as I'm going to play a small tournament at 1000 pts, i feel that the ability to bring more units to the table may be the key to victory (as our summon doesn't scale with the size of the army) - Slann - EotG - Bastiladon - 2 x 10 skinks - 3 x Salamanders first turn, I'm not going to cast. 10 summon points. second turn... to not cast may be harder, but i'll go to 20 points. Unit of 3 razordons. This way, I'm going to immediately have another unit that can effective shoot at an enemy more than 9" away from the summoning distance, and also grants some further battlefield control. third turn... if the EotG hasn't summoned yet, i'll proceed with curse of fate. in the moment the engine summons, i'll pick 3 rippers, that will be able to attack immediately (and so sorry the rule of one is no more) if the ripper summon already happened, i could forego totally the casting, and go to 12 summon points for (possibly) another juicy flying unit or whatever, to support my 2 dinosaurs. thoughts?
...alternatively, i could insert an oldblood on carno instead of the Basti and buff it with curse. 4-6 I can teleport it, move and eat enemy's face, and the 3 razors will be summoned in the third turn
Just get yourself a base of the correct size, and something like this: https://www.amazon.com/YIYATOO-Vint...=B016JSLT9M&psc=1&refRID=K3ERJETSNHJVMQ43GSM3 then you can easily build it yourself.
As for your list: I am not sure if the EotG is worth it because if it is only one then the chance to summon something in the first two rounds (when you need stuff most urgently) is not that high.
in the end, i used this: - Slann - EotG - Oldblood on carno - 3 x Rippers - 2 x 10 skinks there were 8 players: Seraphon, Khorne, Dispossessed, Beastclaw riders, Nighthaunt, Flesh Eaters, SCE, Kharadron Ov. I played first vs Beastclaw (thundertusks). EotG helped with d6 wounds on a thundertusks and with the summoning of 3 terradons. Rippers weren't impressive, as the toad was out of range from target. Anyway, I won tnx to keeping the TT in melee and taking objectives. The Slann summoned a bastiladon when the game was already basically over. Then i played vs Flesh eaters (the 2 objectives that must be held by a hero). Carnosaur chomped away the ghouls and took an objective. EotG was super efficient, summoning 3 terradons and then 3 rippers again, that managed to kill the hero that was holding the objective, initially surrounded by a unit of 9 crypt flayers. The Slann managed to summon just 3 razordons Final match agains KO, a devastating list from barak-mhornar, a gunhauler, a frigate, aether khemist, 2x10 arkhanaut company, 10 thunderers. the first 2 matches they won by wipe-out in 2 turns. The scenario was the one with 2 objective on your side (each worth 1 point) and 2 on the opponent's (3 points) we placed almost all the models on my left side; my opponent gave me the first turn, and i managed to blast away the frigate by teleporting the rippers that were able to move, while my carno (kept on the right) advanced toward the objective on the poorly protected right side. KO in their first turn of fire killed both the EotG and the Slann (!), but in my second turn i took all the objctives, scoring 8 victory points. My opponent easily killed the skinks and the rippers near him, taking back the 2 objectives on the right, but he was too far from the other objectives on the left that i was controlling with 10 skinks and the Oldblood. and cannot hope in a wipe-out because i was ahead by points and can teleport away. So, I won the tournament.
Good result! Sometimes you cannot kill the enemy, but survive him. And that can be enough to win. Switching tactics at the right point is key. You did that well, good job!
Yep, i must still see the impact of the endless spells on the game, but actually i do believe that our real, main strenght, is the adaptability we have. We can have a list with many options, and we must really be able to adapt our tactic on the fly. Pre-determined plan are good (for example, I've had Curse of Fate on the rippers and go for that 4+ on the teleport in the first turn for a devastating first strike), but they don't work always (just once, in my case), so you must be ready to improvise. Seraphon have all the tools to do it, a thing that other armies lack, even if they can have more raw power.
Great write up, thanks. And congrats on the win! Lovely to see this 2.0 really working out well for Seraphon. Any chance on knowing which artefacts/general etc you went for? I'm playing a 1k next weekend and want to try this list!
i used the slann as general with Vast Intellect to have Curse of Fate, and took the object that brings it back to life with d6 wonds. too much unreliable, when it was killed by KO i rolled a 1 so it was worthless, and during the 3 matches another -1 to rend for the weapon of the Oldblood would have been better. Of course, if you are more lucky, that's an object that could be a life saver for the general, and at that point you simply teleport it away, then summon something. That could well mean the difference between lose and winning a game.
remember that timing is the key. in your first turn i suggest this course of action: - use the Engine - cast curse of fate on Rippers - try to teleport rippers; tnx to CoF, on a 4+ they can also move - if it works, teleport rippers toward your target and place the toad. Otherwise, place the toad near a point where you know the enemy is going to go (an objective?) of course, if your opponent goes first and advances toward you, all of this may be moot. you could be able to just move and charge with rippers and teleport the carno… with Engine, if you can summon, i suggest other rippers or terradons. Especially at low points, they are worth their weight in gold.