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AoS List Challenge! - Can you make the best TAC 2k Seraphon army?

Quick question : in the turn we use terradon riders we cannot take advantage of their ability so we need to place them in a way so that they will survive next round to throw the rocks right ?

If my sleep addled brain remembers correctly, there isn't the normal caveat of "This counts as the unit's movement for that turn", so you should be able to move, drop rocks, shoot and charge all in your very first turn. This is why I re-evaluated the unit, as this coupled with Chameleon skinks and the Hurricanum spell can shred enemy characters and artillery before they can react.
 
If my sleep addled brain remembers correctly, there isn't the normal caveat of "This counts as the unit's movement for that turn", so you should be able to move, drop rocks, shoot and charge all in your very first turn. This is why I re-evaluated the unit, as this coupled with Chameleon skinks and the Hurricanum spell can shred enemy characters and artillery before they can react.

Oh God from the very first moment I decided i wanna play Seraphon above all, I wanted to go to a Skink oriented army mostly while of course enjoying the rest of our beautiful units.
Even though I was a total noob Shadowstrike Starhost seemed really interesting since day one. Now it seems even more like the most fun thing to play. Thanks for all the teaching man and please.. keep it up !
 
Oh God from the very first moment I decided i wanna play Seraphon above all, I wanted to go to a Skink oriented army mostly while of course enjoying the rest of our beautiful units.
Even though I was a total noob Shadowstrike Starhost seemed really interesting since day one. Now it seems even more like the most fun thing to play. Thanks for all the teaching man and please.. keep it up !

Skinks rule Lustria, just saying......
 
*cracks knuckles*

Let's do this. You want TAC? Let's do TAC. I am also writing this up at like 2am so it may be a tad rambling.

I wrestled with a lot of ideas before I came up with this list. I will absolutely have to revive my old list emporium soon because this has given me some seriously dumb ideas (Extremis Chamber play very nicely with a Bloodclaw Starhost). For this thread however, I have simply refined an older idea so as to keep largely within the rules of being focussed on Seraphon.

Brace yourselves- there is no Bastiladon in this list.

The List

Bloodclaw Starhost 100
Old Blood on Carnosaur 320
Scar Veteran on Cold One 100
Scar Veteran on Cold One 100
Scar Veteran on Cold One 100
Warriors (10) 100
Celestite Clubs
Warriors (10) 100
Celestite Clubs
Warriors (10) 100
Celestite Clubs

Shadowstrike Starhost 120
Skink Starpriest 100
Chameleon Skinks (5) 120
Chameleon Skinks (5) 120
Terradons (3) 140
Sunleech Bolas

Celestial Hurricanum 320

Gryph Hound 40
Total: 1980

The Reasoning and the Theory


Whilst attempting to build a balanced list, I try and ensure that I tick as many of the list building rules as possible:

- Can I deal mortal wounds?
- Am I prepared to take mortal wounds?
- Am I mobile enough?
- Do I have sources of magic or unbinding?
- Do I have means of dealing with artillery?
- Can I deal with tarpits?
- Can I deal with aggressive deployment?
- Do I have either a balance of both combat and ranged damage, or an overwhelming amount of one of them?
- Can I take objectives?

When thinking of what makes a good TAC list, I thought that the best way of being ready for anyone is to simply not let them play how they want to play. The aim of this list is to disrupt the enemy gameplan and alpha strike their weak points. On recent review, Terradons are far better than I gave them credit for when used in a Shadowstrike starhost- they can potentially weaken/kill 3 key targets the turn they drop in (Drop rocks, shoot, combat) which is integral to what we want to achieve. This will be the lynchpin for our plan of attack. The Bloodclaw with 3 Scar Vets on Cold Ones is a cost effective way of creating our Alpha Strike contingency- they gain a lot of attacks and cut through heroes or chaff units alike. The Hurricanum is a Hurricanum. The Gryph hound is there to bulk points, and can give me protection from enemy units that want to outmanoeuvre my Alpha Strike.

The Game Plan

It is no coincidence that all the heroes in the Bloodclaw and the Hurricanum have a movement of 10- this will form our Alpha Strike. Their goal is to intercept the enemy army and kill as many things as possible. Scoring units, Monsters and Heroes are our priority with this group. What is so nice about this is that the Hurricanum synergises so well with the Bloodclaw heroes- it provides with a to hit buff, it can ping off enemy heroes or monster killers with its mortal wounds, and (most excitingly for me), it means that I can actually try and unbind enemy spells for once due to being so far up the field. In return, the Bloodclaw can keep the Hurricanum safe from combat and provide too many high value targets for the opponent to focus on.

