AoS Using a Terradon Chief

Discussion in 'Seraphon Discussion' started by Lambs and Lions, Mar 30, 2020.

  1. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    So the Terradon chief seems like a real nice way to boost your Terradon rider's deadly cargo. 12 rides dropping their load on a 2+ vs a 4+ is huge. 10 hits vs 6 hits translates an average of 20 MWs vs 12 MWs.

    But the issue is that the unit needs to be wholely within 12" of the chief at the time of the drop. And terradons are big models so a unit of 12 can easily take up a huge space outside of 12". So you probably need to move the chief first which can be tough if you put the chief behind the unit so the chief doesn't get picked off. What's more, if you try to drop the load off during the charge it can be even harder to position everything correctly. While I want the chief to work I just don't know how practical it is to actually get it to work.

    Moreover, the bonus for the chief really only matters for a max unit of 12. Considering that the chief is the same cost as 3 riders. If you take say, 6 riders it's better to add 3 more than take a chief. If you compare 9 riders with chief vs 12 riders without you are looking at a average of 15 MWs vs 12 MWs but 12 riders has more attacks in combat. I think you really are better taking smaller units of terradons anyway to try to drop the load on support characters as larger units are more unruly and harder to actually make the drop.

    So how are you guys going to make your terradons with chief work? How are your drops working out when you have a large unit?
     
  2. LordBaconBane
    Ripperdactil

    LordBaconBane Well-Known Member

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    My initial reaction is to use the ShadowStrike Starhost battalion, but you deploy at the end of your movement. Perhaps it could work if you tie up other enemy models with a screen?
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You are correct. It takes careful planning and positioning to make happen. It isn't something you accomplish in the list building phase. It is very much play dependent.

    I think units of 12 with a chief more usable in Fangs of Sotek. Getting the extra 3" movement and being able to LoSaT the Starseer into place for the 3d6 charge buff makes dropping on the charge much more reliable. Chronomatic Cogs also helps Terradons a lot. Units of 6x Terradons are a good alternative and certainly relieve some of the cognitive burden of tournament play. Mental fatigue is a factor worth considering at multi-day events.

    Running larger units of Terradons does have the advantage of getting greater millage out of the various Skink hero abilities and spells. On the 18" apart battle plans is seems reasonable to drop bombs from 12 Terradons with the +2 bonus turn one (provided your opponent deploys on the line). In general though. I think we can expect our Terradons to shine best in turn Two or Three.
     
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  4. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    What lizard wizard says! Either if you go second, you could go for a risky T1 charge. Even if you go first and feeling lucky.

    I’ll be playing 6 + a chief in FOS (with the dagger). I believe they are best as a counter unit. I would be hesitant to send them up the field with a 6+ save. Being shot or double turned could whipe them easily. So even if you play 12, I would carefully wait my chances
     
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  5. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    If you are running them in groups of 6 which is probably the more reasonable size then the 2+ buff is not worth the points and precious hero slot of the skink chief. I personally like groups of 6 to try to get 6 or so MWs on a key support heros. Most support heros have 5-7 wounds so after a comet's call and the cargo drop you can really cripple an army relying on buffs.

    Also the Terradon chief has no utility after the cargo drop. Compared to a skink priest who cost the same, takes the same hero slot, but will keep buffing units all battle.
     
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  6. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    Correct my math if it’s wrong. It’s rudimentary, but I think it holds:

    Each unsupported Terradon has 50:50 chance of causing D3, which, say averages 2 per success. Therefore you are correct in the 6 or so. However, you can roll poorly here on the D3. A chief brings those 6 up so that 5 of 6 hit, so roughly 10 MWs, or 5 if you roll poorly on the D3.
    Additionally, you can put the dagger on him to hope for a lucky kill (unlikely) but also if you are shooting your terradons up you can use him to cast buffs if you feel necessary (all out attack?)

    I think 1 chief has utility over 3 extra terradons, provided you are talking 6+

    it is situational. 2x6 terradons without a chief can still be threatening. I like the chief in FoS, theoretically speaking.
     
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  7. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    In general I agree with you guys. One unit of 6x Terradons doesn't need the Terradon Chief. 9-12 definitely benefits from the Terradon Chief, but is more unwieldy and require greater planning and some luck. However, having multiple units of 6x Terradons can still make the Terradon Chief worth bringing.

    I too like the Terradon Chief as the bearer of the Serpent God Dagger.
     
  8. Alladin the Paladin
    Chameleon Skink

    Alladin the Paladin Well-Known Member

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    I think it’s the most thematic use by far. Although a Skink Priest or Starseer might be hilarious killing an OP hero with it, it’s likely they will die to shooting or rampant hordes.

    But arming a kamikaze flying reptile rider with it, and sending him to certain death, just makes my fluff juices flow. Haha.
     
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  9. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    it seems like no one is considering that a single chief can buff more than one unit. move him to within range and have the dons do a bombing run around him.
     
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  10. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I assumed that was intent of bringing multiple units of 6x Terradons and Terradon Chief :p
     
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  11. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    We just need some test games. When people start moving their terradons and realizing the chief is not around then they may start changing their mind. Or maybe I am making it out to be much more difficult than it really is.
     
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  12. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Terradons and the Chief have a high enough movement characteristics that it shouldn't be a problem. In the two games I have played it hasn't been an issue yet.
     
  13. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    Are you using them in packs of 6 or packs of 12? How are they preforming?
     
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  14. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Once, with two 12x. Once with two 6x. I also expect to drop the 12x Bombs on the charge. Starseer's 3d6 charge buff helps this alot. As it enable the movement necessary to pass over the enemy unit and then land with enough room for other Terradons to do the same while staying in range of the Chief. It does require some planing about which model to move first, as they have to end within 1/2". Otherwise you're banking on an opponent's misplay or you getting the double turn if you plan to use them in the movement phase with a 12x.
     
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  15. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    I think a lot of the benefit of a chief+12 is that when you can get it off, it fills a hole our army cant realistically replicate.

    You can find other ways of dealing 6 mortal wounds, but doing 20 is another story.

    As always, nothing is as easy as it sounds on paper but we will see once people start getting more games.
     
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