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AoS 2k fang of sotek

Discussion in 'Seraphon Army Lists' started by Ustyk, Apr 14, 2020.

  1. Ustyk
    Cold One

    Ustyk Active Member

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    Hello Here is my fang of sotek list for friendly game vs kharadrons.

    Target is to get lots of cp to buff terrodons and deepstrike with skinks. By mistake i took javelines not blowpipes

    Allegiance: Seraphon
    - Constellation: Fangs of Sotek

    Leaders
    Skink Priest (70)
    Lord Kroak (320)
    Saurus Sunblood (130)
    - General
    - Command Trait: Old and Grizzled
    - Artefact: Serpent God Dagger

    Terradon Chief (70)
    Engine of the Gods (260)
    Skink Priest (70)

    Battleline
    30 x Skinks (180)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers

    Units
    12 x Salamander Hunting Pack (240)
    9 x Terradon Riders (270)
    - Starstrike Javelins

    Battalions
    Shadowstrike Starhost (170)

    Endless Spells / Terrain / CPs
    Chronomantic Cogs (80)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 134
     
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  2. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    What is the point of the Sunblood? He doesn't buff anything, eats your general slot and is only okay in battle. A skink starpriest or skink starseer or astrolith bearer would be much better. Also I prefer Skink chief on stegadon over engine of the gods but you make the call.

    You also have an extra artifact.
     
  3. Ustyk
    Cold One

    Ustyk Active Member

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    Sunblood is good for artifact from fang of sotek and command trait. Engine is for summoning and healing. Skink chief on stegodon gives bonus for mele attacks so in shooting army isnt that good in my opinion. Why do you think skink chief on stegodon would be better in this list?
     
  4. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You have the points, so why not just take an Astrolith instead?
     
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  5. Ustyk
    Cold One

    Ustyk Active Member

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    Yeah im still thinking about astrolith and vortex to buff kroak^^

    my dream is to slain sbd with this artefact :D
     
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  6. Nart
    Carnasaur

    Nart Well-Known Member

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    Astrolith is better. If you want to get more CP, I'd go for master of star rituals on EotG or Priest. Also, taking large units of skinks is a bit underwhelming, if you are not taking starpriest. In my experience, mortal wounds is about 30% of their damage + you need celestial harmony to conserve CP. I'd just drop sunblood for starpriest and give SGD to terradon chief. And, probably, exchange second priest or cogs for 10 more skinks. Not necessary, but 40 skinks blobs are amazing.
     
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  7. Ustyk
    Cold One

    Ustyk Active Member

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    Also got question. Better to take more units of 20 or one bigger and 2 smaller?
     
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  8. Nart
    Carnasaur

    Nart Well-Known Member

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    In most cases, 40-10-10 or 10-10-10 are the ways to go. Mostly because of buffs and horde bonus. It doesn't matter how much skinks you take in small units - 10 or 20 - they will most likely die anyway. If you are taking less than 40 skinks - you are wasting potential. Not that 30x or 20x units are stricktly bad, they are more like jacks of all trades, masters of none.
     
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  9. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    I would personally never take cogs anymore. It is too expensive compared to what you get out of it. You also have zero bound endless spells which I think is a huge mistake, especially if you switch around and grab a Starpriest. I think you should get a couple of the bound ones since they are such huge value.
     
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  10. Lambs and Lions
    Chameleon Skink

    Lambs and Lions Well-Known Member

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    Which bound spells are you liking? Geminids are amazing. Purple sun, pendulum, and burning head are all situational but good. The vortex is good but slows you down, easy to dispell and stops you from casting any other bound spell that turn.
     
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  11. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    Pretty much what you mentioned.

    Balewind with Astrolith feels great on Kroak. The huge range means he wont really have to move. With Kroak ontop of Balewind it is possible to do some cheeky shuffling by dispelling the Balewind, placing Kroak 1" away from the Balewind's base, then recast Balewind 1" away from the new location of Kroak. You waste 1 cast doing this, but you can shuffle him and give him like 5-7" (havent measured exactly) extra inches if need be.

    Geminids are amazing as always - You can tag loads of stuff with the 8" movement, the debuff is great, the MW output is ok.

    Purple Sun looks awesome to me in a game where models have multiple wounds or DPR/MW saves. It just straight up kills stuff.

    Pendulum looks decent. Despite it only moving 1 direction, being able to control how far it moves is reasonable.

    Burning Head is really good on paper - Saves you a ton of CPs. I worry that on the table it will feel clunky to use. Seems really good with multiple Bastiladons or a blob of 3 Salamanders. Less awesome on a blob of 40 Skinks.

    Honorable mention to Ravenak's Gnashing Jaws. While the MW output isn't insane, the movement (12") and huge base makes it a big roadblock for your opponent. Ontop of this the casting value is 8", which makes it rather difficult to dispell for most armies since they have to do a dispelling roll of 9" or more.

    In general you can do some cheeky things by creating a "wall" of bound endless spells to restrict movement of your opponent.
     
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  12. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    speaking of that wall.... if a unit with fly moves over an endless spell that does damage, does it hurt them? or does that damage only occur when the spell moves?
     
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  13. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I can't think of any endless spells that don't have wording such as, "after this model has moved" that precludes the spells damage. So I'm fairly certain that all the endless deal their damage after the spell has move, and not in the movement phase. At least for predatory endless spells.

    The Warplighting Vortex is the only that auto triggers damage rolls in the movement phase to my knowledge.
     
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  14. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    seems like an oversight lol

    "hey guys its ok to go through this raging inferno, its sitting still!"
     
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  15. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Good point. I feel like the game isn't suppose to be interpreted as separate turns though. I always assumed both turns were happening simultaneously. So I view it more as a timing issue.
     
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  16. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    which is basically impossible to do via analog game and maintain any coherency lol.
     
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  17. Ustyk
    Cold One

    Ustyk Active Member

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    Okay i kicked out batalion and make it more magic


    Allegiance: Seraphon
    - Constellation: Fangs of Sotek

    Leaders
    Lord Kroak (320)
    Saurus Astrolith Bearer (140)
    - General
    - Command Trait: Old and Grizzled
    Skink Starpriest (120)
    Skink Priest (70)
    Skink Priest (70)
    Terradon Chief (70)
    - Artefact: Serpent God Dagger

    Battleline
    5 x Saurus Guard (100)
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    40 x Skinks (240)
    - Meteoric Javelins Celestite Daggers & Star Bucklers

    Units
    5 x Chameleon Skinks (90)
    9 x Terradon Riders (270)
    - Sunleech Bolas
    12 x Salamander Hunting Pack (240)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    Bound Aethervoid Pendulum (60)
    Bound Geminids of Uhl-Gysh (70)
    Soulsnare Shackles (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 140
     
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