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SolomonHelsing

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Posts posted by SolomonHelsing

  1. @Wilhelm Stürmer Yes I did use curse of fates on him, whatever I teleport will get that spell unless nothing needs teleporting then i'll use starseer for other purposes. I rolled a 5 or 6 anyways but it definitely sures up the plan. Obviously taking out a key character requires the opponent to not shield them, or to not deny teleporting in behind, but I also believe with all that it could take on a horde easily enough. 

    But also if a teleports not looking good I can keep him back and buff up the saurus guard instead for if they have to take a big charge in opponents turn after getting them into position. 

    Hopefully I won't come against too much mortal wound output, or I can take that out before it gets going. 

    • Like 1
  2. A severe lack of desire to paint means I've had to shelve taking a full 60 guard to Throne of Skulls this weekend.

    As a back up list I decided to over charge the sunblood teleport: 

    Spoiler

    Allegiance: Seraphon
    Mortal Realm: Hysh
    Saurus Oldblood on Carnosaur (260)
    Saurus Scar-Veteran on Carnosaur (240)
    - General
    - War Spear
    - Trait: Mighty War Leader
    - Artefact: Aetherquartz Brooch
    Skink Starseer (200)
    Saurus Eternity Warden (140)
    Saurus Sunblood (120)
    - Artefact: Crystalline Blade
    Skink Starpriest (80)
    5 x Saurus Guard (90)
    5 x Saurus Guard (90)
    5 x Saurus Guard (90)
    3 x Razordons (120)
    Dread Saurian (420)
    Eternal Starhost (150)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 87

    Whilst leaving ghyran and the sunderblade and ghyrstrike  behind felt a bit naff, this certainly didn't disappoint. 

    Outnumbered 5-1 against arkhan and the skelly hordes (Reapers too) I managed to buff the sunblood with 2 x Savagery and +2 from the oldblood in range. 

    I forgot to use the scent of weakness on arkhan post teleport, but after going in, managed to take 9 wounds off of him, partly due to finding out the bite also got the D3 wounds/D3 damage treatment according to the wording on the scroll not just the mace. If I'd done that last CA. and remembered it was two extra attacks per six not just one, I likely would've had enough go through to end him. He was promptly taken out afterwards by  vampire lord on zombie dragon.

    After that it was a slog and ended a 6-10 loss, but I did manage to fully take out the reapers with the guard block and skellingtons with the saurian, before they were brought back due to lost priority. 

    I lost all but the last priority, if i'd won the fourth turns one I would've likely made it a draw or won by a point due to getting the scar vet into a necromancer scoring a side objective, but he blocked that off with the other skellys having won that priority.

    Another practice against sylvaneth tonight and then stormcast friday night before the main event. 

    Looks like it'll be a fun weekend with a hard fought win or two. 

    • Like 1
  3. No you can make a list with just the firelance and sunclaws, You still get the buffs from those starhosts themselves. It's just the lowest drops you could get to is 2 with both of those heavy on the amount of troops in each unit for them, obviously you don't get the fangs or dracothians buffs with just those two. 

  4. 2 minutes ago, Wilhelm Stürmer said:

    Something to keep in mind: Thunderquake is not an optimal Battalion against Skaventide. Their Endless Spell, Warp Lightning Vortex, is antithesis to group movement as it does damage and slows within its area of influence. 

    Yup certainly, luckily first experience of that spell was two bastiladons getting caught in it, so I did survive it, my engine, not so much...  

  5. 2 minutes ago, Wilhelm Stürmer said:

    @SolomonHelsing Great explanation! The definition of distances was not something I had considered. I have yet to use Draco's Tail, so my knowledge is all theoretical.

    Yeah so is mine, I just had noticed the 18" and realised it's a stronger way of doing my dread teleport and it not being on its own so the enemy will have to decide who to attack rather than just the saurian. 

     

    I've just got to get my damn saurus knights painted and I can properly try it. Also have a scar vet carnosaur now so I can try one or the other leader. 

  6. 19 hours ago, Televiper11 said:

    Any thoughts on running both EotG & a regular Stegadon?

    I'd say go all in and take a thunder quake with one of each stegadon load outs and engine. 

    Gives them the healing that they'll need due to no mortal wound save compared to basti's, specially D3 if you keep your slann close by.

    Crossbow can try and snipe a hero, and the flame thrower can reduce a horde. All three going into one unit should take down something too with the horn attacks, and the crushing stomps might accomplish something. 

