Troglodon
Joshua Horchler
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Hello All,
I am a competitive 40k player who is ready to convert. I use to love building lists that stacked synergy. Below are two lists that do just that. The first is what I'm now working towards collecting. Please check out the force multipliers you can accomplish. (See info below lists)
List 1:
Giant Lizard "Deathstar" with Pumped up Knights
Leaders
Saurus Oldblood on Carnosaur General +1 Wounds (320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One, relic blade (100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Star Priest (100)
Units
Skinks x 10 (80)
Skinks x 10 (80)
Ripperdactyl Riders x 6 (280)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)
Battalions
Bloodclaw Starhost (100)
Shadowstrike Starhost (120)
Total:2000/2000
Bloodclaw Starhost:
- Knights gain additional attack Jaws and Shields
- All heroes within 20" of Oldblood can use command ability!
Oldblood: gives all heros the ability to add 2 attacks to one weapon!
- Scar Vets on Coldone, add +2 to their Warpick for 5 attacks and if they roll a 4 afterwards, they get to attack again for 5 more!!!
- Scar Vet on Carnosaur - add +2 attacks to their Jaws for big damage
3x Scar Vets on Coldones:
- Able to use Savage Charge 3 TIMES!
- Sarus units Reroll 1's for charges and hits (within 8")
- Knights gain an additional attack with bite! (Stacks for 3 ADDITIONAL ATTACKS)
- Fairly likely, under Old One's buff, to do 10 attacks at +3 +3, -1 rend, 2 dmg. Can't beat that for 100 points.
StarPriest:
- Cast Mystic Shield on Oldblood
- Poison staff buff for knights or Carnosaurs
Knight Unit (x5): All buffed up:
- Don't forget about the battleshock test synergies that the knights offer.
- 5x Lances/Blades
- 25 Vicious Bites
- 10 Powerful Jaws
- reroll all hits of 1
- average of 14 wounds (at - rend)
The Big Dinos, Vets on Coldones and Knights, ball up and run around together. They are pretty damn fast and deadly. Ripperdactyl's are guaranteed to get into combat without being shot at and come down and to try and take out your opponents deadly shooting. Skinks use the extra movement from the formation to spread out and get in cover for objectives.
Knights are mainly used to sway the combat numbers in your favor and when they are buffed up, they may surprise some opponents. Their damage is still pretty bad. IMO, this list's main issue is that if Old Blood goes down, your knights are stinky again and cold one's lose some of their killy-ness as well. Also this list doesn't have room for a Star-Priest, which is very powerful.
****List 2: (Also very interested in a build that drops the Guard to 20, the Oldblood to a Scar-Vet, and then beefing up the Rippers to 6)
Leaders:
Saurus Oldblood on Carnosaur (320)
-Artefact: Quicksilver Potion
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One (100)
-General
-Trait: Legendary Fighter
-Artefact: Relic Blade
Skink Starseer (160)
Skink Priest (100)
-Priestly Trappings
Saurus Eternity Warden (140)
Battleline
25 x Saurus Guard (500)
10 x Skinks (80)
-Boltspitters & Star Bucklers
10 x Skinks (80)
-Boltspitters & Star Bucklers
Units
3 x Ripperdactyl Riders (140)
Battalions
Shadowstrike Starhost (120)
Total:2000/2000
**This list was inspired by Lord Ribbit's recent battle report. The thing about Seraphon is that Mortal wound spam armies are very scary. The way this list battles that is by making your opponent choose between two evils/threats. Do they spending their mortal wound/strong resources blowing up your bigs dino's or the 2++ Guard block. Lord Ribbit opened my eyes up to how Guard blocks demand mortal wounds. If not, most attacks will bounce off of them (2++ when mystic shielded that ignore -2 rend). It's not perfect but it's something to build on. I look forward to collecting some guard.
***I will also add that I'm still figuring out how to use my Rippers. At 3, they are a Kamikaze unit that if ignored, can occasionally hunt down weak back line units. At 6, the turn they come down, they will deal 41 wounds on average and can fight much stronger enemy units. Something to mess around with for sure.
List 3:
Leaders
Saurus Oldblood on Carnosaur General, +1 Wounds(320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Carnosaur, Quicksilver potion (260)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Starseer (160)
Skink Priest/Starpriest(100)
Battleline
30 x Skinks (240)
10 x Skinks (80)
10 x Skinks (80)
Units
6 x Ripperdactyl Riders (280)
Battalions
Shadowstrike Starhost (120)
Total: 2000/2000
** This is probably the most balanced list of the three. I would love to add some Chameleon skinks to my collection and find a way to fit them in to some lists. This list doesn't have the guard block or the knights, so in my opinion it needs a larger skink unit to offer some midfield stability. I prefer 3 big dinos to two as they will be the main targets in this list. I also slightly prefer 6 Rippers to 3, so this list appeals to me.
