-2 rend and kill th harvesters first is the best i got if they play their stuff right they have the equivelent of a 3+ 3+ 6+ 4+ save so it' is going to be very hard to remove them. now they do get command points different then the rest of us. if it is hard to do so that shuts down this combo very fast if it's the same or easier then it's going to suck. you can take mortek guard in blocks of 40 and so 40 wounds becomes 720 against - rend attacks 346.66 against rend 1 and 153.33 against rend 2 so ouch hit them with 80 mortal wounds i guess. or kill the harvester just remember it can heal 1 every time a model dies within 3" so you have to drop it in 1 go at least it doesen't get look out sir
i heer by predict that competitive lists are going to be 2 units of 40 mortek guard 2 harvesters petrifect leagion and either chad the bone lord if you can afford him or a few healing wizards. or they are going to FaQ it so it's only enimy models witch is much better
To be honest I'm struggling to think of how ANY army will be able to beat these guys, let alone the pillow-fisted Seraphon. As has been said, Petrifex Legion giving everything in the army +1 to save is big. But Katakros himself can throw out +1 to save AND +1 to hit for anything from his own legion within an incredibly generous 18" of him (including himself, obviously). This puts him on 20 wounds, with a 2+ save, 6+ ward save and the ability to choose an enemy unit and apply -1 to hit to it just because he feels like it. So not only is he insanely bulky, but he will nerf the hit-squad that you planned to kill him with to lower your chances even further. All that for 500 points. This army has a resilience that is unmatched by anything I've seen in AoS so far. I really hope they don't just end up being meta-defining cheese that is unpleasant to play against, but I suspect that might be the case.
zeench might have the mortal output to hurt them but they can't withstand the grinding asult bone reapers can do. solid range units might be able to take out harvesters and then die when the guard hit them back. i guess just don't fight them ironically i thing we have the best chance of beating them on the table we can out last them and have the movement to get past 80 unkillable skeletons. just ignore katakros he isn't worth fighting just hope he rolls bad and lets you have fun.
never mind they generate a notcommand point for every hero they have on the board and one on a 6+ for every alpha they have. they have notcommand points to spare. and on a 3+ they can run and charge for 1 unit within range of heros or alphas i will have more soon im reading thrue their stuff
ok for spells the stand outs are the ability to force rerolls on naturals 6s a good way to nuter flesh eaters they have a teleport but only for the caster that takes damage later and survives so thank GW for small mercies a spell that makes it for the rest of the battle if the unit deals damage they take 1d3 damage in any phase and to top it all of 5+ feel no pain. so now 1 of your guard units is 3+ 3+ 6+ 5+ 4+ fun no bonus to cast thou so we should be able to unbind them
yeah, those are all dead I guess, so we're stuck with constalations for now The only things I can see working for us is to just flood the board with skinks, take objectives and just not care that half our army gets wiped out while we can't even tickle them. More in general though I guess you can try the following: - Focus their various healing units and pray to god you kill em before they heal right back up. - Avoid using cannonfodder, as they'l just use them to heal. - Bring as much ranged firepower as you can, seeing as that seems to be their only genuine weakness (provided they don't bring 4 catapults...) - Avoid combat unless you can wipe out a unit in one go (or all their healing guys are dead)
So more of the same old strategy that makes seraphon even remotely good enough for competitive play in the current meta? Yeah, no thanks. I'd honestly rather be playing with a skaven list if I wanted to do that.
ya im probably going to shelve my guys for the next few months im tired of having to play my heart out to have a game against someone who is sand baging
I agree with y'all that rend and mortal wounds are probably the way to go. Not going to lie, Seraphon will probably lose most of their games, those bone dudes are strong. A few ideas: - bring Bastiladons (ranged, rend) - bring at least a Slann and a Starpriest. We need spells and summoning - summon chaff to keep them busy. Kite them, they aren't fast. Play the objectives. - Hordes of Mortek Guards can be expected. Use spells or abilities that hurt big hordes with mortal wounds. (Stellar Tempest, Purple Sun) - Kroak might be an option. - Shadowstrike with Terradons might work, as they can cause a few mortal wounds and harass with their tangled weapons while not being easy to chase down for slow armies. - Soulsnare Shackles work decently against many armies that bring hordes as they are in the way. Same goes for a Prismatic Palisade and a few other relatively cheap spells.
and kill the harvesters first they are a very good healer capable of bringing dozens of models back. they only have 10 wounds and can't heal themselves unless things die neer them
Indeed. As much as the old "Remove X, replace with skinks" meme from WFB is still going strong in AoS, I'm not convinced that it makes for an army worthy of the Old Ones outside of desperate measures.
i know that armies tend to be just a large amount of 1 unit but it would be nice if other units where worth using. so much of our army never sees the table. what is every ones favorite unit they can't use? mine are kroxigor.
Not just more, but also more extreme. Given that we need to wipe out the entire unit to prevent it from healing and we have fairly terrible damage we're kinda screwed. Kroak lacks focussed damage, it's too spread out over multiple targets, and a terradon shadowstrike will struggle to reliable kill a target & can only bomb the 1 unit anyway. Imho neither of those will work super well.
I don't think that _anything_ we can bring will work super well, I basically just compiled a list of stuff that can stack some buffs and/or has rend and/or means to do mortal wounds. I just noticed I forgot the EotG though. Edit: On second thought I guess a Thunderquake with EotG, 2x Basti, and Razordons accompanied by a Slann and Starpriest(s) hurling spells might be the best we can do.
I meant more that Kroak specificly specialises in AoE damage while here we need single target focus fire. As such I think it'l be relativly expensive and inefficient as you pay for that AoE, but gain little from it. The terradons simply suffer from it being a 1-time use ability. Thunderquake seems like our best bet for trying to straight up fighting them. It's both our sturdiest and most damaging stuff. And it has the ranged firepower to shoot some things before it reaches us. we're discussing how to deal with the new bone ossiarch things.
Currently trying to figure out to kill Bonereapers. Considering that that can make most, if not all of their army a 3+ or better save