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AoS Fangs of Sotek 2k

Discussion in 'Seraphon Army Lists' started by LordRibbit, Sep 10, 2017.

  1. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    So playing around with a list (as usual) thoughts?

    Slann Great Rememberer, Light of Dracothion
    Old Blood on Carno,Blade of Realities
    Starseer
    Skink Priest, Priestly Trappings, Celestial Rites
    Sunblood, Coronal Shield

    40 warriors with spears
    10 warriors with clubs
    10 warriors with clubs

    40 skinks with blowpipes
    10 skinks with javelins

    Fangs of Sotek
    Sunclaw Starhost

    Whilst I normally go with a guard heavy list this seems like it could really work well for a tournament, one drop so 90% going first, teleporting the 40 block with hopefully curse of fates, mystic shield and celestial rites along with the great drake constellation. 2 lines of 20 putting out 81 spear attacks and 40 bites is going to make units disappear.
     
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  2. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Seems interesting. Suggestions :

    1. Swap Priest for a Starpriest, I strongly recommend this. Besides the randomness of 4+ for the rerolls, 5+ rerollable doesn't help as much as you think. -1 to hit on the big block is huge. I 'm training on a Sunclaw since Spring most of the times and I 've seen the impact of each of these pretty well.
    2. What will the 40 skink block do ? A unit of 10 man always is useful but a 40man unsupproted feels somehow a little off ?
     
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  3. Tizianolol
    Temple Guard

    Tizianolol Active Member

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    I suggest to add a scar vet carno. So you can buff him with ob command ability making jaws really powerfull:) ob and scar vet can use it when pile! Its a great way to kill that meta hords lists:)
     
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  4. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Thanks for the advice, I appreciate it a lot. My main problem is how to secure as much as possible
    Oldbloods' survivability so the 200 points won't go to waste !
     
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  5. Kurdelski
    Jungle Swarm

    Kurdelski New Member

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    I got a list that capitalises on the ob command ability
    Allegiance: Seraphon

    Leaders
    Saurus Oldblood on Carnosaur (280)
    Saurus Scar-Veteran on Carnosaur(240)
    - Warblade
    Saurus Scar-Veteran on Carnosaur(240)
    - Warblade
    Saurus Sunblood (120)
    Slann Starmaster (260)

    Battleline
    40 x Saurus Warriors (360)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs

    Battalions
    Fangs of Sotek (100)
    Sunclaw Starhost (130)

    Total: 1930/2000

    What people think?
     
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  6. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    The problem here is you are kinda banking on two forms of main damage dealers... the carnos and the sunclaw battalion. I would personally choose one and build the list more around it. The list here has no skink priests for rerolling bubble saves in combat and no astrolith for rerolling hits ;) Remember AOS is all about the synergies and you really wanna try keep those carnos alive. Personally I would drop one scar vet on carno and the unit of 40 saurus to 30 in favour of an astrolith bearer, a skink priests and 3x razor/sallies. To Field the three carnos I think you would have to lose the fangs of sotek battalion idea, or run much smaller saurus units in the sunclaw (making them pretty useless)
     
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  7. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    I was thinking of mystic shield on the 40 block and the priest gives me re-roll charges too to get in there first turn, adding with curse of fates on the unit then I will more than likely get in

    40 skinks to give me a bit of shooting but mostly for bodies to take objectives, got a tournament coming up so playing all 6 missions
     
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  8. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    Update: Thinking of dropping the skinks and going for a stegadon instead....thoughts?
     
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  9. Meatgrinder
    Skink

    Meatgrinder Member

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    I think you could cut down the unit size to save some points, but theye what like 200points for 40 wounds? Thats pretty good, a stegadon wont replace that.
     
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  10. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    Update: Thinking of dropping the skinks and going for a stegadon instead....thoughts?
    I know, that's why I'm not sure about it. The steg would give me more damage output especially first turn....
     
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  11. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    Finally settled on this list for my GT:

    Slann Great Rememberer, Incandescent Retrices
    Old Blood on Carno, Coronal Shield
    Alstriloth Bearer, Prism of Amyntok
    Skink Priest, Priestly Trappings, Celestial Rites
    Sunblood
    Star Priest

    40 warriors with spears
    10 warriors with clubs
    10 warriors with clubs

    40 skinks with blowpipes


    Fangs of Sotek
    Sunclaw Starhost

    Probably a little hero heavy but if all the buffs go off I'm looking at doing a lot of damage first turn!
     
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  12. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    This exactly list besides Prism as I m not sure how to take advantage of it yet and keep priest useful, is one of the lists I made as well. Good luck and looking forward to see how it goes !
     
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  13. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    Plan is to teleport the bearer and plant his standard so doesn't move anyway, a bit risky but I like a bit of danger lol. Priest isn't as essential as it has been in previous lists but I thought it was worth the gamble.

    Will let you know in just over two weeks!
     
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  14. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Awesome ! Oh I just realised it's a priest and not a starpriest. I'd suggest you to considerate the Starlight, You can NEVER go wrong with it ! Good luck !
     
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  15. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    And also don't forget hwo the mechanism works : they have -1 to hit BEFORE the modifier. So if he hits on 3+ rerollable, ALL the 3s rolled do NOT get rerolled as they are "successful" hits and then fail due to the modifier. It is TOO GOOD to be passed for real inho !
     
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  16. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I need to remember that in the future. I technically know it works that way but when on the table I somehow tend to mix it together with the modifiers.
     
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  17. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Took me 3 months and 2 tournaments to learn it haha ! I feel you
     
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  18. Arawn
    Saurus

    Arawn Member

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    Hello,
    Just a question because I don't understand, how you can maximize damage during the first turn? The batallion gives you +3 to the move, but it won't be enough to charge. and if you teleport units will be 9" away (except on a 6 to teleport them).
    I am sure I missed something...

    Ok my bad, understood... :p with all the buffs it makes it much easier
     
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  19. mysticalslann
    Skink

    mysticalslann New Member

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    enlighten me :D
     
  20. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    I wouldn't think of the 1st turn bonus as something to be used for charging because it is as you said. More like something that allows you to redirect your units a bit and have swiftest moves
     
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