Hello everyone. Long story short, there is a running joke about how I avoid playing vs my Fyreslayer friend as I literally always lost against him previously. Months have passed, and finally it is a time for a new match. I suspect he will run blocks of Berzerkers, maybe some Vulkite screens, Nulsidian Icon for that 4+ spell ignore aura, and a few heroes to enable wards on Berzerkers, and to transfer wounds to them on a 3+.
So, how do I finally squeeze out a win? List I had in mind was maximum shooting in two one-drops to have him go first, and hope for a double turn. Now, I have several questions:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired
Leaders
Celestant-Prime, Hammer of Sigmar (325)*
- Allies
Saurus Astrolith Bearer (150)*
- Artefact: Serpent God Dagger
Skink Priest (80)*
- Universal Prayer Scripture: Curse
Skink Starpriest (130)**
- Spell: Hand of Glory
Skink Starseer (145)**
- Spell: Tide of Serpents
Slann Starmaster (265)**
- General
- Command Trait: Arcane Might
- Spell: Stellar Tempest
Battleline
30 x Skinks (225)*
- Boltspitters Celestite Daggers & Star Bucklers
- Reinforced x 2
10 x Skinks (75)*
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
- Boltspitters Celestite Daggers & Star Bucklers
Units
2 x Salamander Hunting Pack (280)**
- Reinforced x 1
Behemoths
Bastiladon with Solar Engine (250)**
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 325 / 400
Wounds: 106
Drops: 2
Questionable units here (to me) seem to be the Basti and the Starseer. The reasoning for them is that I am hoping for some spike dmg from the Basti's long range, though no double activation hurts him. Starseer is brought for that -1 save debuff on something important.
Celestant would be on the table from turn 1 to dish out those long range mortals.
Overall, I am very disheartened to play anything melee as charging the Fyreslayers means giving them strike first and dying to 2MW's on sixes.
Even the 30 skinks, with reroll ones and Serpent Staff and Priest CA, are doing 11.67 dmg against a 4+. All in all, I am at a loss at what list to make, help is appreciated. Thanks for reading!
So, how do I finally squeeze out a win? List I had in mind was maximum shooting in two one-drops to have him go first, and hope for a double turn. Now, I have several questions:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired
Leaders
Celestant-Prime, Hammer of Sigmar (325)*
- Allies
Saurus Astrolith Bearer (150)*
- Artefact: Serpent God Dagger
Skink Priest (80)*
- Universal Prayer Scripture: Curse
Skink Starpriest (130)**
- Spell: Hand of Glory
Skink Starseer (145)**
- Spell: Tide of Serpents
Slann Starmaster (265)**
- General
- Command Trait: Arcane Might
- Spell: Stellar Tempest
Battleline
30 x Skinks (225)*
- Boltspitters Celestite Daggers & Star Bucklers
- Reinforced x 2
10 x Skinks (75)*
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (75)**
- Boltspitters Celestite Daggers & Star Bucklers
Units
2 x Salamander Hunting Pack (280)**
- Reinforced x 1
Behemoths
Bastiladon with Solar Engine (250)**
Core Battalions
*Battle Regiment
**Battle Regiment
Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 325 / 400
Wounds: 106
Drops: 2
Questionable units here (to me) seem to be the Basti and the Starseer. The reasoning for them is that I am hoping for some spike dmg from the Basti's long range, though no double activation hurts him. Starseer is brought for that -1 save debuff on something important.
Celestant would be on the table from turn 1 to dish out those long range mortals.
Overall, I am very disheartened to play anything melee as charging the Fyreslayers means giving them strike first and dying to 2MW's on sixes.
Even the 30 skinks, with reroll ones and Serpent Staff and Priest CA, are doing 11.67 dmg against a 4+. All in all, I am at a loss at what list to make, help is appreciated. Thanks for reading!