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Future

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Posts posted by Future

  1. How do people feel about allies? I am looking at an upcoming event and thinking about running thunderquake with Stormcast. Either 2 Celestar Ballista or a Knight Incantor + everblaze comet. Really I am not trying to make this list excellent. I am just very familiar with running a vanilla thunderquake list and want to see how much impact allies bring to the table.

    Really though I think one of our biggest issues is packing a punch and I want to look at 400 points of allies to solve that. I think a 10 block of evocators could work here. I've never run evocators in a list but I've definitely played against them.

     

    I was thinking about doing something with shadowstrike starhost. I think this is currently our strongest option as it plays into our mobility while utilizing our best DPS options such as razordons and ripperdactyls. 

    Leaders:
    Engine of the Gods

    Skink Starpriest
    Slann Starmaster

    Battlelines:
    Skinks x 10
    Skinks x 10
    Skinks x 20

    Artillery:
    Razordons x 4
    Razordons x 4

    Other Units:
    Ripperdactyl Riders x6
    Evocators x 10

    Battalions

    Shadowstrike Starhost

     

    1980 points

     

     

  2. I know we aren't the most fighty army but I wanted to do a deep strike list where the Slann would be in combat most likely. I want to build a Dracothion's Tail list with the objective of going first on a one drop. Using the first turn to LoSaT my Slann onto a forward objective ideally OR the back line if such a target presents itself.

    From here I would call down my forces and charge. I would run the astrolith bearer, and cold one hero, and use a slann spell to attempt to keep the constellation on 1-2 (or whatever charge is if I have it backwards).

    The lists 'core' is about 1200 points and consists of:
    Leaders:
    Slann 260
    Saurus Eternity Warden 140
    Saurus Astrolith Bearer 160
    Engine of the Gods 220
    Saurus Scar-Veteran on Cold One

    Battlelines:
    Saurus Knight x5 90
    Saurus Knight x5 90
    Saurus Knight x5 90

    WarScroll Battalions
    Firelance Starhost
    Dracothions Tail

    So from here we have options but lets talk about the core. 
    Eternity Warden - My Slann is going in head first and needs those 7 extra wounds. Fly and + 1 save to shooting is now actually an amazing command ability*. 
    Astrolith Bearer - Rerolling hits is really strong in an alpha strike setting.
    Engine of the Gods - mortal wounds, strong attack profile, healing, summoning -- all desired attributes in my opinion (maybe I am wrong on this one)
    Saurus Scar-Veteran on Cold One - Bonuses to charge and rerolling is great in this case and because he is part of the tax.

    So from this required 'core' where can we go? 
    Well I will need to deep strike 6 units which requires putting 6 units on the board first. So I will need some skinks. 
    Ripperdactyls are always amazing so that should be a thing. 
    In my Saurus Knight pod I want 10 knights because they have so many damn bonuses here -- fire lance +charge, + mortal wounds on a 6, Scar-Veteran gives +charge, + extra bites and they can create a chaff wall to tie up any would be counter charge, shoring up my Slanns command position. 
    This is where things get ....weird. Do I take Lord Kroak? This gives me the ability to unbind 7 spells a turn and I already have an Astrolith Bearer with +1 casting. More command points seems good, I don't want to fail any of these 5-9 inch charges depending on the buffs and the units. I am in perfect 'kroak bomb range' and he is a massive threat. Alternatively do I bring another EotG? Shadow Strike battalion? I really struggled with these last 400 ish point and have no idea what to do with them.

    List with Kroak:

    Leaders:
    Slann 260
    Lord Kroak 450
    Saurus Astrolith Bearer 160
    Engine of the Gods 220
    Saurus Scar-Veteran on Cold One 100

    Battlelines:
    Saurus Knight x5 90
    Saurus Knight x5 90
    Saurus Knight x5 90

    Skinks x 10 60
    Skinks x 10 60

    Other units:
    Ripperdactyl Riders x3 140

    WarScroll Battalions
    Firelance Starhost
    Dracothions Tail

    Total points: 1950
    Kroak is a big deal, in points. So here we only deepstrike 5 coldones instead of 10 and run 3 ripperdactyls. We also leave EoTG deployed on the field. If we get lucky enough to get our Slann in position with 1 LoSaT move we can attempt to bring in the EoTG with the second attempt.With Kroak on the board I leave the Saurus Eternity Warden at home with plans to summon him in turn 2. 
    For this list my deepstrike is:
    Lord Kroak
    Saurus Astrolith Bearer
    Saurus Scar-Veteran on Cold One
    Saurus Knight x5
    Ripperdactyls x 3

     

    Alpha Strike:

    Leaders:
    Slann 260
    Saurus Eternity Warden 140
    Saurus Astrolith Bearer 160
    Engine of the Gods 220
    Saurus Scar-Veteran on Cold One 100

    Battlelines:
    Saurus Knight x10 180
    Saurus Knight x5 90
    Saurus Knight x5 90

    Skinks x 20 120
    Skinks x 10 60
    Skinks x 10 60

    Other units:
    Ripperdactyl Riders x6 280

    WarScroll Battalions
    Firelance Starhost
    Dracothions Tail

    Total points: 1990

    For this list my deepstrike is:
    Engine of the Gods
    Saurus Eternity Warden 
    Saurus Astrolith Bearer
    Saurus Scar-Veteran on Cold One
    Saurus Knight x10
    Ripperdactyls x 6

    Without Kroak I take Saurus Eternity Warden, can deep strike 10 knights and 6 Ripperdactyls, and can include EoTG in my deep strike team thanks to the extra 10 block of skinks.

    Any thoughts on how to improve this list?