    Still something I want to do , just got to get the  third stegadon. 

    • Like 2
  7. 9 minutes ago, robbobobo said:

    What is the rationale behind taking Dracothian's Tail? Is it simply to make the army a one drop or am I missing something?

    Makes it a one drop, but also means you can keep half of your army in reserve, and if they're all seperate warscrolls you can teleport your slann 27" away from the enemy and bring half your army up 9" away from them instead. And because it's wholly within 18" of the Slann rather than 12", it is a bit further away and safer. though if you do this maybe having a unit of skinks brought on to screen it will be a good idea still. 

    • Like 1
  8. 13 hours ago, Malakree said:

    Would this include things like the Shyish dice with a skull for the 1 and Shyish for a 6?

    Yes it does, Pack states that there can only be a symbol on one side and pips on the other 5.

  9. Bought my Ticket a while ago - James Beeden.

    Looking forward to this specially after seeing the spell replacement rule.

    Might take my Ghyran Seraphon for a little holiday to another Realm specially cause of it. 

    Have to see what artefacts can replace the sunderblade. 

  10. Hi, just wondering if you'll actually be putting the 5 tournament points for fully painted into the results for this next one?

    Noticed on the results that didn't seem to be done in the end today. Not an issue either way just if it's not actually going to be done then maybe remove it from the details?

    Cheers for putting these on really enjoying having a definite one dayer a month even if I can't make any bigger events, hopefully there's still a ticket going in a few weeks so I don't miss April's :).  

  11. @sorokyl Wilhelm and the Person from your rules question are correct, it's only the following combat phase that turn. 

    I had horribly mis-read it for a tournament or two and thought it said for the round but nope. 

    Yes it is definitely my strategy to keep them all at 2+ save, hopefully with re-rolling any saves from the priestly trappings priest,

    Take a charge and then hit them back harder with what is remaining, which if kept with a model within 5" of the eternity warden the +1 attack adds to the effective-ness.

    It definitely helps to have the re-roll ones to hit configuration for the turns where they don't have to move to get into combat, and even then. 

    A good example was my troggoth army game at Heat 1, yes alot of my guard had died taking the charge, but  when it got to my next turn I wiped what possibly might've been half of the army from the guard's doing D3 alone. 

    Due to the 1 wound/no way to save mortal wounds effectively nature of guard right now, it is tricky to pull off with anything less than 10/10/10.

     

    Next time I field Saurus Guard It's the full 20/20/20. Which with my new movement trays means I can pretty much screen the entire table half and still get 2+ saves with +1 attack and +2 Bravery hopefully with the priest having worked. I'll report on that after throne of skulls unless I use that list sooner. 

    • Like 2
  12. So not a brilliant result at 0-5 unfortunately with a lower than I'd have liked kill points result. 

    so TL:DR is that I probably could've won one or two games if I'd just reverted to skink summon and teleport but got a bit pre-occupied with summoning razordons and wanting the dread saurian to teleport and do the job by killing instead. Honestly that's the way i'd rather always play it, but I'll temper it with sensible options a bit more again from now on. I used to do that, got too hung up on starting army doing all the business. It can't till we get an update. But i'll still play this list over starting with skinks any day. It's what I like putting out on the board for a start.

     

    Game by Game breakdown in the spoiler, didn't want to clog the page for anyone not wanting to read it.

    Spoiler

     

    Brief idea:

    Game 1 - Shifting Objectives - Some form of Death, was Arkhan, 2 x 20 reapers and wolves and two dragon riders (One was named character I believe) - Dread saurian almost took out one unit with its bites turn one, and due to him forgetting to put his gravesites down that would've been a numbers advantage out the gate, but then the named dragon took saurian out and I just couldn't get enough D3 damage turns going through to take the two out before they healed. Razordons got me 60 points taking out wolves unit after teleporting the slann for teleports when it was too far gone points wise.

    Game 2 - Places of Arcane Power - Stormcast Not Hammers, Stardrake, evocators, sequitors. What more to say, mortal wounds took half my guard out before they got an attack in, and I didn't get enough to shift the evocators off one of the side objectives and despite a valiant effort my sunblood couldn't hold on an extra turn or two against two judicator units, but took one out so I actually killed a bit more points. Little to improve here till they get two wounds or some MW protection.

