Jump to content

Calebexnihilo

Members
  • Posts

    231
  • Joined

  • Last visited

Everything posted by Calebexnihilo

  1. But you aren't getting full rerolls turn 1. Against a competent player, they will just line up 26" away and you won't even get to shoot (assuming they let you go first). Razordons - Got nerfed. Full unit = 6D6 shots. Ok. Lets use a teleport on them. They will statistically cause an average of 7 saves. No rend. Not scary. Salamanders - Teleport them... and they can't shoot. You have to waste both teleports for them and the handlers. Ok. Statistically a full unit will cause 1 save at -2 rend for an average of 3.5 dmg. Not scary. EOTG - They are far too random. To get the mortals, you MUST line the EOTG up on the line (bad idea), and then roll 6-9 on the chart (random) and THEN roll a D6 dice. Not reliable AT ALL. And averages 3.5 wounds. Not scary. Spells - I actually love one of new spells. Skink Priest + Banner = Stellar Tempest at 32"! Amazing for hordes. Another favorite strategy of mine is to teleport the slann fwd 12" (stay in range of banner) and cast Purple Sun at a +2. I did 22 mortals to Storm Fiends at my last GT! BUT again... too random to count on. Stellar Tempest is only good vs hordes. Meteroic Convocation averages 1-2 mortals. Ugh. Unforging is nice if there is a good target. But you must double teleport to get to him. Getting the Slann' s +1 to cast can be disastrous. AND if you are doing teleport/spell hijinks (which I love) you are using both your teleports and can't teleport anything else. Look I LOVE Thunderquake. It is a well balanced battalion. There are advantages and disadvantages. This was a well designed and balanced list. The problem is the meta right now. It is not full of balanced lists like Thunderquake. Shootcast and Skaven FAR out shoot us. Fyreslayers FAR out tanks us. Just about EVERYONE far out-melees us. Slaanesh out summons us. Seraphon is a well balanced, tactical list in a world of OP factions right now. Against inferior opponents, we can usually always win via sound play. Against competent opponents with newer factions, we usually don't stand a chance (unless the dice are heavily in our favor). It is still a great list! I will continue to play it cause I love Seraphon. But lets not pretend it is top tier.
  2. Just don't field Thunderquake expecting to shoot your enemy off the table. It is NOT a good shooting battalion. It is a tank battalion. Example list above will not shoot much off the table. Especially turn 1 (shooting happens before Thunderquake perks start which is in the charge phase). Bastiladon - avg 7 shots (4+/3+/-1/2) Statistically produces about 2 saves at -1 rend. Stegadon - 3 shots (4+/3+/-1/D3) Maybe 1 forced save roll. Against a valuable target (3+ hero), statistically 2 dmg will make it thru. So 1000 pts produces 2 dmg... if the enemy is in range. This is not good. The battalion gets better by adding the Banner (160 pts) and gets better in Turn 2 when you can reroll wound rolls from the battalion. I only say all this to temper expectations that this is an ALPHA shooting list. It is not. It is not top tier shooting. Also... the entire battalion relies on the EoTG staying alive. ALWAYS ALWAYS ALWAYS take Ethereal Amulet on the EoTG in Thunderquake. I love the battalion and will continue to play it. Some lists can't do anything against it. It is fun! I just wish the perks happened in Hero Phase so you could do some tricks like he mentioned above. Like teleporting the Stegadon. If you currently teleport a unit from the battalion away, you will lose the perks (since they happen in charge phase). Seraphon is solidly mid-tier in the current meta, but with a few tweaks (whenever they update us) and we could be top tier again ('member Kroaknado! lol)
