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AoS Campaign with increasing points-now 2500

Slann

Killer Angel

Prophet of the Stars
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We're doing a mini-campaign, Order vs evil guys. 6 vs 6. Not going to bother you with background details
The first match was a skirmish and i won against Slaanesh daemons (which was the only victory of Order, BTW. :meh:)

Now we're going to play with points.

First match will be 750 pts and I'm going against moonclan (spidergrots)

My list:

Slann (Lord Batrax) - general (great rememberer, gryphon's feathers)
astrolith bearer
10 skinks (boltsplitters)
10 skinks (boltsplitters)
3 razordons
2 salamanders

tot 740 pts

i expect lots of buffed spiders with mortal wounds, so my skinks units will provide screening to the sallies and the HQ
razordons will stay with the group or will be teleported to shoot, depending on the scenario and on how things go in the first turn.
Then i'll summon as hell.
 
Alternatively, i could play shadowstrike .

Starpriest
2 x 10 skinks
6 ripperdactyls
2 razordon

But 180 pts at 750 is a hard tax, and once i've made my Alpha strike i've got little else,

On the other side, my opponent should be in a very bad shape after my Alpha...
 
I would probably play the first list, but play three Terradons instead of the two Salamanders if you have some. IMO they have more potential since they are fast, they can shoot, and drop bombs causing mortal wounds.
 
I would probably play the first list, but play three Terradons instead of the two Salamanders if you have some. IMO they have more potential since they are fast, they can shoot, and drop bombs causing mortal wounds.

News!

the mission will be the same for all. The Relocation Orb… the one with the single objective that rolls ramdomly across the table.

this forces me to some change. With the need to chase the objective, I don't know if the astrolith will be of much use other than the additional d3 (if i cannot manage to exploit also the rerolls, its value will be greatly decreased). In such a scenario, rippers outside the shadowstrike are almost useless.
A probable list could be:

Slann (Lord Batrax) - general (great rememberer, gryphon's feathers)
10 skinks (boltsplitters)
5 saurus knights
3 terradons
4 razordons
3 skink handlers?

the skinks will shield the Slann, the terradons and the (marching) saurus knights will be able to move a lot, the razordons will be used to teleport and shoot.
the handlers are there only because I'm saving 40 pts… and if I'm not going to roll the drake constellation, at least I will have the chance to reroll 1s for the razors.
Of course, there's also the possibility to play 5 chama skinks instead of the terradons...

turn 2 I'll summon a trog or charge the enemy, turn 3 probably 2x10 skinks
 
Seems pretty good, a turn 2 trot would be excellent. What i would say is maybe focus a bit on some units that can help soak up middle fire as skinks don’t do well after a heavy missile volley. Other than that list looks pretty good.
 
Change of plan.

Slann
4 razordon
5 saurus knights
40 skinks (javelins)

The reasoning: i gain 2 drops and i've got a solid chance to decide who will go first.
I want my oppo to be the first.
With the obj that in the first round is at the center, my adversary will be forced to seize it, otherwise i will score 3 points.
At that point i can attack him exploiting the 40 javelins 3+/4+ and the razordon, without the need to rely on teleport

If i am forced to go first, i will just surround the obj w disposable ring of knights
 
Sounds good, the large number of skinks should be pretty good at dealing damage and the razordons and knights can help absorb damage. You might want to try getting something fun like a star priest.

BUT I have a question; what is your response method to a large monster, large volleys of missiles, or faster skirmishes? Simply put the few times i have seen skinks used, they tend to get pulped by large volume of damage.
 
Usually i play skinks in units of 10, usino them just as screen or objectives grabbers.
In this case, their role will be: ranged damage (not so much but enough to be worthwhike at 750 pts) and soak damage for a couple of turns... from that point, the summoning will (hopefully) be decisive.
 
Seems like it should work then. I wish you the best of luck for your next game!
However if all fails: unleash a dread saurian, it should work ;)
 
Like I posted, excellent job!
Seems that good rolling and your opponents cruelly terrible luck was a huge factor. Also we all know lizards eat stupid insects ;)
Maybe for next battleusing a skink starpriest to help support the skinks as well as maybe using some heavier support infantry like kroxigors might counter the (few) losses you had.
 
Maybe for next battleusing a skink starpriest to help support the skinks as well as maybe using some heavier support infantry like kroxigors might counter the (few) losses you had.

The next battle I'll go against Flesh Eater Courts, and it will be at

1000 pts


Now, what list could i field at 1000?


Well, an hypotesis is the one posted by @LizardWizard

Skink Starpriest (80)
- General
- Command Trait : Master of Star Rituals
- Artefact : Gryph-feather Charm

6 x Ripperdactyl Riders (280)
40 x Skinks (240)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
4 x Razordons (160)
Shadowstrike Starhost (180)

This is, indeed, one of our strongest list at 1000 pts, however i must think to the specific opponent I'm going to face.

Ar 750 pts, FEC list was:

Infernal Courtier - general
9x crypt flayers
10x ghoul

I'm pretty confident the core will be again this one, only with 250 pts or more… things
Of course, my opponet could change its list just to mess with my expectations, but let's be honest. FEC is all about big mobs of melee dudes that are raise by their heroes. And my hopponent knows how to scee said heroes against apha strikes.

6 rippers, even if supported by razors and skinks, are not going to wipe away those 9 flayers. If my math is not wrong, they are going to force around 40 saves. at 5+ it's 27 wounds, then Death save at 6+... 23 wounds on average. Skinks and razordons are not going to make up for those additional 13 wounds i would need to wipe the unit.

