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AoS 2500pts - Advice Needed Against a Death List

Discussion in 'Seraphon Army Lists' started by Geriche, May 26, 2017.

  1. Geriche
    Jungle Swarm

    Geriche New Member

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    Hi All,

    I was a longtime Fantasy player just coming into AOS and I'm playing a friend who to me is running a very strong Death List.

    I need some advice on how to improve my list or any particular counters against this.

    My opponent usually runs the following:

    5 x Banshees
    5 x Terrorghiests
    2 x Screaming Skull Catapult
    4 x 10 Zombies

    What I'm looking to run is:

    Slann Starmaster
    Engine of the Gods

    5 Saurus Guard
    5 Saurus Guard

    Bastiladon
    Bastiladon
    Bastiladon


    Shadowstrike Starhost


    Skink Starpriest

    30 x Skinks (Boltspitters and Starbucklers)
    20 x Skinks (Boltspitters and Starbucklers)

    6 x Ripperdactyl's




    Any help that could be given would be greatly appreciated.
     
    Captaniser, Bowser and Ritual like this.
  2. Bowser
    Slann

    Bowser Third Spawning

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    Going ofd of your base build, here is how I changed it:
    Leaders
    Engine of the Gods (240)
    Skink Starpriest (100)
    Slann Starmaster (260)

    Battleline
    30 x Skinks (240)
    - Boltspitters & Star Bucklers
    30 x Skinks (240)
    - Boltspitters & Star Bucklers
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline

    Units
    1 x Salamanders (60)
    3 x Skink Handlers (40)
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (300)
    Bastiladon (300)

    Battalions
    Thunderquake Starhost (120)
    Shadowstrike Starhost (120)

    Total: 2500/2500

    Having the Thunderquake means healing and extra buffs for your bastilladons.

    If I were to completely change it, assuming you want to stay pure seraphon, I may go:
    Allegiance: Order

    Leaders
    Engine of the Gods (240)
    - Artefact: Phoenix Stone
    Skink Starpriest (100)
    - Artefact: Phoenix Stone
    Lord Kroak (540)
    Skink Chief (60)
    - General
    - Golden Sickle
    - Trait: Master of Defense
    - Artefact: Phoenix Stone

    Battleline
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers

    Units
    2 x Salamanders (120)
    3 x Skink Handlers (40)
    3 x Ripperdactyl Riders (140)

    Behemoths
    Bastiladon (300)
    Bastiladon (300)

    Battalions
    Thunderquake Starhost (120)
    Shadowstrike Starhost (120)

    Scenery
    Balewind Vortex (100)

    Total: 2500/250
     
  3. Geriche
    Jungle Swarm

    Geriche New Member

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    Thank you for the feedback I had a number of queries about the two lists which I have put below in red:

    Leaders
    Engine of the Gods (240)
    Skink Starpriest (100)
    Slann Starmaster (260)

    Battleline
    30 x Skinks (240)
    - Boltspitters & Star Bucklers
    30 x Skinks (240)
    - Boltspitters & Star Bucklers
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline

    Units
    1 x Salamanders (60)
    As the Salamander has only one shot isn't the Razordon a better option for due to the success rates of its shots?
    3 x Skink Handlers (40)
    6 x Ripperdactyl Riders (280)

    Behemoths
    Bastiladon (300)
    Bastiladon (300)

    Battalions
    Thunderquake Starhost (120)
    Shadowstrike Starhost (120)

    Total: 2500/2500

    Having the Thunderquake means healing and extra buffs for your bastilladons.
    I can see the benefits of the formation but I was worried spending too many points on formations would be detrimental would this not be the case?


    If I were to completely change it, assuming you want to stay pure seraphon, I may go:
    Allegiance: Order

    Leaders
    Engine of the Gods (240)
    - Artefact: Phoenix Stone
    Skink Starpriest (100)
    - Artefact: Phoenix Stone
    Lord Kroak (540)
    Skink Chief (60)
    - General
    - Golden Sickle
    - Trait: Master of Defense
    - Artefact: Phoenix Stone


    Battleline
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    Wouldn't having reduced numbers of skinks drastically reduce there effectiveness and leave them very vulnerable?

    Units
    2 x Salamanders (120)
    Same as the comment for the first list.
    3 x Skink Handlers (40)
    3 x Ripperdactyl Riders (140)
    Would this make the Rippers very,much the glass cannon?

    Behemoths
    Bastiladon (300)
    Bastiladon (300)

    Battalions
    Thunderquake Starhost (120)
    Shadowstrike Starhost (120)

    Scenery
    Balewind Vortex (100)
    I can't say I've seen this model in play before does it make wizards much more effective?

    Total: 2500/250
     
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  4. Bowser
    Slann

    Bowser Third Spawning

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    The razordon would be more effective.
    The skinks are not great in combat, but provide great chaff, the chief helps out a bit.
    Even with 6 rippers they're a glass cannon, but yes, this means they will likely do their thing and be dead.

    The balewind vortex is your must have model for any decent wizard. Doubles the range of spells, can't be charged, +1 to casting and unbinding. Absolutely fantastic model to have.
     
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  5. Geriche
    Jungle Swarm

    Geriche New Member

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    Hi Bowser,

    Thank you for all your help I was thinking of demoing list 1 using a salamander then a razordon to see the difference implausible.

    For list 1 what traits and artefacts would you recommend?

    For list two I'd have just a bit too much to buy at the moment but I will utilise the bale wind vortex soon.
     
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  6. Bowser
    Slann

    Bowser Third Spawning

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    Slann general, master of defense, all 3 get a phoenix stone. Keeping them alive is pretty well the best way to go with these guys as they aren't combat focused characters. So the ability for the slann to get the extra chance at defense, as well as healing all three each turn should keep them in the game and keep your synergies alive.
     

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