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AoS I wanted an excuse to run Kroxigors, what do you think?

Discussion in 'Seraphon Army Lists' started by Krissey, May 21, 2020.

  1. Krissey
    Cold One

    Krissey Active Member

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    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders
    Saurus Sunblood (130)
    - General
    - Command Trait: Dominant Predator
    - Artefact: Blade of Realities

    Saurus Astrolith Bearer (140)
    Saurus Scar-Veteran on Carnosaur (210)
    - War Spear
    - Artefact: Eviscerating Blade

    Skink Starseer (140)
    - Spell: Celestial Harmony
    Skink Starpriest (120)
    - Spell: Hand of Glory

    Battleline
    30 x Saurus Warriors (270)
    - Clubs
    20 x Saurus Warriors (180)
    - Clubs
    20 x Saurus Warriors (180)
    - Clubs
    10 x Saurus Knights (200)
    - Lances
    20 x Skinks (120)
    - Meteoric Javelins Celestite Daggers & Star Bucklers

    Units
    3 x Kroxigor (140)
    - 1x Moonhammers

    Battalions
    Sunclaw Temple-host (140)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 156

    The plan is...to run at them with my Saurus and then hit them really hard.

    IDK I play Ironjawz I wanted a similar playstyle but with Dinosaurs. Carnosaur is almost mandatory because...well what's the point of playing cool big dinosaurs without one? Kroxigors also mandatory because they're epic.

    Aside from that I'm open to any and all suggestions. More skinks. Less skinks. More Knights. Less Knights. More Warriors. Less warriors. Salamanders, Ripperdactyls, Terradons, whatever might jive with the old run up the board and hit them really hard strategy. I got Soulscream Bridge.

    I got Forbidden Power. I got Malign Sorcery. Only thing i don't got is a balewind vortex cuz I sold it to my friend for his ogor army and now I feel like a dumb chump. Oh well. I got all the endless spells that are generic enough to use for any army. I even got that boat. You know, to counter the slowness of a saurus.
     
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  2. sempthegreat
    Skink

    sempthegreat Member

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    So. First of, if you want to run Kroxigors, why only run 3? Also, if you want to run warriors, you need bigger blocks, 20 only need to take 6 wounds to lose their atk bonus. But most importantly, you have little to none CMD point generation, koatl's claw really needs a lot of them.
     
  3. Krissey
    Cold One

    Krissey Active Member

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    Well if I take out the Knights and Skinks that's 320 which is a lord Kroak...but that doesn't free up anymore points to run more Kroxigors or bigger blocks of Warriors...
     
  4. sempthegreat
    Skink

    sempthegreat Member

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    If your main point is to play Kroxigors, I'd run something like this.

    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders
    Lord Kroak (320)
    - Spell: Celestial Apotheosis
    Saurus Astrolith Bearer (140)
    Saurus Oldblood on Carnosaur (250)
    - General
    - Command Trait: Dominant Predator
    - Artefact: Eviscerating Blade
    Skink Starpriest (120)
    - Artefact: Incandescent Rectrices
    - Spell: Hand of Glory

    Battleline
    40 x Saurus Warriors (320)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Saurus Warriors (90)
    - Clubs

    Units
    9 x Kroxigor (420)
    - 3x Moonhammers

    Battalions
    Sunclaw Temple-host (140)

    Endless Spells / Terrain / CPs
    Bound Ravenak's Gnashing Jaws (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 135
     
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  5. Krissey
    Cold One

    Krissey Active Member

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    Yes. This is the one.
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    If you are interested in Kroxigor, you may want to look at thunderquake templehost. A pack of 6 with bonus attacks and rerolls can do some decent damage and run+charge makes it easier to reach combat.
     
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  7. Krissey
    Cold One

    Krissey Active Member

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    Something more like this then?

