Kroxigor
Freddy25
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Ok guys, I've just tried to come up with an army list I could use this summer for the Global Campaign.
Before we go into detail, I have to say that I DIDN'T want to field any Temple Guard or Bastiladon: that's because almost every Seraphon player has at least one of them in his own army, and this sound boring to me.
So, here's my list:
MAX 1000 p.ts (Allowed: 1-4 Leaders, 2+ Battlelines, 0-2 Artillery, 0-2 Behemoths, 0+ Other Units)
60 - 1x Firelance Starhost
100 - 1x Scar-vet on Cold One (Lead)
120 - 5x Saurus Knights (Battle)
120 - 5x Saurus Knights (Battle)
120 - 5x Saurus Knights (Battle)
60 - 1x Salamander (Art)
60 - 1x Salamander (Art)
40 - 3x Skink Handler
100 - 1x Skink Starpriest (Lead)
100 - 1x Skink Starpriest (Lead)
120 - 5x Chameleon Skinks
Total: 1000 p.ts, 28 models, 59 wounds.
The concept is a fast, heavy hitter army able to inflict a good amount of damage and maybe to cause nasty battleshock tests to enemy units.
I've tried to add some Mortal Wounds dealers (by adding Terradons/EotG) but they cost too much in terms of points, and their addiction would break the synergy among my Leaders and Battlelines.
I've decided to field 2 Starpriests in orther to defend my troops in case of need, buff them with the Serpet Staff ability and occasionally deal some Mortal Wounds with Arcane Bolt.
My aim would possibly be to buff every turn 2 units of Knights with both the Scar-vet and Starpriests' abilities (and their spells) to make as many knights as possible deal 5 attacks [2 from the Saurus and 3 from the mount], re-rolling 1s To Hit and doubling the Damage of wound rolls of 6 for Vice/Jaws attacks... and then obviosly infert 2 Mortal Wounds every roll of 6 from the Celestite Lances.
Final considerations:
- I'm afraid I could have some problems facing Monsters, cause the only units with Rend are my 2 Salamanders;
- despite my Chameleon (who are there to assassinate enemy mages/generals) I probably lack some shooting;
- all of my models are fast, but they aren't many, and I could be outnumbered.
Any suggestion on how to work around these problems?
Every criticism will be taken into account!
Before we go into detail, I have to say that I DIDN'T want to field any Temple Guard or Bastiladon: that's because almost every Seraphon player has at least one of them in his own army, and this sound boring to me.
So, here's my list:
MAX 1000 p.ts (Allowed: 1-4 Leaders, 2+ Battlelines, 0-2 Artillery, 0-2 Behemoths, 0+ Other Units)
60 - 1x Firelance Starhost
100 - 1x Scar-vet on Cold One (Lead)
120 - 5x Saurus Knights (Battle)
120 - 5x Saurus Knights (Battle)
120 - 5x Saurus Knights (Battle)
60 - 1x Salamander (Art)
60 - 1x Salamander (Art)
40 - 3x Skink Handler
100 - 1x Skink Starpriest (Lead)
100 - 1x Skink Starpriest (Lead)
120 - 5x Chameleon Skinks
Total: 1000 p.ts, 28 models, 59 wounds.
The concept is a fast, heavy hitter army able to inflict a good amount of damage and maybe to cause nasty battleshock tests to enemy units.
I'd like to use the Firelance Starhost! 
I've decided to field 2 Starpriests in orther to defend my troops in case of need, buff them with the Serpet Staff ability and occasionally deal some Mortal Wounds with Arcane Bolt.
My aim would possibly be to buff every turn 2 units of Knights with both the Scar-vet and Starpriests' abilities (and their spells) to make as many knights as possible deal 5 attacks [2 from the Saurus and 3 from the mount], re-rolling 1s To Hit and doubling the Damage of wound rolls of 6 for Vice/Jaws attacks... and then obviosly infert 2 Mortal Wounds every roll of 6 from the Celestite Lances.
Final considerations:
- I'm afraid I could have some problems facing Monsters, cause the only units with Rend are my 2 Salamanders;
- despite my Chameleon (who are there to assassinate enemy mages/generals) I probably lack some shooting;
- all of my models are fast, but they aren't many, and I could be outnumbered.
Any suggestion on how to work around these problems?
Every criticism will be taken into account!
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