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The thing is:
Waiting to summon something big is risky.

I tried it vs. Ironjawz, and the problem was that my opponent played a Gorefist. Nine big grunting pigs and a dragon in my face, in turn one.
He almost tabled me and I realized that I just couldn't wait.
I tried to save the day summoning some cheaper stuff (like a Troglodon, it works decently against Orruks) but it was too late.
 
Yeah I always want to summon my Dread but I often just because of the flow of the game can't wait. I have found he becomes my scary win more button.
 
Sooo... I didn't want to just give up on this idea, cause I love the insane nature of it. So I re-tuned the list to give it more viability until the Dread Saurian is summoned! Let me know your thoughts:

Allegiance: Seraphon
Mortal Realm: Ulgu

Leaders
Lord Kroak (450)
- General
Engine of the Gods (220)
- Artefact: Miasmatic Blade
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
- Artefact: Spellmirror

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

Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)

Battalions
Shadowstrike Starhost (180)

Endless Spells
Balewind Vortex (40)
Chronomantic Cogs (60)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 120
 
if I was your opponent and saw this list my bowels would become a volcano. That is one terrifying army list, and a T2 dread saurian is the final nail in the coffin for any foe.
 
So, I plan to play against a Tzeentch player tomorrow at 1250 points. This is the same player from my doubles battle report. It's going to be a coached session, with a more seasoned player watching and coaching the Tzeentch player (and likely me, at times) on tactics. My list is pretty standard; I'm not sure what he'll be bringing.

Allegiance: Seraphon
Mortal Realm: Aqshy

Leaders
Skink Starpriest (80)
- Artefact: Ruby Ring
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Ignax's Scales

Battleline
30 x Skinks (180)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins & Star Bucklers

Units
6 x Ripperdactyl Riders (280)
4 x Razordons (160)

Battalions
Shadowstrike Starhost (180)

Endless Spells
Balewind Vortex (40)

Total: 1240 / 1250
Extra Command Points: 1
Allies: 0 / 200
Wounds: 81

I went with Ignax's Scales as I anticipate him targeting the Slann with MW spells. He got a taste of the Slann's dispell power and was not a fan. Feedback is always welcome. Any suggestions on a Battle Plan? We intended to play on a 4' x 4' field.
 
Looks like we settled on Duality of Death for the Battle Plan. I'm planning to use the Starpriest with the 30 Skinks on one, using Stealth Advance, and the 10 Skinks + Razordons on the 2nd objective. T2 I'll summon a Troglodon to hopefully control that objective.
 
Just found out what my opponent is bringing:

Allegiance: Tzeentch

Leaders
The Blue Scribes (140)
Gaunt Summoner and Chaos Familiars (180)
- General
Herald of Tzeentch on Disc (140)
- Staff of Change
Ogroid Thaumaturge (180)

Battleline
10 x Pink Horrors of Tzeentch (200)
10 x Pink Horrors of Tzeentch (200)
20 x Kairic Acolytes (160)

Endless Spells
Balewind Vortex (40)

Total: 1240 / 2000
Extra Command Points: 15
Allies: 0 / 400
Wounds: 63

He's going to have more heroes than me, which gives him the advantage in this Battle Plan. He's also going to have 7 casts and unbinds to my 4 (really 1) casts and unbinds. Likely, the Acolytes will be screening the Gaunt Summoner. I'm not sure who I should focus with the Rippers, but I'm thinking which ever hero is most exposed and attempting to capture an objective. Any advice on tactics?
 
Unfortunately, a sick wife kept from playing my opponent with the above list. We're working to reschedule.