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Stegadon with Skink Chief (270)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Cloak of Feathers
    Slann Starmaster (260)
    - Spell: Stellar Tempest
    Skink Starpriest (120)
    - Spell: Hand of Glory
    Skink Starseer (140)
    - Artefact: Fusil of Conflaguration
    - Spell: Celestial Harmony
    Saurus Astrolith Bearer (140)

    Battleline
    20 x Skinks (120)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    Stegadon (240)
    Stegadon (240)

    Units
    6 x Kroxigor (280)
    - 2x Moonhammers

    Battalions
    Thunderquake Temple-host (150)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 96
     
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  8. sempthegreat
    Skink

    sempthegreat Member

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    Imo I liked my list better, granted it could be optimized. I'm not completely sold on a Stegadon heavy list. And honestly, the thunderquake for me is not worth it. Kroxigors got move 8, and with starseer buff thats 26" threat range.
     
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  9. Krissey
    Cold One

    Krissey Active Member

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    Yeah I really enjoy your list! How would you optimize it more?

    To me the key parts are basically the Koatl’s Claw Sunclaw Temple-Host with as many accompanying Saurus as it takes plus Saurus support heroes to get the full value from them. The second key part is finding Skinks who can meaningfully escort the Kroxigors and they all get stuck in together. The third key part is clutch support heroes such as the Starseer and Starpriest. Kroak or a regular Slann are wonderful for CP generation and the Astrolith bearer pulls double duty as 6+ FNP which I’ve found is absolutely massive having played pure Ironjawz without one and swapping to Big Waaagh! For me it’s nearly mandatory and buffing the range of spells. This means support and debuffing spells as well!

    All that said I’m not sure how much you can tighten or optimize your list?

    my thing is Stegadon look like they want to get stuck in and also have the Skink keyword so I believe buff Kroxigors. So basically my thoughts were since they all want to charge and fight in melee having a sturdy skink unit who wants to do melee is like a symbiotic relationship.
     
  10. Tav
    Kroxigor

    Tav Well-Known Member

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    The issue with stegadons is that they will fall over to any decent attacks.
    Best thing is probably to have bastiladons which saves you points and also allows shooting twice with them, giving you much needed ranged support.
    As for a skink keyword unit to be next to the kroxigors you can just put any skink hero with them, or have the thunder quakes stegadon chief with an artefact to make it more survivable. I suppose you want to decide wether the kroxigors are to be the main force or more of an elite support.
    I think both options can work (thunderquake or sunclaw) you have advantages and disadvantages to both
     
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  11. Krissey
    Cold One

    Krissey Active Member

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    Well I don’t think Kroxigors do well as the main force. Also I’m a player who doesn’t like to put all my eggs in one basket. So with my Ironjawz I run a Megaboss on Maw-Krusha and 6 Gore-Gruntas with a core of Ardboys. Even if my Gore-Gruntas die I’ve got a Maw-Krusha who can deal tons of damage. Or if they focus him the Gore-Gruntas can do massive damage on the charge. So for me personally having multiple threats and spreading it out over the Army feel right to my playstyle.
     
  12. Tav
    Kroxigor

    Tav Well-Known Member

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    Throwing a unit of 6-9 into a firelance list could be decent, the kroxigors can keep pace with the knights and you’ll have some skink heroes around to give them their +1 hit
     
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  13. Krissey
    Cold One

    Krissey Active Member

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    Allegiance: Seraphon
    - Constellation: Koatl's Claw
    Mortal Realm: Hysh

    Leaders
    Saurus Oldblood on Carnosaur (250)
    - General
    - Command Trait: Dominant Predator
    - Artefact: Blade of Symmetry
    Saurus Scar-Veteran on Cold One (110)
    Saurus Sunblood (130)
    - Artefact: Eviscerating Blade
    Skink Starseer (140)
    - Spell: Tide of Serpents
    Skink Starpriest (120)
    - Spell: Hand of Glory

