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AoS Make me a list that will lose me friends

Oh wow this list really is something to go after,
with really awesome combinations and really unique ones as well !

Thank you very much ! I am gonna field this as soon as I get the chance to !
Can't wait to read the battle plans etc !
 
@pendrake Yeah I still got friends. The LGS is full of cheesey monkeys that like playing rough! :)
 
Below you can see our potential shooting:

upload_2017-1-9_16-55-30.png

That is from one single volley. Bear in mind that any time an opponent's unit enters the battlefield close to your units, all of these get to shoot again. All of them. And then add to that your Razordons being able to shoot in response to one of your units being charged. If both of these occurences happen once, we will have a damage ceiling of 300 per battle round- and that is ignoring our spells!

Our synergies include:
  • Hurricanums +1 to hit: Affects everything in your army
  • Hurricanums +1 to cast: Affects itself and the Jade battlemage
  • Skink Chief +1 to hit: Skinks, itself, Bastiladons
  • Starhost re-rolls to hit/wound of 1: Skinks, Bastiladon, Razordons
  • Starhost Heals: Bastiladons
  • Gryph Hound Cry: Eevery unit with a shooting profile
  • Jade Battlemage Heals: Bastiladons, Hurricanum, Skink Heroes
  • Skink Priest Save Re-rolls: Bastiladons, Skinks, Skink Heroes
  • Skink Starseer Unique Spell: Most notable on the Hurricanum
  • Skink Starseer re-rolls: Priest Save re-rolls, Hurricanum Mortal Wounds, Turn Order
Formation:

For this list to work, careful placement is needed: Skinks will be on the outermost layer, as expendable bubble wrap and combat cantrips. Next will be your Razordons, placed so that they can respond to all charges. Your Bastiladons and Hurricanum will then be at the centre, hiding your core of Heroes, with the gryph hound placed centre-forward for maximum effect. This will create a "No fly zone" around your core where all enemy units that enter the board will promptly be wiped straight off of it. You will always want to maintain this formation, splintering off skinks only when you desperately need to obtain objectives. Prioritise healing and protecting your Bastis and Hurricanum, everything else is expendable to a degree. Slap a phoenix stone on both your Hurricanum and Starseer, and give your Chief an extra wound, and you should be good to go. Your plan will be to play the control and denial game. Roll forward and wipe off a unit at a time, ensuring that you do not reveal any cracks in the wall. Ideally, make your opponent come to you, and wipe whole units off the board as you go.

Have fun! (Your opponents won't lol)

Next to come is a faster list, but I'll get back to that at some point.

I'll probably repost these to my list emporium to keep in them in one place too.
 
Below you can see our potential shooting:

View attachment 27259

That is from one single volley. Bear in mind that any time an opponent's unit enters the battlefield close to your units, all of these get to shoot again. All of them. And then add to that your Razordons being able to shoot in response to one of your units being charged. If both of these occurences happen once, we will have a damage ceiling of 300 per battle round- and that is ignoring our spells!

Our synergies include:
  • Hurricanums +1 to hit: Affects everything in your army
  • Hurricanums +1 to cast: Affects itself and the Jade battlemage
  • Skink Chief +1 to hit: Skinks, itself, Bastiladons
  • Starhost re-rolls to hit/wound of 1: Skinks, Bastiladon, Razordons
  • Starhost Heals: Bastiladons
  • Gryph Hound Cry: Eevery unit with a shooting profile
  • Jade Battlemage Heals: Bastiladons, Hurricanum, Skink Heroes
  • Skink Priest Save Re-rolls: Bastiladons, Skinks, Skink Heroes
  • Skink Starseer Unique Spell: Most notable on the Hurricanum
  • Skink Starseer re-rolls: Priest Save re-rolls, Hurricanum Mortal Wounds, Turn Order
Formation:

For this list to work, careful placement is needed: Skinks will be on the outermost layer, as expendable bubble wrap and combat cantrips. Next will be your Razordons, placed so that they can respond to all charges. Your Bastiladons and Hurricanum will then be at the centre, hiding your core of Heroes, with the gryph hound placed centre-forward for maximum effect. This will create a "No fly zone" around your core where all enemy units that enter the board will promptly be wiped straight off of it. You will always want to maintain this formation, splintering off skinks only when you desperately need to obtain objectives. Prioritise healing and protecting your Bastis and Hurricanum, everything else is expendable to a degree. Slap a phoenix stone on both your Hurricanum and Starseer, and give your Chief an extra wound, and you should be good to go. Your plan will be to play the control and denial game. Roll forward and wipe off a unit at a time, ensuring that you do not reveal any cracks in the wall. Ideally, make your opponent come to you, and wipe whole units off the board as you go.