I could go to even a more extreme route (9 rippers). At that point, probably i can wipe away them.


starpriest 80,
10+40 skinks 300
9 rippers 420
shadowstrike 180

I'm just bet my chances to win the game in a single attack. All in.
And what if, instead of 9 crypt flayers, I face 12 flayers? or 6 flayers and 6 horrors? the surviving unit could easily take my rippers.

So, i'm thinking to something else...
 
what do you think about this one?

260: Slann - general, great rememberer
220: EotG
220: EotG
60: 10 skinks
60: 10 skinks
160: 4 salamanders
20: endless spell: soulsnare shackles


Pretty extreme.
The idea is to accumulate summoned units (mostly skinks) as fast as i can, hopefully also with the engines in the first round.
then i'll use the mortal wounds of the engines to kill the hero that raises the fallen flayers.
I will keep a screen of skinks around my block of slann + EotG + sallies. Unless something strange happens, to deal with my main block he will have to charge… the skinks will crumble, but he will be in range of 4 sallies (with rend -2 he will just have the Death save), the mortal wounds by the engines, and the melee of the EotG themselves.

in the meantime I'll use double LoSaT to control objectives with 10 skinks (or even with a summoned unit of terradons) possibly teleporting away the Slann and an EOTG if needed.


Not as good as it could be, but at least I can adapt on the fly and I'll have a backup plan, other than "charge with the rippers and hope things go as planned and my opponent list don't have bad surprises".
 
The next battle I'll go against Flesh Eater Courts, and it will be at

1000 pts


Now, what list could i field at 1000?


Well, an hypotesis is the one posted by @LizardWizard

Skink Starpriest (80)
- General
- Command Trait : Master of Star Rituals
- Artefact : Gryph-feather Charm

6 x Ripperdactyl Riders (280)
40 x Skinks (240)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers
4 x Razordons (160)
Shadowstrike Starhost (180)

This is, indeed, one of our strongest list at 1000 pts, however i must think to the specific opponent I'm going to face.

Ar 750 pts, FEC list was:

Infernal Courtier - general
9x crypt flayers
10x ghoul

I'm pretty confident the core will be again this one, only with 250 pts or more… things
Of course, my opponet could change its list just to mess with my expectations, but let's be honest. FEC is all about big mobs of melee dudes that are raise by their heroes. And my hopponent knows how to scee said heroes against apha strikes.

6 rippers, even if supported by razors and skinks, are not going to wipe away those 9 flayers. If my math is not wrong, they are going to force around 40 saves. at 5+ it's 27 wounds, then Death save at 6+... 23 wounds on average. Skinks and razordons are not going to make up for those additional 13 wounds i would need to wipe the unit.

I could go to even a more extreme route (9 rippers). At that point, probably i can wipe away them.


starpriest 80,
10+40 skinks 300
9 rippers 420
shadowstrike 180

I'm just bet my chances to win the game in a single attack. All in.
And what if, instead of 9 crypt flayers, I face 12 flayers? or 6 flayers and 6 horrors? the surviving unit could easily take my rippers.

So, i'm thinking to something else...

Play the summoning route and just outlast him with skink unit after skink unit, would a unit of Chamos wipe the general?
 
I like the EotGs and Salamanders. They are great at dealing with FEC. Kill the heroes ASAP so that they can't keep dumping command points into allow units to fight multiple times a phase.

Or just run the shadowstrike list and kill off all his heroes or a his blob unit in the first turn.

Seraphon have a few strong tactical options for the relocating orb battleplan. Try to remove all your opponents fast units in the first two turns so that you are able to LoSaT repeatedly to the objective without them being able to reliably contest it. Chameleon Skinks are also fantastic for this map due to the ability to ambush into combat. A unit of 10 Should be able to Ambush to the objective most of the time.

At only 1000 points it is unlikely your opponent will be able to out man you on the objective with out luck playing a big factor. Sadly many Skinks will have to die for this:(
 
Seems like a good list, like the slaan starmaster. Seeing as this is a FEC. Maybe use EoTG as artillery covered by razordons. I would suggest focusing on summoning more skinks and a starpriest so you don’t get overwhelmed.
 
Against the FEC I also think that the most important thing to do is killing the heroes, so any Shadowstrike or shooting list will do well I guess.

I have played this list with quite some success at 1000 points:

Probably not quite as good as the one by @LizardWizard though, and we could debate whether the Astrolith is still worth it with the rule change (I think he might be. 40 Skinks can do surprising amounts of damage when buffed) but the potential for mortal wounds by the Terradons has forced some players to make bad decisions sometimes.


Allegiance: Seraphon

Leaders
Skink Starpriest (80)
Saurus Astrolith Bearer (160)

Battleline
40 x Skinks (240)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers

Units
6 x Terradon Riders (240)
- Sunleech Bolas

Battalions
Shadowstrike Starhost (180)

Endless Spells
Geminids of Uhl-Gysh (40)

Total: 1000 / 1000
Extra Command Points: 1
Allies: 0 / 200
Wounds: 78
 
One thing to consider with the Astrolith buff is that you already are a 3+ to hit with the Skinks (due to unit size). Additionally, those same Skinks can reroll hit and wound rolls of 1 for a unit within line of sight of your Skinks Starpriest from the battalion buff. You will still gain rerolls of 2, which is not unremarkable. The SAB will also net you some Celestial Conjuration points. You can expect to get about 10-20 skinks depending on rolls. Having the extra range 8" range and +1 casting will also improve the effectiveness of Summon Starlight.

All in all, if you dont have the Razordons then the SAB is worth bringing. You will also gain a second hero slot for your extra artifact. Going with the Realm of Ulgu will let you take the Misamic Blade on your Skink Starpriest and let you give the Spellmirror to your SAB to negate some of the enemy's spells.
 
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