    Battleline
    40 x Saurus Warriors (320)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    10 x Saurus Warriors (90)
    - Clubs
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances
    5 x Saurus Knights (100)
    - Lances

    Units
    6 x Kroxigor (280)
    - 2x Moonhammers

    Battalions
    Firelance Temple-host (160)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 149

    like this? :)
     
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  14. Tav
    Kroxigor

    Tav Well-Known Member

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    Is that firelance and sunclaw? If so it’s kind of overdoing it as you lose impact on the firelance. Having 10 knights buffed with the serpent venom is really lethal. 7 attacks per mode with 6s to wound being mortals in addition. I was thinking more of a firelance with at least 1 lot of 10 knights then having kroak in the list as well to give you some command points



    ++ **Pitched Battle** 2,000 (Order - Seraphon) [1,990pts] ++

    + Leader +

    Lord Kroak [320pts]: 5. Stellar Tempest

    Skink Starpriest [120pts]: 2. Hand of Glory

    Skink Starpriest [120pts]: 6. Tide of Serpents

    Skink Starseer [140pts]: 1. Celestial Harmony, 2. Cloak of Feathers

    + Battleline +

    Saurus Guard [100pts]: 5 Saurus Guards, Saurus Guard Alpha, Stardrake Icon Bearer, Wardrummer

    + Other +

    Kroxigors [280pts]
    . 2x 3 Kroxigor: 2x Drakebite Maul, 2x Vice-like Jaws

    + Battalion +

    Firelance Temple-Host [870pts]
    . Saurus Knights: Celestite Warspear, Saurus Knight Alpha, Stardrake Icon Bearer, Wardrummer
    . . 2x 5 Saurus Knights: 2x Powerful Jaws, 2x Snapping Jaws
    . Saurus Knights: Celestite Warspear, Saurus Knight Alpha, Stardrake Icon Bearer, Wardrummer
    . . 2x 5 Saurus Knights: 2x Powerful Jaws, 2x Snapping Jaws
    . Saurus Knights: 5 Saurus Knights, Celestite Warspear, Saurus Knight Alpha, Stardrake Icon Bearer, Wardrummer
    . Saurus Scar-Veteran on Carnosaur: [Koatl's Claw] Dominant Predator, Celestite Warspear, Eviscerating Blade, General

    + Allegiance +

    Allegiance
    . Allegiance: Seraphon
    . . Coalesced: Koatl's Claw

    + Game Options +

    Game Type: 2000 Points - Battlehost

    + Malign Sorcery +

    Endless Spell: Balewind Vortex [40pts]

    ++ Total: [1,990pts]
     
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  15. Krissey
    Cold One

    Krissey Active Member

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    I had honestly taken a list from the Seraphon Lists and modified it because it was listed as semi-competitive and all of the Firelance lists were noted as casual.

    however I rather like this list. It’s a rather elite list which I personally favor a lot. I’m used to around 45~ models per army.

    it also contains multiple threats: Kroak magic is a source of constant pressure and wounds.

    the Kroxigors are a potent threat.

    2 blocks of 10 knights is again a potent threat.

    a fully buffed scar veteran by all accounts is a massive threat.

    If only there were room for an Astrolith bearer for the 6+ FNP although I think realistically he’d be left Behind and the ones I would want to have the save wouldn’t get it
     
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  16. Tav
    Kroxigor

    Tav Well-Known Member

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    Yeah I feel if you allow yourself to start adding things like astrolith again you end up going down the rabbit hole and spending half your army on kroak. Besides, kroak still can make use of his spells, keep him 12” behind the skink heroes with his 5 guard the you can still do his celestial deliverances with good placement
     
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  17. Krissey
    Cold One

    Krissey Active Member

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    Honestly I’ve just come to really see how massive having a 6+ FNP is vs not, but the Knights are the kind of unit whose gameplay cycle is run as far as they can turn 1 and try to get a charge and the Astrolith Bearer is the kind of gameplay where you sort of just set it down and it doesn’t move. It’d be hard to keep it up and get that 6+ FNP on the knights. I really rate it for that alone aside from the casting bonuses haha.
     
