AoS Triumph and Treachery

Discussion in 'Seraphon Tactics' started by Xuil, Feb 13, 2020.

  1. Xuil
    Chameleon Skink

    Xuil Well-Known Member

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    I know there is very little point discussing specific tactics until our tome comes out. However, I wondered whether people had thought about good approaches to building a triumph and treachery (3+ player) list?

    The game itself plays very differently and some general rules will still apply. I THINK:
    • Abilities and artefacts which activate in 'each' phase rather than 'your' phase are much more valuable in T&T. E.g. 'Arcane Might' on your Slann gives you a re-rollable dispel against EACH player that chooses to target you in the spell phase and is much more of a deterrent. Whereas Curse of Fates is just straight insane.
    • Victory points are given for each 5 wounds allocated in a *phase* This has two effects:
    • 1) It is not optimal for your list to be averaging 3-4 wounds in the magic or shooting phases, it's 'go big or go home' in each.
    • 2) Abilities to deal damage out-of-phase (movement phase with terradons, charge phase with razordons) are a nice source of extra VP.
    In short... a good general list won't always be optimal for T&T games and I'm still trying to figure out how best to build one!
     
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  2. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    Basi's with ARKs are the obvious answerer. snakes deal mortals at the start of EVERY combat phase.
     
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  3. Xuil
    Chameleon Skink

    Xuil Well-Known Member

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    I had actually missed that one! I only ever use the solar engine.
     
  4. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    because currently the laser beam is better than the snake bites.
     
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