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Tutorial Matched Play List GHB2019

Hey,
I just registered because of your great guides und lists. Tank you. Excuse my bad english please but i am asking myself a question i cant answer:
In the DT batalion:
I call my troops 18' around the slann (After losat and cogs) and 9' away from any enemy. Even with cogs the succesfull charge of SV on Cold one / Knights / carno seems risky to me.
Excuse my noob question. Am i missing something? They have to roll 7+ or am i wrong?
Glad you have joined us on Lustria.

There is certainly inherent risk.

As the others have suggested, you can use command point reroll on the charge. 7+ is risky, but the main goal is to create screens and walls that will hamper your opponent's movement.
 
@LizardWizard I repeatidly see you using Cogs + BWV in every list you've done. While i can get how cheap and efficient BWV can be , would love more insight on your way to use Cogs, since i'm not sure about it's use as mouvement boost, or the cost efficiency of the bonus spell.
 
@LizardWizard I repeatidly see you using Cogs + BWV in every list you've done. While i can get how cheap and efficient BWV can be , would love more insight on your way to use Cogs, since i'm not sure about it's use as mouvement boost, or the cost efficiency of the bonus spell.
Cogs, in my opinion, is mandatory for Seraphon. The extra spells for summoning are very important. Additionally, it frequently plays a role in my ability to steal objectives. LoSaT places your unit outside of 9". Being able to speed up time to make the charge 7" is a huge advantage.

This is especially true with Skinks. On multiple occasions I have rolled into summoning with my EotGs. Summoned 20 Skinks. LoSaT'ed those Skinks within 9" or an enemy unit on an objective. Then speed up time to make the Charge 7". After charging I elect that unit to fight, and then use wary fighting to steal the objective. There is little recourse for your opponent in the late game when their hordes are depleted and their army's footprint has shrunk.

Even when units start on the board the extra 2" of movement and charge can be massive. I also generally run some version of Shadowstrike Starhost. In the event that one of my matches is on a battle plan that doesn't allow for reserves I am generally still able to reach my opponent on my first turn with my Ripperdactyls if needed in part due to cogs.

Lastly, having control over a table wide movement buff and being able to activate it in moments when it will help you and not your opponent is a significant advantage in such a movement heavy game as AoS.
 
I mustache thee a question, how goes the archaon list? If it’s not ready that’s completely understandable and please don’t stress if it’s not ready.
 
I mustache thee a question, how goes the archaon list? If it’s not ready that’s completely understandable and please don’t stress if it’s not ready.
I completely forgot. I write a lot of list for club mates and had a few request from them. I do think Archaon shines most when in Hedonites of Slaanesh, but I am happy to write a Khrone list with him if you prefer.
 
In the event that one of my matches is on a battle plan that doesn't allow for reserves I am generally still able to reach my opponent on my first turn with my Ripperdactyls if needed in part due to cogs.

So Dracothion's Tail is still viable even at Total Commitment?

I also wanted to ask if Scar-Veteran on Carnosaur with is still viable instead of Oldblood?
 
So Dracothion's Tail is still viable even at Total Commitment?

I also wanted to ask if Scar-Veteran on Carnosaur with is still viable instead of Oldblood?
Dracothion’s tail is still pretty viable, and both carnosaurs are formidable. Knights are cheap and mobile heavy infantry, and dropping down plus a LoSaT is lethal.
On scar vet, it may not have the same carno power but warspear synergies excellently with sword of judgement, and can deal a LOT of damage
 
1500 points dracothion’s tail

Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Spell: Stellar Tempest

Saurus Astrolith Bearer (160)
- Artefact: Miasmatic Blade
Saurus Oldblood on Carnosaur (240)
- Artefact: Doppelganger Cloak
Saurus Scar-Veteran on Cold One (100)
- Artefact: Sword of Judgement
Skink Starpriest (80)
- Spell: Stellar Tempest

Battleline
5 x Saurus Knights (80)
- Blades
5 x Saurus Knights (80)
- Blades
5 x Saurus Knights (80)
- Blades
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers

Units
3 x Razordons (120)

Battalions
Dracothion's Tail (80)
Firelance Starhost (150)

Total: 1500 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 85

Return to index
 
Last edited by a moderator:
1500pt: Shadowstrike Starhost

Allegiance: Seraphon

-Mortal Realm: Aqshy

Leaders:
Slann Starmaster
(260)
- General
- Trait: Great Rememberer
- Artefact: Ignax's Scales
- Spell: Stellar Tempest

Skink Starpriest (80)
- Artefact: Ruby Ring
- Spell: Meteoric Convocation


Battleline:
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers

Units:
6 x Ripperdactyl Riders (280)
3 x Razordons (120)
3 x Razordons (120)
3 x Razordons (120)

Battalions:
Shadowstrike Starhost
(180)

Endless Spells / Terrain / CPs:
Balewind Vortex
(40)
Chronomantic Cogs (80)

Total: 1490 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 86

Return to Index
 
Meeting Engagement: Shadowstrike Starhost

Allegiance: Seraphon
- Mortal Realm: Ghur

SPEARHEAD:
10 x Skinks (70)
- Meteoric Javelins & Star Bucklers

MAIN BODY:
Skink Starpriest
(80)
- General
- Command Trait : Master of Star Rituals
- Artefact : Gryph-feather Charm
- Spell : Meteoric Convocation

6 x Terradon Riders (240)
- Sunleech Bolas
10 x Chameleon Skinks (220)
10 x Skinks (70)
- Boltspitters & Star Bucklers

REARGUARD:
2 x Razordons (100)
3 x Skink Handlers (40)

BATTALIONS:
Shadowstrike Starhost
(180)

TOTAL: 1000/1000
EXTRA COMMAND POINTS: 1
Wounds: 61
Return to Index

A few months later, but now I prepare to participate in a tournament with meeting engagement rules, and I started looking for lists, and if i don't understand bad the rules, this list have a little problem, terradons and Chameleon can't be double before rearguard group
 
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A few months later, but now I prepare to participate in a tournament with meeting engagement rules, and I started looking for lists, and if i don't understand bad the rules, this list have a little problem, terradons and skinks can't be double before rearguard group
Main body and Rearguard can have double min sized units to my knowledge.
 
Main body and Rearguard can have double min sized units to my knowledge.
AoSGHMeetingEngage-Jun11-ArmyChart2id.jpg

If I understand in Main body, only battleline can be double-sized
 
Thanks for clarifying. I keep my books at the club. I haven't played any Meeting Engagement since the first 3 weeks it released. I need to go back and update all the list for it and do some new playthroughs.
 
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