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Calebexnihilo

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Posts posted by Calebexnihilo

  1. 5 hours ago, AaronWilson said:

    Skink chief on Stegadonk

    Stegadonk

    Stegadonk

    Bastiladonk

    Bastiladonk

    Thunderdonk Templedonk

    This how I will play AoS 3, why worry coherency when you got stonks. 

    Stegastonks is the way!

  2. 8 minutes ago, SirSalabean said:

    Thank you! How would you suggest building each unit/big model? 

    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. 2 hours ago, SirSalabean said:

    Hi all! I’ve got two start collecting skinks, and two boxes of skinks and two stagadons do I need anything else or am I good to go? I have no clue when it comes to list building I mainly just wanted a cool skink army and to try and avoid the older models in the rank. 

    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. 1 hour ago, Joseph Mackay said:

    I don’t get it, why do so many people seem to hate Lord Kroak and think he’s undercosted? His warscroll is a massive nerf from the old one in my eyes and no one complained about him then.

    additionally, what exactly make Seraphon a ‘top tier’ army, and makes some people complain they’re overpowered?

    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. On 1/2/2021 at 2:28 PM, Sol-Rek said:

    So I decided to make a joke seraphon 2000 pt casting list based around Kroaknado. Soooooo... here it is. Starborne, Dracothion's Tail.

    Leaders:

    General: Kroak (Spells: Mystical unforging, Stellar Tempest. CmdT: Ancient Knowledge. Artifact: Godbeast Pendant.)

    Saurus Astrolith Bearer

    Skink Oracle on Troggy (Spell: Fiery Convocation. Artifact: Cloak of Feathers.)

    Slann (Spell: Celestial Equilibrium) x2

    Skink Priest

    Battleline:

    Saurus Guard (x2)

    Skinks (boltspitters and clubs)

    Skinks (boltspitters and clubs)

    Other:

    Terradon Riders (Javelins)

    Battalion:

    Shadowstrike Starhost

    Endless Spells:

    Bound Balewind Vortex

    Bound Chronomatic Cogs

     

    1990/2000 pts

    Yeah, 3 slann.

    So here is my calculations for Kroak.

    Kroak: Balewind Vortex, Chronomatic Cogs

    Spells: 4+1+1, 6 total (Shield, Smite, Celestial Deliverance, Comet's Call, Mystical Unforging, Stellar Tempest)

    Casting Bonus: +1 (Kroak), +1 (Astrolith), +2 (Celestial Equilibrium x2), +1 (Ancient Knowledge), +1 (Sacred Asterisms), 1 Reroll (Ancient Knowledge)

    Range Bonus: +6" (Astrolith), +6" (Balewind)

    Save: 4+ (base), 4+ feel no pain (all wounds, Dead for Innumerable Ages), +6 feel no pain (all wounds, Astrolith), Godbeast Pendant

    I'm not entirely sure about the double Equilibrium, but dang. +5 to cast makes most spells automatic successes, and the others can get rerolled. The two slann will use Equilibrium and work toward summoning. The Troggy will skip jauntily around, using the deep strike and Lords of Space and Time to taunt the enemy and channel spells. The battalion is there merely for the Cloak of Feathers (and a bit of meat shielding).

    If you want to help me make this into even more of a joke (at least, an OP joke) please let me know, I'd love to crush other players with magic might.

     

     

     

    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.

    • Like 1
    • Thanks 1
  6. 10 hours ago, Margawt said:

    Could the Skink Chief on Stegadon use his Command Ability on his model? The Command ability says that you can pick one friendly "Skink" unit wholly within 24" of a friendly Stegadon Hero with this Command ability. Until the end of that phase, add 1 to the Attacks characteristic of Melee weapons used by that "Skink" unit. A unit can not benefit from this command ability more than once per phase. 

    I was thinking "Yes" because the Chief's unit has the Skink Keyword in it. So, if the command ability would work, would that also increase all of the Stegadon's melee attacks as well as the Skink Chief's melee attacks or would it just affect the Chief because he is the Skink per se?

     

    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

    • LOVE IT! 2
  7. 16 hours ago, Margawt said:

    Hey Caleb, Would you get 4 shots with the Bow with the Prime Warbeast ability for the Stegadon with the Skink Chief on it? Also, I love your video's on the Seraphon Army in AOS. Cheers!

    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.

    • Like 1
  8. 5 hours ago, Sol-Rek said:

    Made a 2000 pt. list for Seraphon, Coalesced, Thunder Lizard. 