In the meantime, here's another funzie list I thought up:

Allegiance: Seraphon
Mortal Realm: Ghyran

Leaders
Lord Kroak (450)
Skink Starseer (200)
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices

Skink Starpriest (80)
Saurus Oldblood on Carnosaur (260)
Saurus Sunblood (120)
- Artefact: Ghyrstrike

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

Units
3 x Ripperdactyl Riders (140)

Battalions
Shadowstrike Starhost (180)

Endless Spells
Chronomantic Cogs (60)

Total: 1930 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 84

The idea here is to bank command points and buff the Sunblood. T1, the army will have 3, with the potential for 5 (from Kroak and Starseer).
Oldblood on Carnosaur's Command Ability gives +2 attacks to one weapon of each Saurus Hero within 20"
Sunblood's Maul is 5 attacks, 3+ Hit, 3+ Wound, -1 Rend, 1 Damage
  • With Ghyrstrike, +2 Hit & Wound and Sunblood's Ferocious Rage triggers on 5+
  • ?Use Curse of Fates on the Sunblood, for more Ferocious Rage?
  • Olblood's CA could add up to 10 additional attacks.
  • Use one CP for the Sunblood's CA, to re-roll all failed hit rolls against its target. This will reduce potential additional attacks from above to 8.
  • Use Summon Starlight against the target the Sunblood is attacking
Serpent Staff on the Oldblood

Slann's your Summoning Engine. Kroak's gonna croak. Not sure if I'd want the Cogs bonus for him or the Slann, though in most situations, I'm thinking the Slann. The Oldblood is hopefully going to support the Sunblood and potentially tie up a Hero/Monster nearby what the Sunblood is attacking, thus also benefitting from the same Command Abilities.

Couple of possible changes:
I had to drop the Rippers to 3 models to fit in the required 3 Battleline. I'm not sure the Starseer is worth the 200 points in this list? I know Curse of Fates CAN be powerful, but my initial thought was wanting that additional CP. He could be dropped for the additional 3 Rippers and 100 usable points, still keeping the list at 1950 for the additional starting CP. This would allow for another:​
  • 10x Skinks and a Razordon
  • 2x Razordons and a 20pt Endless Spell
  • 1x Razordon and a Balewind Vortex.

Thoughts?
 
Starseers are not worth bringing outside of fluff reasons atm. That being said, they are one of my favorite minis from GW. If you have a friendly game lined up then bring it!

This looks like a fun list. You have a high amount of the Seraphon leadership present.
 
Tomorrow's a new game! Playing against my friend Gwendar, likely with his Skaven army (as that's his favorite). I don't know his army composition yet, though I'm pretty sure he will bring the Warp Lightning Vortex, a Grayseer, and either Jazzell's and/or Warp Lightning Cannons. Additionally, he has Clan Rats, Plague Monks, Thanquol, a Verminlord, Stormfiends, Acolytes, and Warp Grinder. We're playing Total Commitment, so no reserve units will be allowed. It will be a 2000 MPP Matched Play.

My initial thoughts are to ditch the Shadowstrike for this game, as I'd lose one of its biggest advantages. Instead, I was thinking of bringing Dracothian's Tail. While I still wouldn't be able to utilize the reserve feature, it would allow me to have one drop, thus allowing me to watch how he deploys and just drop the rest of my army before his last drop and chose who will go first. Here's my initial idea for a list:

Allegiance: Seraphon
Slann Starmaster (260)
- General
Saurus Scar-Veteran on Cold One (100)
Saurus Oldblood on Carnosaur (260)
Skink Starpriest (80)
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
5 x Saurus Knights (90)
- Lances
4 x Razordons (160)
Bastiladon (280)
Firelance Starhost (150)
Dracothion's Tail (80)

Total: 1640 / 2000
Extra Command Points: 9
Allies: 0 / 400
Wounds: 80

I am crunched for time atm, so this is very preliminary. Haven't even picked the real for Artefacts. FYI, I do not own an EotG or Stegadon and only have one Bastilidon. In addition to what's in the above list, I have:
30 Warriors
70 Skinks
6 Rippers
AstroBear
Sunblood
ScarVet on Carno
Troglodon
Another Starpriest

I'd really appreciate any feedback on possible list combinations and/or tactics I should consider. Thanks fellow Seraphon players!
 
You still get to move the Ripper's 2D6 in setup with Shadowstrike, but losing the +1 to wound rolls for the turn they descend is rough. 6 Rippers are also good on their own, even when not in a battalion.
 
Unfortunately, I have very little experience playing and no experience against the skaven. At first glance, I'd worry about the low number of models you are fielding. Maybe some mix of skinks and rippers would help round out your force? Rippers can still pour on the hurt, and get at the enemy backline a little easier.
 
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