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Tutorial Priority Targets

Discussion in 'Seraphon Tactics' started by LizardWizard, Aug 26, 2019.

  1. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Their summoning isn't as strong as ours, but their units are stronger. Which kinda makes up for it. Most Tzeentch armies you will encounter at an event will be a change host. They normally bring 2-4 endless spells. In my experience (unless they play against Seraphon or another army which doesn't cast :D) they will probably be able to summon something on their first turn if they go second. And then roughly every 1.5 turns after that, depending on turn sequence, if not every turn.
     
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  2. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    Thank you so much for this! This will be such an invaluable resource that players new and old can come back to check time and time again!

    The Freeguild Hand gunners hyperlink to the Frost Phoenix. Played Freeguild over the bank holiday and the hand gunners were definitely nasty, hitting and wounding on 2’s if stayed still, although I played around their range/move with my Bastilladon and LoSaT’d the beast Into a corner in range of his general and killed it from 20” away. Meaning they had to move if they wanted to shoot the Basty losing yet another buff.
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Glad you are excited for this thread. I hope it is as useful as you an I anticipate. Also thanks for the heads up about the Handgunners link.

    It sounds like you played around your opponent's units and their placement beautifully.
     
  4. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    Verminlord Corrupter links to - AKHELIAN MORRSARR GUARD

    Without a doubt! It’s already been invaluable as it’s exactly the kind of thing I need as a ‘new to AoS player’. I foresee this being something I repeatedly visit prior to games until I become more familiar with the various factions and further still with ones I’ve not played in a while.
     
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  5. ravagekitteh
    Skink Chief

    ravagekitteh Well-Known Member

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    I’ve been having a good time reading through all of you justifications! Just a quick note but with the Plagues Monk’s attacks, what with them being from two different weapons surely charging would leave them with 5 attacks each, and then adding the prayer would take it to 7?
     
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  6. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Good catch. That was a slip on my end.
     
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  7. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    This thread is a goldmine.
    And obviously I've put it in the Tactica Index. ;)
     
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  8. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    I see Arkhan is on the list, do we have any way to say snipe him down?
     
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  9. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    Hearthguard are INSANE! 2 wounds 5 models 120 points (and a free 5 models at max size!). 2 attacks each with either a poleaxe or broad-axe (Spoiler alert ALWAYS GO POLEAXE) and a whatever 8" throwing axe. both weapons are 2" 3+/3+, the broad is -1 rend 2 damage and the pole is -0/1, but causes TWO (2!!!!) mortal wounds on a 6 to hit AND CONTINUES the attack sequence. they have a 5 up save that become a 3+ with a prayer and a battlesmith... I only have ~1k of FS but I have 10 HB ready to go and they win games on their own. I cant tell you how many times I've deep struck them with the Smiter on foot (the one on mount doesn't have the deep strike rule) next to the one blob or one key unit and decimated them, causing a turn 1 or two rage quit. honestly I wont play them in casual 1k games against people I like, because they are that demoralizing. especially with the 2" range on the attacks... you can get two rows of flailing braizers of DOOM!
     
    Last edited: Sep 9, 2019
  10. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    We don't have any easy time reaching him unless the opponent leaves an opening. He is also more important to kill than Skeletons or other death units. It is why in the disclaimer I mention that despite the list, you should go for what is achievable. The goal is also to make a list that is useful to non-Seraphon players. It has been over a week since I have found time to continue work on the project. I need to back at it!
     
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  11. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    My guess is would a bastiladon work against him or maybe a carnosaur rush? His spell game is on point but his Melee is lacking in multiple regards.
     
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  12. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    Why is the Warchanter the top priority? From the warscroll all I can see it does is give reroll 1’s to hit for 1 unit in combat per turn which doesn’t seem absurd. Is there something I am missing from allegiance/battalion abilities or is it just because it’s an easy one to get rid of first before starting on other things?

    Also if the particular army has many Brutes would you recommend focusing the Megaboss before the Mawcrusher or is the extra range on the Waaagh Command ability just that much more potent from the Crusher?
     
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  13. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    he doesn't give rerolls he gives plus 1 to hit witch is a very strong buff for ij
     
  14. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    Oh damn! :confused: Clearly I can’t read when I’m tired. That is indeed a lot better than just rerolling 1’s. Although my question still stands as the other 2 give an extra attack with their command ability.
     
  15. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    they stack so you can get 2-3 of them and make your ard boyz auto hit. hit is iron jaws weaknes now that they arnt slow any more a unit that removes this weaknes is very good
     
  16. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    Ahh that actually makes a lot of sense now! So IJ will tend to run multiple Warchanters then to stack this buff?

    Wow, 80pts each is cheap and 6 wounds with a 4+ save isn’t the easiest thing to get rid of!
     
  17. Canas
    Slann

    Canas Ninth Spawning

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    seriously.. that stacks? sigh...
     
  18. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    its an ability so no rule of one and there is no wording that cancels it so ya 3 of them and a IJ general can make a ardboy doom train
     
  19. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    That and the Waaghs stacking make for hilarious attacks sometimes. And it even works on all Ironjawz units, not only certain ones. Double-Waagh and double frenzy makes pretty much everything scary.
     
  20. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    In addition to all the comments already explaing that he gives +1 to hit rolls, he is also squishy and easy to kill. Megaboss would be higher priorities if they were less resilient. You also want to kill any hero that IJ have equiped with an Aetherquartz Brooch, as their Waagh can become insane.
     

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