With all the new shizz being revealed, I think it's fair to say Seraphon will soon be pushing for podium finishes in tournaments. Here's a few lists I will be playing around with centered around my beloved Kroak. Original list: Allegiance: Order Heroes Lord Kroak (540)450 < new points. - General Saurus Astrolith Bearer (160)160 - Phoenix Stone Skink Starseer (160)200 - Phoenix Stone Skink Starpriest (100)80 Battleline 10 x Skinks (80)60 - Boltspitters & Star Bucklers 10 x Skinks (80)60 - Boltspitters & Star Bucklers 10 x Skinks (80)60 - Boltspitters & Star Bucklers Units 6 x Ripperdactyl Riders (280)280 Behemoths Bastiladon (300)280 Battalions Shadowstrike Starhost (120)170 Scenery Balewind Vortex (100) Total: 2000/2000 This bad boy get 100 points cheaper, I can simply save 100 points for summoning or increase a unit of Skinks to 20 leaving 40 points to summon a Razordon. Marvellous. This armies pre GHB2's main weakness was losing Kroak meant you lost the game. With the new ability to teleport a unit on 2+ (guaranteed with Curse of Fate cast on him) Kroak can now happily deploy behind scenery or literally right in a corner. Later teleport outside of 18" of any unbinder (27" of any Tzeentch general depending on their trait) and then go nuclear. This truly wondrous. Any double to cast will also add 6" to his range, he is very likely to hit everything on the board with d3 mortal wounds, especially if people turtle to avoid the Rippers. Difficult to shift of any objective as well. If you don't need to protect him first turn you can teleport the Basti in range, hopefully within 10" of your Astrolith for rerolls to hit. Another boon for this list. Mortal Wound Bombing for Fun List With the advent of Allies we only get access to Storm Cast Eternals. I both love and hate this. Love this because it will actual help keep competitive games balanced, Seraphon have become strong. I hate this for the obvious reason we could be even stronger! Going to try this list ASAP will update items later as currently unknown to me. Allegiance: Seraphon Heroes Lord Kroak 450- General Saurus Astrolith Bearer 160 Skink Starseer 200 Skink Starpriest 80 AllIes: Cellestent Prime 340 Battleline 10 x Skinks 60 - Boltspitters & Star Bucklers 10 x Skinks 60 - Boltspitters & Star Bucklers 10 x Skinks 60 - Boltspitters & Star Bucklers Units 6 x Ripperdactyl Riders 280 Battalions Shadowstrike Starhost 170 Scenery Balewind Vortex 100 Summoning 40 points for a Razordon Total: 2000/2000 This list brings a reduction in drops thanks to Mr Prime being off the board. Another mortal wound bombing from the Prime should spell the end for any low/middle ranged characters, with the ability to do a guaranteed 3 mortal wounds from the Prime on a single target once a turn. This will also likely kill any small screening units, allowing more favourable charges for the Rippers. If you manage to save his choose a dice ability for the charge, reducing units bravery by 2 will cause plenty of troops to run away, seeing how most units will be needing a bravery roll. A variation on the above would be to replace the Starseer and summoning pool for an Engine of the Gods. Teleport this bad boy in to 25" of a priority target and likely get another d6 mortal wounds on them. Combine this with Kroak/Prime and we are dropping Treeman Ancients possibly even Greater Demons of Tzeentch in a turn, with very little your opponent can do to mitigate this damage with clever deployment. You can even Vortex push him into range if he's deployed in front of Kroak (assuming you are going first or don't need to worry about Kroak being dropped first turn) saving the teleport move for the non Shadowstrike Skinks to get them in range also. Sexy. If my understanding of what I have read so far is incorrect I apologise, my mind is ablaze with all the possibilities! Any thoughts on how to improve on the above is most welcome. Let's get gaming and get these chaps where they belong, to the top!
Wow these are really brutal lists. They will hate you/us for that. But it could work. Let the Age of Skinkmar begin!
I have had to play through the Kunnin Rukk/Skyfire spam/Tzeentch Deamon metas with GHB1 Seraphon. I will not feel guilty about our new found strengths
You have the bragging rights anyway. You played Seraphon _before_ they were strong and still made the top ten in tournaments. Twice! That's also going to be a t-shirt for me to wear. "I played Seraphon before they were cool".
Looks to me like some solid lists. My only thought is how it will fare against wound-heavy lists? There isnt that much dakka, even tho it is quality dakka As an alternative: If you go for the skink-spell-trait you can save yourself 200pts for the starseer. (Provided it is the spell you are after). You could then go max-size on one of your skink regiments or increase your pool. 7/10 cases I would go for the double teleport tho, it is seems sooooo good.
Kroak is a named character, so I don't believe he will benefit from these rules? How we get on will depend if the meta shifts to large units and how the new scenarios work. Scenarios that are about the late game I don't imagine it being to much of an issue. Games that require quick objectives being taken and held will be more of a struggle. But then again they always were. My army doesn't have the dakka, but let's not forget the Rippers and their average 45 wounds on a unit when they drop. That's one large unit scrapped off the board.. A double turn and it will be 2
Yeah, my memtel (memory intel) was corrupt. How do you get 45 wounds out of the rippers with the rules for matched play saying that generated attacks cannot generate additional attacks? Or did this get revized somewhere? Or have I been misslead all this time? :O
6 Rippers on average generate 45 odd wounds even with this ruling (assuming you attack a unit next to their toad). Each ripper gets 7 attacks. 3 hit on 3's (total of 18) with rerolls wounding on 2's with rerolls. 3 get hit on 4's (total of 18) with rerolls and then generate extra attacks for each hit. These also all wound on 2's with rerolls. Then the riders get 1 attack (total of 7 as there's a champion) that hit on 4's with rerolls and wound on 3's with rerolls. they get the extra plus 1 to wound from the Shadowstrike formation first time they charge and reroll hits and wounds from their Warscroll on the charge. these guys scrape units of the table. They were my anti kunnin rukk arrer boy answer. Most large units with points saving bonuses have low saves. Happy hunting for these chaps
You won't regret it, use the Shadowstrike formation if possible. Not only does it rule, it'll make your opponent second guess where your Ripperdactyls are coming down. Letting you take the initiative during deployment
What are your thoughts on squeezing a second unit of Rippers in? The second toad and ability to deal with the soon-to-be-prevalent hordes makes it a pretty attractive proposition to me.
Oh yes for sure. Looking at a double Shadowstrike list with 160 skinks in it X2 of this 40 skinks 200 40 skinks 200 6 Ripperdactyls 280 Starpriest 80 Shadowstrike 170 Skink Chief-General 60 Skink priest 80 Skinks ftw!
Ha. Ahaha. BUAHAHAHAHAHAHAHAHA! Ok, that's a lot of Skinks to build and paint, but I imagine it would create great looks on opponents' faces.
Thats insane. In that list though I'd definitely be considering dropping one of the 40's to a 10 and adding some chameleon skinks (or an allied Knight-Venator) for some sniping potential - try and get rid of the pesky mages/ command abilities that ruin our plans. I was thinking based on the Kroak list how about something like: Kroak 450 Skink Starseer 200 Astrolith Bearer 160 Skinks 60 Skinks 60 Skinks 60 6 Ripperdactyls 280 3 Ripperdactyls 140 Bastiladon 280 Shadowstrike Starhost 170 100pts for Balewind 100 40pts for a beast 40 You lose the starpriest but gain that extra offensive unit.
Need the priest to lead the Shadowstrike. Plus the second unit won't benefit from being off the board. They are a glass hammer after all. That being said the benefit of laying 2 toads is worth considering Play some games and let me know how you get on mate ☺