    General: Stega w/ Skink Chief, Cloak of Feathers, Prime Warbeast, Sunfire throwers

    Battleline: Saurus Guard x10, Skinks x 10 (javelins), Stegadon (skystreak bow)

    Other: 3 units of Terradon Riders x3 (Javelins)

    Thunderquake Temple-host: Engine of the Gods (fusil of conflagration), Salamander Hunting pack, Bastiladon (laser) Bastiladon (ark)

    Comes out as 1,980 pts. I tend to play casual games, but I am hoping to win a bit more often. Terradons are for caps. Any suggestions?

    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 Lizard
    Engine of the Gods (260)
    - Artefact: Fusil of Conflaguration
    Stegadon with Skink Chief (250)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Cloak of Feathers
    - Weapon: Skystreak Bow
    Slann Starmaster (260)
    - Spell: Stellar Tempest
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    1 x Salamander Hunting Pack (110)
    3 x Terradon Riders (90)
    - Sunleech Bolas
    3 x Terradon Riders (90)
    - Sunleech Bolas
    Bastiladon (220)
    - Weapon: Solar Engine
    Thunderquake Temple-host (150)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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!

    • Like 2
  9. 1 hour ago, Tizianolol said:

    Hi guys, i have a question about how to play my 40 skinks in FoS list. My question is: i build them melee ( hit on 3s buffed and 6s MW aftrr buff, but i cant shoot when i try to retreat them thx to fos command ability.... or i build them ranged, harder to hit melee, but i can benefit for 6s to wound MW in shooting phase too and when i try to retreat them i can shoot? Thx all;)

    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.

     

    • Like 1
  10. 29 minutes ago, Tizianolol said:

    Guys i have a question about Fango of Sotek command trait. I have seen in a tournament list a guy that gave " nimble" to skink chief on stega general of fos list. The book says ypu "must" take "old and grizzled" command trait. Is something changed? Thx a lot!

     

    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!

    • Like 1
  11. Battle Report - SERAPHON vs GLOOMSPITE GITZ - Saurus Hordes take on Glogg's Megamob!

    Allegiance: Seraphon
    - Constellation: Koatl's Claw
    Leaders
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Eviscerating Blade
    Saurus Oldblood on Carnosaur (230)
    Skink Starpriest (120)
    - Spell: Hand of Glory
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Saurus Astrolith Bearer (140)
    Battleline
    10 x Saurus Knights (200)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    40 x Saurus Warriors (320)
    - Clubs
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 141


    Allegiance: Gloomspite Gitz
    Subfaction: Glogg's Megamob
    Leaders
    Dankhold Troggboss (250)
    - General
    - Command Trait: Shepherd of Idiotic Destruction
    - Artefact: Aetherquartz-studded Hide
    Dankhold Troggboss (250)
    - Artefact: Glowy Howzit
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    Battleline
    9 x Rockgut Troggoths (420)
    6 x Rockgut Troggoths (280)
    6 x Rockgut Troggoths (280)
    3 x Rockgut Troggoths (140)
    Battalions
    Stomping Megamob (160)
    Endless Spells / Terrain / CPs
    Scuttletide (30)
    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 128

    • Like 2
  12. Lord Kroak - MAXIMIZE Kroak's Range and Output

    Do you field just a Solo Kroak or how much of the support pieces do you bring to maximize Lord Kroak on the battlefield of Age of Sigmar?

    Kroak (320 pts) vs Kroak Power Tower (800 pts)

    Lord Kroak (320)
    Saurus Astrolith Bearer (140)

    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)

    Balewind Vortex (40)

    Total: 800 / 2000

    One of the images from the video... check out that board coverage from Kroak! 10"+6"+6"

    22.jpg

    • Like 1

  13. Played a "casual" game vs a friend and his Nurgle forces this weekend. He brought 3 GUOs and Rotigus. I brought the PERFECT Seraphon list... ;)

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Saurus Astrolith Bearer (140)
    - General
    - Command Trait: Mighty Warleader
    - Artefact: Fusil of Conflaguration

    Battleline
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 93

  14. 3 minutes ago, Archibald said:

    I absolutely don't like the Saurus Knights models, so they are not an option.🙈

     

    Hahaha, yeah.... understandable. The cold ones look super derpy and the riders have TINY legs. They REALLY need an updated sculpt!!

  15. 31 minutes ago, Archibald said:

    Hey guys,

    i am thinking about starting my own Jurassic park. Guess i would start with the new start collecting box and do a thunderlizards army.

