Ripperdactyl
IggyStarhost
Well-Known Member
- Messages
- 493
- Likes Received
- 829
- Trophy Points
- 93
Hi Guys,
End of this month I have a tournament coming up. And already have the missions available.
Which gives me loads of time to fantasize and plan my battles. I'd like to share with you, and curious about your thoughts on the tactics.
My list:
Allegiance: Seraphon
Mortal Realm: Shyish
Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Saurus Astrolith Bearer (160)
Engine of the Gods (220)
- Artefact: Ethereal Amulet
Battleline
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
3 x Kroxigor (160)
4 x Razordons (160)
3 x Ripperdactyl Riders (140)
Behemoths
Bastiladon (280)
Bastiladon (280)
Battalions
Thunderquake Starhost (120)
Endless Spells
Balewind Vortex (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 102
Mission 1 (note, wrong map displayed, we use the normal Escalation map, map of mission 3)
My thoughts:
Deployment:
This one is though with the thunderquake my Bastiladons have to start way in the back. I believe the EotG isn't a behemoth. And I need to put my skinks on the 9" line. So really hope to avoid a deepstrike army.
So skinks on the 9" line spread out evenly, Basti's on the 24" line, and the rest on the 18" line. I think to put the rippers on one flank, and the razordons on the other flank. Since the rippers can catch up with the skinks, and the razordons have a threat range of 20". Which could help on the decreasing the amount of models on the objective. The rest wil be put on the center, hiding behind the EotG and near the Krox for LoS.
I think I still want to go second (each game is a roll of, who finished deployment first wins ties), since I cant score points in the first battle round, and want to have the double turn initiative.
My plan is to hopefully teleport both basti's to the front in range of the center objective, but in the probable range of the EotG and Astrolith for the buff. And wont use the balewind on t1, so my slann can also move forward and keepup with the EotG (I shouldnt run right?), to be safely in the deathstar later. With aprox 12-15 CCP I think I'll just keep on pumping out skinks. Maybe a second unit of rippers, if I run out of skinks (I have 70 in total, 30 on the field).
Although Aqshy has some nice spells aswel. Especially Inferno Blades (see below) sounds fun on the rippers. With the balewind, astrolith and channeling through the EotG the slann has a huge range.
My few doubts are:
- Go first or second?
- Should I run?
- Is the EotG a Behemoth?
- Should I focus on all 3 objectives? Or just thunderquake on the middle one, and rippers/skinks/razordons on a other one, too just effectively hold 2 of the 3 objectives.
This one I have less concerns about. I think i'll put the thunderquake on the home objective, but in range to shoot to the other 2 objectives. Put one unit of skinks in the back to zone out my rear. And send skinks+rippers to one side, and skinks+krox to the other side. And razordons in the middle. In range of the Astro and in range of one, or both middel objectives to clear some body's. Here also pump out skinks with CCP. But maybe sneak in some chameleon skinks on turn 3. So they can vanish on turn 4 and reappear on t5 to snatch their home objective, if not guarded with many wounds. With the slann probably cast a spell each turn. Curse of rust seems really nice. Also some nice other mortal wound spells available if needed.
This one could be tricky aswel. Thinking about grabbing the middle one with the EotG and the deathstar. But what about the other ones? The astro needs to stay close to the TQ. But dont really want to expose the slann.
I a grab and hold one objective for 5 turns I gross 15 points. I would just have to removes his hero's from the other objectives consistently, or let him hold for max 2 turns. Bestial Spirit and Flock of doom could help me push out some mortal wounds. To manage this. Also highly depends on the opponent.
Maybe I do push the slann out, but bubblewrap him and summon an Eternity warden turn 1.
Doubts:
- Does a teleport counts as a move? Or is it only: move, run, charge, retreat? Or just move.
- Go for one objective or for two?
- Should I take the middle one?
- Go first or second?
Love to hear your thoughts! And I'll try to make tons of photos for a battle report.
End of this month I have a tournament coming up. And already have the missions available.
Which gives me loads of time to fantasize and plan my battles. I'd like to share with you, and curious about your thoughts on the tactics.
My list:
Allegiance: Seraphon
Mortal Realm: Shyish
Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Saurus Astrolith Bearer (160)
Engine of the Gods (220)
- Artefact: Ethereal Amulet
Battleline
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
3 x Kroxigor (160)
4 x Razordons (160)
3 x Ripperdactyl Riders (140)
Behemoths
Bastiladon (280)
Bastiladon (280)
Battalions
Thunderquake Starhost (120)
Endless Spells
Balewind Vortex (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 102
Mission 1 (note, wrong map displayed, we use the normal Escalation map, map of mission 3)
My thoughts:
Deployment:
This one is though with the thunderquake my Bastiladons have to start way in the back. I believe the EotG isn't a behemoth. And I need to put my skinks on the 9" line. So really hope to avoid a deepstrike army.
So skinks on the 9" line spread out evenly, Basti's on the 24" line, and the rest on the 18" line. I think to put the rippers on one flank, and the razordons on the other flank. Since the rippers can catch up with the skinks, and the razordons have a threat range of 20". Which could help on the decreasing the amount of models on the objective. The rest wil be put on the center, hiding behind the EotG and near the Krox for LoS.
I think I still want to go second (each game is a roll of, who finished deployment first wins ties), since I cant score points in the first battle round, and want to have the double turn initiative.
My plan is to hopefully teleport both basti's to the front in range of the center objective, but in the probable range of the EotG and Astrolith for the buff. And wont use the balewind on t1, so my slann can also move forward and keepup with the EotG (I shouldnt run right?), to be safely in the deathstar later. With aprox 12-15 CCP I think I'll just keep on pumping out skinks. Maybe a second unit of rippers, if I run out of skinks (I have 70 in total, 30 on the field).
Although Aqshy has some nice spells aswel. Especially Inferno Blades (see below) sounds fun on the rippers. With the balewind, astrolith and channeling through the EotG the slann has a huge range.
My few doubts are:
- Go first or second?
- Should I run?
- Is the EotG a Behemoth?
- Should I focus on all 3 objectives? Or just thunderquake on the middle one, and rippers/skinks/razordons on a other one, too just effectively hold 2 of the 3 objectives.
This one I have less concerns about. I think i'll put the thunderquake on the home objective, but in range to shoot to the other 2 objectives. Put one unit of skinks in the back to zone out my rear. And send skinks+rippers to one side, and skinks+krox to the other side. And razordons in the middle. In range of the Astro and in range of one, or both middel objectives to clear some body's. Here also pump out skinks with CCP. But maybe sneak in some chameleon skinks on turn 3. So they can vanish on turn 4 and reappear on t5 to snatch their home objective, if not guarded with many wounds. With the slann probably cast a spell each turn. Curse of rust seems really nice. Also some nice other mortal wound spells available if needed.
This one could be tricky aswel. Thinking about grabbing the middle one with the EotG and the deathstar. But what about the other ones? The astro needs to stay close to the TQ. But dont really want to expose the slann.
I a grab and hold one objective for 5 turns I gross 15 points. I would just have to removes his hero's from the other objectives consistently, or let him hold for max 2 turns. Bestial Spirit and Flock of doom could help me push out some mortal wounds. To manage this. Also highly depends on the opponent.
Maybe I do push the slann out, but bubblewrap him and summon an Eternity warden turn 1.
Doubts:
- Does a teleport counts as a move? Or is it only: move, run, charge, retreat? Or just move.
- Go for one objective or for two?
- Should I take the middle one?
- Go first or second?
Love to hear your thoughts! And I'll try to make tons of photos for a battle report.
