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AoS Allies worth taking?

Discussion in 'Seraphon Tactics' started by Kilvakar, Sep 24, 2020.

  1. Kilvakar
    Carnasaur

    Kilvakar Well-Known Member

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    Since we can only ally with Stormcast or Sylvaneth, are there any units in either of those armies that are considered worth taking?

    I know about the one Stormcast+Everblaze Comet combo, but I'm curious if anyone's used any other units to good effect :)
     
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  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    not really anything they can field we can field better
     
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  3. Kilvakar
    Carnasaur

    Kilvakar Well-Known Member

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    Thanks for the quick reply as always Erta :)

    I figured that was the case, since both Stormcast and Sylvaneth aren't exactly top-tier right now. Just thought I'd see what experiences people have had.
     
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  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    they arn't compleatly out the window dritcha can be "fun" and kurnoths can be the anvil we realy don't have but we do range better then shoot cast and the reroll 1s that the lantern guy does is better to just take burning sculls
     
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  5. Imrahil
    Slann

    Imrahil Thirtheenth Spawning

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    Can't read this without humming the tune in my head ;)

    Grrr, Imrahil
     
  6. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    1. Treelord + Branchwraith to give some summoning in Coalesced - Doesnt sound that appealing to me personally, but some people run it.
    2. Knight-Incantor/Lord-Exorcist (cheaper caster but worse imo than the Knight-Incantor) + Everblaze Comet - I have used this quite a bit and it is a lot of fun. Not many people expect the Comet and many people are used to make a deathstar/deathball of units, especially against an army like ours with teleporting tricks. The Comet really punishes this gameplay and can hit ALOT of units with the 10" reach when it drops. The range is also 36" + 10" reach, so you can hit anything anywhere on the table pretty much, while being outside of unbinding range. The only downside is that it is cast on a 6 which is a bit below 50% chance on 2 dice rolls. The Slann/Kroak can buff this with +1 with the Celestial Equilibrium spell, which makes it quite a bit better. It still sucks if you fail the cast the first couple of turns or your Knight-Incantor/Lord-Exorcist gets sniped. Its a combo of almost 250 pts that does down the drain.
    3. Celestant-Prime - It has shown up in quite a few tournaments, especially online on TTS. The Prime is pretty interesting imo at 300 pts and it is an immense threat with a secured charge if you wish or you can secure damage on a weak support hero hiding in the back with his shooting attack. I think it is a very flexible threat that can be used in many different situations depending on what you are fighting and how your opponent plays.
    4. Lord-Arcanum + Endless Spells + Mass CPs - Seen it mentioned a couple of times. He has a spammable Command Ability that you use before an Endless Spell is moved. You get to pick 1 Endless Spell within 12" and add D6" to the move. If you spend 4 CPs you get to move a Purple Sun an extra (on average) 14" ontop of its standard 9". 23" is quite a distance and probably allows you to tag the majority of the enemy's army depending on how it is setup. Seems a bit memey though.

    Havent seen anything else that seems worthwhile at all.
     
    Last edited: Sep 24, 2020
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  7. Jason839
    Salamander

    Jason839 Well-Known Member

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    This one is fun and pretty competitive. Take a Treelord ancient, knight-heralder, kroaknado package and Realmshaper engine for total mortal wound spam. The ancient puts out as big a forest as they can. Then uses its spell every turn to rile the woods and do d3 mortals and potentially another d3 mortals. The heralder does d3 mortals to units around terrain just like the realmshaper engine. Kroak is kroak. Depending on where you put the forest you can really mess with your opponents plans.
     
  8. Bartuk
    Kroxigor

    Bartuk Well-Known Member

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    Aetherwings for 40 points are a steal and decently annoying for your enemy. :)
     
  9. Canas
    Slann

    Canas Ninth Spawning

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    Not necesarly super competitive but to add to the list @Grotpunter already posted:

    - SCE Dracolines/paladors/Dracoths: they don't need much support, are relativly cost-efficient, and are probably going to be ignored by your opponent because there isn't that much inherent synergy with the rest of your army making them low priority. Which combined with their decent speed & independence means they're excellent for hunting down targets of oppertunity, or rushing of to a far away objective. They're also powerfull enough that it takes a decent amount of effort to bring them down, if your opponent underestimates them and doesn't send enough to oppose them they can trade extremely favourably as they can easily devour a couple of unsupported MSU. Making them an excellent distraction, either they kill some heroes/MSU/artillery/etc. or your opponent has to send a good chunk of his army to deal with them. Either way you're at an advantage. Aside from that, they're sturdier than anything we can bring ourselves (especially the dracoths), can be healed by our slann & can be given hand of glory by our skinks for some interesting results.

    - Anything that shoots, especially the long range weapons or weapons with special attacks. Both SCE & Sylvaneth outrange us by a significant margin on their better archers and they got some nice special effects which you can potentially leverage. Also consider a gryphhound to counter some deepstriking nonsense. Also, again, significantly sturdier than our stuff. Though these are probably even more of a niche pick as we're not exactly lacking in ranged firepower either, this just has a few special effects and might trade more favourably in certain match ups or allow for some easy character sniping that we can't pull off with our skinks and salamanders.

    Again, not necesarly super competitive, but its the only units left that serve a potential purpose. And most importantly, they're relativly independent units that function without much help. If that's better or worse than an extra oldblood or stegadon or some skinks is up for debate :p
     

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