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AoS 'Advanced' SCB-lists

Discussion in 'Seraphon Army Lists' started by Imrahil, Jul 30, 2020.

  1. Imrahil
    Skar-Veteran

    Imrahil Well-Known Member

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    Hi all,

    This is the first thread I start in the List building subforum, I intend to make a bunch of lists in this thread which you will be able to find in the index below.

    The goal of these lists is as follows. In the SCB-Off battles I test the raw Start Collecting Box armies in a direct face-off. This means, only the basic rules for battle and the special rule of the Battalion from the box. I would like to expand this with rules that come with the battletomes and GHB to make for more diverse battles and tactics.

    Because I do not own all of the battletomes I will mostly rely on AoS Reminders for the rules that come with the army.

    So there will not be any mentioning of points but purely the units of the box and the traits, artifacts and extras.

    Index:
    - SCB Seraphon
    - SCB Skinks
    - SCB Ironjawz
    - SCB Sylvaneth
    - SCB Greywater Fastness
    - SCB Skaven Pestilence

    Grrr, Imrahil
     
    Last edited: Jul 31, 2020
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  2. LizardWizard
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    LizardWizard Grand Skink Handler Staff Member

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    I like it! I am excited to see the results. Are you going to play yourself or do you have someone assisting you?
     
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  3. Imrahil
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    Imrahil Well-Known Member

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    First of I will start with the SCB Seraphon. This box contains the following:

    [​IMG]

    Allegiance: Seraphon
    Constellation: Coalesced; Koatl's Claw

    Scar-Veteran on Carnosaur
    - General
    - Celestite Warspear
    - Command trait: Dominant Preditor
    - Artifact: Eviscerating Blade
    - Command ability: Controlled Fury

    8 Saurus Knights
    - Lances
    - Stardrake Icon
    - Wardrummer

    12 Saurus Warriors
    - Spears
    - Stardrake Icon
    - Wardrummer

    Battalion: Gul'rok's Starhost
    Abilities: Reform Ranks: In each of your hero phases, a Starhost unit within 10" of their Scar-Veteran can reform. To do so, choose one model in the unit to be the lynchpin. Remove all other models in the unit from the battlefield and then set them up again within 5" of the lynchpin. The unit can move normally in the same turn.

    Units: 3
    Wounds: 40
    Command Points: 1

    Thoughts:
    - In this list I might swap the Spears of the Saurus Warriors to Clubs for it seems to be better in this size of units.
    - Starborne is totaly not an option for these units
    - These units will fully benefit from the Koatl's Claws +1 to Jaw attacks.
    - Thunder Lizards only gives 2 additional wounds to the Scar-Veteran, making him last a bit longer, but I don't think this will win many games.

    Grrr, Imrahil
     

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    Last edited: Jul 31, 2020
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  4. Imrahil
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    Imrahil Well-Known Member

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    Me too ;) it will be me, myself and I again...
    Hopefully I can find someone sometime to assist me, but for now that is in the (far) future :(

    Grrr, Imrahil
     
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  5. Imrahil
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    Imrahil Well-Known Member

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    Untill now I haven't used this ability once(in the three battles played:rolleyes:), but I am wondering;
    If my unit of Knights are in to combat but one Knight is more then 3" away from the enemy unit can I use him as lynchpin and then charge the unit back into the enemy unit or even move around it without having to retreat?

    Grrr, Imrahil
     
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  6. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Yes. It is part of what made the older version of the Saurus Oldblood viable. Playing with abilities that grant access to movement outside of the standard movement actions is amazing.
     
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  7. Imrahil
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    Imrahil Well-Known Member

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    Now for the SCB Skinks:

    (not yet painted nor assembled)
    IMG_20200731_072447.jpg

    Allegiance: Seraphon
    Constellation: Starborne; Fangs of Sotek

    Skink Starpriest
    - General
    - Command trait: Master of Star Rituals
    - Artifact: Serpent God Dagger
    - Command Ability: Parting shot


    12 Skinks
    - Boltspitter, Celestite Dagger and Star-buckler

    3 Terradon Riders
    - Sunleesh Bolas

    Bastiladon
    - Solar Engine

    Battalion: Venomblade Starhost
    Abilities: Blessing of the Serpent: When the Starpriest from this battalion uses its Serpent Staff ability, you can pick any number of units from the same battalion that are wholly within 18" of the Starpriest to be affected by the ability instead of 1 Seraphon unit that is wholly within 12" of the Starpriest.