    What do you guys say to the following list?

    1000p thunderlizards

    1x Scar Veteran on Carnosaur

    1x Skink Starprist

    10x Skinks

    1x Bastilodon

    1x Stegadon with firethrower

    1x extra CP

    I think that is only 900 points.

    I would pretty much ALWAYS bring the Skystreakbow on the Stegadon instead of the flamethrower. The flamethrower CAN be good on the Skink Chief on Stegadon with Prime Warbeast and the +1 from the constelation.... but as the normie Stegadon, it just doesn't do enough dmg.

    The Skink Starpriest really needs a unit to buff that has alot of attacks. Saurus Knights would fit well into your list. They would be rolling a BUNCH of dice (7 attacks each model) in Coalesced. I might run your list at 1000pts like this:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Prime Warbeast
    - Artefact: Fusil of Conflaguration
    Skink Starpriest (120)
    - Spell: Hand of Glory

    Battleline
    10 x Saurus Knights (200)
    - Lances
    Stegadon (240)
    - Weapon: Skystreak Bow

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine

    Total: 990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 56
     

    The Knights will be buffed by the Scar Vet and Starpriest. Stegadon can operate on his own. Bastiladon can hang back and double fire (thx to Thunderlizard).

  16. On 8/16/2020 at 6:22 AM, Dankboss said:

    I want to see people's Dreadsaurian lists. I know he can be somewhat viable with the right buffs, but I haven't actually seen someone utilize him yet.

    If i had one, i might run it like this:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Engine of the Gods (260)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Fusil of Conflaguration
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    Dread Saurian (510)
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine
    Bound Geminids of Uhl-Gysh (70)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 114
     

    He is not really a beat stick, but he IS a tank! So i'm gonna spend one cmd point on him to let him fly (from Kroak) and then get him smashed in. 37 wounds at -1 to dmg should keep him around a while. I'll then support him with the EoTG double tapping it (Thunderlizard) to heal 2D3 wounds per turn.

    Force the opponent to deal with Dread while I fire Solar Engines Bastiladons over the top and drag Geminids back and forth in their lines.

    That list should probably drop a bastiladon to add a Starseer. He can give +1 to save to Dread and help him make the turn 1 charge.

    • Like 2
  17. 1 hour ago, Dankboss said:

    Just to explain what happened:

    The 40 Marauders teleported to one of my objectives that was only protected by a screen of 20 Grots and the 3 Fellwaters. They charged in and deleted the Grots; Fellwaters piled in, killed 12. CP spent to keep Marauders from fleeing. My turn, Vomit kills 5 more, then my combat kills another 12 exactly. Lose 1 Fellwater in return. No more CP for the Marauders so they run from 17 casualties. So the Fellwaters killed 29 themselves.

    10 Grots then came back.

    Beautiful!!

    • Like 1
  18.  

    Last bat rep of GHB2019 for me!

    Allegiance: Seraphon
    - Constellation: Koatl's Claw
    Lord Kroak (320)
    - Spell: Celestial Equilibrium
    Saurus Oldblood on Carnosaur (250)
    Saurus Scar-Veteran on Carnosaur (210)
    - War Spear
    Saurus Scar-Veteran on Carnosaur (210)
    - General
    - War Spear
    - Command Trait: Dominant Predator
    - Artefact: Eviscerating Blade
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    10 x Saurus Knights (200)
    - Lances
    40 x Saurus Warriors (320)
    - Clubs
    Extra Command Point (50)
    Balewind Vortex (40)

    Total: 1900 / 2000 (Yep... accidentally ran this game down 100 points!! Lol)
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 133

    • Like 2
  19. 16 hours ago, Tizianolol said:

    So if rumors are correct , we can try to analyze toroglodont skink oracle compared to classic korak astrolith balewind vortex combo.

    Kroak , astrolith , balewind is 500 points

    You got 22" range from kroak spell that can cast 3 times, and +12" for stellar tempest, but you have yo cast balewind ( not so hard with +1 astrolith and +1 kroak himself)

    Troglo oracle and kroak is 540 points

    I can cast easy kroak 3 time spell second turn, i dont need balewind so i cast from kroak 100% but i got only +1 bonus from kroak. 

    Is oracle worth now? What do you think?

     

     

    Possibly! Throw NIMBLE and Cloak of Feathers on it (or Nimble + Stegadon Helm) and you have a pretty tanky hero to channel all Kroak's spells thru.

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