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AoS 2500pts - Advice Needed Against a Death List

Jungle Swarm

Geriche

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Hi All,

I was a longtime Fantasy player just coming into AOS and I'm playing a friend who to me is running a very strong Death List.

I need some advice on how to improve my list or any particular counters against this.

My opponent usually runs the following:

5 x Banshees
5 x Terrorghiests
2 x Screaming Skull Catapult
4 x 10 Zombies

What I'm looking to run is:

Slann Starmaster
Engine of the Gods

5 Saurus Guard
5 Saurus Guard

Bastiladon
Bastiladon
Bastiladon


Shadowstrike Starhost


Skink Starpriest

30 x Skinks (Boltspitters and Starbucklers)
20 x Skinks (Boltspitters and Starbucklers)

6 x Ripperdactyl's




Any help that could be given would be greatly appreciated.
 
Going ofd of your base build, here is how I changed it:
Leaders
Engine of the Gods (240)
Skink Starpriest (100)
Slann Starmaster (260)

Battleline
30 x Skinks (240)
- Boltspitters & Star Bucklers
30 x Skinks (240)
- Boltspitters & Star Bucklers
5 x Saurus Guard (100)
- Seraphon Battleline
5 x Saurus Guard (100)
- Seraphon Battleline

Units
1 x Salamanders (60)
3 x Skink Handlers (40)
6 x Ripperdactyl Riders (280)

Behemoths
Bastiladon (300)
Bastiladon (300)

Battalions
Thunderquake Starhost (120)
Shadowstrike Starhost (120)

Total: 2500/2500

Having the Thunderquake means healing and extra buffs for your bastilladons.

If I were to completely change it, assuming you want to stay pure seraphon, I may go:
Allegiance: Order

Leaders
Engine of the Gods (240)
- Artefact: Phoenix Stone
Skink Starpriest (100)
- Artefact: Phoenix Stone
Lord Kroak (540)
Skink Chief (60)
- General
- Golden Sickle
- Trait: Master of Defense
- Artefact: Phoenix Stone

Battleline
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers

Units
2 x Salamanders (120)
3 x Skink Handlers (40)
3 x Ripperdactyl Riders (140)

Behemoths
Bastiladon (300)
Bastiladon (300)

Battalions
Thunderquake Starhost (120)
Shadowstrike Starhost (120)

Scenery
Balewind Vortex (100)

Total: 2500/250
 
Thank you for the feedback I had a number of queries about the two lists which I have put below in red:

Leaders
Engine of the Gods (240)
Skink Starpriest (100)
Slann Starmaster (260)

Battleline
30 x Skinks (240)
- Boltspitters & Star Bucklers
30 x Skinks (240)
- Boltspitters & Star Bucklers
5 x Saurus Guard (100)
- Seraphon Battleline
5 x Saurus Guard (100)
- Seraphon Battleline

Units
1 x Salamanders (60)
As the Salamander has only one shot isn't the Razordon a better option for due to the success rates of its shots?
3 x Skink Handlers (40)
6 x Ripperdactyl Riders (280)

Behemoths
Bastiladon (300)
Bastiladon (300)

Battalions
Thunderquake Starhost (120)
Shadowstrike Starhost (120)

Total: 2500/2500

Having the Thunderquake means healing and extra buffs for your bastilladons.
I can see the benefits of the formation but I was worried spending too many points on formations would be detrimental would this not be the case?


If I were to completely change it, assuming you want to stay pure seraphon, I may go:
Allegiance: Order

Leaders
Engine of the Gods (240)
- Artefact: Phoenix Stone
Skink Starpriest (100)
- Artefact: Phoenix Stone
Lord Kroak (540)
Skink Chief (60)
- General
- Golden Sickle
- Trait: Master of Defense
- Artefact: Phoenix Stone


Battleline
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers
10 x Skinks (80)
- Boltspitters & Star Bucklers
Wouldn't having reduced numbers of skinks drastically reduce there effectiveness and leave them very vulnerable?

Units
2 x Salamanders (120)
Same as the comment for the first list.
3 x Skink Handlers (40)
3 x Ripperdactyl Riders (140)
Would this make the Rippers very,much the glass cannon?

Behemoths
Bastiladon (300)
Bastiladon (300)

Battalions
Thunderquake Starhost (120)
Shadowstrike Starhost (120)

Scenery
Balewind Vortex (100)
I can't say I've seen this model in play before does it make wizards much more effective?

Total: 2500/250
 
The razordon would be more effective.
The skinks are not great in combat, but provide great chaff, the chief helps out a bit.
Even with 6 rippers they're a glass cannon, but yes, this means they will likely do their thing and be dead.

The balewind vortex is your must have model for any decent wizard. Doubles the range of spells, can't be charged, +1 to casting and unbinding. Absolutely fantastic model to have.
 
Hi Bowser,

Thank you for all your help I was thinking of demoing list 1 using a salamander then a razordon to see the difference implausible.

For list 1 what traits and artefacts would you recommend?

For list two I'd have just a bit too much to buy at the moment but I will utilise the bale wind vortex soon.
 
Slann general, master of defense, all 3 get a phoenix stone. Keeping them alive is pretty well the best way to go with these guys as they aren't combat focused characters. So the ability for the slann to get the extra chance at defense, as well as healing all three each turn should keep them in the game and keep your synergies alive.
 
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