Slann
Aginor
Fifth Spawning
- Messages
- 12,256
- Likes Received
- 20,177
- Trophy Points
- 113
Hey y'all!
UPDATE: I am going to update this thread now, it was created before GHB2017 so it changed a bit. The tactic is still viable, just without the Skink Chief, so one less buff to the hits.
But now you can teleport the Stegadon and attack from the rear!
Original post (updates in bold):
Since my Stegadon is in the works at the moment I was thinking about its keywords, tactical possibilities and so on. And that's when I noticed something.
Perhaps it isn't that useful in a match, and it is complex, but imagine you opponent's face when this works:
Units needed:
- Thunderquake Starhost including one Stegadon (Flamethrowers and Skink Alpha aboard).
- Skink Chief (General) (use a Slann now, or one of the priests. I recommend the Slann for Curse of Fates. That way you can improve some rolls)
- Skink Starpriest
- Skink Priest
Situation: All of our units are rather close together, an enemy horde unit is 15" away from the Stegadon. Seraphon turn starts. Also you need tons of luck but just for laughs I'll assume we have that. (when you teleport the Stegadon you will probably need less luck)
Hero phase:
1. A Stegadon is a Skink, so the Chief buffs it with its special ability, +1 to all hits (not anymore, see above. But you can teleport the Stega at this point, on a 6 you can even move it like below)
2. The Starpriest casts Mystic Shield on it. +1 on all saves
3. The Skink Priest uses Celestial Rites on the Stegadon. Adds re-roll to charge and save.
4. The Skink Alpha on the Stegadon uses its ability on the Stegadon itself. re-roll hit rolls of 1. Also you move it, (let's say you rolled average) 3".
Movement phase:
5. The Stegadon uses its normal move to advance 8". You could only move it one inch further towards the enemy, more would bring it closer than 3". (not if you ported it unless you rolled a 6)
Shooting phase:
6. The Stegadon uses its Sunfire Throwers. Those now have the following stats:
- as many attack as models are within 8"
- Hits on 2 (3) and can re-roll ones. Wounds on 3. Ouch number one for the enemy.
- no rend, damage 1
7. Four attacks with the Javelins that now are 4(5)/4/-/1 with the hits of 1 being rerollable.
Charge phase:
8. Charge the pesky 4 inches. Even if you should manage to roll it badly, you can re-roll that charge roll.
Combat phase:
9: Declare that the Thunderquake Starhost acts "savage", granting you re-rolls on all wounds and saves in this phase (at least. The warscroll is a bit unclear how long this buff lasts. Any clarification on that?) (see posts below. It is really until the next combat phase!).
9a: Pile in if necessary.
10: Attack with the massive Horns! Those now have the following stats:
- 2 inches range, 3 attacks
- Hits on 2(3), and you can re-roll.
- Wounds on 3, rerollable.
- rend -3, damage 2. Ouch number two for the enemy.
11. Attack with the Crushing Stomps.
- 3D6 attacks, hit at 3(4). Rerollable.
- these wound at 2 because you charged. And yes: RE-ROLLABLE!!
. no rend, damage still one. But if you rolled halfway well there will be major damage. Ouch number three incoming for your enemy.
12. Pause for a moment to watch your opponent's face melt.
13. When your opponent attacks he is still facing a 10 wounds monster with a 3+ rerollable save. Which also heals at least one wound in the next hero phase... Hold on to the table because he might try to flip it.
Bottom line:
This sounds extremely funny/cheesy if everything goes well (and if I understood it correctly of coursye, there might be errors in this post).
The Skink Priest is somewhat redundant with the Starhost except that his buff for the save lasts longer and he also makes the charge re-rollable.
Also impressive: Provided you roll well you could theoretically move/charge the Stegadon 26 inches far. (hero phase 6", movement phase 8", charge 12"). Still 15" on average.