  18. Krissey
    Cold One

    Krissey Active Member

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    Okay I finally figured it out

    Allegiance: Seraphon
    - Constellation: Fangs of Sotek

    Leaders
    Slann Starmaster (260)
    - General
    - Command Trait: Arcane Might
    - Artefact: Itxi Grubs
    - Spell: Celestial Equilibrium
    Skink Starpriest (120)
    - Spell: Hand of Glory
    Skink Priest (70)
    Ripperdactyl Chief (80)
    - Artefact: Serpent God Dagger
    Saurus Astrolith Bearer (140)

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

    Units
    12 x Ripperdactyl Riders (320)
    6 x Kroxigor (280)
    - 2x Moonhammers

    Battalions
    Shadowstrike Starhost (170)

    Endless Spells / Terrain / CPs
    Bound Geminids of Uhl-Gysh (70)
    Chronomantic Cogs (80)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 146

    Okay set the Constellation to Hunter and Steed for +1 to run and charge rolls. Put the Kroxigors in deep strike during deployment. Select a unit for the toad.

    Turn 1 Roll for CP’s. Slann Starmaster casts Celestial Equilibrium, Comet’s Call and then probably Chronomatic Cogs. This gives +2 to movement and charge.

    Skink Starpriest casts Geminids to debuff enemies. So we’ve hit them with the old mortal wounds from spells and thrown some debuffs out. Starpriest then uses his magic stick to do the mortal wounds buff on the Ripperdactyls.

    skink priest uses its command ability and regular ability on the unit of Ripperdactyl. Have them placed aggressively.

    movement phase the Ripperdactyl are moving 12” + 3” due to Fangs of SOTEK + 2” from Chronomatic Cogs. Due to the Skink Priests ability to run and charge we roll to run. That’s another 2”-7”. We’d be in a great position to charge with a solid +3.

    the Chieftan will escort them ready to use his CA to buff them further. He’ll be slightly slower because I don’t think I can use the skink priests ability more than once despite starting with at worst 3 CP.

    Use the teleport ability to move the block of 40 skinks at their maximum distance away and get ready for shooting phase. At the end of the movement phase drop in the Kroxigors.

    shooting phase shoot the block of skinks and chip a few wounds off potentially.

    charge phase get the Ripperdactyl and Kroxigors stuck in, buffing the Kroxigors due to the fact that Ripperdactyl are skinks too.

    rip and tear. Cry fart and pray for priority to double turn your opponent or hope their counter attack doesn’t immediately delete your Ripperdactyls and Kroxigors. :)

    thoughts or opinions?
     
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  19. Tav
    Kroxigor

    Tav Well-Known Member

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    Shadow strike is a decent shout. Can put a lot of your army right up the board turn 1 by dropping in rippers and teleporting kroxigors.

    another thing to do would be to buff the 40 skinks with the starpriest and teleport them up the board, then drop in the slink priest from the sky next to them so they can stand and shoot in the next turn if they get charged.

    12 rippers is going to be hard to use effectively, getting 12 bases that big into a target will be very difficult, might be worth only have 6 or 9 max
     
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  20. Krissey
    Cold One

    Krissey Active Member

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    Do you think it’s smarter to start with them and the Skink Priest on the board and use the CA and Abilities on them and run them or to just deepstrike them?

    I could teleport the 40 block of skinks. I’ve heard it’s better to use the Starpriest ability on huge blocks for more procs.

    is the strat to just deepstrike the Ripperdactyls and Kroxigors and send them in raw with no buffs and buff the skinks instead and teleport them for some shooting?

    should I split them Ripperdactyl into 2 groups of 6? Or I could just hit several units at once and spread them out?
     

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