The Starpriest and the Gryph will also be running to keep up with our Alpha Strike, as the Starpriests spell and staff buff on our Carnosaur can be absolutely brutal, whilst he Gryph hound is excellent at stopping armies like Sylvaneth or Clan Skryre from getting round our attackers.

The Terradons and the Cham Skinks are both there to dismantle the opponent on turn one. Drop your Terras so that you can move them over a key target such as Wizards, Priests and War Machine crew, then drop rocks on them. You can then choose to either use your shooting to finish off your initial target or pick a new one. You can then repeat the process with your combat phase. If all goes according to plan you've traded your Terradons up in terms of points, and also ruined your opponent's initial plans. The Cham skinks are excellent at taking out similar targets, but don't be so eager to dispose of them- late game they can snag you objectives.

The Warriors exist solely to use their 10" march to get to objectives. They're not awful in a fight which is nice, but don't go throwing them to the wolves.

Conclusions/Thoughts
As a few members on here know, I really like cheesy, silly lists. This, unfortunately, is not overly cheesy. It is however pretty balanced, and will give most armies a damn good fight.

Keeping it mostly focussed on Seraphon hurt quite a bit. Spending 220 points on battalions hurts my min/max brain, but it provides so much flexibility that we otherwise would miss out on. I really wish that I could find a way of getting healing in here as well, but damnable hero limits got in the way.

Could this list crack something super defensive like Bowsers? Hard to say. Could it beat other balanced lists? I would put money on it. It brings just enough of each of the core rules of list building to create something that is strong, but fair.

Unfortunately, I'm not a fan of playing fair.

To the list emporium, awaaaaaaaaaaay


Nice list! I really like the bloodclaw portion, especially triple Cold One Vets, my boys!

I'm not a huge fan of the Shadowstrike in this list. I do think you are over paying for what you are going to get. Terradons, IMO, are really high variance. Most of the time you are not going to get what you want from them. Too many things have to go right, just to get 4-5 mortal wounds? Then they are done and don't do anything.I like the idea of the Terradons, I just think that you might be disappointed in them when they are on the battlefield. That, combined with the fact that chameleon skinks don't need the formation to do well, makes me think if you dropped the terradons and formation you could add something better.

You would have 360 points to play with. I would look towards a Starseer. It would be great with the Celestial. Maybe consider a Bastiladon, or more range units? I would also worry about tarpit units. You have some good damage but I'm not sure how you would handle mass infantry.

With those points you could add a Jade Battlemage and Carnosaur/Stegadon. Or a Star priest and a bunch of Salamanders/Razordons. I thnk you could improve by removing the formation and Terradons.

I think the Terradons are more of a fun, whacky unit that once in every 3-4 times will do something cool, but most of the time just disappoint you :(

Leaders
Celestial Hurricanum With Celestial Battlemage (320)
Saurus Oldblood on Carnosaur (320)
Saurus Scar-Veteran on Cold One (100)
Saurus Scar-Veteran on Cold One (100)
Saurus Scar-Veteran on Cold One (100)

Battleline
10 x Saurus Warriors (100)
10 x Saurus Warriors (100)
10 x Saurus Warriors (100)

Units
5 x Chameleon Skinks (120)
5 x Chameleon Skinks (120)

Battalions
Bloodclaw Starhost (100)

Total: 1580/2000

That actually looks like a super clean start to a list. You could go in a lot of different directions!

Those are my thoughts!
 
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Hello people! I updated my TAC list thanks to all your input and discussions. My big question is how can we maximize the usefulness of the Celestial Hurricanum? Bowser went with the Thunderquake and 2 Bastiladons which seems pretty good. I want to go a cheaper route.

What artillery pieces would you think work best in this list?

-Salmanders?
-Razordons?
-Dwarf Canon?
-Dwarf Boltthrower?
-Helbalster Volleygun?


I like the Salamanders because they work so well with the Starseer, making it more likely to get the Mortal wound burn, but their range is very low. Razordons could pump out a great number of wounds, which this list would need to deal with infantry blocks, but again their range is weak. The human/dwarf artillery offers much better range and some rend, but it is slow. What do you guys think?