    Units: 4
    Wounds: 36
    Command points: 1

    Thoughts:
    - This Battalion will in no way benefit from the Coalesced Constellation nor from the Dracothion's Tail
    - I picked Master of Star Rituals for the Starpriest because +1 to casting is always nice, but I also strongly feel for Nimble. Not for the extra 1" movement, but to have the Starpriest 4+ to save can maybe make the difference.
    - As shown above I went for the heavy shooting options: not sure on the Bolas of Javelins for the Terradons, pro's and con's?

    Grrr, Imrahil
     

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  8. Imrahil
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    Imrahil Well-Known Member

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    Now for the first non Seraphon army, SCB Ironjawz:

    [​IMG]

    Allegiance: Ironjawz
    Warclan: Bloodtoofs

    Orruk Warchanter
    - General
    - Warbeat: Get 'Em Beat
    - Command trait: Get Da Realmgate
    - Artifact: Hammerbalde (Destruction)
    - Command ability: Break Through Da Line

    10 Orruk Ardboys
    - 2 Orruk-forged Shields
    - Waaagh! Drummer
    - Gorkamorka Banner Bearer
    - Gorkamorka Glyph Bearer

    3 Gore-Gruntas
    - Jagged Gore-hacka

    Battalion: Ironjawz Smasha Boyz
    Abilities: Smash 'em: You can add 1 to hit rolls made for Smasha Boyz units in the combat phase whilst they are within 10" of their Warchanter. Note that if the Warchanter also uses his Frenzy of Violence ability on a Smasha Boyz unit, you would add 2 to their hit rolls instead!

    Units: 3
    Wounds: 41
    Command points: 1

    Thoughts:
    - I don't own a copy of the Destruction Allegiance book, so I don't know any restrictions to the Artifact Hammerblade(for instance if a Warchanter can use this?)
    - This list is full on Charging and close combat.
    - Add 4 to charge rolls for the Ardboys will take them a great distance.

    Grrr, Imrahil
     

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  9. Imrahil
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    Imrahil Well-Known Member

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    Now for the First army that I don't have a Battletome. So this might be a little sketchy and there might be some, or a few, flaws in this list.
    Please correct me where I am wrong.

    SCB Sylvaneth:

    [​IMG]

    Allegiance: Sylvaneth
    Glades: Gnarlwood

    Branchwych
    - General
    - Command trait: Nurtured by Magic
    - Artifact: Chalice of Nectar
    - Command ability: The Earth Defends

    16 Dryads

    Treelord

    Battalion: Sylvaneth Heartwood Host
    Abilities: Blessing of the Heartwood: During each hero phase, the host's Branchwych and Treelord heal one wound lost earlier in battle, whilst the Dryads add 1 model to their unit that was slain earlier in battle.

    Units: 3
    Wounds: 33
    Command points: 1

    Thoughts:
    - This list is big on healing, especially for the Treelord.
    - And preventing(reducing the chance) damage
    - The traits and artifact are generated by AoS Reminders on the notion of selecting the Gnarlwood Glade. I am not sure if these can be used by a Branchwych.

    Grrr, Imrahil
     

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  10. Imrahil
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    Imrahil Well-Known Member

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    I have tried the following lists:

    And

    In a Battle last week.
    I have written a Report over here

    Thoughts on the lists:
    Sylvaneth is not a great melee combat list and would do better against a less charging army.
    Seraphon is a great melee combat list and will bennefit from charging as much as possible.

    I will try all lists in multiple battles before altering traits, artifacts and abilities.

    Grrr, Imrahil
     
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