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Tutorial Battletome 2.0 - Seraphon Overview

Discussion in 'Seraphon Tactics' started by Killer Angel, Mar 8, 2020.

  1. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I must test it in real games, but I think it's hard to use terradons dropped from the sky.
    End of move phase: losat the chief and land the terradons (at 9" from enemy): even with +3 from cogs and hunter's steed you need the terradons to fly over the target unit: you need a hell of a roll on that charge, and it could even be just impossible against a large target.
    If the terradons are already on the table, is much simpler with the additional movement and the abilities / spells granted by other skink heroes.
     
  2. Canas
    OldBlood

    Canas Well-Known Member

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    The pile-in could also work I guess, but terradons seem to like being on the ground for now Rippers seem to have an easier time though dropping from the sky.
     
  3. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    Yeah. Rippers yes, terradons not likely. Now vs a low shooting army you could use SS to drop terradons behind the enemy, or on a flank, along a row of skinks in front of the terradons to screen them. Then next turn you have a better chance of terradons doing their thing. (Especially if positioning allows you to somehow use the FoS ability on the skinks to shoot and then prevent the charge)

    edit: slightly better odds if you have potential for a double turn
     
  4. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Agree. in a starborne shadowstrike rippers are better.
    To pick terradons and place them on the ground… you can do it, but it seems a waste of the shadowstrike
     
  5. Jason839
    Ripperdactil

    Jason839 Well-Known Member

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    I didn’t have much trouble. I was using Fangs of sotek as my constellation so I had an extra 3 inches of move characteristic from First to Battle. Got to charge of a unit a drop rocks on it, then do some damage and tie up another unit with melee.
     
  6. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    but losat / shadowstrike / deep strike in general, works at the end of the move phase, when you can't get the 3" additional move. You pop at 9" from enemy, then all you can do is shoot and charge.
    That's why First to Battle works when the units are set-up on the battlefield and not kept in reserve.
     
  7. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    Before, the rippers were the payload for shadowstrike. Now, I figure that (with FoS at least) the skinks are in play as well. Not for raw damage potential, mind you.

    I see a viable strategy in dropping down 2 large units of skinks and a priest behind enemy lines and near an objective or two, ideally in cover if possible (and the priest behind LoS-blocking terrain). You could LoSaT another hero behind them also, like a starpriest.

    If they ignore the skinks they will be in a fair bit of trouble. If they charge them, at least 1 of 2 units should be able to run using the FoS CA.

    This still leaves the terradons (or rippers even) to zoom in and drop their payload/charge whenever.

    And if you can wait on dropping the Skinks until a turn you go second, you can hopefully capitalize on a double turn.

    As I write this, I am very cognizant of the fact that this requires a lot of good fortune in terrain placement, deployment, etc, in addition to really good tactical placement of units. But I kind of feel a lot of our combos now rely on some mixture luck and synergy.

    Sample List:

    Kroak - 320
    Astrolith - 140
    Starpriest - 120
    Terradon Chief - 70

    10 Skinks - 60

    Shadowstrike - 170
    Skink Priest - 70
    40 Skinks with blowpipes - 240
    20 Skinks with blowpipes - 120 (*if expecting a charge, you could make one unit spears and put it up front. The blowpipes can still shoot from behind them, but when they are charged the spears have a better chance of wounding)
    9 Terradons - 270

    3 Salamanders - 240

    Realmshaper Engine - 0
    Balewind (u) - 40
    Bound Purple Sun - 60
    Bound Geminids - 70

    1990

    You can play around with the endless spells and either bolster your battleline, add more support, etc. Just spitballing.

    (edited because I can’t stop dreaming about skinks)
     
    Last edited: Mar 24, 2020
  8. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    The main issue is that there won't be anything left to heal in the current meta. At only 12-16 wounds on our behemoths in Thunderlizards with a 4+ save (even with Scaly Skin) they are going to be one shoot. Can't heal dead.
     
  9. Erta Wanderer
    Skar-Veteran

    Erta Wanderer Well-Known Member

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    it's why im fairly non pulsed when it comes to healing. it's far better to prevent damage then to heal it
     
  10. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Food for thoughts ;)
     
  11. Nart
    Stegadon

    Nart Well-Known Member

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    I like the idea, but I hate this 4+ roll on CA so much. On the other hand, your opponent cannot rely on failing it either.

    B-but... bastiladons! Let's just imagine that mortal wounds doesn't exist. Ignore the problem and it will be gone by itself, right? Right?
     
  12. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    This. Assuming you have a few command points to spare at the time and you use your extra artefact to slap an aetherquartz brooch on the hero skink, you can really play some mind games. Especially if you drop them in such a way that they can’t be dealt with in one shot with one charge. It also takes the heat off your end of the board.

    Again, it is somewhat situational, but I am liking the idea more and more... now I need to get 9 (+1) Terradons from somewhere...
     
  13. Canas
    OldBlood

    Canas Well-Known Member

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    meh, imho it's fine in casual games but that'l definitly be an issue in more competitive games where people optimize things.

    I'm curious what kinda rules would be necesary to stop it from happening though, or at least to make it come at a "fair" cost (e.g. killing a bastiladon in 1 turn would be fine if it takes the entire enemy army, instead of 1 terrorgheist eating him without needing support leaving the rest of the army free to rampage).
     
  14. Nart
    Stegadon

    Nart Well-Known Member

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    Overbuffed hordes are cancer.
     
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  15. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    overall in the meta you mean?
     
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  16. Canas
    OldBlood

    Canas Well-Known Member

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    hordes simply scale too well since everything works on a per model basis. There should be some kind of limit to the amount of models that can benefit from a buff, or even that can get into a fight. Buffing 30+ models with a single spell is simply ridiculously efficient even if they have terrible baseline stats
     
  17. Nart
    Stegadon

    Nart Well-Known Member

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    I'd prefere better monsters. GW made some steps in that direction, but now everything is again where we started.
     
  18. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    Activation priority has done a lot to weaken hordes. Most hordes are a glass hammer. so, if they don't get to swing first they have a lot of their potency diminished. Mortek and Hearthguard are exceptions.
     
    Canas and Judge dread (Saurian) like this.
  19. Nart
    Stegadon

    Nart Well-Known Member

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    But didn't that hurt monsters as much as hordes?
     
  20. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    Yep, but at lot of the best sources for it are produced by monsters. KoS, Treelords, & Terrogheist. Also, Doppelganger's Cloak.
     

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