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AoS FoS 2k list - looking for improvement ideas

Skink

Zhalfirim

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Hello,
I have started testing this list in few games and smaller tournament and it feels quite good to me. Actually I don't think I want to change anything for the moment, which is quite weird and this is the reason I am looking for feedback here.
The main idea is quite straightforward - Kroak casts cogs, everyone is getting additional cast, I get 4d3 summonning points per turn. Salamanders and skink blob will get buffed and shoots, the salamanders are covering with unleash hell or get teleported somewhere to clear objective. In some matchups I will teleport the Oracle to a corner in enemy territory, as I can summon and cast from her and with the 5+++ and potential healing 3d3 per turn she is quite safe or needs serious attention from opponent to be killed, which means the opponent is forced to move to that corner. The list is built as 4 drops, which I think is better than 5 drops and 1 extra CP in one round.
One inefficiency is that Kroak is my general, to get more summoning points, but I quite like it, he is hard to kill and pretty much always on the board for the extra CP. The other option would be Nimble on the Oracle, but with Mystic Shield and All out Defense the +1 to save is not as much worth as before. There is also a point in going with Cloak of Feathers on the Oracle instead of the 5+ ward relic.

Here is the list:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery
- Triumphs:

Leaders
Lord Kroak (430) in Command Entourage
- General
Skink Oracle on Troglodon (270) in Battle Regiment
- Artefact: Amulet of Destiny (Universal Artefact)
- Spell: Tide of Serpents
Skink Starpriest (130) in Command Entourage
- Artefact: Serpent God Dagger
- Spell: Hand of Glory
Skink Priest (80) in Command Entourage
- Universal Prayer Scripture: Curse
Saurus Astrolith Bearer (150) in Battle Regiment

Battleline
5 x Saurus Guard (115) in Battle Regiment
30 x Skinks (225) in Battle Regiment
- Boltspitters & Moonstone Clubs
- Reinforced x 2
10 x Skinks (75) in Battle Regiment
- Boltspitters Celestite Daggers & Star Bucklers

Units
2 x Salamander Hunting Pack (240) in Battle Regiment
- Reinforced x 1
2 x Salamander Hunting Pack (240) in Battle Regiment
- Reinforced x 1

Endless Spells & Invocations
Chronomantic Cogs (45)

Core Battalions
Command Entourage - Magnificent
Battle Regiment

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
 
its pretty close to the list ive been testing. I run a slann starmaster instead of trog though. how has trog worked for you?
 
Well it is still a monster, so the Oracle is ok for some battle tactics. She can tarpit well with the healing available, but will die to really killy units. Output is quite terrible. Works well with Kroak. I think I am getting more mileage from it than from Slann, another option could be EoTG, but that is less summoning points and worse Kroak range. I would definitely not question its place in the list with the old cost of 230 points, at 270 it is quite steep.
 
Hello,
I have started testing this list in few games and smaller tournament and it feels quite good to me. Actually I don't think I want to change anything for the moment, which is quite weird and this is the reason I am looking for feedback here.
The main idea is quite straightforward - Kroak casts cogs, everyone is getting additional cast, I get 4d3 summonning points per turn. Salamanders and skink blob will get buffed and shoots, the salamanders are covering with unleash hell or get teleported somewhere to clear objective. In some matchups I will teleport the Oracle to a corner in enemy territory, as I can summon and cast from her and with the 5+++ and potential healing 3d3 per turn she is quite safe or needs serious attention from opponent to be killed, which means the opponent is forced to move to that corner. The list is built as 4 drops, which I think is better than 5 drops and 1 extra CP in one round.
One inefficiency is that Kroak is my general, to get more summoning points, but I quite like it, he is hard to kill and pretty much always on the board for the extra CP. The other option would be Nimble on the Oracle, but with Mystic Shield and All out Defense the +1 to save is not as much worth as before. There is also a point in going with Cloak of Feathers on the Oracle instead of the 5+ ward relic.

Here is the list:
Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery

- Triumphs:

Leaders
Lord Kroak (430) in Command Entourage
- General

Skink Oracle on Troglodon (270) in Battle Regiment
- Artefact: Amulet of Destiny (Universal Artefact)
- Spell: Tide of Serpents

Skink Starpriest (130) in Command Entourage
- Artefact: Serpent God Dagger
- Spell: Hand of Glory

Skink Priest (80) in Command Entourage
- Universal Prayer Scripture: Curse

Saurus Astrolith Bearer (150) in Battle Regiment

Battleline
5 x Saurus Guard (115) in Battle Regiment
30 x Skinks (225) in Battle Regiment
- Boltspitters & Moonstone Clubs
- Reinforced x 2

10 x Skinks (75) in Battle Regiment
- Boltspitters Celestite Daggers & Star Bucklers


Units
2 x Salamander Hunting Pack (240) in Battle Regiment
- Reinforced x 1

2 x Salamander Hunting Pack (240) in Battle Regiment
- Reinforced x 1


Endless Spells & Invocations
Chronomantic Cogs (45)

Core Battalions
Command Entourage - Magnificent
Battle Regiment

Additional Enhancements
Artefact

Total: 2000 / 2000
Reinforced Units: 4 / 4
Allies: 0 / 400
Wounds: 116
This list looks good to me, probably what I would start with for FoS. Only minor change I would make is putting the serpent god Dagger on the astrolith bearer, it's not a great item but a starpriest will never make use of it. At least an AB might see combat occasionally
 
Solid fangs of sotek list to be honest, playing some games would help you find the main drawbacks, likely, such as with last edition, an opponent who presses hard can make seraphon a bit wobbly as you have to focus on a bit of a mess in your own deployment and stops the ideal strategy of striking out from a secure base
 
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