Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Considering chaning the FoS Kroak list to have 1 unit of 40 skinks. 2 units of 10 skinks a unit of 12 Terradons, and Balewind Vortex.
     
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  2. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    That’s a lot of mortal wounds.. as in woah, that’s scary. After I acquire the new stuff and lord Kroak I may or may not have to get more skinks.

    or I could get another carnosaur :D
     
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  3. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    Rippers are still good? Is there some ability I don't know about? From reading their warscroll they seem pretty bad. Also I've been thinking of a Kroak Nado List. I think with the new rebalances that could be pretty viable. Have Kroak in front of the Saurus Guard (since he can take damage better than they can because of his 4+ (save) 4+ (FNP) (possibly 6+ FNP as well from astrolith) and then 2+(guards taking damage) get him with cogs and Balewimd and shred crap. Get and Eotg with this list and you have some healing and potentially summoning. Maybe throw in a bastiladon as well for great shooting. What do you think?
     
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  4. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    On the tournament FoS shadowstrile there are 2 statpreists one cost 120 nd the other 70
     
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  5. Jason839
    Salamander

    Jason839 Well-Known Member

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    you need to buff them with the skink heroes. That’s the thing about everything in the new book. You can’t judge it by its warscroll. You have to look at it alongside the buffs you can do to it. We are buff army now. Think in terms of combos not raw power..
     
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  6. Joshua Horchler
    Troglodon

    Joshua Horchler Well-Known Member

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    100%.

    I do like that Terradons really only need their chief to do their job. That frees you up on the same turn as your hitting with them to dump all your buffs into other units. Terradons also do well fully buffed but they arent completely reliant on them.
     
  7. Nart
    Carnasaur

    Nart Well-Known Member

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    Take Coalesced, Kroak, Starseer, Shadowstrike, 6 rippers and a chief. The combo is about 920 pts, so this only the half of your army and only taxes are skink chief and shadowstrike. You want priest and starpriest too, anyway, so take them for 190 more points. You'll still have about 800 pts to fill with skinks, big dinos, endless spells, etc.

    Take Aetherquartz brooch as a second artifact. Use Priest's ability for run and charge, starvenom from and starseer's spell on the unit you want to be dead. Use Shadowstrike's ability on it too. Kroak, starseer and priest will give you around 3 more CP combined, maybe more, may be less. Go with rippers to the unit you want dead and use chief's ability as much times as you can. Use toad for rerolls to hit. They will delete anything. Literally.
     
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  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Good catch, one is suppose to the a regular Skink Priest.
     
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  9. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    Hey LizardWizard. In your Ripper Kroak list would a steggie with chief be good to give the rippers another +1 melee attacks? That means with that and rippers chief buff 5 jaw attacks lol.
     
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  10. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    For the same price as the Steggadon Cheif you could just take 9 more Rippers.
     
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  11. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Or an oldblood on Carnosaur! :D
     
  12. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    Oh lol.
     
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  13. Acehilator
    Ripperdactil

    Acehilator Well-Known Member

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    We are beginning to sound like 40k Orcs lol.

    Q: "I got free points, what should I use them for?"
    A: "GIT MOAR BOYS!"
     
  14. Nart
    Carnasaur

    Nart Well-Known Member

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    Why take Steg Chief when you can infinitely rise attacks with Ripper Chief? Well, Steg Chief is nice, but not for buffing rippers.
     
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  15. Joshua Horchler
    Troglodon

    Joshua Horchler Well-Known Member

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    I think someone should do an in depth breakdown of Terradons vs Rippers. 9 and 9. It would be very helpful. Maybe i'll do it :)
     
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  16. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    It will really come down to how much buffs you are putting on them and how much cp spam you plan to dump. Terradons are better on their own merit. Rippers have a higher ceiling.
     
  17. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Am i missing something? in the italian point sheet, Starborne shadowstrike is listed as 170, and Coalesced shadowstrike 150
     
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  18. Asamu
    Temple Guard

    Asamu Well-Known Member

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    1 turn on the charge using all abilities:
    Ripperdactyls:
    Jaws: 27 attacks, 27 hits (with blot toad), 18 wounds at no rend. + 2.5 wounds from the 10 spear attacks: Total: 20.5 damage at no rend.
    +1 to hit increases the damage to ~23.33 (difference of ~2.83).
    +1 attack increases the damage to 28.75.
    +1 attack and +1 to hit increases the average damage to ~33
    +2 attacks = ~37
    +2 attacks and +1 to hit = ~42.67

    Terradons:
    ~10.83 damage from bolas (or ~6.33 from javelins), + 9 mortal wounds from rocks + 9 from jaws. Total of ~19.83 (bolas) or ~15.33 (javelins) damage + 9 mortal wounds.
    +1 to hit increases the damage to ~26.44 (bolas)/20.44(javelins) + 9 mortal wounds
    +1 attack increases the damage from jaws by 2.25 (for ~21.08/~15.58 average damage) + 9 mortal wounds
    +1 to hit and attack increases the damage to ~29.44 (bolas)/23.44(Javelins) + 9 mortal wounds
    + rocks on 2+ from the chief command ability adds 6 mortal wounds on average

    Without Rocks or Blot toad:
    Rippers: 14.5 damage (12 from jaws/2.5 from spears)
    Terradons: ~19.83 or ~15.33 damage.

    In enemy turns, Ripper damage doesn't change, since they don't shoot and don't get charge bonuses, while Terradons lose their missile damage, but I wouldn't rely on either unit surviving more than 1 turn in combat, and they'll almost certainly get the charge. Terradons can drop rocks when they pile in, so there's no reason for them to ever not all be able to drop rocks, especially with the 16" move, and there may be some cases where they can shoot for a turn or two before engaging.

    In coalesced, Rippers get a 1/3 increase to damage from jaws, increasing their damage by 6/4 with/without the blot toad, while Terradons get a 25% increase to their melee damage, to ~11.25, so Rippers end up comparing a bit better in coalesced lists; though with Terradons getting more from the + to hit buff (due to not having re-rolls or exploding hits), a coalesced shadowstrike probably still gets more from Terradons.

    In general, Terradons look to be substantially better, especially vs units with good saves, where those mortal wounds can do more than all of the Ripperdacyl attacks, but rippers can get pretty insane with buffs, though they're a bit more reliant on CPs.


    For another comparison, Salamanders do 21 damage at rend -2/mortal wounds + 1.5 damage from the skinks at no rend when they shoot + charge for the same cost as rippers. +1 to hit increases that to ~25.67+2, and they can get up to +3 attacks with the jaws (coalesced thunderquake + steg chief) and +2 with the skink goads, raising the damage even more, and they cost the same as rippers. At only 4" slower (substantial, but their shooting gives them a slightly longer threat range, and with running and charging and potentially 3d6" charges, they're plenty fast enough to get them where you want/need them), I think they compare too well to ever justify going for rippers over salamanders considering they cost the same. Razordons do ~1.5 less damage than Sallies with the shooting when they charge, have less rend, and don't get the extra jaw attack in a Coalesced list.
     
    Last edited: Mar 12, 2020
  19. Tilorn91
    Saurus

    Tilorn91 Active Member

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    What I've got is a dread saurian, 3 salamanders and 6 terradons to fit in a list. Any recommendations with those units included?
     
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  20. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Either Dracothion's Tail with Cogs, or Fangs of Sotek. Then pile on Skink heroes to buff Terradons. Add Kroak if you want spell damage. Take a Slann if you want Spell utility.
     
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