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AoS Compilation of GHB2017 for Seraphon

The new seraphon teleport ability Is Able to cast at the start of hero phase or i can cast it when i want?:)
 
Ah got it :) But I mean, you will only be able to summon those units in. So it's either 18" into enemy territory, or 9" away from enemies if you teleport your Skink Priest around right?

I think I misunderstood your question the first time. The main purpuse of teleporting the skink priest is to make him be in range of most units to give rerrols to save and charge since his ability is only an 8" bubble
 
I think I misunderstood your question the first time. The main purpuse of teleporting the skink priest is to make him be in range of most units to give rerrols to save and charge since his ability is only an 8" bubble

Well as a side effect, you can now use the Slann's Arcane Vassal ability to teleport the other Saurus units from the position of the Skink Hero. A Slann Starmaster can do that.

How else did you want to bring them close enough to the enemy army? Or behind their lines?
 
My personal build is a bit more building, but I'm thinking about trying the Fangs of Sotek:

Seraphon Oldblood on Carnosaur (Coronal Shield)

Slann Starmaster (General, Great Rememberer, Incandecent Rectrices)

2 x Skink Priests with Priestly Trappings

1x Skink Starpriest (Prism of Amyntok)

2 units of 40 Saurus Warriors

1 unit of 10 Saurus Warriors

1 Razordon model

Sunblood

Fangs of Sotek

Sunclaw Starhost

My idea is to buff one of my 40 warriors units with the Priest buffs, and the Starlight buff and Serpentine Staff (extra damage on wound 6+ with bite attacks) buff, as well as Mystic Shield. Then teleport it and the Sunblood in, and hope the rerolls on charges, and the +1 from the Hunter's Constellation will do the trick.

It is a bit more of a risky and aggressive build, but I like the idea of them swarming in and being a huge hammer, followed by the Starpriest and Oldblood being teleported in the next turn in order to charge in and reinforce them to deal the final blow. If he split up his army, I'd still have a 40 Saurus Warriors unit ready to teleport in.
 
Just to check...

You would deploy the two units of skinks, the star priest and the priest, and a unit of saurus knights.

And the Slann?

on the first turn roll for constellation and hope to get the +1 to charge, if not try to change it, summon the two carnosaurs as they are different warcrolls, summon one unit of cavalry, strap the trap with the ripperdactils and use masters of space and time to move the skink priest or in not necessary the other unit of taurus knights. Cast the curse of father and than use priestly trappings, if it doesn't go off on a 3 use the curse of dice roll to make it pass.

If you summon first then the Carnosaurs must be 15" from the Slann. Why not first move the Skink Priest with Lords of Space and Time, if it fails you wont be teleporting without the priest, success and it's game on. Then with the Skink Priest still within 15" of the Slann you can Arcane Vassal the Slann to free summon thanks to Dracothian all the units you said up to another 15" away from the Skink Priest (still 9" from enemy) and finally cast Curse of Fates and use Priestly Trappings+Celestial Rites.

This way if you roll a 1 to teleport you wont have 2 carnosaurs and 5 cavalry vulnerable to counter charge. If you roll and 1-2 on Celestial Rites you can still attempt to charge on 8" (or 9"). Go second to have a 50% chance to still charge if you get a double turn.

If you do this right you should be able to charge 6 rippers 2 carnosaurs and a unit of saurus knights on the first turn. That should be enough to destroy anything threatening.

Scar-Vet on Carno will have +3 from Firelance but the Oldblood on Carno will be a 9" (8") to charge right? With re-rolls of course from priestly trappings.
 
Also, maybe the new Warscroll Builder points are off but at present that list goes over 2k. Unless you drop the Skinks down to 10 each or only take 3 Rippers not 6.
 
Just to check...



And the Slann?



If you summon first then the Carnosaurs must be 15" from the Slann. Why not first move the Skink Priest with Lords of Space and Time, if it fails you wont be teleporting without the priest, success and it's game on. Then with the Skink Priest still within 15" of the Slann you can Arcane Vassal the Slann to free summon thanks to Dracothian all the units you said up to another 15" away from the Skink Priest (still 9" from enemy) and finally cast Curse of Fates and use Priestly Trappings+Celestial Rites.

This way if you roll a 1 to teleport you wont have 2 carnosaurs and 5 cavalry vulnerable to counter charge. If you roll and 1-2 on Celestial Rites you can still attempt to charge on 8" (or 9"). Go second to have a 50% chance to still charge if you get a double turn.



Scar-Vet on Carno will have +3 from Firelance but the Oldblood on Carno will be a 9" (8") to charge right? With re-rolls of course from priestly trappings.


Yes the slann as well.

The plan you propose is also very viable the main fact is to make sure you get the buff to the charge

Also I think the +3 to charge is obly for the knights


Also, maybe the new Warscroll Builder points are off but at present that list goes over 2k. Unless you drop the Skinks down to 10 each or only take 3 Rippers not 6.

The lists is made with units of only 10 skinks
 
Guys but dracothions tail battalion says that slan can summon every Number of summon of saurus from this battalion.
If i use my slan to summon , can i summon for exemple scar vet in carno, ob in carno, scar vet cold one and 10 saurus knights?
- if yes, how many spells ( not summoning spells)can i cast after?
 
Guys but dracothions tail battalion says that slan can summon every Number of summon of saurus from this battalion.
If i use my slan to summon , can i summon for exemple scar vet in carno, ob in carno, scar vet cold one and 10 saurus knights?
- if yes, how many spells ( not summoning spells)can i cast after?

Normally since this summons are NOT spells !
 
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