Oh, and if anyone has an answer to my Thunderquake Starhost related question, please provide a link or explanation (answered).
That's all for now.
UPDATE: I am going to update this thread now, it was created before GHB2017 so it changed a bit. The tactic is still viable, just without the Skink Chief, so one less buff to the hits.
But now you can teleport the Stegadon and attack from the rear!
Original post (updates in bold):
Since my Stegadon is in the works at the moment I was thinking about its keywords, tactical possibilities and so on. And that's when I noticed something.
Perhaps it isn't that useful in a match, and it is complex, but imagine you opponent's face when this works:
Units needed:
- Thunderquake Starhost including one Stegadon (Flamethrowers and Skink Alpha aboard).
- Skink Chief (General) (use a Slann now, or one of the priests. I recommend the Slann for Curse of Fates. That way you can improve some rolls)
- Skink Starpriest
- Skink Priest
Situation: All of our units are rather close together, an enemy horde unit is 15" away from the Stegadon. Seraphon turn starts. Also you need tons of luck but just for laughs I'll assume we have that. (when you teleport the Stegadon you will probably need less luck)
Hero phase:
1. A Stegadon is a Skink, so the Chief buffs it with its special ability, +1 to all hits (not anymore, see above. But you can teleport the Stega at this point, on a 6 you can even move it like below)
2. The Starpriest casts Mystic Shield on it. +1 on all saves
3. The Skink Priest uses Celestial Rites on the Stegadon. Adds re-roll to charge and save.
4. The Skink Alpha on the Stegadon uses its ability on the Stegadon itself. re-roll hit rolls of 1. Also you move it, (let's say you rolled average) 3".
Movement phase:
5. The Stegadon uses its normal move to advance 8". You could only move it one inch further towards the enemy, more would bring it closer than 3". (not if you ported it unless you rolled a 6)
Shooting phase:
6. The Stegadon uses its Sunfire Throwers. Those now have the following stats:
- as many attack as models are within 8"
- Hits on 2 (3) and can re-roll ones. Wounds on 3. Ouch number one for the enemy.
- no rend, damage 1
7. Four attacks with the Javelins that now are 4(5)/4/-/1 with the hits of 1 being rerollable.
Charge phase:
8. Charge the pesky 4 inches. Even if you should manage to roll it badly, you can re-roll that charge roll.
Combat phase:
9: Declare that the Thunderquake Starhost acts "savage", granting you re-rolls on all wounds and saves in this phase (at least. The warscroll is a bit unclear how long this buff lasts. Any clarification on that?) (see posts below. It is really until the next combat phase!).
9a: Pile in if necessary.
10: Attack with the massive Horns! Those now have the following stats:
- 2 inches range, 3 attacks
- Hits on 2(3), and you can re-roll.
- Wounds on 3, rerollable.
- rend -3, damage 2. Ouch number two for the enemy.
11. Attack with the Crushing Stomps.
- 3D6 attacks, hit at 3(4). Rerollable.
- these wound at 2 because you charged. And yes: RE-ROLLABLE!!
. no rend, damage still one. But if you rolled halfway well there will be major damage. Ouch number three incoming for your enemy.
12. Pause for a moment to watch your opponent's face melt.
13. When your opponent attacks he is still facing a 10 wounds monster with a 3+ rerollable save. Which also heals at least one wound in the next hero phase... Hold on to the table because he might try to flip it.
Bottom line:
This sounds extremely funny/cheesy if everything goes well (and if I understood it correctly of coursye, there might be errors in this post).
The Skink Priest is somewhat redundant with the Starhost except that his buff for the save lasts longer and he also makes the charge re-rollable.
Also impressive: Provided you roll well you could theoretically move/charge the Stegadon 26 inches far. (hero phase 6", movement phase 8", charge 12"). Still 15" on average.
Oh, and if anyone has an answer to my Thunderquake Starhost related question, please provide a link or explanation (answered).
That's all for now.
Last edited: