Also thinking kroxigors are being over looked a lot. In other treads there is talk of their jaw attacks (one of the only mortal wounding ones we have as an army) Couple a big unit with thunderquake for d3 heals per turn per model(not unit) A skinks double jaw damage -1 to hit and some trappings for extra save potential Thinking they could be seriously nasty in a fight; Lots of wounds that can be healed, thick re-rollable saves and attacks/damage to boot with mortal wound capabilities...could be worth thinking about.
Lol - we have one of the only armies that whatever we field and play...someone will hate you Can’t take Kroak, Saurian, rippers, teleport troops or summon without ‘ergh I hate seraphon’ lol Do they just want us to field skinks?
no, they dont like skinks, because they can avoid close combat. take only saurus warriors, not in 40 man units, just 10x10 units. no bastilodons, no EotG, you can have one stegadon, 1 or 2 troglodons. maybe some kroxigors.
I had something similar but for Thunderquake Allegiance: Seraphon Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Engine of the Gods (220) - Artefact: Prism of Amyntok Saurus Astrolith Bearer (160) Skink Starpriest (80) Skink Priest (80) - Priestly Trappings Battleline 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers Units 3 x Razordons (120) 2 x Razordons (80) 2 x Razordons (80) 3 x Skink Handlers (40) Behemoths Bastiladon (280) Bastiladon (280) Battalions Thunderquake Starhost (120) Endless Spells Soulsnare Shackles (20) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 101
Bastiladon became a local meme in our town's community. First time I proxied thunderquake, my opponent ragequit, despite leading in points so that I could not catch up with him no matter what. Now they say, bastiladon kills AoS in our club. For a perfect Thunderquacke, I'd go for this: Allegiance: Seraphon Mortal Realm: Aqshy Leaders Engine of the Gods (220) - Artefact: Incandescent Rectrices Saurus Astrolith Bearer (160) Slann Starmaster (260) - General - Trait: Vast Intellect - Artefact: Ignax's Scales Skink Starpriest (80) Battleline 10 x Skinks (60) - Boltspitters & Star Bucklers 30 x Skinks (180) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers Units 3 x Skink Handlers (40) 4 x Razordons (160) Behemoths Bastiladon (280) Bastiladon (280) Battalions Thunderquake Starhost (120) Endless Spells Balewind Vortex (40) Chronomantic Cogs (60) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 108 You have objective holders, you have resilience, you have damage,you can even strike back in HtH, your most important characters are protected, you can resummon anything that dies, even if Slann is killed, TQ can live on itself. Most tricky thing is to cast all endless spells in proper position and maintain distance while keeping characters safe. Also, if you play in Uglu against close combat army, you'll have some real problems.
I was thinking about this: Allegiance: Seraphon Leaders Slann Starmaster (260) - General Saurus Scar-Veteran on Cold One (100) Skink Starpriest (80) Saurus Astrolith Bearer (160) Battleline 5 x Saurus Knights (90) - Lances 5 x Saurus Knights (90) - Lances 5 x Saurus Knights (90) - Lances 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers Units 4 x Razordons (160) 4 x Razordons (160) 6 x Ripperdactyl Riders (280) Battalions Dracothion's Tail (80) Firelance Starhost (150) Shadowstrike Starhost (180) Total: 2000 / 2000 Extra Command Points: 3 Allies: 0 / 400 Wounds: 116 That's a lot of points spent on batallions though... But one drop and turn one 8 Razordons are summoned in range of shooting. Waiting quietly for the charge and another chance to shoot. And 6 Rippers to attack the other side of the army. You can still summon 2*10 skinks or 3 rippers per turn to back up the first line or hold the objectives.
Feels like you could drop the Shadowstrike or the Tail and you'd be better off just going all in on one or the other.
I rather like both Fangs of Sotek and Dracothion's Tail. Having a one drop battalion with Seraphon has the potential to give a huge early objective lead thanks to LoSaT. I agree with @Putzfrau in that you are likely over reaching by adding the Shadowstrike Starhost. Running three or more battalions at anything under 2.5k is risky. However, Seraphon are probably better equipped to do run multi-battalion list than other armies simply due to our summoning prowess. Another thing to consider is that Shadowstrike and Dracothion's Tail are completing within each other. You need to be able to have half your army on the table at the start so you can deepstrike the other half. Adding another deepstrike battalion waters down the Dracothion's tail battalion ability.
It's not very optimized at the moment, but the list i've been using is: Slann Sunblood Oldblood on Carno Scar Vet on Cold One EOTG 40 Saurus Warriors 10 Saurus Warriors 10 Saurus Warriors 10 Saurus Knights 20 Skinks I'm going to lose the Saurus Knights and Scar Vet on Cold One to beef up one of the saurus units to 40 (once I get the models). I've also played a version with a Ballista instead of the skinks, and that was nice. I cast starlight and summon 10 skinks every turn, and whenever I get a chance with the EOTG. I use the first turn movement buff to clog up the middle of the board and hop onto objectives. I use the skinks to screen my slann and EOTG, and teleport them onto objectives as needed. I'm sure it's not the best list in the world, but It makes good use of my models and fits my playstyle.