Tutorial Match play Lists I often Use

Discussion in 'Seraphon Tactics' started by LizardWizard, Feb 25, 2019.

  1. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    Well, I knew that last bit of the Q&A would rile some people. Here is the thing though. If you are paying $50 or more to go to an event then you should know the game pretty well. If you can't read the name of a model and know roughly what it does then you probably were not ready for that level of event. Even then I always ask if my opponent has any questions about my list. We normally talk for about 5 min and introduce ourselves before we even put models on the table. On a side note I generally score decently in sportsmanship. Which is not an easy thing to do when I frequently have tabled my opponent's important units by turn two.

    The reason tournament players get a bad rep for game spirit in the Warhammer community has nothing to with other tournament players. It is generally outsiders who are upset because they don't want to play that type of list or that intense of a game. Which is fine. I play casual games on a weekly bases. The narrative campaigns that I have run and played in with my Clubhouse are some of the most fun games I have ever played. It is where my minis earned their names. That being said, some of the most enjoyable games I have had were at tournaments. It is why I attend them.

    In short, most tournament players pay to go to events because they love the game. There have been a few times were I played someone at a paid event and they got super bitter and threw dice or something like that (buy those people a beer). However, most matches that I have been apart of at tournaments were friendly despite being competitive.
     
  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    Further Ranting Via Anecdote:

    The only game I have ever ended before either the end of the 5th round or because my opponent conceded was suppose to a friendly game. I was able to take an early lead on Vp and used LoSaT to essentially grantee my victory in the next turn or two. My opponent became so sour about the state of the board and would not stop telling me how dumb my army was and how overpowered all my units were. So, I told my opponent that if they were that unhappy with the game then I had no interest in continuing. I conceded and ended the game.

    For point of reference I was playing Fangs of Sotek and he was playing the New DoK with Morathi and a metric ton of Witchaevles. Still the worse game of any mini game I have ever had.
     
    Last edited: Mar 21, 2019
    Crowsfoot, Nart and Canas like this.
  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,985
    Likes Received:
    34,474
    Trophy Points:
    113
    TBH it's perfectly fair to concede a game in friendly matches.
    If a game is mathematically lost, there's rarely a reason to continue it.
     
    Crowsfoot and LizardWizard like this.
  4. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    O yeah, if you don't like that kind of enviroment don't go to (serious) tournaments, warhammer or otherwise. And if you do enjoy it; more power to you. It's simply an unavoidable aspect of (serious) competitive play that people will seek the edges of what's acceptable & use every advantage they can get. And if you ban this particular thing another will just pop up again soon enough.
    The only thing I really despise is when it starts to leak over into more casual play with friends or at more casual events. Or worse, when the competitive side becomes so prominent it becomes the complete focus of balancing and you get into a situation where things are deemed acceptable cuz it's "balanced" regardless of how horrible an experience playing with/against em is...
    Fortunatly warhammer does seem to have a community that can actually seperate the two styles of play by and large unlike some other communities.
     
    Crowsfoot, Aginor and LizardWizard like this.
  5. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    Yep. The first General's Hanbook really set the standard for AoS. Dividing the rule sets into Open, Narrative, and Matched Play did a lot of great things and likely saved AoS. In the past of WHFBs it would swing between those things from edition to edition. I feel that Matched Play would benefit if it were further divided into Standard Match Play and Event Play. This happens at the moment simply due to the efforts of tournament players, event planers, and organizers. However, it would be nice if GW helped those communities better address the issue in a more official capacity.
     
    IggyStarhost, Canas and Aginor like this.
  6. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

    Messages:
    493
    Likes Received:
    829
    Trophy Points:
    93

    Regarding the following question:

    Q:You mentioned replenishing Rippers. They seem to be a mediocre unit if not in range of Blot Toad and having used their Swooping Dive. How are you utilizing them after that first dump? They can't go back into the sky for another Swooping Dive, correct?

    I believe a part of it was unawnsered. The part about the Swooping Dive. IIRC they can Swoop in each of your movement phases, but only counts in the next combat phase. So only yours. And you could do the same next movement phase
     
    Crowsfoot and LizardWizard like this.
  7. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    Correct. I believed the question to be in regards to the their Battalion ability that lets them deploy and gain the buff to wound rolls. In each of you movement phases you can buff them for the following combat phase. It is possible I misinterpreted @Wilhelm Stürmer 's question.
     
  8. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    Doesn't it state till your next hero phase? Not just one combat phase?
     
  9. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    @IggyStarhost is referencing this:

    Swooping Dive: At the end of your movement phase, you can declare that this unit will swoop down to attack the foe at close quarters. If you do so, then in the following combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.
     
  10. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

    Messages:
    493
    Likes Received:
    829
    Trophy Points:
    93
    Your absolutly right! Makes them even better!
    Edit: nope :(
     
    LizardWizard likes this.
  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    The swooping dive only affects the following combat phase for rerolls. The thing that last until the following hero phase no longer matters. It use to cause the models to be measured from their base instead of the actual model. Now all things are measured from the base and thus the last phrase is entirely unneeded.

