Jungle Swarm
Jacob Weed
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Hey guys I'm a decently experienced Seraphon player that has been with the army since 8th and moved with AoS once it came out so I've been refining this list over a good amount of time. I play against a mixed Chaos army and a Stormcast army frequently,both of which have placed highly in local tournaments. I just wanted to put my list out there for any other players as well as look for some feedback on it! Thanks!
Leaders:
General- Skink Starseer, Master of Defence, Tailsman of Blinding Light (160)
Engine of the Gods, Phoenix Stone (240)
Battleline:
Saurus Gaurdx15 (300)
Saurus Gaurdx5 (100)
Saurus Gaurdx5 (100)
Artillery:
Salamandersx3 (180)
Behemoths:
Bastiladon, Solar Enginex2 (600)
Engine of the Gods (See Leaders)
Other:
Chameleon Skinksx5 (120)
Skink Handlersx3 (40)
Battalions:
Thunderquake Starhost (120)
I figure with this list the Thunderquake Starhost provides enough punching power to handle the bulk of your opponents force from a distance and the supplementalSaurus Guard can provide a strong buffer before enemy's reach the core monsters. The Chameleon Skinks can be used to snipe an important wizard or hero and the other Guard units can grab objectives or protect the Starseer. I have considered dropping the Starseer (and his rerolls) and the chameleons for a 100 pt priest, 140pt etenity warden and 80 pts eternity starhost for a stronger core list but at the cost of the rerolls and skink versatility. Let me know what you think!
Leaders:
General- Skink Starseer, Master of Defence, Tailsman of Blinding Light (160)
Engine of the Gods, Phoenix Stone (240)
Battleline:
Saurus Gaurdx15 (300)
Saurus Gaurdx5 (100)
Saurus Gaurdx5 (100)
Artillery:
Salamandersx3 (180)
Behemoths:
Bastiladon, Solar Enginex2 (600)
Engine of the Gods (See Leaders)
Other:
Chameleon Skinksx5 (120)
Skink Handlersx3 (40)
Battalions:
Thunderquake Starhost (120)
I figure with this list the Thunderquake Starhost provides enough punching power to handle the bulk of your opponents force from a distance and the supplementalSaurus Guard can provide a strong buffer before enemy's reach the core monsters. The Chameleon Skinks can be used to snipe an important wizard or hero and the other Guard units can grab objectives or protect the Starseer. I have considered dropping the Starseer (and his rerolls) and the chameleons for a 100 pt priest, 140pt etenity warden and 80 pts eternity starhost for a stronger core list but at the cost of the rerolls and skink versatility. Let me know what you think!