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AoS Razordons or Kroxigor?

Discussion in 'Seraphon Discussion' started by JonnyTheKing, Aug 29, 2017.

  1. JonnyTheKing
    Jungle Swarm

    JonnyTheKing New Member

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    So I am currently working on a pure Skink list and I'm stuck between these two units. Do I take a minimum unit of Kroxigors or a Skink handler unit and 3 Razordons?
     
  2. Seraphage
    Terradon

    Seraphage Well-Known Member

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    Depends on the list you want to invest at ! They have totally different roles !
     
  3. Iblitz
    Cold One

    Iblitz Active Member

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    Indeed.
    Razordons are more defensives units and kroxy are more offensive.

    I'd suggest to couple razordon with Bastilodon and kroxis with stegadons for exemple (and so the thunderquake starhost is not that far)
    Strategy and movement means a lot in a skinks army.
    Without any clue of where you want to go, we can't help. Can you provide your list ?
     
  4. JonnyTheKing
    Jungle Swarm

    JonnyTheKing New Member

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    Allegiance: Order

    Leaders
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Coronal Shield
    Engine of the Gods (220)
    - Artefact: Prism of Amyntok
    Skink Priest (80)
    - Priestly Trappings

    Battleline
    40 x Skinks (200)
    - Boltspitters & Moonstone Clubs
    40 x Skinks (200)
    - Boltspitters & Moonstone Clubs
    30 x Skinks (180)
    - Boltspitters & Moonstone Clubs

    Units
    3 x Skink Handlers (40)
    2 x Salamanders (80)

    Behemoths
    Bastiladon (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost (170)

    Total: 1990/ 2000
    There you go, I actually ended
    Up adding Salamanders for now but do let me know if the other two options would work better
     
  5. Iblitz
    Cold One

    Iblitz Active Member

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    From my point of view, i'd remove 20 skinks from the unit of 30, to put 2 more Salamanders.
    Just to have a big regenerating unit.
    For me Salamanders are better than Razordons, but Razordons works fine between two bastilodons giving them some more fire power in counter charges.
    But sallies have rending and potential mortal wounds. it's only a matter of taste.
     
    Last edited: Aug 30, 2017
  6. Seraphage
    Terradon

    Seraphage Well-Known Member

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    Most experienced opponents wouldn't let your sallies to come close enough to shoot though !
     
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  7. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Why 3 x Skink handlers? One is enough for the buff.
     
  8. JonnyTheKing
    Jungle Swarm

    JonnyTheKing New Member

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    They come in a unit of 3
     
  9. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    Ah, got it :) Also why go with the clubs? So that they can charge into wizards after shooting?
     
  10. PhoenixTheCat
    Terradon

    PhoenixTheCat Well-Known Member

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    Do you want shooty or smashy? There, answer that and you answer the original question. You're welcome.
     
  11. Killer Angel
    Skink Chief

    Killer Angel Well-Known Member

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    Must be said that i know many "experienced" players that repeat the same mistakes over and over again... :p
     
  12. Seraphage
    Terradon

    Seraphage Well-Known Member

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    Haha I am glad to hear ! I' m guessing that the local meta is a really tough one. I learnt that one of them a GT 4 years ago and it made all the more sense ! :D
     
  13. scubrat
    Chameleon Skink

    scubrat Well-Known Member

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    Eh, I'll take a 40pt distraction if it means my skinks can keep skinking for longer.
     
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  14. Iblitz
    Cold One

    Iblitz Active Member

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    You mean that sallies are not worth it ?
    Or only small unit, without handlers can be usefull ?
     
  15. Aginor
    Skink Chief

    Aginor Well-Known Member

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    Without Handlers I'd say Sallies aren't that good because of their poor range, except if you manage to protect them by cover until the enemy is near.

    And even with Handlers the low amount of attacks makes them more risky IMO.
     
  16. Screamer
    Temple Guard

    Screamer Member

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    Small units of sallies gives more mortal wound coverage by splitting fire. And the option to fire one at a time, to make sure not to waste any potential mortal wounds. But besides that, the more the merrier.
    I would happily field 50 sallies at 2000 pts if it wasn't for the cost and requirement of battleline
     
  17. Screamer
    Temple Guard

    Screamer Member

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    Allegiance: Order

    Leaders
    Skink Starpriest (80)
    Skink Starpriest (80)

    Battleline
    40 x Skinks (200)
    - Boltspitters & Moonstone Clubs
    40 x Skinks (200)
    - Boltspitters & Moonstone Clubs
    40 x Skinks (200)
    - Boltspitters & Moonstone Clubs

    Units
    3 x Skink Handlers (40)
    3 x Skink Handlers (40)
    4 x Salamanders (160)
    4 x Salamanders (160)
    4 x Salamanders (160)
    3 x Salamanders (120)

    Behemoths
    Bastiladon (280)
    Bastiladon (280)

    Total: 2000/2000
    I would just love the look on the opponents face. Keep you're distance and focus fire.
     
  18. Seraphage
    Terradon

    Seraphage Well-Known Member

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    With 12" range it's hard to keep your distance ! :p
     
  19. Nielspeterdejong
    Terradon

    Nielspeterdejong Well-Known Member

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    I love the sound of that build! :D Maybe spend 400 points (two of the 4x Salamanders, one Skink handler, and lower the other 4x salamander to 3x) and get a Star seer and the Heavenwatch Starhost? you'd give up some fire power, but in exchange you can deploy them all at once, and you can reroll hit and wound rolls of 1 on one enemy unit. Also the Curse of Fates works well if you want to charge in a Bastiladon within an enemy units line. Maybe make the Starseer your General, and give him the Celestial Rites command trait? Which you can reroll with one of his potential rerolls should you fail?

    That way you can buff a Bastiladon with Curse of fates, a Mystic shield, the Starlight spell that gives its attackers a -1 to hit rolls, and the ability to reroll saves and charges :)

    That is, if you've taken the Seraphon Allegiance, which works a lot better for us!
     
  20. Ecozh
    Saurus

    Ecozh Member

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    What I noticed last match is that the 8 inch move is also verry underestimated.

    That is a 16" threatrange on a Salamander.

    Summon a unit of 3 near an enemy (9" away). Teleport your 3 skinks beside them and fire away.
    Next round teleport both to another location to repeat.
     

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