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Calebexnihilo

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  1. A quick review of the new Kroak warscroll!
  2. Skinks = Blowpipes and shields Flappy Bois = Terradon Riders Bastiladons = Solar Engine Stegadons = To be honest, all the variants kinda look the same. I'd imagine most people won't mind you playing the model as any of the variants. The EoTG is great in some instances (especially in Thunderlizard). The Steggy Chief is great all around. The Skystreak Bow is my favorite for the stegadons.
  3. I'd say Lord Kroak is a GREAT add to any seraphon army... BUT... he is about to get a new model! So I'd wait to see what his new warscroll will be. But yes, what you have will be a ton of fun! Hordes of skinks (with the mortal wound buff from Starpriests) back up by some big dinos is great way to play seraphon! Obviously SKinks shine in Fangs of Sotek... but those models could also be pretty good in Thunderlizard! EoTG Skink Chief on Steggy 2x StarPriests 2x Priests 70x Skinks 2x Bastildons That is alot of firepower! Double firing the Bastildons in Thunderlizards is where they really make up their point cost! Just beware the lower bravery of Skinks in Coalesced. A great add if you have an extra 40 points is a Bound Burning Head. Lets both Bastiladons reroll hits of 1.
  4. I think alot of the Kroak-feel bad comes from when he is fielded at 600-800 points of full power (Kroak + Astrolith +Balewind + Sage's Staff + Saurus Guard) and then the opponent looks at the 320 point cost of solo Kroak and they complain. Kroak by himself is not a big threat. Once you add 400 points to his cost, he becomes quite good (as he should be at 700 points). Fangs of Sotek DOES create some bad play experiences, especially for melee armies. I'll roll 160 dice at you doing mortals in my turn. Then in your turn, you charge me... i roll another bucket of dice at you doing mortals... and then retreat out of combat before you can attack. Teleporting Salamanders to snipe enemy heroes. Ambushing Chamo Skinks to kill even more heroes. It can be a rough army to play against sometimes. Of course all of that is easily countered with the new rising Meta-Lord Teclis and LRL. Sentinels will easily snipe off all the Starpriests and can out range Kroak-nado.
  5. You can't give Kroak (a named hero) a command trait or artifact. You also can't cast Celestial Equilibrium twice in the same turn. I'd make one of the Slanns your general. Give him the Draco required cmd trait and artifact. Give the other Slann the Itxi Grubs artifact for another spell reroll... although you are probably right in giving the Trog the Cloak. He will be vital to keep alive for range extension. Kroak could still be at +5 to cast (+1 natural, +1 Astrolith, +1 Balewind, +1 Equilibrium, +1 Constellation) General Slann would be +3 to cast with a reroll (+1 Natural, +1 Astrolith, +1 Equilibrium) Second Slann (the one who casts Equilibrium) would be +2 to cast with a reroll (+1 natural, +1 Astrolith) It would be a magical domination list! I'm not sure it will quite put out enough damage to mitigate the lack of bodies.... but it would be FUN! Khorne would be your nightmare matchup. Maybe Tzeench too.
  6. Yep! That adds +1 attacks for the entire model. The synergies in Seraphon are what can make them so good! On first glance, the stegadon warscroll is ok. BUT then you add : +1 to mount attacks (Prime Warbeast) +1 to all melee attacks (Constellation) +1 to all melee attacks (Thunderquake) +1 to jaw attacks (Coalesced) +1 to all melee attacks (Cmd Ability) All of the sudden you are doing ALOT of damage! Spend another cmd point on reroll hits of 1 and maybe a +1 to hit from a skink priest and you can easily get 30+ damage against a 4+ save! Haha
  7. Thanks! Yes, you get an extra shot on the Chief! The crew have the skystreak bow and they "are treated in the same manner as a mount" per the warscroll. The Prime Warbeast says to add 1 to the attacks of the weapons used by the mount. So it adds 1 to the bow as well. Unfortunately i don't think there is any way to buff it any higher. Constellation and Thunderquake also both add attacks, but only in combat.
