My FLGS is very competitive and we are doing a slow grow AOS league ending in a tournament. I picked Seraphon cause dinos are awesome and no one else is playing them but with 2.0 and the recent FAQ, I'm having trouble figuring out what would be competitive. I'd love people to tell me there best pure Seraphon list and/or their best Seraphon focused Order list. Thanks so much
There is no "best list", the strong lists are still worth nothing if they don't fit your play style. But from the top of my head: - Shadowstrike with Rippers - Thunderquake - One-drop lists based on Dracothions Tail. All lists should include a Slann and Astrolith Bearer, for summoning. Probably more than one EotG if you want to be really summoning heavy.
Thanks for the reply. I'm not asking for "The" best list, but what are some really competitive lists people are playing and finding success with. To help inform what I should be buying, painting and playing.
I've read throughout the forums that summoning seems to be the way to go for us in 2k (slann, 2 x EotG, astro). Is this the only competitively viable lists for us right now? I'm building towards eternal starhost with ripper shadowstrike right now (since my 1k has 2x chamo skinks, 2x rippers, and guards) and I feel that the start collecting box and the sunblood I bought are going to be worthless.
Summoning is a big plus for us, free units every turn at the expensive of not casting is well worth it (use cogs and Balewind Vortex) 2k list built around Shadowstrike or Thunderquake or both. Eternal Starhost is not the best as Guards melt against Mortal Wound armies as do all but they are expensive, SC box is not the best but still worth the money.
Throws Kroak in the mix and you then have summoning power + heavy spell output - so you can play either style if/when needed - he may not be as potent as he was but he still dishes out some serious hate (and most opponents will look to target him) which draws attention from the rest of your army. For a quick example; even without balewind/cogs just kroaky and a bearer he will have a minimum of 39-45 CP by turn 3 (that’s with thenise of one spell - if you hit a 2-3 on the bearer (bare in mind he can be re-rolled with Kroak) you are then able to cast 1x spell a round (comet call) to deal some decent damage while storing up enough points to summon whatever you want - turn 3 (providing you get there) is a turning point round imo - having a pair of carno a drop would shit most people up, don’t need heavy support - go for a few units of saurus/skink, need someone assassinated - drop a few units of cams, the possibilities are endless ;P
I agree, with the rules confusion right now Kroak will still strike fear into a lot of enemies. And yeah, summoning is probably our best ability now, in all kinds of lists. With summoning I think that even previously less played lists like Eternal Starhost or Sunclaw Starhost based ones become more viable, just because you can get more bodies onto the field anytime, and especially because you can now actually react to your opponent: - If you need to snipe some hero with a good save, just use your 18 points to get a few Salamanders, then in the next round teleport them to your enemy and shoot. Or maybe Chameleons. - If you fear charging enemies, summon some Skinks as chaff and maybe a Razordon to make your opponent think twice before charging. - If your Slann is threatened by snipers, summon him an Eternity Warden. - If you see a squishy enemy unit to munch, consider summoning a Troglodon. It reduces bravery, it hits OK, and if you have a Priest near and it hits with its spit it has a decent chance to make that charge in the round it is summoned. At the least it is a big monster you opponent cannot just ignore. - Terradons or Rippers are great for desruption of enemy tactics as well. Most enemies know that Terradons have to die fast or they will drop their mortal wound bombs, which makes them great value against elite units. Rippers are known to be strong against everything that doesn't have a really good save. The enemy has to deal with them. - You lost your Skink Priest or Starpriest to some sniper or endless spell in round one? Just re-summon him. So yeah, summoning is a big tool box. You just have to bring the case with all your possible reinforcements with you. The problem we have now is that some armies can do very strong alpha strikes in round one. Summoning is not very useful when half of your army is already dead. But the longer the game lasts, the stronger our summoning gets, just because of the points you can bring onto the table.
Is a list like this worth playing? (I really like guards because I don't want to paint large blobs of units) ++ **Pitched Battle** 2,000 (Order - Seraphon) [2000pts] ++ + Leader + Engine of the Gods [220pts] Engine of the Gods [220pts] Saurus Astrolith Bearer [160pts] Slann Starmaster [260pts] + Battleline + Saurus Guard [90pts]: 5 Saurus Guard Saurus Guard [180pts]: 2x 5 Saurus Guard Saurus Guard [90pts]: 5 Saurus Guard + Battalion + Battalion: Shadowstrike Starhost [780pts]: Skink Starpriest . Chameleon Skinks: 5 Chameleon Skins . Chameleon Skinks: 5 Chameleon Skins . Ripperdactyl Riders: 2x 3 Ripperdactyl Riders
The thing with guards is they are tough as nails but melt under mortal wounds as do warriors, skinks but they are cheaper. Your list looks ok but it's a low wound list, what are you going to summon in, 20 skinks a turn with the EotG's and save your Slann points up? Your going to end up painting lots of blobs I'm afraid
I agree with @Crowsfoot, it is pretty likely that you are going to end up with hordes anyway, because summoning chaff (Skinks mainly) is going to be pretty effective. Your above list isn't bad though. If you can manage to kill mortal wound sources with your Shadowstrike, then your Guard will have it considerably more easy to fend off the rest. Also worth noting: It depends a bit on your style of painting I guess, but speaking for myself I can say that I can probably paint 80-100 Skinks faster than I can paint 20 Saurus Guard. Skinks are very quick to paint because they don't have many details.