Have fun! (Your opponents won't lol)

Next to come is a faster list, but I'll get back to that at some point.

I'll probably repost these to my list emporium to keep in them in one place too.

Oh god aren't you an evil fella ! Thank you SOO much for the spread of wisdom. Looking forward into trying this
 
So a gryph hound is 40 points and there's no restriction to using it with seraphon? I only ask because I'm at work and don't have my GHB.
 
It's special shooting rule says it only works when a unit is set up. It doesn't state anything about flying in. I only say this because an arguement has erupted on the LGS FB page about them.
 
It's special shooting rule says it only works when a unit is set up. It doesn't state anything about flying in. I only say this because an arguement has erupted on the LGS FB page about them.
I think flying in was meant to be hyperbole for the amusement of the reader.
It only works for things like chameleon skinks, storm friends, miners, that sort that get set up on the board after, or flying in could refer to rippers that set up later from a shadowstrike starhost.
 
I think flying in was meant to be hyperbole for the amusement of the reader.
It only works for things like chameleon skinks, storm friends, miners, that sort that get set up on the board after, or flying in could refer to rippers that set up later from a shadowstrike starhost.

So guess we need to come up with a different counter for stormcast eternals. Still a really interesting unit that I never had in mind !
 
To ask to "tone down" the cheese with beginners isn't an option?
The shop owner should back up your request... unsatisfied beginners means a potential loss of new customers.


That said, at 1000 pts, a solid list could be something like this:

Saurus Scar Veteran on Carno - 260 (general)
Skin Star Priest - 100
Saurus Knights x 5 - 120
Saurus Warriors x 10 - 100
Chama skinks x 5 - 120
Bastiladon - 300


You will have a slow block (saurus and basti) but with good shooting, very threatening; a fast block (the carno and the knights), also threatening and with good command ability; the starpriest will offer magical support, a nice abilities and the possibility to dispel enemy's magic; the chama skinks will do their usual amazing work (take objectives, assassinate).

at 1000 pts you have close combat, magic, shooting and movement.


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Hi! just have a question, really liked this list and just started playing Seraphon...What would ou say about removing the warriors for some guard? better, worse? and why? :D im kinda new!
 
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Hi! just have a question, really liked this list and just started playing Seraphon...What would ou say about removing the warriors for some guard? better, worse? and why? :D im kinda new!

No problem answering questions. ;)

Overall, guards are far better than warriors, but they costs more points (100 to field 10 warriors, 100 to field 5 guards) and thus are more "sensible" to mortal wounds.
Guards excel when properly buffed (they need to stay within a hero, and most of all they need an eternity warden for automatic buffs). With this list it's not possible, so guards wouldn't be buffed, and so at this point warriors are better because they are more and can screen better the bastiladon.
 
No problem answering questions. ;)

Overall, guards are far better than warriors, but they costs more points (100 to field 10 warriors, 100 to field 5 guards) and thus are more "sensible" to mortal wounds.
Guards excel when properly buffed (they need to stay within a hero, and most of all they need an eternity warden for automatic buffs). With this list it's not possible, so guards wouldn't be buffed, and so at this point warriors are better because they are more and can screen better the bastiladon.

Makes sence :) Thank you!
 
@Seraphage I will do my best!

I personally have an affinity with 'Death Stars'- groups of elite units that tend to stack and overlay buffs to create a beefy killing machine. These are not always the best option, and objective games can be...dicey sometimes, but the aim is generally to win through sheer overwhelming force.

Let's take a look at tanky/shooting based list- fair warning, this is going to be lengthy and a ramble, buckle up.

Anyone that knows me on here will not be surprised in the least when I start off talking about the Bastiladon. Oh space turtle, how I love you. Fawning aside, the Basti is an absolute powerhouse, and combines hardiness with a strong ranged weapon that will form the groundwork for our Death Star. Anything within 20" of this beast will take 2D6 / Rend -1 / 2 Damage attacks- brutal. Yes, I am aware that there is another variant of the basti, but is far inferior to what comes later in the list. We will want at least 2 in our list, as I have previously mentioned that killing one is difficult and killing two is damn near impossible.

