AoS All shooting, all the time.

Discussion in 'Seraphon Discussion' started by Wytchphyre77, Jul 6, 2019.

  1. Wytchphyre77
    Saurus

    Wytchphyre77 Active Member

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    How do we do it?

    *Bernie voice* "let me be very clear. I'm not asking if my ideas are good. I'm asking how to do them anyway."

    If we wanted to make a seraphon list, absolutely maximizing damage output at range, say @2kpts, how do we do it? (with no concerns at all, as to how to survive in melee, unless it works by accident)
     
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  2. GreenyRepublic
    Temple Guard

    GreenyRepublic Well-Known Member

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    Skinks, Razordons, Bastiladons with the Solar Engine, and some Starpriests and or Slann for our juicy new spell lore stuff.
     
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  3. Nart
    Carnasaur

    Nart Well-Known Member

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    Allegiance: Seraphon
    Mortal Realm: Ulgu

    Leaders
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer
    - Artefact: Miasmatic Blade
    - Spell: Stellar Tempest
    Engine of the Gods (240)
    - Artefact: Doppelganger Cloak
    Saurus Astrolith Bearer (160)

    Battleline
    10 x Skinks (70)
    - Boltspitters & Star Bucklers
    10 x Skinks (70)
    - Boltspitters & Star Bucklers
    10 x Skinks (70)
    - Boltspitters & Star Bucklers

    Units
    1 x Razordons (50)
    3 x Razordons (120)
    3 x Razordons (120)
    3 x Razordons (120)
    3 x Skink Handlers (40)

    Behemoths
    Bastiladon (280)
    Bastiladon (280)

    Battalions
    Thunderquake Starhost (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 102

    Every unit has some kind of ranged attack, except astrolith, which is force multiplier. Very light on summoning, but you don't want to summon anything big - just more skinks for screening. I even consider it pretty competitive.

    You can take Trog instead of EotG and throw in two more razordons and an endless spell, if you like.
     
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  4. ThePhilosopherX
    Saurus

    ThePhilosopherX Active Member

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  5. Wytchphyre77
    Saurus

    Wytchphyre77 Active Member

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    So, my question is, why not 40 man skink units with a blowpipe? With +2 to hit, rerolling off the astrolith, that's 3's and 5's x40 I feel like the old 6-7e 40k player is coming out in me here... But, doesn't the sheer weight of forcing saves make them our most dangerous shooting unit? (assuming all 40 in range)
     
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  6. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Not necessarily out best, but buffed properly they are indeed quite a bit more dangerous than people think.
     
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  7. Wytchphyre77
    Saurus

    Wytchphyre77 Active Member

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    Yeah, like... I see what folks are doing with the razordon spam, but I haven't had my razordons do well once yet. Granted, I'm kind of a noob, so maybe I'm misusing them. But it looks like they are only good with lots of them, cause you need to roll high for number of shots. I see how the potential for "overwatch" could be silly. But...

    Like none of our other units can do weight of dice. Right?
     
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  8. Nart
    Carnasaur

    Nart Well-Known Member

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    I like the idea of 40 skinks, but if they spill any blood, they will instantly draw attention. And if they draw attention, they will instantly melt. Loosing only 11 will instantly cripple them. And they cost like a whole bastiladon now. I really wish, new GHB returned them horde discount. Finally, they still wound on 5+, and only means of reroll to-wound is taking shadowstrike. Razordons for the same cost will just outperform them. Large skinks block could be nice support, if not for the point increase.
     
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  9. Wytchphyre77
    Saurus

    Wytchphyre77 Active Member

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    Fair, I hadn't considered the new points cost. I think I need to do a mathematical deep dive. Gawd... I kinda know how all that's done. Time to ask my smart friends. If any of you guys know the math, that'd be cool. If not, I'll do it and post it, just as soon as I do all the prequisite studying.
     
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