    Game 3- Starstrike - Troggoths (Spare Player Army) - This was a good one, basically just a mighty scrap in the middle after the dread saurian killed an outlying unit. Again I didn't do too much badly here, just too many died after rolling ones but i took plenty of them with me. All three objectives ended up in the centre locations so I couldn't just teleport twice to the outlying corners where he wouldn't have gotten to take them back off me due to lack of speed and numbers. 

    Game 4 - Better Part of Valour - Ironjaws - Three drop army so I couldn't get a first turn. Castled one objective which he rightfully ignored and I didn't start moving away from it early enough. Maw Crusha took down one unit of saurus guard defending the other end objective with sunblood. Stacked Waargh took out the dread nastily. Bad teleports after that meant I couldn't get numbers onto his other objectives before he burnt all of them turn 3 for the numbers win. Good old scrap after that however.

    Game 5 - Border War - Bretonnia (Mixed Order but mostly the old stuff) - Should've been a win, went down to the 5 turn, His daemon bonus for knights of some kind took me by surprise with one unit down from them and general took out another quick. Summoned two  units of skinks but kept them on my own objective far too many turns and could've at least try teleporting them to the middle objectives to capture or at least deny him scoring them for a turn or two. 

     

     

     

    • Like 3
    • Thanks 1
  13. Had a practice game with that list tonight, the starseer proved useful first turn when the dread saurian rolled a 2 to teleport. What didn't help was me rolling a 7 after that, forgetting I had the +1 charge configuration, and +1 from stoke rage from aqyshy, So my dread couldn't road block further up the field a bunch of beasts of chaos dragon ogres, and got wiped by three units after, I held out pretty well after that but a loss in the end. Just got to remember those buffs when it matters adn that could've been alot different if dread saurian had taken  a unit out. 

    Real test starts in a few hours.  

    • Like 1
    • Thanks 1
  14. 12 minutes ago, Future said:

    Heh, I've lost a tournament by failing both attempts in the bottom of round 5. Teleport knows when to fail. I like the list a lot. Lots of people diss the guard for their vulnerability to mortal wounds but thats kinda the whole game, not this unit. I think they have a really strong profile. I'd love to hear how you do.

    Haha yeah they sure do, hence why my main desire for curse of fates is purely that, the fact it can get me another double damage bite attack is a bonus ;) .

    Yeah I was going to win a league game by one point if a teleport succeed, it didn't and lost by 2 points instead. 

    Yeah, I see that a lot, it both grates on me a lot but also motivates me to succeed with them over skinks haha. I know for sure 5 man units just don't get in to combat enough, but i'm willing to sacrifice 5 to get the other 5 in if it really comes down to that, our bravery helps that a lot (Specially if i'd remember the +2 from hero within 8") 

    Yeah will certainly give at least a result in terms of win/loss on here, and if I can note down some things to mention I will do.

    Got another 15 guard on the paint table and buying another box soon, I'll be doing a full 20/20/20 when they're done, getting movement trays so I can string them easier and move it all quicker. I think that'll take people by surprise when plenty of them get into fights. 

    • Like 1
  15. 30 minutes ago, Wilhelm Stürmer said:

    @SolomonHelsing Would you post your list and update us on it's outcome?

    Sure,  Happy to, just had to get it compiled on warscroll builder.

    Allegiance: Seraphon
    Mortal Realm: Ghyran
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer 
    Skink Starseer (200)
    Saurus Eternity Warden (140)
    - Artefact: The Sunderblade 
    Saurus Sunblood (120)
    - Artefact: Ghyrstrike 
    Skink Starpriest (80)
    Skink Priest (80)
    - Priestly Trappings
    10 x Saurus Guard (180)
    10 x Saurus Guard (180)
    10 x Saurus Guard (180)
    Dread Saurian (420)
    Eternal Starhost (150)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 80
     

    Main points is that I wanted the double teleport, because I've had some games where if I had that second chance to teleport it would've won me the game.

    Then I wanted to sure up one of the turn one teleports for either the dread saurian or the ghyrstrike sunblood, if they've shielded for the dread, I could slip the sunblood in to kamikaze a crucial hero instead. 

    *Edit* Also the Command Point on a 2+ means I likely can use my sunbloods scent of weakness for however many turns it's alive for free so to speak, and as most of my list is Saurus, it's proven a good one to use.

    Obviously starpriest cause double bite damage on the dread and -1. 

    Priest to hopefully get those non command point re-rolls turn one for everything that needs it, Specially as the saves aren't fails so I can re-roll what would fail cause of -2 rend if that happens for the guard. 

