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AoS Eternal Starhost + Chameleon Skinks

Discussion in 'Seraphon Army Lists' started by IggyStarhost, Dec 22, 2017.

  1. IggyStarhost
    Skink

    IggyStarhost New Member

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    Hi Guys,

    I'm fairly new to the game and dont have much tabletop experience. I'm trying to build a list with my old lizardman army, in which I have 15 Saurus Guards, an Eternity warden (converted form saurus shajman) and a Slann.

    Most tournaments in my region are 1500 points, so ill go for that. What do you guys think of the following:

    Slann 260
    E. Warden 140
    15 Guards 300
    Eternal Battalion 130

    This leaves me with 670. Since I feel have a huge weakspot in the Mortal wounds deparment in my defence. And offensive I lack shooting. I thought of adding 5 units of Chameleon Skins to assasinate the Mortal Wounds dealers of my opponent. Filling the last 70 points with one unit of regular skinks, or maybe a priest if 1510 would be oke.

    Do you think this could work with the Great Drake constellation from Slann, rerolling ones form more hits and more chances for double damage of star-venom. I'll probably need to position very precisely and be verg carefull of doubleturns for my opponents.

    Let me know what you think!
     
  2. Aginor
    Skink Priest

    Aginor Well-Known Member

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    I don't think another bataillon is worth it for that point value.
    I'd post one or two of my own 1500pt lists that are similar but warscroll builder doesn't load for me right now...
     
  3. Aginor
    Skink Priest

    Aginor Well-Known Member

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    Now it works.
    This list has chamo Skinks.
    It doesn't have a Slann but it has an Oldblood, which might force your opponent to focus it down and take some of those mortal wounds off the Guards.


    Allegiance: Seraphon

    Leaders
    Saurus Eternity Warden (140)
    - Artefact: Coronal Shield
    Skink Priest (80)
    - Priestly Trappings
    Skink Starpriest (80)
    Saurus Oldblood on Carnosaur (280)
    - General
    - Trait: Thickly Scaled Hide
    - Artefact: Blade of Realities
    Saurus Astrolith Bearer (160)

    Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline

    Units
    2 x Razordons (80)
    10 x Chameleon Skinks (240)

    Battalions
    Eternal Starhost (130)

    Total: 1490 / 1500
    Allies: 0 / 400
    Wounds: 64
     
  4. Aginor
    Skink Priest

    Aginor Well-Known Member

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    Or maybe this one:
    It has a Slann and an Astrolith Bearer which could cause some headache as well.


    Allegiance: Seraphon

    Leaders
    Saurus Eternity Warden (140)
    - Artefact: Coronal Shield
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Incandescent Rectrices
    Skink Priest (80)
    - Priestly Trappings
    Skink Starpriest (80)
    Saurus Astrolith Bearer (160)

    Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline

    Units
    2 x Razordons (80)
    10 x Chameleon Skinks (240)

    Battalions
    Eternal Starhost (130)

    Total: 1470 / 1500
    Allies: 0 / 400
    Wounds: 59
     
  5. Aginor
    Skink Priest

    Aginor Well-Known Member

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    Or maybe this one. It might be effective or not but either way people might not like you afterwards.
    You could even leave out five of the chameleons and go full Kroaknado.

    Allegiance: Seraphon

    Leaders
    Saurus Eternity Warden (140)
    - Artefact: Coronal Shield
    Skink Starpriest (80)
    Saurus Astrolith Bearer (160)
    Lord Kroak (450)
    - General

    Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Guard (100)
    - Seraphon Battleline

    Units
    10 x Chameleon Skinks (240)

    Battalions
    Eternal Starhost (130)

    Total: 1500 / 1500
    Allies: 0 / 400
    Wounds: 52
     
  6. IggyStarhost
    Skink

    IggyStarhost New Member

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    Wow thanks for the lists! All look like alot of fun!

    Some questions;
    - Why a Priest AND a Starpriest? If I had to choose, which ones should I?
    - What makes an Astrolithbearer so good?
    - Would u advice to always take Cham Skinks in units of 10? Why not les, or more?
     
