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Yep, it might not affect your local scene at all. Depends what event rules your LGS or event planners use.
 
I posted the 1250 battle report here. Spoiler alert: I WON! First win as Seraphon. I was pretty stoked.

Now to start planning 1500. The Battleplan will be Battle for the Pass. My opponents Wanderer army will be dropping the Kurnoth for a unit of 20x Wildwood Rangers. That still leaves him with 150pts, so I'm not sure what else he will bring.

From 750 - 1250, I've been using Shadowstrike Starhost. I've definitely improved with it, I believe. It's a glass cannon in every sense, but it's ability is phenomenal. In 1500, I could bring the following:

Allegiance: Seraphon
Mortal Realm: Ghur
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices

Skink Starpriest (80)
- Artefact: Gryph-feather Charm
Skink Priest (80)
- Priestly Trappings
- Artefact: Gryph-feather Charm

20 x Skinks (120)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
20 x Skinks (120)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
3 x Ripperdactyl Riders (140)
3 x Ripperdactyl Riders (140)
Shadowstrike Starhost (180)
Shadowstrike Starhost (180)
Balewind Vortex (40)
Aethervoid Pendulum (40)

Total: 1500 / 1500
Extra Command Points: 2
Allies: 0 / 200
Wounds: 93

This could inflict heavy damage on his units, making it near impossible to keep control of the middle objectives in the battleplan. However, if I roll poorly, I'd be sunk pretty quickly. Seems a risky list, but it's deadly. That being said, I could use any and all advice on this upcoming battle. Here is my current list of available, constructed models:

Slann Starmaster
2x Skink Starpriests
Skink Priest proxy (Oracle from Troglodon)
Astrolith Bearer
Troglodon
Carnosuar w/ Oldblood or Scar-Veteran rider
Sunblood
Scar-Veteran on Cold One
Bastilidon with Solar Engine or Ark
6x Ripperdactyls
70x Skinks
5x Knights
10x Warriors

I also have a GW voucher for $55 I was going to apply towards 2x Razordons, so I could have those before the next Battle. Any input would REALLY be appreciated. The community's input has been really instructional and educational.
 
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Double Shadowstrike Starhost is only worth bringing at 2k MPP imho.

Splitting the Rippers into two units to fit the point restriction presents two major issues. Should you choose to spring the trap with both units turn one you will be presented with the choice of which unit will pile in and attack first. This means you risk losing half your Glasshammer before it has swung. If you instead choose to stagger their deployment by a turn then you drastically reduce the amount of damage you are able to produce turn one. This results in an increasing to your opponents ability to counter punch due to the presence of units who otherwise would have been heavily damaged or removed.

In terms a single Shadowstrike Starhost at 1500 MPP I would recommend something along the lines of this:

Allegiance: Seraphon
- Mortal Realm: Ghur

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : Gryph-feather Charm

Saurus Astrolith Bearer (160)
- Artefact : Rockjaws
Skink Starpriest (80)

UNITS
:

6 x Ripperdactyl Riders (280)
40 x Skinks (240)
- Boltspitters & Moonstone Clubs
30 x Skinks (180)
- Boltspitters & Moonstone Clubs
2 x Razordons (80)

BATTALIONS:
Shadowstrike Starhost
(180)

ENDLESS SPELLS:
Balewind Vortex
(40)

TOTAL: 1500/1500
EXTRA COMMAND POINTS: 1
WOUNDS: 111

The more Razordons the better. Reduce the Skink counts and possibly drop balewind to accommodate their addition.
 
@LizardWizard Much appreciated! I've ordered two Razordon's and should have them assembled before the battle, so I will definitely utilize them. It's a little sad that the rest of my units don't get to see much action, but maybe once I have all the units of my main Seraphon army, I can get units for some of the other Battalions, for funsies.

Rockjaws is an interesting Artefact choice. Is the idea there that the AstroBear would be further away from the Slann and more likely to get into combat?

Oh, is it better to keep the 2-4 Razordons in one unit, or seperate them into single model units?
 
@LizardWizard Much appreciated! I've ordered two Razordon's and should have them assembled before the battle, so I will definitely utilize them. It's a little sad that the rest of my units don't get to see much action, but maybe once I have all the units of my main Seraphon army, I can get units for some of the other Battalions, for funsies.

