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Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    This is the closest list to the ones I’ve been tinkering with. What is the role of the Starpriest in this list? I’ve found him to be great with big blocks of skinks but otherwise his Serpent Staff isn’t doing as much on the smaller units. Would another two units of skinks not be better for more board control as we already have 5 casts with Kroak and the Starseer?
     
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  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    He uses his serpents staff on the Terradons. Bolas and Claw should deal a moderate amount of mortal wounds. And it lets the Terradons act in the game past their dropping of MWs.
     
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  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    @LizardWizard

    ...all your reserved posts lasted a couple of weeks… :p
     
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  4. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I enjoy making list :D
     
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  5. Bartuk
    Kroxigor

    Bartuk Well-Known Member

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    I only have the german Version and i am very bad at translating but i try my best.

    The arrive with their force or later (spearhead, Main Body, rearguard) and follow their own rules of placement as stated on their warscroll.
     
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  6. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Oh @LizardWizard endow me with wisdom, I wrote up this modified version of the carnosaurs list, better suited to dealing mortal wounds and such with all the lessons I have learned playing the new battletome. How competitive and effective would you say it is?

    Allegiance: Seraphon
    - Constellation: Koatl's Claw

    Leaders

    Saurus Oldblood on Carnosaur (250)
    - General
    - Command Trait: Dominant Predator
    - Artefact: Blade of Realities

    Lord Kroak (320)
    - Spell: Stellar Tempest

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

    Saurus Scar-Veteran on Carnosaur(210)
    - War Spear

    Skink Starpriest: (120)
    - Spell: Hand of Glory

    Skink Starpriest: (120)
    - Spell: celestial harmony

    Battleline

    10 x Saurus Knights (200)
    - Lances

    10 x Saurus Knights (200)
    - Lances

    10 x Saurus Knights (200)
    - Lances

    Battalions
    Firelance Temple-host (160)

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

    Wounds: 111
     
    Last edited: Mar 31, 2020
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  7. Ustyk
    Cold One

    Ustyk Active Member

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    I would Drop one starpriest for sunblood
     
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  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Kroak makes just about any list better. I also like the Sunblood Idea. +1 to wound vs key units can be massive. I think the list should preform fine in most match ups. Tournament quality OBR, Fyreslayers, and CoS will be an issue, but they always are.
     
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  9. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Sunblood looks good, but I’m somewhat on the fence about it. It’s relatively slow and would have a tough time keeping up with the saurus knights, especially as that command ability is a 12 inch reach. Another concern is it might take more command points in an already command point hungry army to have it be effective
     
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  10. Ustyk
    Cold One

    Ustyk Active Member

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    +1 to wound is in my opinion more important. It makes knights extrem deadly. You can allways make him run + you dont have to use his ability first turn. Cp allways good.
     
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  11. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    The question is then, can the +1 to wound make up for losing a bunch of mortal wounds? The initial idea was to have starpriests buff knights as they have so many attacks, and as a result deal a ridiculous amount of mortal wounds
     
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  12. Ustyk
    Cold One

    Ustyk Active Member

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    It depends on tactic. mortals only on 6 to wound so there is allways chance to not roll 6. Sunblood works 100%. you allways got one starpriest for serpent staff. If knigts had 1 attack profile i would put bet on serpent staff, but you got 3 and for 1 cp it makes a lot of diffrence. I think having thoes to options is little bit better than having 2 serpent stuffs. I would allways take sunblood. Also i would consider thaking artefact from realm which refund CP and put it on sunblood
     
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  13. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Alright, here is the math hammer on a unit of 10 knights. They do not charge but have a source pop savagery incarnate on them. They pile in and attack each enemy unit to the following results and buffs

    Savagery incarnate and serpent staff

    3+ 4+ 5+
    13.81 17.86 21.927

    Savagery Incarnate and sunblood

    3+ 4+ 5+
    10.54 15.82. 21.05



    so overall serpent staff wins out by sheer averages likely as mortal wounds carry over all saves, which lines up with my experience of 10 charging knights taking out 5 kavalos deathriders in a stalliarch lords alliegence. In comparison the sunblood does poorly against good armor (3+) but does well against bad armor (5+).

    So in conclusion; if your going for enemies with a 5+ or worse, sunblood. 3+ and with a slight advantage in 4+, use the starpriest.

    edit; another thing that slipped from thought is that the sunblood is more consistent, which can make up for the lower damage outputs
     
    Last edited: Mar 29, 2020
  14. Nart
    Carnasaur

    Nart Well-Known Member

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    Don't forget, that Sunblood actually buffs multiple units with 1 CP, if they attack a single target, but you can also use his CA on several units. He is also a good combatant.
     
  15. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Sunblood is a great target to equip the Eviscerating Blade to :D
     
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  16. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    In a sunclaw, I would definitely take the sunblood over the starpriest, especially as I will have more blocks of saurus warriors that will be more likely to have two or more units piling in on the same target. And with rend everything,
    upload_2020-3-29_9-5-1.jpeg
     
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  17. Nart
    Carnasaur

    Nart Well-Known Member

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    "What do you mean "three mortal wounds"?
     
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  18. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I was wrong. The Celestite weapon for the Sunblood deals 2 hits on a 6. So an ummod 6 to hit from a Sunblood w/Eviscerating Blade would deal 2MWs and 2 hits. Then, any unmod 6's to wound would deal 1 MW in addition to other damage.
     
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  19. Nart
    Carnasaur

    Nart Well-Known Member

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    Yes, this is, actually, even better.
     
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  20. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    If I can work out all the technical difficulties with my printer I will have 6 sallies done soon.
     
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