AoS First time 2K TL

Discussion in 'Seraphon Army Lists' started by Just A Skink, Nov 5, 2021.

  1. Just A Skink
    Skink Chief

    Just A Skink Well-Known Member

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    I'd appreciate any input or advice. Thanks.

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    - Mortal Realm: Ghur
    - Grand Strategy: Pillars of Belief

    - Triumphs: Inspired

    Leaders
    Engine of the Gods
    (265)*
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Fusil of Conflaguration
    - Weapon: Skystreak Bow
    - Mount Trait: Beastmaster
    - Universal Prayer Scripture: Curse

    Skink Priest (80)**
    - Universal Prayer Scripture: Heal
    Skink Starpriest (130)**
    - Spell: Hand of Glory
    Slann Starmaster (265)**
    - Artefact: Itxi Grubs
    - Spell: Stellar Tempest


    Battleline
    5 x Saurus Knights
    (110)**
    - Lances
    5 x Saurus Knights (110)**
    - Lances
    30 x Skinks (225)***
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    - Reinforced x 2


    Units
    6 x Kroxigor
    (300)***
    - Reinforced x 1

    Behemoths
    Bastiladon with Solar Engine
    (235)*
    Bastiladon with Solar Engine (235)*

    Endless Spells & Invocations
    Chronomantic Cogs
    (45)

    Core Battalions
    *Linebreaker
    **Warlord
    ***Hunters of the Heartlands


    Additional Enhancements
    Artefact


    Total: 2000 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 121
    Drops: 10
     
    Last edited: Nov 6, 2021
  2. erians
    Razordon

    erians Active Member

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    I'd drop the grub for amulet of destiny on the engine. You have invested a lot in it and without MW protection it goes down fairly easily.

    I love supported skink blobs in TL but javelins are a lot worse than blowpipies. Love the krox, great stand alone unit.

    Maybe switch out 5 knights for 5 guard, depending on how high you value keeping the Slann alive.

    Double bastiladons and an engine might be too many units competing for double taps.
     
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  3. Just A Skink
    Skink Chief

    Just A Skink Well-Known Member

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    Thanks for the advice.

    Not having boltspitters was a typo on my part. I forgot to change their weapons in the warscroll builder... or notice it here. :rolleyes:

    I see your point about the Amulet of Destiny. I was just trying to bolster my casting. Still, that's a logical change.

    I like bringing Guard, but I'm worried about not having enough bodies for objectives. To that point, and to your final suggestion, I could drop a Bastiladon and bring 5 guard and actually add a unit of Knights, too? Or I could drop a Basti and bring a Scar Vet on Carno for a bit of battlefield distraction?
     
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  4. Just A Skink
    Skink Chief

    Just A Skink Well-Known Member

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    I changed up this list fairly significantly, but it would have made little difference. I lost to Soulblight on turn 3 without my opponent even breaking a sweat. Typical poor play and rolling on my part, and typical excellent play and rolling on his part. My experiences are VERY different from actual competent players though. Here's what I tried.

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    - Mortal Realm: Ghur
    - Grand Strategy: Prized Sorcery
    - Triumphs: Inspired

    Leaders
    Saurus Scar-Veteran on Carnosaur (215)*
    - General
    - War Spear
    - Command Trait: Prime Warbeast
    - Artefact: Fusil of Conflaguration
    - Mount Trait: Beastmaster
    Slann Starmaster (265)*
    - Artefact: Itxi Grubs
    - Spell: Celestial Equilibrium
    Engine of the Gods (265)**
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Weapon: Skystreak Bow
    - Universal Prayer Scripture: Curse
    Skink Starseer (145)*
    - Spell: Tide of Serpents
    Skink Starpriest (130)**
    - Spell: Hand of Glory
    Skink Priest (80)**
    - Universal Prayer Scripture: Heal

    Battleline
    5 x Saurus Guard (115)***
    10 x Saurus Knights (220)***
    - Lances
    - Reinforced x 1
    5 x Saurus Knights (110)***
    - Lances
    10 x Skinks (75)**
    - Boltspitters Celestite Daggers & Star Bucklers

    Units
    5 x Chameleon Skinks (115)

    Behemoths
    Bastiladon with Solar Engine (235)

    Endless Spells & Invocations
    The Burning Head (20)

    Core Battalions
    *Command Entourage - Magnificent
    **Warlord
    ***Hunters of the Heartlands

    Additional Enhancements
    Artefact
    Artefact

    Total: 1990 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 109
    Drops: 12

    My EotG was meh. It got off one lazer beam and one unnecessary heal roll. Curse was never in range.

    Double shooting a Bastiladon (with +1 hit, re-rolling 1's and MWs on 6s) against a VLoZD is not an effective decision. It did do something like 6-7 wounds (with Basti & EotG shot) which were basically healed by the time he flew out to fight on his turn. Since you can only use the double shoot on just one Basti or EotG model, once per turn, it doesn't feel like THAT much extra. I guess using it on the EotG is the swing of hoping for an interesting roll? To the credit of the Bastiladon, it did just manage to wipe out a unit of 10 dire wolves on my last turn.

    He teleported in Mannfred, one of his units of 20 Grave Guard and a Corpse Cart with casting and wound debuff into my backfield. I had moved a bit too far in hopes of trying to charge and fight for one of his objectives. He got off his charges and claimed the objective. Turn 3, he won priority again and burned 1 objective. He held the other 3. Done.
     

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