  3. You aren't casting all those spells if you plan on summoning anything. And most Thunderquake lists (esp in Draco Tail) are very light on bodies. You must summon to stay in the game. Thunderquake is good, don't get me wrong. But def not a Top 3 list in the game (statistically proven). I do like one Steggy in it instead of two Bastiladons. Steggies help with our movement shenanigans. My next list squeezes in Shadowstrike (6 rippers) with Thunderquake. 4 drops. Should be fun!
  4. Shadowstrike is the only consistent damage dealer I feel like we have. It just about always causes 50 save rolls and holds up their movement turn 1. Downside is that it is useless against factions participating in the "Activation Wars". The Thunderquake lists actually did worse than me this GT.... And they are run by good players. Thunderquake is a great battalion that is useless until turn 2, has very spikey damage, high drops, and is too slow. Bubble can only move 5" per turn. But yes .. Against some lists on some battleplans, Thunderquake is invincible!
  5. I was top Seraphon player... yet went 2-3 on the weekend! LolSome brutal matchups that countered my list pretty hard.I ran my normal list with Shadowstrike, 2 EoTG, a Bastiladon, Astrolith, Slann, and a Purple Sun!List was built to deal with hordes. Only faced one horde all weekend.Game 1 - 04:55 - vs IronJaws in Battle for the PassGame 2 - 17:17 - vs Fyreslayers in Places of Arcane PowerGame 3 - 26:58 - vs Skaven in StarstrikeGame 4 - 38:33 - vs IronJaws in Duality of DeathGame 5 - 47:18 - vs Khorne in Scorched EarthWrapup - 59:51 - Complain about Seraphon... lol https://youtu.be/HS9HH7zeiQE
  6. Definitely. Summoning is very strong at 1k. My favorite 1k list: EoTG with Ethereal Amulet (General with master of star rituals for reroll saves) Skink Priest (second chance at reroll saves onto the EoTG) Skink StarPriest (spell lore) 2x10 Skinks 6 Rippers Shadowstrike That way at 1k you have a tanky hero/monster (4+ unrendable rerolling saves), some summoning from EOTG, spells from starpriest, and Rippers that will remove just about anything. A good all around 1k list!
  7. A Slann is a must have (maybe not at 1k, but def at 2k). Shadowstrike is our offensive battalion (6 Ripperdactyls, 2 units of Skinks, and a Skink StarPriest) Thunderquake is our tanky shooting battalion (Engine of the Gods, two Bastiladons, and kroxigor or Razordons) Build around whichever of those two battalions he likes, and scale from there. More Skinks is always sound advice for Seraphon players.
  8. That is my reading of it. "wherever it is located until it LEAVES the table" indicates the starting location as well.
  9. The exact wording is "affected by the light of the Bad Moon WHEREVER it is located until it is removed when it reaches the opposite edge of the battlefield" So you get the perks starting turn 1. Even if the moon never moves, you will have the perks until it reaches the opposite edge.
  10. Recaps of my 5 games at GW's Grand Tournament USA in Grapevine Texas this past weekend! https://www.youtube.com/watch?v=w37n9fuYFqA& Game 1 - 05:56 - vs Gitz in Battle for the Pass Game 2 - 16:37 - vs Tomb Kings in Focal Points Game 3 - 29:07 - vs Skaven in Places of Arcane Power Game 4 - 38:08 - vs Iron Jaws in Total Conquest Game 5 - 53:47 - vs Khorne in Duality of Death I ran Shadowstrike with 2 EoTG, a Bastiladon, Astrolith, Slann of course, and a Purple Sun! Went 3-2 on the weekend. Lost horribly to Skaven (lots of shooting and on a bad battleplan) and lost a slightly closer game to Tomb Kings! Tomb Kings was a fun game though! Games 4 and 5 were both decided by ONE SKINK surviving!!!!
  11. My fav is putting him in the corner and casting palisades! lol
  12. Yeah, Draco's Tail helps. Nice to have a 1 drop soup list. The SCE guy I play against most... his tourney list is a 5 drop 12 sniper list with Venator. Eeek. Even if I go first he can usually snipe the slann his first turn. If I go Etheral Amulet or Miasmic Blade on the slann, the mortals get him. If I go Ignax… he will have a 6+ save. If I go Ragged Cloak, he snipes him in the hero phase. If I try and hide the Slann, he can drop down his sniper unit or Venator (with Luckstone) almost anywhere he wants. Haha... 😓
