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AoS Help for tournament list

Discussion in 'Seraphon Army Lists' started by Samuel, May 6, 2021.

  1. Samuel
    Jungle Swarm

    Samuel New Member

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    I have a 2000pt tournament coming up and need help cause I've been lower tier at the last 3 or so and finished at best 4th about 5 months ago. This is the list I'm thinking of running but would love any or all help to be competitive.

    Thunderlizard
    Ghur

    Lord kroak
    Stellar tempest
    Astrolith bearer
    Engine of the gods
    Skink star priest
    Hand of glory
    Scar veteran on carnasaur
    Prime warbeast, fusil of conflaguration, warblade

    Saurus knights x5 Lance
    Saurus knights x5 Lance
    Saurus guard x5
    Saurus warriors x10 spear

    Bastilladon solar engine x2

    Bound gemnids
    Bound ravenaks jaws
    Realmshaper engine

    I do have more units in supply so happy for feedback.

    Thanks team!
     
  2. Nart
    Carnasaur

    Nart Well-Known Member

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    Which ones?

    On the list itself: the only reason to take saurus in thuderlizard is double battalion and you don't have even a single one. Exchacne saurus for skinks to free points, first of all. Second - gnashing jaws is not really worth it, you better have either bonus CP or triumph for the same points. Balewind would be a way better addition here.

    I can say more when I'll know all available units. If you, say, don't have skinks, saurus can be fine.
     
  3. Samuel
    Jungle Swarm

    Samuel New Member

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    I

    I have about 40 saurus total.
    Another 5 knights
    10 more guards
    40 skinks
    Stegadon
    Slann
    3 kroxigor
    10 chameleon
    Sunblood
    Old blood on carnosaur
     
    Nart likes this.
  4. Tav
    Kroxigor

    Tav Well-Known Member

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    kinda seems like things are overall just thrown in with the list.
    The main punch will be the bastiladons, so i would recommend taking bound burning head instead of jaws so that can have rerolling 1s to hit and also a priest to give +1 to hit.

    Taking a thunder quake could be a good option, having an extra artefact can be super useful. cloak of feathers on the engine for example is very good.
    You are also taking knights and a scar vet which really would be better in Koatls claw.

    i would recommend trimming a bit and focusing on the strengths.

    Kroak
    astolith
    priest

    5 guard
    5 knights
    5 knights
    10 skinks

    thunder quake temple host

    engine of the gods
    -general (prime warbeast)
    -cloak of feathers
    bastiladon
    bastiladon
    3 kroxigor

    bound burning head
    bound geminids
     
    Putzfrau likes this.
  5. Tyranitar
    Terradon

    Tyranitar Well-Known Member

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    This looks better, I think you streamline even further by cutting the knights in favor of more 10x skinks, and probably a balewind vortex?

    The other option would be to go Koatls Claw if you want to go further with the knights and carnosaurs
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    I can advise the following:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Lord Kroak (320)
    - Spell: Stellar Tempest
    Engine of the Gods (260) (TQTH)
    - Artefact: Cloak of Feathers
    Skink Priest (70)
    - General
    - Command Trait: Master of Star Rituals
    - Artefact: Fusil of Conflaguration
    Saurus Astrolith Bearer (140)

    Battleline
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    Stegadon (240)
    - Weapon: Skystreak Bow

    Units
    3 x Kroxigor (140) (TQTH)
    - 1x Moonhammers

    Behemoths
    Bastiladon (220) (TQTH)
    - Weapon: Solar Engine
    Bastiladon (220) (TQTH)
    - Weapon: Solar Engine

    Battalions
    Thunderquake Temple-host (150)

    Endless Spells / Terrain / CPs
    Bound Geminids of Uhl-Gysh (70)
    Balewind Vortex (40)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 91

    I don't know, which endless spell do you actually have, but if you don't have BWV, you can exchange it for burning head or just extra CP. If it is okay, to use your starpriest as priest, I would do so, if not, drop it for extra CP and make astrolith a general with 4+ CP gain trait.

    The list is low on bodies and relies of removing enemy from the table by the end of turn 3. You also have a chance to summon saurus warriors. Feel free to experiment with the list, but general rules are:

    1) You want a dual bastiladon in thunder lizard to deal lots of damage with high treat range;
    2) To mitigate their slow movement, take battalion. Bonus CP and artefact are also very important;
    3) Always take kroak, or at least slann, to generate lots of CP for dual shooting;
    4) Always concerve CP for dual shooting. If you have excess CP, use it for +1 to-hit from priest. Thanks to the trait, he can do it once without spending a cp;
    5) Give EotG or Skink Chief Cloak of feathers, so they can move 12, then run and still charge and all of this with fly. Very high threat range.

    I wouldn't bother with saurus, since they are stricktly worse than thunder lizard. Yes, you can win with them and even go 3-0 in local meta. But since you asked for a competitive list, concentrate on thunder lizard and dual shooting bastiladons.

    I also added astrolith and balewind. They both provide additional survivability (bastiladons save 2 additional wounds on average, and this can turn the tables) and makes kroak more dangerous (+1 to cast, +6 range).
     
  7. Samuel
    Jungle Swarm

    Samuel New Member

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    I do like the balewind but since i only started playing last year I don't have the model and my store has banned 3d printed proxies so that's out.
     

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