Leaders:
Celestial Hurricanum With Celestial Battlemage (320)
Battlemage (100)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One (100) - General
Skink Starseer (160)

Battleline
20 x Skinks (160)
10 x Skinks (80)
10 x Skinks (80)

Units
5 x Chameleon Skinks (120)
5 x Chameleon Skinks (120)
3 x Skink Handlers (40)
1 x Salamanders (60)
1 x Salamanders (60)
1 x Salamanders (60)

Total:1980/2000
 
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Good list but I would probably drop the scar-vet on cold one, add in a skink chief as general, and put in a 4th salamander. Scar-Vet's command ability is wasted here.
Here is one I am experimenting with.
Leaders
Celestial Hurricanum With Celestial Battlemage (320)
Jade Battlemage (100)
Battlemage
Skink Starpriest (100)
Saurus Scar-Veteran on Carnosaur (260)
- Warblade
Saurus Scar-Veteran on Carnosaur (260)
- Warblade
Loremaster (100)

Battleline
5 x Vulkite Berzerkers (80)
- Handaxe & Slingshield
5 x Vulkite Berzerkers (80)
- Handaxe & Slingshield
5 x Vulkite Berzerkers (80)
- Handaxe & Slingshield

Units
5 x Chameleon Skinks (120)
5 x Chameleon Skinks (120)
3 x Ripperdactyl Riders (140)

War Machines
Helblaster Volley Gun (120)

Battalions
Shadowstrike Starhost (120)

Total: 2000/2000

Vulkite berserkers are just better than skinks for cheaper. I chose the volley gun, but will probably drop it for somehing else later. Should be interesting.
 
Thanks for the input! That list looks very interesting! I'm not a fan of the Dwarf models, but I see your point. I want to use other Order models, but with conversions so it is still a Seraphon army. I also have a personal preference for bigger bodies in front of units like the Hurricanum and the bodies also help in objective based missions. I'm actually considering replacing one Salamander with 10 more Skinks just to buff their numbers. I also like the Cold One's small buff to the Carnosaurs and his general ability to fight weaker heroes. He is so cheap, and I really like using them. The Helblaster seems really good, I also like the Bolt Thrower. The Bolt Thrower would definitely be easy to convert that model into a Seraphon conversion too :).l
 
Thanks for the input! That list looks very interesting! I'm not a fan of the Dwarf models, but I see your point. I want to use other Order models, but with conversions so it is still a Seraphon army. I also have a personal preference for bigger bodies in front of units like the Hurricanum and the bodies also help in objective based missions. I'm actually considering replacing one Salamander with 10 more Skinks just to buff their numbers. I also like the Cold One's small buff to the Carnosaurs and his general ability to fight weaker heroes. He is so cheap, and I really like using them. The Helblaster seems really good, I also like the Bolt Thrower. The Bolt Thrower would definitely be easy to convert that model into a Seraphon conversion too :).l
Get on it! I want to see some conversions! Haha!
 
Hello people! I updated my TAC list thanks to all your input and discussions. My big question is how can we maximize the usefulness of the Celestial Hurricanum? Bowser went with the Thunderquake and 2 Bastiladons which seems pretty good. I want to go a cheaper route.

What artillery pieces would you think work best in this list?

-Salmanders?
-Razordons?
-Dwarf Canon?
-Dwarf Boltthrower?
-Helbalster Volleygun?


I like the Salamanders because they work so well with the Starseer, making it more likely to get the Mortal wound burn, but their range is very low. Razordons could pump out a great number of wounds, which this list would need to deal with infantry blocks, but again their range is weak. The human/dwarf artillery offers much better range and some rend, but it is slow. What do you guys think?


Leaders:
Celestial Hurricanum With Celestial Battlemage (320)
Battlemage (100)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One (100) - General
Skink Starseer (160)

Battleline
20 x Skinks (160)
10 x Skinks (80)
10 x Skinks (80)

Units
5 x Chameleon Skinks (120)
5 x Chameleon Skinks (120)
3 x Skink Handlers (40)
1 x Salamanders (60)
1 x Salamanders (60)
1 x Salamanders (60)

Total:1980/2000

Seems interesting but since you are going after the power of our salamanders maybe you should invest on it :

You are already paying for a Starseer so I believe you can utilize the heavenswatch starhost as salamanders attack on 3+ 3+ and by rerolling both 1+s' you 'll be having a pretty high rate of sucess at each shooting phase. For this host, you still lack 300p - 280p as we are at 1980.

