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AoS 2000pt Seraphon Super Summoning Salt Factory

Discussion in 'Seraphon Army Lists' started by Jason839, Mar 31, 2021.

  1. Jason839
    Salamander

    Jason839 Well-Known Member

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    Mostly Fun(secretly hoping it turns out competitive for the lols) Idea I plan on trying out for next months local tournament. Getting kinda bored with the standard ultra competitive tournament lists.

    Allegiance: Seraphon
    - Constellation: Dracothion's Tail
    Saurus Astrolith Bearer (140)
    Slann Starmaster (260)
    - General
    - Command Trait: Ancient Knowledge
    - Spell: Celestial Equilibrium
    - Ancient Knowledge Spell: Stellar Tempest

    Engine of the Gods (260)
    - Artefact: Godbeast Pendant
    Skink Starseer (140)
    - Spell: Tide of Serpents
    Treelord Ancient (260)
    - Allies
    Branchwraith (80)
    - Allies
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    5 x Saurus Guard (100)
    Dread Saurian (510)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 340 / 400
    Wounds: 132

    So the idea is to bring back the horrors that was AoS 1 summoning and bask in the salt of our opponents as we overwhelm them with 3000-4000pts of models.

    To Accomplish this goal we will be bringing along some sylvaneth buddies. They will start the game by summoning a woods for the branchwraith to summon dryads from. Out celestial equilibrium spell works on friendly wizards so they will be +1 to cast. The ancient isnt the best fighter or wizard, but auto makes a woods which is important, can rouse the woods for more d3 mortals, and brings along the precious stomp fight last ability. If all goes well, you should be able to summon 10 dryads a turn.

    To add to our summoning swarm, we are running the engine of the gods. The extra dice you get for being near the slann really helps get that magic 13-17 10 warriors summon ability, Ive given him the Pendant to keep him alive that much longer.

    Then we have the slann general+astrolith bearer package for 3d3 summoning points a turn. He is taking DT arcane knowledge trait for the extra spell and rerolls. He will be the core of our army so we are bringing guard to protect him, even though I normally find it unnecessary, he doesnt attract hate the way Kroak does.

    Skink screening units to meet battleline and protect our summoning factory from the enemy.

    All this summoning adds up over many turns, but isnt immediately impactful and a bit slow to get going. We will be really struggling against faster armies who can get in our grill before the hordes start appearing. To counter this weakness, we tagged in Dr. Dread. Hes there to distract the enemy and tie him up in many turns of combat, allowing our summoning engine to get going. To support him, the bearer, slann ca, starseer spell, and mystic shield will help keep him at a high save.

    Finally we will be bringing our realmshaper engine in this list. I normally hate it because of its terrible rules, but on open tables los blocking terrain can be pretty useful. Put it in the middle of the board and make a lot of shooting armies get upset when they have a giant pyramid and los blocking forest protecting seraphon.
     
    Last edited: Mar 31, 2021
    Titans likes this.

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