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AoS Just another TL list

Discussion in 'Seraphon Army Lists' started by t4tcliff, Oct 31, 2021.

  1. t4tcliff
    Skink

    t4tcliff Member

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    Hey guys, here is a list I've been testing out since the new mount traits were released. Been getting pretty good results so far. Please let me know what you think and how this list could be improved. What are you guys running in your competitive lists?

    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    - Mortal Realm: Ghur
    - Grand Strategy: Beast Master
    - Triumphs: Inspired

    LEADERS

    Stegadon with Skink Chief (305)*
    - General - Command Trait: Prime Warbeast
    - Artefact: Cloak of Feathers
    - Weapon: Skystreak Bow
    - Mount Trait: Beastmaster
    Engine of the Gods (265)**
    - Artefact: Arcane Tome
    - Spell: Hand of Glory
    - Universal Prayer Scripture: Curse
    Slann Starmaster (265)**
    - Artefact: Fusil of Conflaguration
    - Spell: Celestial Equilibrium
    Saurus Astrolith Bearer (150)*
    Skink Starseer (145)*

    - Spell: Tide of Serpents
    Skink Priest (80)**
    - Universal Prayer Scripture: Heal

    UNITS
    5 x Saurus Guard (115)*
    5 x Saurus Knights (110)**

    - Lances

    BEHEMOTHS
    Stegadon (265)
    - Weapon: Skystreak Bow
    - Seraphon Battleline (Constellation: Thunder Lizard)
    Bastiladon with Solar Engine (235)

    ENDLESS SPELLS & INVOCATIONS
    Emerald Lifeswarm (60)

    CORE BATTALIONS
    *Warlord
    **Warlord


    ADDITIONAL ENHANCEMENTS
    Artefact
    Artefact


    TOTAL: 1995/2000 | WOUNDS: 84 | LEADERS: 6/6 | BATTLELINES: 3 (3+) | BEHEMOTHS: 4/4 | ARTILLERY: 2/4 | ARTEFACTS: 3/1 | ENDLESS SPELLS & INVOCATIONS: 1/3 | ALLIES: 0/400 | REINFORCED UNITS: 0/4 | DROPS: 10
     
    Last edited: Oct 31, 2021
  2. t4tcliff
    Skink

    t4tcliff Member

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    Here's my thinking behind each unit:

    Skink Chief: He's the biggest hammer we have in Seraphon nowadays. He's ultra mobile and hits like truck. If you engage him well and properly screen he'll kill 99% of the stuff he runs into. Bonus points if you can finest hour and charge into multiple key enemy units and split your attacks. Stuff will melt. Synergy with skink starseer's staff and control fate. Also benefits greatly from hand of glory to reroll 1s to hit.

    EotG: Beefy frontliner that offers great utility. Make him a wizard here grants you access to both of the best skink lore spells within the same turn. (control fate from starseer +hand of glory from engine) He partners up well with a slann letting you summon more screens/bodies and arcane vassal your slann lore through him. Durable even without amulet of destiny especially since opponents usually are busy dealing with your skink chief.

    Slann: Pretty essential imo. His boardwide unbinds and mortal wounds win games. Focus those mortals on enemy foot heroes usually for most effectiveness. His spell celestial equilibrium also very underrated. Bonus +1 for other wizards sometimes means getting those skink lore spells off. Nothing worse than failing your casts, those buffs are key. Slann has room to cast lifeswarm as well which is one of our best sources of healing. Great in any monster heavy list.

    Astrolith: More plus casting and +6" spell range. Same reasoning as before, we suck without our buffs and debuffs. Lets you position better and more easily make those buffs happen and happen sooner.

    Starseer: You bring this dude for two reasons, control fate is insanely good and you get an automatic 3d6 charge. We have lots of wound output and control fate bumps it up to basically -2 rend. If you need some big enemy hero gone bring a starseer.

    Priest: His command ability pairs up with your other hammer the bastiladon. Bastiladon is only base hitting on 4s and you cant give him all out attack because u need to give him fire twice CA. Priest CA means u can fire him twice hitting on 3+. Also priest provides run,shoot, and charge and another d3 healing on 2+ since he'll likely be camping out in your realmshaper.

    Bastiladon: You're running TL take one. Value is great when hes shooting twice and has the CA from skink priest. He also has a 1+ save at top bracket so opponents can really stuggle to kill him in one turn. Just don't be too eager to run him into close combat. He's melee profile is hot garbage.

    Lifeswarm: We've got great healing already with priest/engine of the gods. This spell just takes it over the top. Definitely frustrating for enemies when you 12 wound monster that was nearly dead heals 4 d3 in a turn and is back at top bracket. Remember lifeswarm heals on setup and on movement. Even in the opponents hero phase.
     
    Last edited: Oct 31, 2021
  3. t4tcliff
    Skink

    t4tcliff Member

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    Battleline is more subjective. But we've got to take three.

    5x Knights: I think the knights are great in coalesced. Yes they cost more than 10 skinks but they screen a much larger area and they have far more staying power. Sometimes they will survive long enough to be useful holding objectives and they can still be threatening on a charge. These are usually a turn one sacrifice to screen/deny alpha strikes.

    5x Guard: Really sucks to have your slann die. Can happen easier than you expect especially versus a shooting heavy list. Guard avoids this happening. If you know your slann is safe they can fill other roles such as helping to secure objectives or screening for other valuable units.

    Stegadon: Probably the unit I'd be most open to changing. I like him though since his base weapon profiles are actually good and I dont have buffs to afford to battleline usually. He can make the difference finishing off some low wound heroes with his bow shots and he's decently hard to remove for your opponents. Maybe I could take more knights instead but I'm not sold on that idea.
     
  4. cyberhawk94
    Cold One

    cyberhawk94 Active Member

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    I would absolutely drop the Astrolith in Coalesced. With the new Primal Domain rule, you should mostly have army wide 6+ ward anyway, and 150 points for +6" spell range (especially when you can already bounce spells off the Engine and starseer) just is not worth it. I would take a starpriest for extra mortal output, or a backup priest + a unit of skinks for another screen instead of him
     
  5. t4tcliff
    Skink

    t4tcliff Member

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    I'm hesitant to drop astrolith for starpriest because his serpent staff will give some mortals yes, but would sacrifice being +2 casting on all my spells and reduce control fate to just 18"range. The staff mortal wounds also have to go on something wholly within 12" meaning starpriest will be defenseless unless I have a screen to march up the board and babysit him.

    I could put serpent staff reliably on the bastiladon but thats only 18 shots of which some will miss. Its just not enough mortals. It would be better on the skink chief but keeping him wholly within 12 is rough and its probably overkill.

    I like your idea of having more screens though maybe drop the battleline steg for two 5x knights and maybe then could replace lifeswarm with geminids. More screens mean i wouldn't have to heal as much
     
    Last edited: Nov 2, 2021

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