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AoS 2000pt Heavenswatch Starhost

Discussion in 'Seraphon Army Lists' started by Jason839, Apr 5, 2017.

  1. Jason839
    Salamander

    Jason839 Well-Known Member

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    Wanting to shake things up from the normal lists I have been playing of late. Figured Id go the magic heavy route.

    Allegiance: Order

    Leaders
    Slann Starmaster
    Skink Starseer
    Skink Starpriest
    Engine of the Gods

    Battleline
    10 x Skinks
    - Boltspitters & Star Bucklers
    10 x Skinks
    - Boltspitters & Star Bucklers
    10 x Skinks
    - Boltspitters & Star Bucklers

    Units
    1 x Salamanders
    3 x Skink Handlers

    Behemoths
    Bastiladon
    Bastiladon
    Troglodon

    Battalions
    Heavenswatch Starhost

    Total: 2000/2000

    With the dice manipulation of the Starseer and the extra dice from the Slann, I figure I have a pretty good chance of getting at least one extra turn off the engine of the gods. Other than that its pretty much just single out targets with The Trap is Sprung and blast them away. No idea how well it will do but it will be fun to try.
     
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  2. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    I feel like your back line could be susceptible to being sniped off/nuked, but the skinks could be able to soak a little.
     
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  3. Jason839
    Salamander

    Jason839 Well-Known Member

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    Thats very true. Depending on my opponent and the scenario I could definitely see myself needing to bubble wrap the army and just move it all up as a single group.

    I could drop the Hunting Pack for a pair of Gryph hounds. That would give me a good shot at a triumph and discourage people from deep striking units.
     
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  4. Bowser
    Slann

    Bowser Third Spawning

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    Gryph-Hound would be helpful here, but then again I would probably drop the Starpriest and take 2 razordons(instead of salamanders) and 1 Gryph-Hound
     
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  5. Fruzzle
    Skink

    Fruzzle Member

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    How is your experience with the Troglodon in this kind of list? I'm also curious if the EotG + Slann combo is necessary in this kind of list; you're already getting the re-roll saves from your priest and you have a lot of casters for shield/missles. I'm very curious on how you like it as it's also a list I'm interested in !
     
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  6. Bowser
    Slann

    Bowser Third Spawning

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    Slann with engine works well here, having that fourth dice for the engine ups the odds of getting your choice of abilities. As well the slann can cast through the trog, which is pretty helpful.
     
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  7. Jason839
    Salamander

    Jason839 Well-Known Member

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    I don't know if the Trog is popular or not but I enjoy mine. He's a great utility piece and this starhost is all about utility. I will never get the damage output of a scar-vet on carnosaur out of him but he's not as bad as he looks on paper.

    With most of his attacks dealing 2 damage he actually can put out some decent hurt, it's just his number of attacks is lacking. The trap is sprung helps a lot with this. Think of him as a efficiency while the carnosaur is power. He will never charge in and wipe out monsters or multiwound infantry, but after you whittle them down with shooting, he does a decent job mopping up.

    He's also decently tough, healing a wound back every turn, and you can arcane shield him to help him stay alive longer.

    The biggest use out of him for me so far has been channeling spells and dispels through him. Unwounded he is the fastest thing in the list and he can use that and his large size to position himself in the best way. Arcane missiles and venom spits can kill heros with the right rolls and this list is all about roll manipulation.
     
  8. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yes he does! At least mine does. My Orruk playing friend says he is one of my models that he fears most. He has been a match winner multiple times, especially when buffed by the Starpriest's Serpent Staff (six attacks 4/2/-/2 with the potential of doing 4 damage when you roll a six) hurt a lot. And he diminishes bravery as well, which can be brutal on Orruks). I have seen him kill six Ardboyz in one round and make three more flee. That was an awesome game....

    Another time was also great: He hit an enemy hero with his spit, and then charged 14 inches towards the line, which blocked four units from advancing (of which two couldn't even hit him but were less than 3" away so locked in combat) and then causing another eight wounds in close combat. He survived another two rounds while my Skinks advanced and shot the living hell out of those units.
     
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  9. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Oh wow, I always had the curiosity of playing Troglodon later on to my Slann list but now I can't even wait to experiment !
     
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  10. MerciaBear
    Cold One

    MerciaBear Active Member

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    Thats a great rundown ta, I had not considered using one before.
     
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  11. Aphotic
    Saurus

    Aphotic Active Member

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    I'm actually liking this list. I'm brand new to Seraphon but.. having all those Wizard type units, then the giant Behemoth type units, then the little skink groups. Looks very appealing, contrast wise. Will be interesting to see how this plays out.
     
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  12. Fruzzle
    Skink

    Fruzzle Member

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    Reg. the Trog, I'm also very keen to try him out and in a skink army he's a great target for their buffs (The image of all the priests praying to the trogolodon gets a giggle out of me for sure).....but when I look at the point cost... 40 more points gets me a scar vet on carno which is definantly more killy! I feel he's like 20 points to expensive? I do love that he has a decent shooting attack and magic dispell, so definantly more utiltiy than the scar vet.

    About charging 14 ''... I thought this wasn't possible? You can only declare a charge on something 12'' away right? I thought even with movement buffs you'd have to be within 12 to declare unless specifically stated otherwise?

    I'm definantly going to try him out in an all skink list some time soon.
     
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