived, and I have no desire to carry on with this army after that.

    DSC_0011.JPG

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    Model List.png

  21. 2 hours ago, Woarr said:

    Why is there no love for harbingers here? Aren't they really good for rushing enemy shooters before they can do anything?

    Stalkers are very slow compared to harbingers and also lacks - 1 bravery for the enemy so I think holding objectives with mortek and harvesters while harbingers are wreaking havoc on enemy lines at the start of battle with their 9'' move and 3d6 charge is a good strategy.

    I'd like to hear opinions because I am very new at this game and just bought ossiarch battletome so I will build my army according to advices. 

    For my brief stint in OBR before the Seraphon finally got a re-vamp, I played a 6 Harbinger list as I had two halves of FoB in the end and an extra box. It worked pretty nicely as you said, as it's a legitimate turn one threat. 

    I would suggest if possible holding off unleashing them right at the start, as they do get picked off, but if they can use the 3D6 to get over screens and into more important models and take those out before they can strike back like you said, then it works even better. 

    I had something between 80-90% kill points in the 7 games I ended up playing, so very good for smashing stuff if that's what you enjoy. 

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