Jade battlemage : I believe it does not return its cost in this particular list, as salamanders only have 3 wounds each (which ALL of them can heal every round instead of picking one) our monsters don't really need the heal, and it doesn't worth investing 100p just for the hurricanum which doesnt have the best save after all so you can't rely on the D3 heal for his survival. Take the starpriest instead. +1 to save from mystic shield and -1 to the hits of the opponents' important unit, may actually ending up saving more than D3 wounds ! 180p to go

Skinks : I'd drop the 10 skinks from the unit of 20 since they will lose the bonus almost immediately without any effort and even with it, you will at best earn a "to be saved wound" which won't even be having rend so nothing important lost there. The rest 10 can still be awesome for screens / objectives. 100p to go

Now this is where it gets a bit tricky. I would swap the one ScarVet but I don't know what other models you have or if you are willing to swap him out. If not, just nevermind this comment ! :D
 
Get on it! I want to see some conversions! Haha!

Haha. I use the same excuse as everyone else, I wish I had more time! I actually started painting my Stegadon for the Celestial Hurricanum and I orded bits! The Bits will probably take a while to ship...

@Seraphage

I do like the Heavenswatch, but I think it is better with Monsters, so you can take advantage of the heal. You are right about the Jade Battlemage and maybe after a few games Ill change my mind. I do like that the spell has an 18inch range. You can hit a Carnosaur after a turn of melee. Also a lot of the Hurricanum's damage comes from keeping it healthy, so although its a heavy tax, getting it back to 3 Storm missiles or 2 missiles seems big. I will definitely keep an eye on how it preforms. The -1 from Starpriests is always good, so I can see an argument for him!

I going to be super busy the next month or so, so it may be awhile before I can get the list together and play it... Damn you real life responsibilities! Damn you!
 
Haha. I use the same excuse as everyone else, I wish I had more time! I actually started painting my Stegadon for the Celestial Hurricanum and I orded bits! The Bits will probably take a while to ship...

@Seraphage

I do like the Heavenswatch, but I think it is better with Monsters, so you can take advantage of the heal. You are right about the Jade Battlemage and maybe after a few games Ill change my mind. I do like that the spell has an 18inch range. You can hit a Carnosaur after a turn of melee. Also a lot of the Hurricanum's damage comes from keeping it healthy, so although its a heavy tax, getting it back to 3 Storm missiles or 2 missiles seems big. I will definitely keep an eye on how it preforms. The -1 from Starpriests is always good, so I can see an argument for him!

I going to be super busy the next month or so, so it may be awhile before I can get the list together and play it... Damn you real life responsibilities! Damn you!

Haha, I know right ! I feel exactly the same ! So much AoS to be played, so many responsibilities to be finished !
 
Haha. I use the same excuse as everyone else, I wish I had more time! I actually started painting my Stegadon for the Celestial Hurricanum and I orded bits! The Bits will probably take a while to ship...

@Seraphage

I do like the Heavenswatch, but I think it is better with Monsters, so you can take advantage of the heal. You are right about the Jade Battlemage and maybe after a few games Ill change my mind. I do like that the spell has an 18inch range. You can hit a Carnosaur after a turn of melee. Also a lot of the Hurricanum's damage comes from keeping it healthy, so although its a heavy tax, getting it back to 3 Storm missiles or 2 missiles seems big. I will definitely keep an eye on how it preforms. The -1 from Starpriests is always good, so I can see an argument for him!

I going to be super busy the next month or so, so it may be awhile before I can get the list together and play it... Damn you real life responsibilities! Damn you!

Oh no :( I was really excited with your list and the idea that came up that I started writing one similar for my own until I revised the Heavenswatch and remembered that only a pack = salamander + handlers can be part of it, the rest 2 would be off of it so just forget about my suggestion :(
 
Yeah, with the Celestial Hurricanum around, you hit on a 2+ and if you have an extra reroll or two from the Starseer you can make it pretty likely to wound as well.
 
I dislike the GW Salamander model. I was thinking about getting rid of the Khorne symbols and adding some length to their tails. They would also need larger bases. What do you guys think? Their face is pretty canine, but it could work.

179853-99819915015_FleshHoundsofKhorne01.jpg
 
Salamanders have a 60 by 35 mm oval, these guys have a 50 mm round, should be able to make it work.
 
*cracks knuckles*

Let's do this. You want TAC? Let's do TAC. I am also writing this up at like 2am so it may be a tad rambling.

I wrestled with a lot of ideas before I came up with this list. I will absolutely have to revive my old list emporium soon because this has given me some seriously dumb ideas (Extremis Chamber play very nicely with a Bloodclaw Starhost). For this thread however, I have simply refined an older idea so as to keep largely within the rules of being focussed on Seraphon.

Brace yourselves- there is no Bastiladon in this list.