Rockjaws is an interesting Artefact choice. Is the idea there that the AstroBear would be further away from the Slann and more likely to get into combat?

Oh, is it better to keep the 2-4 Razordons in one unit, or seperate them into single model units?

Never put the Razordons as 1 model units, 2 is ok, 3 is good, 4 is brilliant, so either 2 or 4
 
Rockjaws is an interesting Artefact choice. Is the idea there that the AstroBear would be further away from the Slann and more likely to get into combat?
Rockjaws is just a decent shooting artifact for mortal wounds. One of the reasons I like to bring it is to help with tiering some of the monsters that player are putting Ethereal Amulet onto.
 
I'm looking for feedback on this list, as I was considering running it against a Skaven opponenet. I know Warp Lightning Vortex could pose a problem for the Firelance, but I'm winging it that the Slann will be able to dispel it.

Allegiance: Seraphon
Mortal Realm: Ghyran

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Skink Starpriest (80)
- Artefact: The Sunderblade
Saurus Scar-Veteran on Cold One (100)
- Artefact: Ghyrstrike

Battleline
40 x Skinks (240)
- Boltspitters & Star Bucklers
20 x Skinks (120)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances

Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)

Battalions
Shadowstrike Starhost (180)
Firelance Starhost (150)

Endless Spells
Balewind Vortex (40)
Chronomantic Cogs (60)

Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 148
 
I would suggest dropping some skinks to make it a Dracothion's Tail battalion. Either way, the list should be solid.
 
I would suggest dropping some skinks to make it a Dracothion's Tail battalion. Either way, the list should be solid.

Good idea! I had forgotten about that Battalion. Could you elaborate on how it works?

Updated list, based on input:

Allegiance: Seraphon
Mortal Realm: Ghyran

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Skink Starpriest (80)
- Artefact: The Sunderblade
Saurus Scar-Veteran on Cold One (100)
- Artefact: Ghyrstrike

Battleline
30 x Skinks (180)
- Boltspitters & Star Bucklers
20 x Skinks (120)
- Boltspitters & Star Bucklers
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances

Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)

Battalions
Shadowstrike Starhost (180)
Firelance Starhost (150)
Dracothion's Tail (80)

Endless Spells
Balewind Vortex (40)
Chronomantic Cogs (60)
Aethervoid Pendulum (40)

Total: 2000 / 2000
Extra Command Points: 3
Allies: 0 / 400
Wounds: 128
 
Good idea! I had forgotten about that Battalion. Could you elaborate on how it works?

2000pt Dracothion's Tail with Shadowstrike Starhost

Allegiance: Seraphon

- Mortal Realm: Ulgu

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : Miasmatic Blade

Saurus Scar-Veteran on Carnosaur (240)
- War Spear
- Artefact : Sword of Judgement

Saurus Scar-Veteran on Cold One (100)
- Artefact : Betrayer's Crown
Skink Starpriest (80)
- Artefact : Spellmirror

UNITS:
4 x Razordons (160)
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Blades
5 x Saurus Knights (90)
- Blades
6 x Ripperdactyl Riders (280)
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

BATTALIONS:
Dracothion's Tail
(80)
Firelance Starhost (150)
Shadowstrike Starhost (180)

ENDLESS SPELLS:
Chronomantic Cogs
(60)
Soulsnare Shackles (20)

TOTAL: 2000/2000
EXTRA COMMAND POINTS: 3
WOUNDS: 110

Units I place in the Heavens:
  • Scar-veteran on Carnosaur
  • Scar-veteran on Cold One
  • Razordons
  • Saurus Knights (with lances)x1
  • Ripperdactyls (technically in the clouds)
This is list I use for 2k tournaments. It is centered around setting the tempo of the game and removing your opponents major threats turn one. It takes strong threat assessment and good movement to use effectively, but it hasn't lost for me yet.

Turn one I LoSaT my Slann up field if needed to gain range on deploying my Razordons and ScV on CO. Try to find the corner of a horde unit to engage with the ScV on Co to make good use of Betrayer's Crown and with luck you will tie the unit up in combat for more than one turn or force an unfavorable retreat.