  8. 3 Stegadons.... You have chosen wisely! Stegadons - I would always take the Skystreak Bow. So much utility in those 3 shots at 24" range doing 3 dmg each. Nasty! Every time i have tried to get the Flamethrowers to work, it just doesn't happen. Their super short 8" range for Flame Throwers is so hard to get consistent dmg out of and are ONLY useful against hordes. Since Stegadons are pretty slow, it can be hard to get the Flame Thrower in range. Usually if I'm in range for Flame Throwers, i wipe the horde in melee anyway. Bastiladons - The Ark of Sotek is unfortunately pretty bad. Load both of them up with the Solar Engines so you can fire them twice in Shooting Phase (Thunderlizard). Guard - Only take Guard for Slann protection. Warriors are cheaper and have more bodies. Knights will do more dmg. Guard are really just good at... Guarding. Battalion - Put the Chief Steggy and normie Steggy into the battalion. They benefit WAY more from its abilities than Bastiladons do. A running/shooting/chargings Steggy Chief with Cloak of Feathers is terrifying! 19" move/run/charge is nice (barely flame thrower range turn 1)... but you should make the charge (5" charge with +1 from constelation) WEAKNESS - You have no command point generation and Thunderlizard is HUNGRY for cmd pts. In your list, i would want to spend a min of FOUR cmd pts per turn (fire both bastiladons twice, EoTg twice, and Steggy cmd ab). So you might consider a Slann for cmd pt generation (and one heck of a support piece). A Slann would also help your EoTG fish for those higher results on the Cosmic Engine (summons). Maybe something like this: Allegiance: Seraphon- Constellation: Thunder LizardEngine of the Gods (260)- Artefact: Fusil of ConflagurationStegadon with Skink Chief (250)- General- Command Trait: Prime Warbeast- Artefact: Cloak of Feathers- Weapon: Skystreak BowSlann Starmaster (260)- Spell: Stellar Tempest10 x Skinks (60)- Meteoric Javelins Celestite Daggers & Star BucklersStegadon (240)- Weapon: Skystreak BowStegadon (240)- Weapon: Skystreak Bow1 x Salamander Hunting Pack (110)3 x Terradon Riders (90)- Sunleech Bolas3 x Terradon Riders (90)- Sunleech BolasBastiladon (220)- Weapon: Solar EngineThunderquake Temple-host (150)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 93 Put the Stegadons in the battalion. Charge them upfield while Slann and EoTG summon bodies in the backfield (up to 20 warriors per turn if you are lucky). Bastiladon fires twice. Salamander and Terradons grabs objectives. Skinks screen your Slann until you get the Warrior factory going. Lots of options in Thunderlizard! Its fun to put the big monsters on the table!
  9. I only play them as Boltspitters, Daggers, and Shields (purely just because that's how i've had them built for years)... but they tend to do fine in melee with the daggers. By the time i have shot the enemy unit in my turn (34" threat range turn 1), the enemy charges me and i shoot again, and then if i fail the retreat, the skinks do fine in combat with the daggers. Its all about fishing for the mortals anyway. Most of our buffs(+1 to hit, +1 save, mortals on 6s, rr1s, etc) last unit our next hero phase, so a melee build could be viable with a Skink Steggy Chief to give an extra attack... but it would be hard to give up the range of the boltspitters in a turn 1 alpha while playing Fangs.
  10. Old and Grizzled is required if your General is a Saurus. So taking a Steggy as your general gets you out of that cmd trait!
  11. Battle Report - SERAPHON vs GLOOMSPITE GITZ - Saurus Hordes take on Glogg's Megamob! Allegiance: Seraphon- Constellation: Koatl's ClawLeadersSaurus Scar-Veteran on Carnosaur (210)- General- War Spear- Command Trait: Dominant Predator- Artefact: Eviscerating BladeSaurus Oldblood on Carnosaur (230)Skink Starpriest (120)- Spell: Hand of GloryLord Kroak (320)- Spell: Stellar TempestSaurus Astrolith Bearer (140)Battleline10 x Saurus Knights (200)- Lances5 x Saurus Knights (100)- Lances40 x Saurus Warriors (320)- Clubs5 x Saurus Guard (100)5 x Saurus Guard (100)5 x Saurus Guard (100)Endless Spells / Terrain / CPsBalewind Vortex (40)Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 141Allegiance: Gloomspite GitzSubfaction: Glogg's MegamobLeadersDankhold Troggboss (250)- General- Command Trait: Shepherd of Idiotic Destruction- Artefact: Aetherquartz-studded HideDankhold Troggboss (250)- Artefact: Glowy HowzitFungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkFungoid Cave-Shaman (90)- Lore of the Moonclans: The Hand of GorkBattleline9 x Rockgut Troggoths (420)6 x Rockgut Troggoths (280)6 x Rockgut Troggoths (280)3 x Rockgut Troggoths (140)BattalionsStomping Megamob (160)Endless Spells / Terrain / CPsScuttletide (30)Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 128
  12. I did a "review" of the new subfaction a few days ago. I main Seraphon, but Trolls are my secret favorite models! Ran a Hag/Spider/Fellwater debuff heavy list for a while, but have slowly sold that all off and gone 100% Rockguts and Danks. lol
  13. Is there a link to preorder the Troll issue of White Dwarf yet? I can't seem to find one.
  14. Think that would be the new sub-faction keyword?
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