The List

Bloodclaw Starhost 100
Old Blood on Carnosaur 320
Scar Veteran on Cold One 100
Scar Veteran on Cold One 100
Scar Veteran on Cold One 100
Warriors (10) 100
Celestite Clubs
Warriors (10) 100
Celestite Clubs
Warriors (10) 100
Celestite Clubs

Shadowstrike Starhost 120
Skink Starpriest 100
Chameleon Skinks (5) 120
Chameleon Skinks (5) 120
Terradons (3) 140
Sunleech Bolas

Celestial Hurricanum 320

Gryph Hound 40
Total: 1980

The Reasoning and the Theory


Whilst attempting to build a balanced list, I try and ensure that I tick as many of the list building rules as possible:

- Can I deal mortal wounds?
- Am I prepared to take mortal wounds?
- Am I mobile enough?
- Do I have sources of magic or unbinding?
- Do I have means of dealing with artillery?
- Can I deal with tarpits?
- Can I deal with aggressive deployment?
- Do I have either a balance of both combat and ranged damage, or an overwhelming amount of one of them?
- Can I take objectives?

When thinking of what makes a good TAC list, I thought that the best way of being ready for anyone is to simply not let them play how they want to play. The aim of this list is to disrupt the enemy gameplan and alpha strike their weak points. On recent review, Terradons are far better than I gave them credit for when used in a Shadowstrike starhost- they can potentially weaken/kill 3 key targets the turn they drop in (Drop rocks, shoot, combat) which is integral to what we want to achieve. This will be the lynchpin for our plan of attack. The Bloodclaw with 3 Scar Vets on Cold Ones is a cost effective way of creating our Alpha Strike contingency- they gain a lot of attacks and cut through heroes or chaff units alike. The Hurricanum is a Hurricanum. The Gryph hound is there to bulk points, and can give me protection from enemy units that want to outmanoeuvre my Alpha Strike.

The Game Plan

It is no coincidence that all the heroes in the Bloodclaw and the Hurricanum have a movement of 10- this will form our Alpha Strike. Their goal is to intercept the enemy army and kill as many things as possible. Scoring units, Monsters and Heroes are our priority with this group. What is so nice about this is that the Hurricanum synergises so well with the Bloodclaw heroes- it provides with a to hit buff, it can ping off enemy heroes or monster killers with its mortal wounds, and (most excitingly for me), it means that I can actually try and unbind enemy spells for once due to being so far up the field. In return, the Bloodclaw can keep the Hurricanum safe from combat and provide too many high value targets for the opponent to focus on.

The Starpriest and the Gryph will also be running to keep up with our Alpha Strike, as the Starpriests spell and staff buff on our Carnosaur can be absolutely brutal, whilst he Gryph hound is excellent at stopping armies like Sylvaneth or Clan Skryre from getting round our attackers.

The Terradons and the Cham Skinks are both there to dismantle the opponent on turn one. Drop your Terras so that you can move them over a key target such as Wizards, Priests and War Machine crew, then drop rocks on them. You can then choose to either use your shooting to finish off your initial target or pick a new one. You can then repeat the process with your combat phase. If all goes according to plan you've traded your Terradons up in terms of points, and also ruined your opponent's initial plans. The Cham skinks are excellent at taking out similar targets, but don't be so eager to dispose of them- late game they can snag you objectives.

The Warriors exist solely to use their 10" march to get to objectives. They're not awful in a fight which is nice, but don't go throwing them to the wolves.

Conclusions/Thoughts
As a few members on here know, I really like cheesy, silly lists. This, unfortunately, is not overly cheesy. It is however pretty balanced, and will give most armies a damn good fight.

Keeping it mostly focussed on Seraphon hurt quite a bit. Spending 220 points on battalions hurts my min/max brain, but it provides so much flexibility that we otherwise would miss out on. I really wish that I could find a way of getting healing in here as well, but damnable hero limits got in the way.

Could this list crack something super defensive like Bowsers? Hard to say. Could it beat other balanced lists? I would put money on it. It brings just enough of each of the core rules of list building to create something that is strong, but fair.

Unfortunately, I'm not a fan of playing fair.

To the list emporium, awaaaaaaaaaaay


Why the 3 scar vet on cold one? Doesn't their command ability basically just buff each other? Is it worth taking all three instead of 2 and a sunblood for example? Or taking some knights for battleline?
 
Why the 3 scar vet on cold one? Doesn't their command ability basically just buff each other? Is it worth taking all three instead of 2 and a sunblood for example? Or taking some knights for battleline?
Nevermind on the knights question. They're seraphon battleline.
 
All Saurus gain the ability to reroll charge and hit rolls wit scar-vet on cold one. They just don't get the extra bite.
 
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