  7. Aginor
    Skink Priest

    Aginor Well-Known Member

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    I don't take more since I have only 10. :D
    I don't take less than 10 because of reliability of their attacks. 5 probably won't kill anything in one round so they are less effective if you consider that you get 20 normal Skinks for that price.

    A Priest is cool because of the rerolls he might Grant, the Starpriest can cast spells. They complement each other well I think. If I had to choose I would take the Starpriest since his spell and ability are great.

    As for the Astrolith:
    Rerolls (not only ones but all that fail) are huge. Worth more than +1 hit or so.
    And combined with wizards the additional spell range and the +1 to the cast roll are great as well.
     
  8. IggyStarhost
    Skink

    IggyStarhost New Member

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    Thanks again!

    I know have 5 chamo's. Converted them from some 32 old lizardman skinks with bows. Now have 27 left. Thank about making one a starpriest and buying a box of 24 more skinks to have a blob of 40 and some 10 more. So really dubbing on converting more.

    What do you think about:

    Slann
    E warden
    15 guard
    E Starhostbattallion
    40 skinks
    Basti
    Priest
    5 cham skinks or 2x10 skinks
    For 1510 points
     
  9. Aginor
    Skink Priest

    Aginor Well-Known Member

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    A solid list I think.
    The Basti may divert some fire from the Guards and the Skinks can either soak up some damage or suddenly get teleported behind the enemy so they have to keep that in mind and play a bit more carefully.

    I would probably use a Starpriest instead of the priest, because against some armies (like Khorne Demons for example) its spell might save you from mortal wounds or other strong effects triggered on a 6+
     
  10. Canas
    Stegadon

    Canas Well-Known Member

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    A priest has the benefit of giving re-rollable 2+ saves though. Starlight is really only interesting in this setup if you definitly know you're facing those "roll a 6 do mortal wounds"-kinda units. And even then, unless they have absolutly insane amounts of attacks, or considerable buffs those are not terribly reliable. When I play against my girlfriend my guard regularly last several rounds against her retributors even without starlight (though they do tend to be a sacrifice not expected to win, only to buy time till the bulk of her forces are dead).

    As for that list, your eternal host makes a decent core, but the supporting troops aren't very focussed. The priest has decent synergy, but the (chameleon) skinks, slann & bastillidon don't really (even if they are decent units in themselfs). Focus on utilizing their supports fully instead of doing multiple strategies halfheartedly. E.g. get two bastillidons with solar engines and forces your enemy to choose between being bombarded or closing in and dealing with nigh unkilleable troops. As for the possibilities:
    1. Eternal starhost + priest + slann + either long ranged or very mobile stuff.
      • Slann surrounds himself with the starhost this moves as a block towards the objective, the mobile and long ranged stuff takes care of his shooters and the mortal wounds stuff, cast spells to kill annoying stuff.
    2. Eternal starhost + priest + 2 bastillidons or 2 Stegadons
      • Move as one block, make going into melee with you a disaster for your enemy. Or use the siege grade weapons to bombard your enemy depending on the loadout of your behemoths. An eternal starhost + 2 bastillidons with arks will be absolutly horrific to fight for most enemies for any prolonged period of time.
    3. Eternal starhost + priest + absolute crapton of (chameleon) skinks
      • The starhost forms the backbone, the skinks skirt around your enemy harrasing and being a general pain. Either he goes on a goosechase for them or he fights your starhost while being pelted with stuff/while they take objectives.
    4. Eternal starhost + priest + saurus Knights led by a skarveteran (that one battalion? can't remember the name)
      • Basic hammer and anvil army
    I think that's broadly the options you have in a 1500 point game with an eternal starhost. Also, I'd advice against a carnosaur, the guy will have a giant bullseye painted on his face and will probably be blown to kingdom come before being able to do much.
     
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  11. IggyStarhost
    Skink

    IggyStarhost New Member

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    Thanks! After some reading I realized I dont need a Slann to teleport once a turn. So that frees up some points.