Engage the enemies largest threat with your Ripperdactyls. This is where game knowledge is crucial. The threat potential of any given unit changes from list to list and based upon the given battleplan.

The ScV on Carno is generally used as my second wave. I try to save this deployment for a counter attack to remove any units my opponent used to cleared my Ripperdactyles.

Note: Was edited for formatting purposes.

This is how I run the list. It is what I normally bring to 2k events. If you have any specific questions feel free to ask. As a general rule I use the Knights for objectives and to screen paths through terrain.
 
Wow, that sounds impressive. I'm not sure I'm experienced enough in game play or Battle Plans to use this list well. Seems like you operate the Knights independent of the ScarVet on CO. I've always assumed you wanted to operate them together for the added synergy.

  1. What do you typically summon to the field or is that also situationally dependent?
  2. I've always kept the Slann hidden and screened, but Dracothian's Tail seems to depend on the Slann being out on the battlefeild. Aside from screening with the two units of Skinks, how are you keeping the Slann alive. It seems like he'd be a priority target for the opponent.
  3. Based on this wording: "However, each reserve unit set up in the same turn must be a different unit chosen from a different warscroll" I'm guessing it's best not to have more than one unit of the same warscroll in the Heavens, as it forces you to only deploy one unit of that warscroll per Hero phase?
 
I don't write battle reports atm because I want to keep some of my tactics secret. If you pm questions I will happily answer them.
 
OK, I know this is not an optimal list, but OH MAN, if it worked...

Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Lord Kroak (450)
- General
Saurus Astrolith Bearer (160)
- Artefact: Spellmirror
Skink Starpriest (80)
Skink Priest (80)
- Priestly Trappings
Engine of the Gods (220)
- Artefact: Miasmatic Blade

Battleline
40 x Skinks (240)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers

Units
6 x Ripperdactyl Riders (280)
3 x Razordons (120)

Battalions
Shadowstrike Starhost (180)

Endless Spells
Balewind Vortex (40)
Chronomantic Cogs (60)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 111

5 drops; you'll want to go second. ALSO, hope you get the double turn!
Starpriest or Slann summons the Cogs, Kroak sets it to Slow Down Time
Kroak is the General, on the Balewind, with Cogs, with an AstroBear.
AstroBear will need to roll 3+ for the D3 CCP for this to work
T1 CCP = (5x3) + 1 + (1 - 3) = 17 - 20
T2 CCP = (6x3) + 1 + (1 - 3) = 20 - 23
T2: SUMMON DREAD SAURIAN!
Buff Dread Saurian with:
  • Serpent Staff: on a 6+, 2x Jaws damage
  • Summon Starlight: -1 to be hit from any attack
  • Mystic Shield: Re-roll save rolls of 1
  • Proud Defiance (12" Aura): Re-roll hit rolls
  • Priestly Trappings (8" Aura): Re-roll run, charge, save rolls
This army is going to have to be move up the field together asap, as to be able to use the Dread during your T2 charge phase, you're going to want to be at most 21" from the intended target. This means Kroak on the BW will have to be LoSaT into that range. Another 3+ roll needed. Priestly Trappings will help to keep the army alive (thankfully it's units within, not wholly within). It will be worth using Command Points for At The Double and/or Forward to Victory. Kroak's Command Ability could also award you with additional Command Points.

At the beginning of your T2 movement phase, the army will need to shuffle in such a way as to allow for the gigantic base of the Dread to fit within the 12" (wholly within).

After the Dread is on the board, Kroak still has 6 spells, with 8" spell range increase from AstroBear and another 6" from the Balewind.

There's a lot that has to go right and so much that could go wrong, but MAHGAWD, this seems like it could be devastating.

@Killer Angel Was it you stated you'd try to run requested list by forum members?
 
I tried something similar, but only once.
It failed spectacularly. :D
 
@Aginor I figured it would. As I was writing it and posted it, I realized in order for the Dread to attack fully buffed, you'd have to wait until T3, which risks it being damaged before attacking and also puts the rest of the army at a pretty perilous arrangement until then.
 
@RageCage Good point. Well, so much for the idea. Summoning and buffing the Dread simply takes too much time, I think, and leaves the army exposed for too long. Maybe. Gotta think about it more.
 
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