Troglodon
Grotpunter
Well-Known Member
- Messages
- 609
- Likes Received
- 1,037
- Trophy Points
- 93
Looking for feedback and what to spend the remaining 70 points on. Im considering: 10 Skinks, 1 CP or 1 additional Skink Priest. I like the idea of having 2x Skink heroes in case they get sniped. 1 CP vs alpha lists could also be ideal.
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
- General
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
- Artefact: Serpent God Dagger
Skink Priest (70)
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Starpriest (120)
- Spell: Hand of Glory
Battleline
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Umbral Spellportal (70)
Total: 1930 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 135
My plan was to run this at a soonish tournament and I tried to make the list to primarily combat other Seraphon lists, Tzeentch and KO since I believe those are the strongest matchups for us. The remaining armies out there isnt really a worry for me. I considered Thunderlizard for Scaly Skin vs primarily Flamers but also the double shooting of the Bastiladons. I dont think I will have enough CPs reliably to keep the Bastiladons shooting twice while also buffing Skinks.
I think I prefer Fangs of Sotek due to teleport, summon (approx 10 Skinks per turn) late game to grab objectives/create screens and also due to Parting Shot. Not much can deal with 40 Skinks fully juiced up and shooting twice before the enemy gets to bonk on their heads tbh. The Bastiladons are pretty much just there to snipe heroes (especially Tzeentch) and chip away at weaker units. Also to give some oomph in turn 1 with the immense threat range. The Spellportal is there to give some flexibility. You can make a unit -2 to hit with Blazing Starlight through the Spellportal + throw Geminids across the table turn one. It will primarily be used to throw a single Celestial Deliverance through the portal, that combined with Comet's Call and 2x Bastiladon in turn 1 is pretty much unavoidable for the enemy and should tear apart Tzeentch pretty bad.
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
- General
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
- Artefact: Serpent God Dagger
Skink Priest (70)
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Starpriest (120)
- Spell: Hand of Glory
Battleline
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Umbral Spellportal (70)
Total: 1930 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 135
My plan was to run this at a soonish tournament and I tried to make the list to primarily combat other Seraphon lists, Tzeentch and KO since I believe those are the strongest matchups for us. The remaining armies out there isnt really a worry for me. I considered Thunderlizard for Scaly Skin vs primarily Flamers but also the double shooting of the Bastiladons. I dont think I will have enough CPs reliably to keep the Bastiladons shooting twice while also buffing Skinks.
I think I prefer Fangs of Sotek due to teleport, summon (approx 10 Skinks per turn) late game to grab objectives/create screens and also due to Parting Shot. Not much can deal with 40 Skinks fully juiced up and shooting twice before the enemy gets to bonk on their heads tbh. The Bastiladons are pretty much just there to snipe heroes (especially Tzeentch) and chip away at weaker units. Also to give some oomph in turn 1 with the immense threat range. The Spellportal is there to give some flexibility. You can make a unit -2 to hit with Blazing Starlight through the Spellportal + throw Geminids across the table turn one. It will primarily be used to throw a single Celestial Deliverance through the portal, that combined with Comet's Call and 2x Bastiladon in turn 1 is pretty much unavoidable for the enemy and should tear apart Tzeentch pretty bad.