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AoS 2000 Points for GT

Discussion in 'Seraphon Army Lists' started by Divinor, Jan 17, 2017.

  1. Divinor
    Cold One

    Divinor Member

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    Hi there!

    It's been a looooong time since I've posted a list here. I guess that's what happens when you have a kid! Anyways, I'm looking for advice on my 2000 point list for an upcoming GT. I'm sold on a few things but not sure about others.

    Here is my "base" list:

    Leaders
    Saurus Scar-Veteran on Carnosaur (260)
    - General
    - War-Spear
    - Trait: Master of Defense
    - Artefact: Relic Blade

    Engine of the Gods (240)
    - Artefact: Phoenix Stone
    Skink Starpriest (100)
    Loremaster (100)

    Battleline
    10 x Saurus Warriors (100)
    - Clubs
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers

    Units
    3 x Ripperdactyl Riders (140)
    5 x Chameleon Skinks (120)

    Behemoths
    Bastiladon (300)

    Battalions
    Shadowstrike Starhost (120)

    Total: 1640/2000

    I really like the Shadowstrike Starhost for matched play and even though it's pretty expensive, I think it's too good to not use. I also know most people recommend an Engine with a Slann or no Engine at all, but the Engine has been doing quite well on its own so far.

    Here is what I have available to add:

    Saurus Scar-Veteran on Cold One (100)
    Saurus Oldblood (100)
    Saurus Sunblood (120)
    Slann Starmaster (260)
    20 x Saurus Warriors (200)
    5 x Saurus Knights (120)
    5 x Saurus Guard (100)
    2 x Salamanders (120)
    3 x Skink Handlers (40)
    Stegadon (260)

    So, if you were me, what would you put in? Open to all suggestions and thanks! =)

    -Div
     
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  2. Bowser
    Slann

    Bowser Third Spawning

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    It is a shame you don't have more knights. I would scrap add those in. But with what you do have it's going to be a bit of an eclectic mix.
    I would probably drop a unit of skinks, put in 2 more units of warriors, the sunblood and a sunclaw.
    Or maybe the salamanders/handlers and bump your warriors up to 30.

    One gives you more fighting and opportunities to take objectives, the other lets you set people on fire and take an objective with a big block of saurus.
     
  3. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    Maybe bump the unit of saurus up to 30 making it much more effective at taking objectives, 30 with bravery 10 can be hard to shift! or just 10 and get a stegadon in there for the synergy with all your skinks :) I'm going to the GT too so shall keep an eye out for your list!
     
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  4. Divinor
    Cold One

    Divinor Member

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    Thanks for the advice, both of you. I've been playing with the Saurus at 30 and they seem to do alright, but nothing spectacular. If I can manage to get them into combat at 30 strong, with all the buffs from the command / spells they will do some fairly decent damage.

    @LordRibbit , I'll keep an eye out for you as well!
     
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  5. scubrat
    Temple Guard

    scubrat Well-Known Member

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    You're only one stegadon and a unit skink handlers and a salamander away from the thunderquake starhost, seems a bit of a shame to not play that battalion when you have two big models from it! That would take you 120pts over, but if you got rid of the cham skinks that would work?
     
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  6. Divinor
    Cold One

    Divinor Member

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    Thanks for the reply, Scubrat!

    I've tried out the thunderquake starhost a few times and it has done well. I'm not sure I'm willing to give up my deep striking Rippers though, and paying 240 points for battalions seems like too much.
     
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  7. scubrat
    Temple Guard

    scubrat Well-Known Member

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    You don't need to give the rippers up! You've got the two units of skinks that will work in your shadowstrike.
     
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  8. Divinor
    Cold One

    Divinor Member

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    You are right! I'll look into trying this out. Thanks!
     
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  9. LordRibbit
    Temple Guard

    LordRibbit Well-Known Member

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    The clock is ticking! lol
     
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