Kroxigor
darren watson
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With all the new shizz being revealed, I think it's fair to say Seraphon will soon be pushing for podium finishes in tournaments. Here's a few lists I will be playing around with centered around my beloved Kroak.
Original list:
Allegiance: Order
Heroes
Lord Kroak (540)450 < new points.
- General
Saurus Astrolith Bearer (160)160
- Phoenix Stone
Skink Starseer (160)200
- Phoenix Stone
Skink Starpriest (100)80
Battleline
10 x Skinks (80)60
- Boltspitters & Star Bucklers
10 x Skinks (80)60
- Boltspitters & Star Bucklers
10 x Skinks (80)60
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders (280)280
Behemoths
Bastiladon (300)280
Battalions
Shadowstrike Starhost (120)170
Scenery
Balewind Vortex (100)
Total: 2000/2000
This bad boy get 100 points cheaper, I can simply save 100 points for summoning or increase a unit of Skinks to 20 leaving 40 points to summon a Razordon. Marvellous.
This armies pre GHB2's main weakness was losing Kroak meant you lost the game. With the new ability to teleport a unit on 2+ (guaranteed with Curse of Fate cast on him) Kroak can now happily deploy behind scenery or literally right in a corner. Later teleport outside of 18" of any unbinder (27" of any Tzeentch general depending on their trait) and then go nuclear. This truly wondrous.
Any double to cast will also add 6" to his range, he is very likely to hit everything on the board with d3 mortal wounds, especially if people turtle to avoid the Rippers. Difficult to shift of any objective as well.
If you don't need to protect him first turn you can teleport the Basti in range, hopefully within 10" of your Astrolith for rerolls to hit. Another boon for this list.
Mortal Wound Bombing for Fun List
With the advent of Allies we only get access to Storm Cast Eternals. I both love and hate this. Love this because it will actual help keep competitive games balanced, Seraphon have become strong. I hate this for the obvious reason we could be even stronger! Going to try this list ASAP will update items later as currently unknown to me.
Allegiance: Seraphon
Heroes
Lord Kroak 450- General
Saurus Astrolith Bearer 160
Skink Starseer 200
Skink Starpriest 80
AllIes:
Cellestent Prime 340
Battleline
10 x Skinks 60
- Boltspitters & Star Bucklers
10 x Skinks 60
- Boltspitters & Star Bucklers
10 x Skinks 60
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders 280
Battalions
Shadowstrike Starhost 170
Scenery
Balewind Vortex 100
Summoning
40 points for a Razordon
Total: 2000/2000
This list brings a reduction in drops thanks to Mr Prime being off the board. Another mortal wound bombing from the Prime should spell the end for any low/middle ranged characters, with the ability to do a guaranteed 3 mortal wounds from the Prime on a single target once a turn. This will also likely kill any small screening units, allowing more favourable charges for the Rippers.
If you manage to save his choose a dice ability for the charge, reducing units bravery by 2 will cause plenty of troops to run away, seeing how most units will be needing a bravery roll.
A variation on the above would be to replace the Starseer and summoning pool for an Engine of the Gods. Teleport this bad boy in to 25" of a priority target and likely get another d6 mortal wounds on them. Combine this with Kroak/Prime and we are dropping Treeman Ancients possibly even Greater Demons of Tzeentch in a turn, with very little your opponent can do to mitigate this damage with clever deployment. You can even Vortex push him into range if he's deployed in front of Kroak (assuming you are going first or don't need to worry about Kroak being dropped first turn) saving the teleport move for the non Shadowstrike Skinks to get them in range also. Sexy.
If my understanding of what I have read so far is incorrect I apologise, my mind is ablaze with all the possibilities! Any thoughts on how to improve on the above is most welcome.
Let's get gaming and get these chaps where they belong, to the top!
Original list:
Allegiance: Order
Heroes
Lord Kroak (540)450 < new points.
- General
Saurus Astrolith Bearer (160)160
- Phoenix Stone
Skink Starseer (160)200
- Phoenix Stone
Skink Starpriest (100)80
Battleline
10 x Skinks (80)60
- Boltspitters & Star Bucklers
10 x Skinks (80)60
- Boltspitters & Star Bucklers
10 x Skinks (80)60
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders (280)280
Behemoths
Bastiladon (300)280
Battalions
Shadowstrike Starhost (120)170
Scenery
Balewind Vortex (100)
Total: 2000/2000
This bad boy get 100 points cheaper, I can simply save 100 points for summoning or increase a unit of Skinks to 20 leaving 40 points to summon a Razordon. Marvellous.
This armies pre GHB2's main weakness was losing Kroak meant you lost the game. With the new ability to teleport a unit on 2+ (guaranteed with Curse of Fate cast on him) Kroak can now happily deploy behind scenery or literally right in a corner. Later teleport outside of 18" of any unbinder (27" of any Tzeentch general depending on their trait) and then go nuclear. This truly wondrous.
Any double to cast will also add 6" to his range, he is very likely to hit everything on the board with d3 mortal wounds, especially if people turtle to avoid the Rippers. Difficult to shift of any objective as well.
If you don't need to protect him first turn you can teleport the Basti in range, hopefully within 10" of your Astrolith for rerolls to hit. Another boon for this list.
Mortal Wound Bombing for Fun List
With the advent of Allies we only get access to Storm Cast Eternals. I both love and hate this. Love this because it will actual help keep competitive games balanced, Seraphon have become strong. I hate this for the obvious reason we could be even stronger! Going to try this list ASAP will update items later as currently unknown to me.
Allegiance: Seraphon
Heroes
Lord Kroak 450- General
Saurus Astrolith Bearer 160
Skink Starseer 200
Skink Starpriest 80
AllIes:
Cellestent Prime 340
Battleline
10 x Skinks 60
- Boltspitters & Star Bucklers
10 x Skinks 60
- Boltspitters & Star Bucklers
10 x Skinks 60
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders 280
Battalions
Shadowstrike Starhost 170
Scenery
Balewind Vortex 100
Summoning
40 points for a Razordon
Total: 2000/2000
This list brings a reduction in drops thanks to Mr Prime being off the board. Another mortal wound bombing from the Prime should spell the end for any low/middle ranged characters, with the ability to do a guaranteed 3 mortal wounds from the Prime on a single target once a turn. This will also likely kill any small screening units, allowing more favourable charges for the Rippers.
If you manage to save his choose a dice ability for the charge, reducing units bravery by 2 will cause plenty of troops to run away, seeing how most units will be needing a bravery roll.
A variation on the above would be to replace the Starseer and summoning pool for an Engine of the Gods. Teleport this bad boy in to 25" of a priority target and likely get another d6 mortal wounds on them. Combine this with Kroak/Prime and we are dropping Treeman Ancients possibly even Greater Demons of Tzeentch in a turn, with very little your opponent can do to mitigate this damage with clever deployment. You can even Vortex push him into range if he's deployed in front of Kroak (assuming you are going first or don't need to worry about Kroak being dropped first turn) saving the teleport move for the non Shadowstrike Skinks to get them in range also. Sexy.
If my understanding of what I have read so far is incorrect I apologise, my mind is ablaze with all the possibilities! Any thoughts on how to improve on the above is most welcome.
Let's get gaming and get these chaps where they belong, to the top!
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