    Saurus Guard just an absolute tank of a unit, I've been getting better at stringing them for the +1 attack and +2 saves and bravery from the eternity warden being a bit further away than usual. 

    The sunderblade artefact hasn't really shown the best results, but I mean, an Eternity Warden spinning then smashing his Mace into the ground just feels too right to get rid of it, and if the guard are taking on multiple units like they can without mortal wounds taking them down, then its better than the other mortal wounds I can get at range. 

    Obviously mortal wounds are the issue, but there's so little to protect against them that I just decided to hell with worrying about them. If I can get the mortal wound dealing units taken out  by the turn one teleport attacks then all for the better for this list lasting 5 turns. 

    Just thought i'd run through my thoughts. Been working on a list like this for a good few tournaments now, Starseer was the final addition, took out razordons but I can summon them instead. 

    • Like 4
  16. It's situational but I believe my list i'm taking to Heat 1 at Warhammer World will make good use of taking a Starseer, by having definite usages for its spell and the very likely +1 command point a turn. true it's not as good as its previous re-rolls could be though this will be my first time using one, and be nice when I can get some endless spells along side it when the points hopefully drop, But I think there's a reason to use it still. Hopefully I'll be proved somewhat right by my result. 

    • Like 1
  17. 2 hours ago, fued said:

    Does curse of fates stack with Lord's of time and space? Both affect a single unit so it seems it would?

    Yes, so if you cast curse of fates on a unit, then for that hero phase you can use the dice modifier on the teleport roll, effectively giving you 1's fail, 2-3 Teleport no move and 4/5/6's Teleport and Move. 

    Currently trying to work out between taking a starseer so I can also have two teleports from the slann, or just have the one teleport and buff the unit it's for more so if at all possible, so the loss of the other isn't so bad. 

  18. 7 hours ago, stickybluetoffee said:

    A friend has just started AoS and is building up a Seraphon army. We’re both having a little trouble with the Astrolith Bearer Rules and wondered if anyone could help.

    In the June FAQ they removed the sentence from the Celestial Conduit Rules that defined what planting the Astrolith means (ie when you do it and what limitations it has). However the Proud Defiance rule still states it only works when the Astrolith is planted.

    How are people managing this apparent gap in the rules?

    As other faq changes state just to change a certain sentence, like the second sentence for thunderquake starhost. I imagine this was an oversight saying to change the rules text fully rather than just the second half/sentence of the rules. As they haven't said that Proud Defiance doesn't exist anymore, I can't see this as anymore than a slip-up. 

    Long as Celestial Conduit is used with its new 12" range I doubt anyone will have a problem with using it that way. likely only people to notice it also would be other seraphon players, who also wouldn't want to miss out on the re-roll hits so yeah should be fine. 

     

     

  19. Just was looking for some opinions on what i'm considering taking for a tournament coming up. 

    Allegiance: Seraphon
    Mortal Realm: Ghyran
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer 
    - Artefact: Incandescent Rectrices 
    Skink Starpriest (80)
    Skink Priest (80)
    - Cloak of Feathers
    Saurus Scar-Veteran on Cold One (100)
    - Artefact: Jadewound Thorn 
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    Dread Saurian (420)
    Bastiladon (280)
    Bastiladon (280)
    Firelance Starhost (150)
    Chronomantic Cogs (60)
    Quicksilver Swords (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 84
     

    I know that knights even in a firelance are one of the weaker battalions but i've been meaning to field some for a while, and this feels like a good one to do it for. 

    Also it's a very light model count army hence why i've taken the cogs to either get the knights up a bit closer first turn for quick objective takes, or another 3 summoning points to get some skinks to hold objectives behind the army. 

  20. 1 hour ago, Lord_Skrolk said:

    I don't play Seraphon but just was looking at the warscrolls and thinking about how I would play them if I ever pull the trigger and actually get them haha... and wow the Ancient Warlord command ability of a Carnosaur rider seems good enough to base an army around 

    It seems incredibly strong with a huge range, take a handful of heroes and have them solo entire armies together--what am I missing? I looked for an FAQ but see nothing that says it can't stack 

    Yeah I think an oldblood with the +2 attacks and scar vet giving a unit extras on a six could stack buff a few heros well, Sunblood specially. Taking a oldblood scar vet cold one and Sunblood to finally put a lord of change down for good tonight I hope. 

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