AoS Basic AoS Force

Discussion in 'Seraphon Army Lists' started by Salamander Tactics, Sep 13, 2020.

  1. Salamander Tactics
    Skink

    Salamander Tactics Member

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    A pretty well-rounded force. It is a little heavy on Monstrous, large-model units which is to be expected from Seraphon/Lizardmen, but also has some multi-model units and a caster. Lots of synergy.


    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    Mortal Realm: Ghyran

    Leaders
    Engine of the Gods
    (260)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Fusil of Conflaguration

    Slann Starmaster (260)
    - Artefact: Prism of Amyntok
    - Spell: Stellar Tempest

    Saurus Oldblood on Carnosaur (230)

    Battleline
    5 x Saurus Guard
    (100)
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow

    Units
    4 x Razordon Hunting Pack
    (80)

    Behemoths
    Bastiladon
    (220)
    - Weapon: Solar Engine

    Battalions
    Thunderquake Starhost
    (130)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 87



    Basically the Stegadons lead the fight, each capturing a point, or two capturing a point. These are backed by Razordons to help deal with swarms. A contingent of Starseer Slann, Saurus Guards, and an Oldblood on Carno aids as a mobile support force to help the center, left or right flank. Both an Engine of the Gods and Bastiladon wih a Solar Engine can stay in the center area to provide fire-support. Saurus Guards help protect the Slann.The Slann likewise helps power the Engine of the Gods, to get better effects on average and avoid the dreaded 2-3 rolls.

    Thunder-Lizard Constellation and Thunder-Strike Starhost really help. The Slann makes it so units in 18 inches heal D3 mortal wounds. This stacks with the standard Thunder-Lizard bonuses. Even if they are out of 18 inches of the Slann, which is likely to be rare - they still heal 1 wound.

    LOTS of offensive Spell-Casting Potential/Artefact Damage, etc. Have the Comet, the Stellar Tempet, the Prism of Amyntok, Fusil of Conflaguration and Sunbolt.All of this deals D3+ Mortal Wounds, or something akin to that. This really adds up and is hard to negate.

    Basically a well rounded army, leaning more towards the size of large model units vs multi-model units, but still keeping a balance. Able to take and hold objectives in order to score points and counter most threats without any glaring or obvious weakness.

    The extra healing is essential, along with the extra-wounds as it helps negate the biggest weakness, which is an enemy focusing heavily on mortal wounds and/or anti-large damage. Of course the Slann can use spells like Mystical Shield to help here as well.
     
    Last edited: Sep 13, 2020
    LizardWizard likes this.
  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Looks like a fun list to play. Lots of stompy big lizards.
     

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