I am a competitive 40k player who is ready to convert. I use to love building lists that stacked synergy. Below are two lists that do just that. The first is what I'm now working towards collecting. Please check out the force multipliers you can accomplish. (See info below lists)
List 1:
Giant Lizard "Deathstar" with Pumped up Knights
Leaders
Saurus Oldblood on Carnosaur General +1 Wounds (320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One, relic blade (100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Star Priest (100)
Units
Skinks x 10 (80)
Skinks x 10 (80)
Ripperdactyl Riders x 6 (280)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)
Battalions
Bloodclaw Starhost (100)
Shadowstrike Starhost (120)
Total:2000/2000
Bloodclaw Starhost:
- Knights gain additional attack Jaws and Shields
- All heroes within 20" of Oldblood can use command ability!
Oldblood: gives all heros the ability to add 2 attacks to one weapon!
- Scar Vets on Coldone, add +2 to their Warpick for 5 attacks and if they roll a 4 afterwards, they get to attack again for 5 more!!!
- Scar Vet on Carnosaur - add +2 attacks to their Jaws for big damage
3x Scar Vets on Coldones:
- Able to use Savage Charge 3 TIMES!
- Sarus units Reroll 1's for charges and hits (within 8")
- Knights gain an additional attack with bite! (Stacks for 3 ADDITIONAL ATTACKS)
- Fairly likely, under Old One's buff, to do 10 attacks at +3 +3, -1 rend, 2 dmg. Can't beat that for 100 points.
StarPriest:
- Cast Mystic Shield on Oldblood
- Poison staff buff for knights or Carnosaurs
Knight Unit (x5): All buffed up:
- Don't forget about the battleshock test synergies that the knights offer.
- 5x Lances/Blades
- 25 Vicious Bites
- 10 Powerful Jaws
- reroll all hits of 1
- average of 14 wounds (at - rend)
The Big Dinos, Vets on Coldones and Knights, ball up and run around together. They are pretty damn fast and deadly. Ripperdactyl's are guaranteed to get into combat without being shot at and come down and to try and take out your opponents deadly shooting. Skinks use the extra movement from the formation to spread out and get in cover for objectives.
Knights are mainly used to sway the combat numbers in your favor and when they are buffed up, they may surprise some opponents. Their damage is still pretty bad. IMO, this list's main issue is that if Old Blood goes down, your knights are stinky again and cold one's lose some of their killy-ness as well. Also this list doesn't have room for a Star-Priest, which is very powerful.
****List 2: (Also very interested in a build that drops the Guard to 20, the Oldblood to a Scar-Vet, and then beefing up the Rippers to 6)
Leaders:
Saurus Oldblood on Carnosaur (320)
-Artefact: Quicksilver Potion
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One (100)
-General
-Trait: Legendary Fighter
-Artefact: Relic Blade
Skink Starseer (160)
Skink Priest (100)
-Priestly Trappings
Saurus Eternity Warden (140)
Battleline
25 x Saurus Guard (500)
10 x Skinks (80)
-Boltspitters & Star Bucklers
10 x Skinks (80)
-Boltspitters & Star Bucklers
Units
3 x Ripperdactyl Riders (140)
Battalions
Shadowstrike Starhost (120)
Total:2000/2000
**This list was inspired by Lord Ribbit's recent battle report. The thing about Seraphon is that Mortal wound spam armies are very scary. The way this list battles that is by making your opponent choose between two evils/threats. Do they spending their mortal wound/strong resources blowing up your bigs dino's or the 2++ Guard block. Lord Ribbit opened my eyes up to how Guard blocks demand mortal wounds. If not, most attacks will bounce off of them (2++ when mystic shielded that ignore -2 rend). It's not perfect but it's something to build on. I look forward to collecting some guard.
***I will also add that I'm still figuring out how to use my Rippers. At 3, they are a Kamikaze unit that if ignored, can occasionally hunt down weak back line units. At 6, the turn they come down, they will deal 41 wounds on average and can fight much stronger enemy units. Something to mess around with for sure.
List 3:
Leaders
Saurus Oldblood on Carnosaur General, +1 Wounds(320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Carnosaur, Quicksilver potion (260)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Starseer (160)
Skink Priest/Starpriest(100)
Battleline
30 x Skinks (240)
10 x Skinks (80)
10 x Skinks (80)
Units
6 x Ripperdactyl Riders (280)
Battalions
Shadowstrike Starhost (120)
Total: 2000/2000
** This is probably the most balanced list of the three. I would love to add some Chameleon skinks to my collection and find a way to fit them in to some lists. This list doesn't have the guard block or the knights, so in my opinion it needs a larger skink unit to offer some midfield stability. I prefer 3 big dinos to two as they will be the main targets in this list. I also slightly prefer 6 Rippers to 3, so this list appeals to me.
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