    Remember regardless of how we deviate the goal is to deep strike turn 1 with the intent of controlling any hard to reach objectives. The Slann has massive reach to do this. We can teleport in front of the objectives and summon 10 skinks onto the objective behind us. We can teleport onto the objective and call down our units upto 18 inches in front of us. 

    So the three part goal is:
    a) Control our home objectives with skinks and knights. 
    b) Control our opponents objectives with Slann or their summons
    c) Deep strike the opponent to keep them from executing their first turn plan, guaranteeing us board control into turn 2.

    • Thanks 1
  3. Posting a new list idea in a few minutes but first one more question. I haven't looked at lord kroak since the nerf bat hit him. Last I was aware he can now cast Celestial Deliverance 3 times again. It says 3 different units but I am guessing that is per cast. In a perfect world where Celestial Deliverance happens 3 times can I do 3d3 mortal wounds to the same unit?

  4. On 1/23/2019 at 11:03 AM, PJetski said:

    You absolutely can retreat and run at the same time.

    You reminded me of a question I had. Teleporting out of combat was FAQ in AOS 1 but not AOS 2.

    So for LoSaT does teleporting out of combat count as a retreat when you roll a 3-4? RAW says 3-4 this counts as your move action for the next movement phase. Since I started in 3 inches of the enemy and ended out of 3 inches of the enemy I read this as I performed a retreat action. 

  5. I need some help.

     

    I am mostly a Seraphon player. I love big models even though mine aren't great. I also like the undead units and have always had an eye on flesh eater courts. Specifically the monster mash list because who doesn't want 4 undead dragons on the table? That being said I know start collecting boxes are going up in prices in like a week. 

     

    I noticed I can get the 2k list for monster mash in 4 start collecting boxes. 3x Flesh eater courts and 1x Hordes. I know with summoning they actually need more models but I figured this is a great start and very low price point for 2k points. Am I missing something important here? What else would I need and should I magnetize the riders to run the monsters without the riders as well?

    • Like 1
  6. Thanks for the bastiladon charge tip, I love it! I agree both are unsteady. When I said more reliable I meant against model types. I actually find razordons d6 to be not so punishing because there are so many of them. I just also find when I bring 6 ripperdactyls I don't need more hits at any range, I need a bigger rend. Considering the points razordons are incredible in my opinion. The only balanced thing about them is the price tag keeping them out of games :)

    • Like 1
  7. @aktanolt thanks for the heads up on the comet I am definitely giving it a try in that case. I love razordons! I  find I need them less with ripperdactyl lists but that could be my play style too. I am thinking the balista at -2 rend might be more reliable against certain armies.

  8. Any one have any luck with everblaze comet in seraphon? I was thinking of adding it with a knight incantor for morathi, and nurgle. Also anyone try out Celestar Ballista? I feel like Razordons are better but ballista seem pretty strong in other lists. Basically thinking of taking these guys in an otherwise generic shadow strike / engine of the gods list.

  9. @HammerOfSigmar 

     

    In your first hero phase place a bloat toad for each of your units of ripperdactyls. I've seen this played two ways. No bloat toad for summoning and yes bloat toad but only if you summon in the first hero phase. I believe the second method is most correct.

     

    So by taking a unit in my list I rule out any chance of not having a bloat toad.

    • Thanks 1
  10. Seraphon haven't done much but are getting better. A 1st, 3rd, and 5th place from LLV's stats but people are still figuring them out. They have won a few events in our local meta.

     

    I think what you are missing about eotg is that its an incredible solid unit for 220 points. Healing, summoning, and ranged damage are all icing on the cake. Especially compared to the astrolith bearer post nerf. If you want d3 summoning points you might as well get a balewind vortex for the straight 3 and save 100 points. Also ripperdactyls are great from the eotg as well. I usually take ripperdactyls for the bloat toad which makes summoning them that much better.

     

    I don't often take eotg but when I do I usually run it to hold a rear objective and push skinks into forward objectives with ripperdactyls as a hammer.

  11. I’m not a fan of eotg myself but that list is verified broken. 3 eotg is the magic number. You get mortal wounds for snipes, heal wounds in an aoe and summoning. In a team game that list is totally savage. Hell a 2k version of that list is making its way to the U.K. masters next week.

  12. @Wilhelm Stürmer

    Ahh my mistake. In that case maybe save the carno for the point bump :) and drop it in whole sale at 750 points with your current list. It will still be great at that point too.

     

    For the current list I would say general might not matter. Artifact choices are heavily dictated by local metas. Light of Dracothion on the starpriest can be good depending on what kind of casters you expect.

     

    Incandescent Rectrices is a safe bet. If you are going to lead from the front with the scar-vet on cold one you could survive an extra battle round with some decent rolls.

     

    Edit:

    Just reread the command traits and stick to my last comment -- general doesn't really matter. However, with so few models some more beef on the scar vet could be good. Its really all opinion as I don't think any of the skink/saurus command traits are great .Slann really steal the show (and are basically required) for seraphon atm.

  13. @Wilhelm Stürmer If you have a start collecting I would take the Scarvet on carno with the knights and warriors. Even in 1000 point games the carno is INSANE. The command ability would be really good too.

     

    You could do something like:

    Scar-vet on carno (240)

    5x Saurus Knights (90) - Lances

    5x Saurus Knights (90) - Lances

    Skink Starpriest (80)

     

    500/500

  14. How is seraphon summoning interactive?

    How is healing interactive (literally the inverse of this mortal wounds issue)?

    This isn't the first rule or faction to have abilities that aren't interactive. Also it's not even very strong.

     

    Edit: Humorously it turns out the guy under the table is totally safe. Now him and his friend under a table together have a chance of being hit.

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