Discussion in 'Battle Reports' started by Adam Trunzo, Mar 28, 2018.
Soft scores are like, how much people enjoyed playing against you?
Yup i guess it' not not too much fun to play against.
Might have to curb my instincts to go all out 1st turn
I feel like some armies force you into that position though, like the shadowstrike. My friend has a beastclaw composition that you really NEED to kill one of the thundertusks right away or the heals get too nasty and he's throwing 6 mortal wound snowballs at ur key pieces. Basically I have to go balls out first turn and if I succeed I'll win and if I fail I lose
Can you post your list? I played kroaknado too, what do you think about mine?
Balewind vortex to summon
Looks strong, similar to what I ran at Facehammer
Bloodtithe list is in my most recent post in batreps on a live stream where I'm explaining it. Hopefully it's useful.
Comment on there if you give it a watch
Think we've hijacked Adam's thread enough!
Hey Adam Trunzo, or other experienced seraphon players, would you mind discussing the differences between a Slann + EoTG list vrs a Kroak list? Kroak seems like it does more damage on paper and is sort of more difficult to kill. I was wondering what others thought.
This is what i see as differences (roughly)
Kroak - damage is slightly less on an individual target but does more damage in general though possibly with a shorter range if you roll poorly. Also tougher to kill. I think he requires too many support pieces to be effective and is too expensive and immobile
Slann - can double teleport and with the EotG can cause more mortal wounds to a single target than Kroak. Also can be more mobile and can have the retrices for more durability. Also the engine is a big distraction piece that helps draw enemy fire. In my games the strategy was to use the engine and slann along with the celestant prime to kill the ONE key lynchpin character in my opponents force.
Thanks Adam!! I am looking forward to copying your list and giving it a try!
Kroaks max output on a single target is the same? 3x d3. Slann+Engine d6 + d3? Or am I missing something?
That's a good point. I think the main points Adam made are still valid. I think most people would go Kroak, but it seems like the EoTG +Slann, as a slightly cheaper, more mobile, option is also viable.
It is also a lot less casting.
Definitely viable. Adam's kicking ass with it
Engine is interesting But if you want a good shot with engine you need 6-9 roll with 4 dice discarding one of them. I don't know if you can do it wherever you want!
I believe it’s somewhere about 80% chance or doing so (with curse of faith). We did the math somewhere on this forum. And it gets better when you get wounded a bit. That being said, it’s almost the same as a spell, with having a chance to succeed. Except it cant be dispelled. Although the curse of faith can be. While that only helps with increasing the chances. And if it you roll it yourself, it’s just another mortal wound
I think the biggest difference for me is that it is a lot more mobile than Kroak and that the EotG is a fairly survivable hero for certain scenarios. Its also a less complex chain combo so less likely to be picked apart by certain spells or abilities. I also really like that the EotG ability is not a spell or shooting attack and so gets through a lot of defenses/ negates a bad teleport.
Hey Adam, have you ever tried any other Stormcast Allies? I feel like there are some interesting units/heroes that could synergize well with Shadowstrike. I guess the biggest thing about the Prime is the guaranteed 3 mortal wounds for finishing off your alpha strikes. But the Dracoth and other mobile/flanking Stormcast could add some value.
My first set of lists had a unit of judicators and a unit of protectors but i found that they were too slow and that castling up behind the protectors against super shooty armies only delayed the inevitable. I moved over to the Prime to when i decided to go full alpha strike. It seems like fulminators would be a good pick too but wouldnt be able to hit in the first turn. I have found my list quickly loses punch so fulminators would be good to help keep up the fighting power.
That was sort of my idea. I use to play a lot of 40k and the same idea worked with Drop Pod or alpha strike armies. If you had some tough, fast, hard hitting units (bikers) to follow up your first turn it was a good balance.
I think a lot of people would look at your list and think that the Prime and Rippers would be toast after turn 1, but it seemed like you played your alpha strikes well and did enough dmg. I haven't played with the Prime but his defenses do scare me a little.
Thanks for the respones!