Next up is our battleline. My theory on battleline revolves around them either being cheap filler or something to be built around. As we are trying to be cheesy, we will choose cheap filler (that happens to synergise nicely). 3 Minimum sized skink units are what we want- a grand total of 240 points to fulfill our requirements for a 2000 point list. They do have the upside of being fast (if we need to dash for objectives) and having a ranged attack, not to mention their wary fighters rule disrupts our opponent's combat phase.

On to our lynchpin- what will turn this list from strong to cheese? Enter our next unit of choice, the Celestial Hurricanum. This thing is an absolute powerhouse, let's take a look at what it gives us:
  • Mortal Wounds: This thing gives out mortal wounds like its chocolate at Halloween. 3 shooting attacks with a range of 18", and a spell that has inlimited range, think of this thing as Lord Kroak being pulled by horses.
  • Buffs: The Hurricanum provides two innate buffs- the first is a blanket +1 to hit to all nearby Order units. That is incredibly powerful, as it will affect everything in our army. The second is a buff to casting for Collegiate Wizards nearby- it should be noted that this does include itself as well as all flavours of empire battlemage.
  • Bulk: Unlike a lot of buffing units for other armies, the Hurricanum is fairly bulky, with a 4+ save and 11 wounds.
But Beany, I hear you cry, what about all the deep striking threats like Stormcast and Stormfiends? Look no further than the Gryph hound. For 40 points, this is may be one of the broken units in the game. Yes, I am serious. It lets you take a free shooting attack at any unit that sets up within a certain rangeof you, with all of your units in range. Summoning? Dead. Sylvaneth redeploying? Dead. This little guy keeps your opponent at arms length for as long as you need.

Next up is our Versatility Suite- how are we going to continue to stack our buffs for maximum benefit? First is the Starseer- he's great for tilting turn order in favour of us, and can get some mileage out of his spell by targeting the Hurricanum. The Starpriest is also an excellent choice- great for defending or neutering an enemy unit. Finally, the Skink Priest. Normally I would vouch against a unit that only does one thing, and even then only 50% of the time, but with support from the Starseer he becomes significantly better. He also gives us access to:

The Heavenswatch Starhost. For 100 points, we get to target an enemy unit and everything re-rolls hit/wounds of 1 against them. More interestingly- our Bastiladons heal up by one wound every turn, no dice rolls needed. Tasty stuff.

Talking of healing, our next special guest is the Jade Battlemage. Another staple of my lists, this chap lets you heal something by D3, then gives it a 6+ extra save. Excellent for our hardy units, annoying for our opponents if we use them on our skinks. He can be infuriating to go against as he undoes all our opponent's hard work with one spell cast. Potentially soul destroying.

We will also need a command ability- so far all our Heroes are spellcasters and if we are to min/max this cheese list, we want everything. So, we take a look at our compendium warscrolls, and see how cheap the Skink Chief is (60 points!), and that he can give a skink keyword unit +1 to hit, and we put him into our list.

Finally, we do need some sort of anti-close combat countermeasures. That is where our Razordons come in, 3 to be precise. 2D6 attacks each, and they can be part of our Starhost, and they can shoot in the combat phase. Coupled with the Gryph hound, these guys can shoot up to 3 times each battle round- that is 18D6 shots. Nice.

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So, put that all together and what do we have?

Celestial Hurricanum 320
Jade Battlemage 100
Skink Chief 60

Heavenswatch Starhost 100
Skink Starseer 160
Skink Starpriest 100
Skink Priest 100
10 Skinks 80
10 Skinks 80
10 Skinks 80
Bastiladon 300
Bastiladon 300
Razordon x3 180

2000 Points Total

Battleplan, numbers and synergy map to come, stay tuned!

Can this work for 1k points? If so, please do tell
 
@Yipsnake You could certainly give it a go, although it would lose some of its synergy with the points drop.

Something like the following would be a half decent list:

Skink Chief 60

Celestial Hurricanum 320

Jade Battlemage 100

Skinks 80

Skinks 80

Bastiladon 300

Gryph Hound 40

980

You could potentially swap out the chief and hound for a couple of Razordons if you so choose, tough call to pick either way.
 
It seems cheesy, indeed, but don't we need handlers to get the razors in the battalion?

I mean, the battalion says "hunting pack", so it's a combo razor/sally + handlers
Yes, you do need the handlers on there.
 
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