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AoS 2k vs Fyreslayers

Saurus

Tilorn91

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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!
 
Sterseer is good, but you won't use his other utility (3d6 for charges), so yes I would drop it.
To go in melee against fyreslayers is hard, unless you are more resilient than them (nighthaunts or similar), so i would avoid that part and concentrate on more MWs.
If you drop the Slann and the starseer you could almost squeeze Lord Kroak into it, falling short by 20 pts.
Kroak will grant you another nice bunch of MWs, at that point you could almost drop the astrolith bearer, counting on the skinks as vassals to extend the range of celestial deliverance, picking also stellar tempest.

If I'm not wrong, You are saving 130 pts... pick a unit of 3 terradons rider: some further MWs and excellent harassers.
still 25 pts... Burning Head.
 
Interesting feedback, thanks! I am not convinced that 10" Kroak casting will do much good, but I will give it a shot. Probably my last game with the old GHB, might as well sport the Oldest Frog. Even considering Shackles, a CV 7 is not the easiest thing for the Fyreslayers to remove with Heroic Willpower.
 
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