Slann
Aginor
Fifth Spawning
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Hey y'all!
Here's another idea I had for a deep strike list using our new teleport, combined with a Shadowstrike.
Far from perfect I guess but I'd like to discuss the idea.
Here's the list:
Allegiance: Seraphon
Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Skink Starpriest (80)
Saurus Astrolith Bearer (160)
- Artefact: Coronal Shield
Battleline
40 x Skinks (200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
10 x Chameleon Skinks (240)
6 x Terradon Riders (240)
- Starstrike Javelins
Behemoths
Bastiladon (280)
- Ark of Sotek
Stegadon (240)
- Skystreak Bow
Battalions
Shadowstrike Starhost (170)
Reinforcement Points (0)
Total: 1990 / 2000
Allies: 0 / 400
Now, tactics are as follows:
Deployment: Chameleons deploy off the board, and Terradons as well. Try putting your Shadowstrike Leader (Starpriest) somewhere so he can see a juicy unit. Starpriest should also be near the Bastiladon
First round: If you win priority: Think about what they can do to your army. If you think they can kill something in the first round: Take the first round. Otherwise waiting is probably better because your enemy might spread out and/or advance to get you and that's what helps you a lot I guess.
Hero phase:
- Plant the Astrolith
- Advance your Shadowstrike Skinks a bit
- Starpriest calls Shadowstrike buff on some enemy unit
- cast Mystic Shield on the Basti with the Slann
- cast Summon Starlight on the Basti with the Starpriest
- Teleport the Basti near the enemy
- Teleport the Stegadon near the Basti
- Use the Stegadon's Skink Alpha to advance the Basti. It is now in range for both its ranged attacks and the snakes, even if it fails the charge.
Movement phase:
- Terradons plunge down, preferably in a way so they can fly over something and drop bombs. But priority is that they should end their movement near the Basti, preferably behind it but in range for those Javelins (10").
- Chameleon Skinks deploy near the basti, preferably in cover but able to shoot something.
- rest of the Army claims some objective or so. Perhaps the 40 Skinks should move toward the enemy.
Shooting phase:
- Basti shoots
- Chameleons shoot
- Terradons shoot
- Stegadon shoots
- Shoot with your 40 Skinks if you managed to get them into range.
That should do _some_damage.
Charge phase:
- Basti tries to charge, preferably more than one unit. If the enemy doesn't have strong shooting you should consider not to charge. The enemy might try and charge you, which is a trap of course, because if he does you will overfly him with the Terradons afterwards and/or attack with everything in melee.
- Maybe don't charge with the Steggy in the first round if you are confident the Basti will survive the first round. Otherwise the enemy will make him the priority because of his deadly charge stats.
- Consider charging with the Terradons. I would probably not charge here if the enemy doesn't have a chance to kill the Basti.
- Combat phase:
- Basti uses its snakes!
- Basti hits the enemy
- Enemy hits Basti
If you get the double turn now, you do the following:
- Teleport the Astrolith Bearer over to your attack group. That should buff all of them nicely
- Teleport the Basti a bit away if it is close to dying. But stay close enough so the enemy probably has to charge it or face the Basti attacking again. If you don't need the teleport for him, maybe teleport your 40 Skinks into range, or go full crazy and teleport the Slann and/or the Starpriest in for magical support with Mystic Shield or Starlight.
- Shoot to kill
- Charge the Stegadon in, maybe als othe Terradons if you haven't done so already. With the Astrolith near they are quite deadly.
That's it. Mega competitive winner list? Probably not. But I'd like to try it. Suggestions?
Here's another idea I had for a deep strike list using our new teleport, combined with a Shadowstrike.
Far from perfect I guess but I'd like to discuss the idea.
Here's the list:
Allegiance: Seraphon
Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Skink Starpriest (80)
Saurus Astrolith Bearer (160)
- Artefact: Coronal Shield
Battleline
40 x Skinks (200)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
10 x Chameleon Skinks (240)
6 x Terradon Riders (240)
- Starstrike Javelins
Behemoths
Bastiladon (280)
- Ark of Sotek
Stegadon (240)
- Skystreak Bow
Battalions
Shadowstrike Starhost (170)
Reinforcement Points (0)
Total: 1990 / 2000
Allies: 0 / 400
Now, tactics are as follows:
Deployment: Chameleons deploy off the board, and Terradons as well. Try putting your Shadowstrike Leader (Starpriest) somewhere so he can see a juicy unit. Starpriest should also be near the Bastiladon
First round: If you win priority: Think about what they can do to your army. If you think they can kill something in the first round: Take the first round. Otherwise waiting is probably better because your enemy might spread out and/or advance to get you and that's what helps you a lot I guess.
Hero phase:
- Plant the Astrolith
- Advance your Shadowstrike Skinks a bit
- Starpriest calls Shadowstrike buff on some enemy unit
- cast Mystic Shield on the Basti with the Slann
- cast Summon Starlight on the Basti with the Starpriest
- Teleport the Basti near the enemy
- Teleport the Stegadon near the Basti
- Use the Stegadon's Skink Alpha to advance the Basti. It is now in range for both its ranged attacks and the snakes, even if it fails the charge.
Movement phase:
- Terradons plunge down, preferably in a way so they can fly over something and drop bombs. But priority is that they should end their movement near the Basti, preferably behind it but in range for those Javelins (10").
- Chameleon Skinks deploy near the basti, preferably in cover but able to shoot something.
- rest of the Army claims some objective or so. Perhaps the 40 Skinks should move toward the enemy.
Shooting phase:
- Basti shoots
- Chameleons shoot
- Terradons shoot
- Stegadon shoots
- Shoot with your 40 Skinks if you managed to get them into range.
That should do _some_damage.
Charge phase:
- Basti tries to charge, preferably more than one unit. If the enemy doesn't have strong shooting you should consider not to charge. The enemy might try and charge you, which is a trap of course, because if he does you will overfly him with the Terradons afterwards and/or attack with everything in melee.
- Maybe don't charge with the Steggy in the first round if you are confident the Basti will survive the first round. Otherwise the enemy will make him the priority because of his deadly charge stats.
- Consider charging with the Terradons. I would probably not charge here if the enemy doesn't have a chance to kill the Basti.
- Combat phase:
- Basti uses its snakes!
- Basti hits the enemy
- Enemy hits Basti
If you get the double turn now, you do the following:
- Teleport the Astrolith Bearer over to your attack group. That should buff all of them nicely
- Teleport the Basti a bit away if it is close to dying. But stay close enough so the enemy probably has to charge it or face the Basti attacking again. If you don't need the teleport for him, maybe teleport your 40 Skinks into range, or go full crazy and teleport the Slann and/or the Starpriest in for magical support with Mystic Shield or Starlight.
- Shoot to kill
- Charge the Stegadon in, maybe als othe Terradons if you haven't done so already. With the Astrolith near they are quite deadly.
That's it. Mega competitive winner list? Probably not. But I'd like to try it. Suggestions?