Troglodon
Grotpunter
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After having flipped through the tome some time I feel like I've settled on the list below. FoS is kinda CP hungry, but none of the batallions really fit the idea for my list, so without Aetherquartz I had to find another way of getting enough CPs to fuel the army.
I'm really a big fan of the bound endless spells and truly believe they will be huge for the army, so getting another solid caster is big. With team double frog, the list will basically double down on the summoning aspect, fishing for more CPs and make the bound endless spells worthwhile. Kroak has the possibility to be +4 to cast, making his MW spam quite potent.
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
- Spell: Stellar Tempest
Slann Starmaster (260)
- Spell: Celestial Equilibrium
Skink Priest (70)
- General
- Command Trait: Master of Star Rituals
Skink Starpriest (120)
- Artefact: Serpent God Dagger
- Spell: Hand of Glory
Saurus Astrolith Bearer (140)
Battleline
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
Units
20 x Chameleon Skinks (360)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Bound Purple Sun of Shyish (60)
Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 138
I might switch up the Celestial Equilibrium for the Slann spell Walk Between Realms. It will depend on if they FAQ the FoS command ability. Right now it is usable even if the unit hasn't been charged, so you could potentially have two layers of the 40 Skinks with the unit in front buffed with Walk Between Realms - When they get charged and you use the FoS command ability, they can fly over the 40 man unit behind them.
I'm still debating on the squad of 20 Chameleon Skinks. I like the deepstrike potential anywhere on the map, especially since the list in general will force your opponent forward. The moment there is an opening, those dudes can pop up behind the enemy forces and easily pick off support heroes or stuff that has been weakened by Kroak MW spam/Comet's Call or challenge an objective. On their own without any buffs they will do ~11,5 damage to a 4+ save.
An alternative to the Chameleon Skinks are 3 Salamander packs. The issue with this is that they have to be teleported around on the table, and with us only having 1 teleport now it might be too big of a deal that you cant reposition Skinks screens. The -2 rend on both ranged and melee is very tempting though.
The pros for the Chameleon Skinks is really that they don't need babysitting at all. They work just fine on their own to get around on the map and pick off stuff. Salamanders need buffs and teleport to get work done, but deal significantly better damage, especially if you calculate them getting into melee too.
Question is if the 20 Chameleon Skinks should be split into 4x5 man squads.
I'm really a big fan of the bound endless spells and truly believe they will be huge for the army, so getting another solid caster is big. With team double frog, the list will basically double down on the summoning aspect, fishing for more CPs and make the bound endless spells worthwhile. Kroak has the possibility to be +4 to cast, making his MW spam quite potent.
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Lord Kroak (320)
- Spell: Stellar Tempest
Slann Starmaster (260)
- Spell: Celestial Equilibrium
Skink Priest (70)
- General
- Command Trait: Master of Star Rituals
Skink Starpriest (120)
- Artefact: Serpent God Dagger
- Spell: Hand of Glory
Saurus Astrolith Bearer (140)
Battleline
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
40 x Skinks (240)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
Units
20 x Chameleon Skinks (360)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Bound Purple Sun of Shyish (60)
Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 138
I might switch up the Celestial Equilibrium for the Slann spell Walk Between Realms. It will depend on if they FAQ the FoS command ability. Right now it is usable even if the unit hasn't been charged, so you could potentially have two layers of the 40 Skinks with the unit in front buffed with Walk Between Realms - When they get charged and you use the FoS command ability, they can fly over the 40 man unit behind them.
I'm still debating on the squad of 20 Chameleon Skinks. I like the deepstrike potential anywhere on the map, especially since the list in general will force your opponent forward. The moment there is an opening, those dudes can pop up behind the enemy forces and easily pick off support heroes or stuff that has been weakened by Kroak MW spam/Comet's Call or challenge an objective. On their own without any buffs they will do ~11,5 damage to a 4+ save.
An alternative to the Chameleon Skinks are 3 Salamander packs. The issue with this is that they have to be teleported around on the table, and with us only having 1 teleport now it might be too big of a deal that you cant reposition Skinks screens. The -2 rend on both ranged and melee is very tempting though.
The pros for the Chameleon Skinks is really that they don't need babysitting at all. They work just fine on their own to get around on the map and pick off stuff. Salamanders need buffs and teleport to get work done, but deal significantly better damage, especially if you calculate them getting into melee too.
Question is if the 20 Chameleon Skinks should be split into 4x5 man squads.
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