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AoS DT teleporting army

Discussion in 'Seraphon Army Lists' started by Slikus Vaw, May 14, 2020.

  1. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    The army concept I have for this one only requires 2 slanns or a Slann nd Kroak(preferred), I'm just trying to find all the other stuff to put in, most likely all the lists will have 4 sets of 10 skinks just for numbers nd the army idea. The basic idea of the army is to utilize the AoC to it's fullest potential. By having a Slann, 1 guard unit, nd the 4 skink units start out on the battlefield I have kroak nd his guard unit start off of the battlefield just unsure what to put in to AoC in from ether kroak or the Slann. So my turn one I'm going to AoC Kroak in 18" away from the Slann then teleport the Slann where needed somewhere different from Kroak. Then AoC in some hammers to smash. I have 4 "slots" for starting off the battlefield with 980 but will most likely use at least 200 points in endless spells (baelwind pendulum lifeswarm jaws)

    Is this a good army concept?
     
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  2. Slikus Vaw
    Cold One

    Slikus Vaw Active Member

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    I have several lists but just haven't play tested anything yet nd once I do start playing it's going to be straight into a local tournament
     
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  3. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    looks good somthing close to this is one of my main army plans as well
     
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  4. Tav
    Kroxigor

    Tav Well-Known Member

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    It’s really not n your interest to have any turn without kroak. You’d be missing out on 4 casts turn 1 by keeping him in the heavens.
    I use a Dracothians tail slann and kroak list and it’s pretty fun. The reserves mechanic in my opinion shouldn’t be the thing you want to do every time, better to use it when the matchup benefits from it (alpha strike lists)
    For hammers the best things we have for dropping down is salamanders, 40 skinks is good but need to be on the table in the hero phase to receive the necessary buffs
     
  5. Ustyk
    Cold One

    Ustyk Active Member

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    I would try to get 2 units of 5 guards in RSE then teleport korak in front of building. Skinks are not worth bringing in 10 since summon cost 6 And with 2 slans and astrolith you get 4d3 every turn. Also i would bring troglodon to give first Line spell range and extra d3
     
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  6. Slannmann
    Skink

    Slannmann Member

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    I ran a similar concept last week and won a closely contested match against a shooty Tzeentch list (Kairos, lots of horrors, supporting characters). Started both Kroak and Slann on the board, and teleported Kroak right up the centre early on to provide a base for summoning and AoC. He is a tank with the right supports in place, and 2 units of deep striking salamanders provides a lot of firepower!

    I'd probably try and swap out 10 skinks for another 5 guard next time:

    Starborne / Dracothion's Tail / 2000 its

    Kroak (320)
    - Drain Magic

    Slann Starmaster (260)
    - General
    - Godbeast pendant
    - Ancient Knowledge
    - Stellar Tempest
    - Celestial Equilibrium

    Saurus Astrolith Bearer (140)

    Skink Starpriest (120)
    - Celestial Harmony

    Skink Priest (70)

    40 Skinks (240)
    - Boltspitter, shield, dagger

    10 Skinks (60)
    - Boltspitter, shield, dagger

    10 Skinks (60)
    - Boltspitter, shield, dagger

    5 Saurus Guard (100)

    12 Salamander Hunting Pack (240)

    12 Salamander Hunting Pack (240)

    Bound Purple Sun of Shyish (60)
    Bound Balewind Vortex (50)
    Bound Quicksilver swords (40)
     
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