  13. Yep. On setup of the slann, roll a dice. 1/2 = +1 to run/charge. 3/4 = +1 cast. 5/6 = Reroll hit rolls of 1. I used to always fish for the hit rerolls, but now with a decent spell from the spell lore... I tend to try for the +1 to cast. BUT.... it can backfire. If you try to change it and roll a 1, your slann can't cast/summon that turn. The Astrolith is vital now (even more so than it used to be). That one 6 pt model gives us +1 to cast, +8 to spell range, reroll hits, and D3 summoning points. You will have to balance protecting him and the Slann. My lists seem to be hard countered by SCE Shootcast lists. They will always take turn one and snip the slann/banner/EoTG,
  14. Seraphon is a lot of fun played as a summoning army. They have some nice spell lore now (2 spells that are good) and can get to +2 to casting. Their shooting is good, albeit pretty streaky (best shooting is usually random D6 shots). Seraphon does not do well in melee. Shadowstrike has an awesome 3" deep strike that can usually cause 50+ save rolls... just don't deploy it against an army that has been invited to the Activation Wars. If you like summoning and strategic movement while avoiding combat, this is the army for you!!!
  15. Got my campfire inside my loonshrine nearly done! https://twitter.com/CalebHastings/status/1157120141651582976
  16. Tried a list with 3 Engines of the Gods, Shadowstrike, and a Purple Sun! Had a blast! When it all works, you can wipe hordes of the table while clogging up your own side with Skinks galore! Tournament recap:
  17. Not much will stand up against an optimized Skaven list. Nighthaunt is a good counter to Trolls. Since they ignore rend, it makes our hard hitting attacks pretty weak. Regardless, Trolls are fun!
  18. Battle recaps of my 5 games at Warzon Houston last weekend. Last GT with GHB18! https://youtu.be/TMK-hhrs07o Game 1 vs Stormcast (Chris Schelling) Game 2 vs Khorne (Spencer Burgett) Game 3 vs DoK (Andrew Carlson) Game 4 vs Nighthaunt (Ryan Couch) Game 5 vs Fyreslayers (Zachary Kennedy) My List: Slann (Great Rememberer) EotG EoTG Skink Priest (Betrayer's Crown) Old Blood on Carnosaur (Doppleganger) 3x10 Skinks 8 Razordons 6 Ripperdactyls Shadowstrike Starhost
  19. Every list i'm building right now... I end up with a Stegadon or two in it! Seems like the perfect teleport target. Teleport (unfailable) and then Alpha Skink move it D6". It should be in range for the Flamers and then charge (assuming you get a 3/4 average roll).
  20. She's fantastic for objectives that require heros. I like to put Gryphfeather or Miasmic Blade on her, Hand of Gork her fwd or so she can flank a key unit, cast her spell and then vomit. She will be -3 to hit! She's expensive but can tank pretty well.
  21. Yeah a points increase for Trolls would be nonsensical.
  22. No, Draco's requires a normie slann. But you might could fit in a Slann and Kroak into it! Might be an interesting list.
  23. Kroak will have to be your general to be able to summon anything. Knights (at any unit size) don't really put out much damage. They are made to screen, grab objectives, and hold up enemies. Looks like you have almost what you need for the Draco's Tail battalion (Slann + Firelance). It is a pretty strong battalion. Will give you lots of movement shenanagins along with Great Remember if you run your slann as the general. Also, magnetize your two carno rider's left hand so you can easily switch between Old Blood (gauntlet) and Scar Vet (shield). EDIT: Oh and as far as meta, Kroak is not particularly strong right now (he used to be OP!). You can still run a variant of the old Kroaknado. Slann (Great Remember) + Kroak on a Balewind. Teleport Kroak outside 9" of target, blast off his cometx2, maybe an endless spell, a spell from the spell lore... and then teleport him back to safety. Commando Kroak!
  24. Oh! Yep you are right, good point! I'm still stuck on Vanguard thinking... oops!
×
×
  • Create New...