Hello! I have been dabbling in the Seraphon list since AoS arrived but I had been focusing on Disciples of Tzeentch for a long time. Now with GH 2017 out, I am wanting to get back in and teleport in some dinos! I would love to get some feedback on how to build my old Lizardmen into a fancy new Seraphon list. Here’s what I have so far: Slann Mage Priest Skink Priest x2 Saurus Guard x5 Saurus Warriors (Spears) x20 Saurus Warriors (Clubs) x20 Skinks (assorted) x 48 Skink Chief x2 Saurus Cavalry x8 Terradon Riders x3 (old and metal, don’t really want to use) Engine of the Gods Salamanders x2 Kroxigors Razordon Handlers for above Saurus Scar-Vet/Oldblood on Carnosaur I went out and purchased the Thunderbeast host box, an Eternity Warden, and a Skink Starpriest! I love big dinos, Saurus Guard, and my Slann. My big goal is to have teleporting Dino-Charges (I call it Dino Crisis), what would you all recommend?
Very nice! Start building lists around getting those teleported units into combat once they have been tp'd. Look at options with Stegadons ability to grant D6 movement after tp to units with the "skink" keyword. Or using balewind to push your dinos 3" or so after teleporting also there are Slann constellations for charge bonuses, skink priests allowing bubble reroll charges and spells such as curse of fates allowing you to modify one dice roll +1/-1
Here's my initial plan for 1500 pts, any thoughts on tweaking? Allegiance: Seraphon Leaders Engine of the Gods Slann StarmasterUnits 10 x Saurus Warriors - Clubs 10 x Skinks 10 x Skinks 3 x Skink Handlers 2 x SalamandersBehemoths Stegadon StegadonBattalions Thunderquake Starhost
I think I'd probably replace the 10 x Saurus Warriors unit. Reasoning behind that: In my experience ten Saurus are only marginally better than ten Skinks since they don't do much damage, you don't have anything to buff them in your army, they are slower than skinks and therefor too expensive compared to what you can use them for. Maybe replace them with another Skink unit for 60 points and add another Salamander for the remaining 40 points. ...I still think that a Thunderquake in a 1.5k game is pretty risky because you lack wounds. On the other hand... Those monsters can do terrible damage, that helps. What's your planned tactic? If you don't need two teleports you can get the Starlight spell for the Slann which makes your army more durable, especially against those units that deal extra damage on a 6+, and the Curse of Fate spell that helps your EotG.
Not sure but if you drop a handler you could get 40 skinks in but that only gives you one batteline, but you could go. Allegiance: Seraphon Leaders Engine of the Gods Slann Starmaster Units 10 x Skinks 40 x Skinks 2 x Skink Handlers 2 x Salamanders Behemoths Stegadon Stegadon Battalions Thunderquake Starhost I think that's 1510 but you could drop down to 1 handler dunno if that's a good idea or not?
Definitely drop the x10 warriors. I 've used them many times and are a very interesting unit but not on units of 10. You just pay an incredible huge tax for something that does mediocre damage and dies fast. Really fast. Use skinks x10 for a 3rd battleline and use those precious 40 points for another salamander ( proxy with razordon but if you dont like proxying, just put a razordon, works just fine ! ) I doubt this list would need the 2 teleports, it would be weakened if your units are too far apart. Go for the Skink spells and spam Mystic Shield, Summon Starlight and Curse of Fates ( or arcane bolt, depending on your needs ) Remember : Curse of fates besides working great for even better use of EotG, is extraordinary for teleport, in order to be 100% sure it WILL move and have 33% chance that it can normally move after tp * especially the 1st one is of huge importance !* So at a round you 'll be needing that Stega charge, besides having the d6 ability of it to move extra, you can make the charge even easier so that HUGE -3 Rend can severely damage Elite opponents !