Looks like a lot of fun, let us know how it goes! Personally i'm always a little wary of spending over 300 points on battalions, you just lose so many bodies but it'll be really interesting to see how it works out for you.
Yeah it's feel like it's a bad trade-off but with the summoning I feel I can come out okay overall as long as I can screen well. The knghts are really fun even though the mortal wound stuff never works lol.I know there no EOtG but it's cause i don't have the model and I like the idea of fast dinos
No EOTG definitely isn't the end of the world, I actually don't run one in my current 2k list either. Eventually i'll try to cut some points to fit one in, but until then it still seems to be working out.
This make me feel better I always feel like no matter what lost idea I have it won't be good inleas it has EOtG
Thanks so much for all the replies. I am starting to put together my order but had a few more questions. If you take a shadowstrike battalion only one ripper is considered part of the battalion correct? If yes, is there a world where you take two of the battalion or can you even do that? Do you have to have battleline units that are separate from a battalion? An example can my Shadowstrike skinks count as my battleline as well or are they separate? It looks like I can fit a Thunderquake and Shadowstrike list together. Is that bad? Example list EotG Astrolith Bearer Skink Starpriest Slann Behemoth Bastiladon Stegadon Battleline 3x10 skinks (weapon undetermined) Other Kroxigor Ripperdactyle Shadowstrike Thunderquake Is that legal and or good or am I spreading too thin to get too much?
Battleline units can be from a bataillon, that's ok. About the Rippers: yes, only one unit of Rippers is allowed in a Shadowstrike. It can be a big one though. Most people play six. But yeah you can theoretically play two Shadowstrikes. It is unusual though. Shadowstrike and Thunderquake are indeed combineable. I would even say that it got more viable in AoS2 because we can now summon. You are a bit low on wounds initially but now you can get some in the first round.
I recently played a tournament with a combined Thunderquake/Shadowstrike list. Threw in a Slann and a Bearer and it faired decently. I was able to survive a vicious first turn with a Ork list designed to devastate on the first combat phase and between the EotG pumping out skinks and my Slann able to provide some decent screens for my bigger monsters I was able to come back and overwhelm in the late game. My biggest concern with playing a list like that again was that I had to play the starting line up extremely barebones. Skinks in a group of ten just die to easily and are too unreliable to hit much of anything and with the FAQ change one unit of 3 rippers didn’t do enough to make the suicidal strike worth it. If the necessary 3 battlelines wasn’t a thing with a 2k list I think the line up would be insane, but since it is the battalion tax just felt too heavy.
IMO You should be buying Skinks, Slann, Astrolith, EoTG, Rippers in that order, and then go from there. Any Seraphon player will need ~60 skinks (at least) and the above units, if for nothing other than summoning. Personally, I'm running a Fangs of Sotek list with tons of Saurus, but thats probably the only list that heavily relies on the Saurus side of things (warriors, carnosaurs, etc).
Ok so I've been playing my own list and going into medium summoning with some heals - as if I'm playing a death faction, but with more scales. So far I've been using my starpriest to give cogs to my slann who summons a balewind - because of course I do. after that the starpriest is a minor buff to my oldblood on carnosaur, can cast a heal spell, and can cast an emerald lifeswarm I have an astrolith which I'd prefer to keep close to my carnosaur (equipped with the wand of restoration from ghyran) to hopefully keep the big beast alive while letting it reroll its many hit rolls - later in the game I can spam command points into him to blast something to oblivion. then 2 skink priests to hopefully reroll saves, 30 skinks (boltsplitters) and 2 sets of 5 saurus guard to hopefully delay the enemy a little. that, and 2 bastiladons because a turn one teleport& murder, aswell as just rolling 2 tanks up to the battlefield seemed like a fun strategy. So I could use summon points on skinks (and I may because point capturing) but I really like playing a ranged army, so I'll likely teleport my astrolith and his carnosaur friend, and then spam down a load of razordons that instantly shoot. Feel free to copy off of me or tell me what I'm doing wrong here (I realize many people like ripperdactyls, but I think those big dinos are underestimated and need some l.o.v.e too) (Please do not "Boink" with the dinos)