    Now thinking about:

    Saurus Eternity Warden (140)
    - Artefact : Incandescent Rectrices

    Skink Priest (80)
    - Priestly Trappings

    Saurus Oldblood on Carnosaur (280)
    - General
    - Command Trait : Thickly Scaled Hide - Artefact : Prism of Amyntok

    Units
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    5 x Saurus Guard (100)
    10 x Chameleon Skinks (240)
    1 x Salamanders (40) Behemoths

    Bastiladon (280)

    Battalions

    Eternal Starhost (130)

    Total: 1490

    Or switch the Oldblood on Carno + Salamander for a Scarvet on Carno + Starpriest/Skinks

    In my mind I would teleport the Carno to the Mortalwound threat and shoot with the prism for hopefully some mortal wounds. And put my 10 chamoskinks on it. And if/when in range blast with the basti.

    On the Priest vs Starpriest topic, the reroll on save rolls sounds sicks. Would make the guard almost only killable by mortal wounds. Although 50% on rolling.

    While the starpriest can be more versatile with -1 to hit to exclude some mortal wounds on a 70% chance. or with the mystic shield (or doesnt that work on a allready 2+ save? Well, maybe if the attacker has a rend of -2) and if preferable Arcane bolt.

    Or just go for both the the Scarvet on Carno?
     
  12. Aginor
    Skink Priest

    Aginor Well-Known Member

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    I like the Carno with the Guard lists because it can buff them and because it forces your enemy to attack him OR the Guards full force. Many people don't realize how dangerous those guards are so you can advance with them and go into melee.

    But then it is expensive so you could just as well get some shooting.
     
  13. Canas
    Stegadon

    Canas Well-Known Member

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    I think a stegadon or bastillidon work better for that, sturdier and a bit less of a giant bullseye painted on them, but forces the same choice. Synergizes a bit better I think. Though the lack of a command ability is a bit dissapointing (why are there heroes without command ability...) Plus, they give either ranged firepower or even mortal wounds so that's quite nice.
     
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  14. Aginor
    Skink Priest

    Aginor Well-Known Member

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    Fair point as well.
    I wish there was at least one Skink hero with a command ability...
     
  15. Canas
    Stegadon

    Canas Well-Known Member

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    yea, skink armies are lacking in commanders. though for skinks I would also wish for actually capable fighters. The various skink heroes are all support troops. The troglodon is the only one that can really stand on his own in a fight. At least give them a poison blowpipe and let em snipe. Or give a chief with a statline similar to skaven warlords, should be similar in ability to fight. They're all just sorta irrelevant in actual combat, which is just weird...
     
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  16. Aginor
    Skink Priest

    Aginor Well-Known Member

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    I want our Skink Chief back. Just maybe with better stats since those were not too great.
     
  17. IggyStarhost
    Skink

    IggyStarhost New Member

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    Thanks for the input! Santa was very kind and gave me a Bastiladon and a Stegadon.
    Im now a very undecisive of whether to construct it as a Skystreakbow or a Engine of the Gods.

    For local 1500 points tournaments i’ll probably go for a Stegadon (switch it for the carno).

    While I eventually would love to go for the Thunderquake starhost with the Engine of the Gods. I’m not really sure if I then should take 2 Bastiladon or 1 Steg and 1 Basti.

    What would your advice be for a Thunderquake? Always 2 basti, since they have much better shooting? Or one of both for versatiltity of the Skink Alpha command + teleport/charge option?

    Edit: I really want to avoid magnetizing
     
  18. Canas
    Stegadon

    Canas Well-Known Member

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    My advice would be to get enough stegadons and bastillidons that you can field every option, just look adorably at santa ;)

    There isn't really a best combination, they fullfill different roles so it'l depend on wha you face.

    the EoTG is quite weak on its own btw, it needs support, from a slann or other behemoths. Otherwise half of its special stuff barely does anything due to the high randomness and variance in effects and range.
     
  19. IggyStarhost
    Skink

    IggyStarhost New Member

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    Yes I have a Slann for the EoTG. But will only go for that in min. 2000 points list. But I’ll go for the stegadon+bastiladon. The Skink Alpha command does work on itself aswell right?
     
  20. Canas
    Stegadon

    Canas Well-Known Member

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    yup, as long as it has the skink keyword it works. Technicly skinks themselfs don't have the skink keyword, but since it'd be silly otherwise it works on them as well.
     

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