    At the start of AoS you could take Terradons and get in combat with enemy units. If the unit they were fighting only had a reach of 1" there was a good chance they could never attack them if you were not declaring swoops.
     
    Last edited: Mar 24, 2019
    IggyStarhost likes this.
  12. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

    Messages:
    493
    Likes Received:
    829
    Trophy Points:
    93
    Now you’re absolutly right:p bummer
     
    LizardWizard likes this.
  13. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    God our warscolls are terribly phrased at some points... I never even noticed the two effects have different durations.
     
  14. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    2000pt Dracothion's Tail Summoning

    Allegiance: Seraphon

    - Mortal Realm: Ulgu

    LEADERS:
    Slann Starmaster
    (260)
    - General
    - Command Trait : Great Rememberer
    - Artefact : Miasmatic Blade

    Saurus Astrolith Bearer (160)
    Skink Starpriest (80)
    Saurus Scar-Veteran on Cold One (100)
    - Artefact : Betrayer's Crown
    Engine of the Gods (220)
    - Artefact : Spellmirror
    Engine of the Gods (220)

    UNITS:
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    5 x Saurus Knights (90)
    - Lances
    2 x Razordons (80)

    BEHEMOTHS:
    Bastiladon
    (280)

    BATTALIONS:
    Dracothion's Tail
    (80)
    Firelance Starhost (150)

    ENDLESS SPELLS:
    Balewind Vortex
    (40)
    Chronomantic Cogs (60)

    TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 2
    WOUNDS: 88

    Units Placed in the Heavens:
    • Scar-Veteran On Coldone
    • Bastiladon
    • 5 Saurus Knights
    • Razordons

    This list was recently inspired by a player asking me for a beginner friendly version of Dracothion's Tail.

    Essentially this is still a tempo based list that attempts to force your opponent to remain on the defensive. It lacks the massive threat of the Ripperdactyls, but requires far less decisions making. In most cases you will want to take the second turn. This is in the hopes of gaining a turn two or three double turn. On some battleplans this will not be possible due to the needed early leads on objectives. Buy time for a couple of turns with your Knights and Bastiladon/razordons to block enemy paths or tie them down in combat. At this point you should be able to flood the field with summoned units.

    The ScV is still largely a missile to weaken hordes with Betrayer's Crown. Ideally you will find the corner the horde to prevent desirable pile-ins thus weakening and tying up the horde for a turn or two. If either EotGs rolls into a summon on turn one then I would strongly consider bringing in Ripperdactyls to allow a Bloat Toad placement for future turns. The Razordons and Bastiladon can also be deployed near the Astrolith Bearer to make re-rolls available, but this will come at the cost of weaken forward board control. The Astrolith Bearer is also an excellent target for LoSaT as it will allow units to be summoned near its location and provide Proud Defiance.

    Dropping the Skink Starpriest can free up an additional 80MPP to bring the Razordon unit up to 4.

    Note: Edited for formatting purposes.

    Return to Index
     
    Last edited: Mar 24, 2019
  15. Womboski
    Temple Guard

    Womboski Well-Known Member

    Messages:
    201
    Likes Received:
    450
    Trophy Points:
    63
    What is a good replacement for razordaons in your draconian tail list?
     
    Crowsfoot and LizardWizard like this.
  16. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    The Shadowstrike or the Summoning list?
     
    Crowsfoot and Womboski like this.
  17. Womboski
    Temple Guard

    Womboski Well-Known Member

    Messages:
    201
    Likes Received:
    450
    Trophy Points:
    63
    The shadowstrike, but I suppose both.
     
    Crowsfoot and LizardWizard like this.
  18. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    For the Shadowstrike I would consider Chameleon Skinks. The list is not as much about killing enemy units as it is about weakening and tying them up. For nearly every battleplan if you can keep your opponent in their own deployment for the first three turns of the game then you will win. Chameleons are excellent at doing just that. With the extra 40 points I would take a Balewind Vortex.
     
  19. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

    Messages:
    4,286
    Likes Received:
    9,466
    Trophy Points:
    113
    2000pt Full Summon Kroak

    Allegiance: Seraphon
    - Mortal Realm: Aqshy

    LEADERS:
    Lord Kroak
    (450)
    - General
    Saurus Astrolith Bearer (160)
    - Artefact : Ignax's Scales
    Engine of the Gods (220)
    Engine of the Gods (220)
    Engine of the Gods (220)
    Engine of the Gods (220)

    UNITS:
    20 x Skinks (120)
    - Boltspitters & Moonstone Clubs
    10 x Skinks (60)
    - Boltspitters & Moonstone Clubs
    10 x Skinks (60)
    - Boltspitters & Moonstone Clubs
    4 x Razordons (160)

    ENDLESS SPELLS:
    Balewind Vortex
    (40)
    Chronomantic Cogs (60)

    TOTAL: 1990/2000
    EXTRA COMMAND POINTS: 0
    WOUNDS: 108

    The list is pretty direct. Just summon as much as you can and flood the board.

    Return to Index
     
  20. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,985
    Likes Received:
    34,474
    Trophy Points:
    113


    Does this mean i need to buy a fourth Engine? :p
     
    LizardWizard and Crowsfoot like this.

Share This Page