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AoS Multiple Engine mass summoning list at 2k+ points

Discussion in 'Seraphon Army Lists' started by Asamu, Jan 23, 2017.

  1. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Was wondering if anyone had tried something like this:

    Slann (260)
    Skink Starseer (160)

    Battleline:
    10 Skinks (80)
    10 Skinks (80)
    10 Skinks (80)

    Engine of the Gods (240)
    Engine of the Gods (240)

    Summoning reserve: 800-860 (To use as appropriate to handle what your opponent brings)

    Maybe throw in a 3rd Engine of the gods for more chances at the extra turns and to cause more mortal wounds.

    In the hero phase, you can start with the Starseer's Cosmic Herald ability to get some re-rolls, then cast the Curse of fates spell on one of the engines so you can modify the result by 1, then go into the engines, for which, the Slann adds an extra die to the cosmic engine roll and allows you to drop the lowest so long as the engines are within 10".

    For the engines, you roll 4d6 drop whichever you want on the chart, with results of 14-17 allowing you to summon a unit (It doesn't have the normal size restrictions, so you could drop a unit of 40 Warriors, or 20 Guard if you felt inclined to do so), with the ability to re-roll any of the dice from the Starseer, and you can modify the final result by 1 for whichever engine the curse of fates spell was cast on, which makes the chance of rolling any desired result, other than 18, incredibly high.

    Results of 6-9 on the chart do D6 mortal wounds with a 25" range, so you can reasonably effectively take down monsters or units that are heavily reliant on saves.

    There's also the potential for extra turns on results of 18, which isn't nearly as unlikely as it would normally be with all the re-rolls and a +1 modifier. If you got 4 or more re-rolls, you could effectively roll 8 dice, taking the 3 highest, and only needing a 17, and you could potentially get another turn after as well. If you rolled 2 6s on the first 4 dice. The odds of getting at least 1 extra turn a game are actually absurdly high with 2-3 engines.

    For lists at higher points values, the potential for extra turns with 3-4 Engines seems a bit ridiculous actually. If you rolled an extra turn, and used the other 2-3 engines to snipe out a key unit, then did it again, the game could be pretty much over before your opponent even took a turn.
     
    Bowser likes this.
  2. Bowser
    Slann

    Bowser Third Spawning

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    This is a great tactic and use of the engines. The curse of fates and rerolls really make the odds of a double turn pretty good. The problem is your slann becomes a target and to summon him back is 260 points. That being said, slann is easy enough to hide between two engines and block it off with some skinks. But it is a lot if fun to have an unknown army that can just appear on objectives. Throw a skink chief in, will buff your skinks, and you can summon through it. For some extra range.
     

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