AoS Anti horde

Discussion in 'Seraphon Discussion' started by Stef, Nov 3, 2017.

  1. Stef
    Jungle Swarm

    Stef New Member

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    Sup guys, my current local meta has been going a little horde heavy (60 man units of reavers). I want to build a army that is low or lower wound count bc i personal dont want a horde army, but still be competitive and can deal with hordes. I was thinking of steggy with flame throwers nd kroxs, can anyone offer some advice on how i can accomplish this or is seraphon a mostly horde army?
     
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  2. n810
    Slann

    n810 First Spawning

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    Go dinosaur heavy.
     
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  3. KingCheops
    Temple Guard

    KingCheops Active Member

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    Kroxigor with skinks are a great way to go. Makes sure you can charge and pile-in with your moonhammer in the most advantageous way possible. I once took out 20+ sea helms with a single moonhammer. Skinks also enchance your Krox.

    Make sure to put an alpha on your stegadon as that'll give you a little extra movement in order to get maximum carnage.
     
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  4. Canas
    Slann

    Canas Ninth Spawning

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    'Don't forget stegadons with flamethrowers, set all those nasty hordes on fire.

    Other than that, a lot of our stuff can deal a (relativly) large amount of attacks at once, so getting the initial attack with anything should weaken them considerably.
     
  5. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    We are not talking about matched plays, right?
     
  6. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I hope so. Reavers are limited to 40.
     
  7. Stef
    Jungle Swarm

    Stef New Member

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    Ya sorry i ment like a unit of 40 and a unit of 20 to make a blob of 60. I should of been more specific
     
  8. Krissey
    Cold One

    Krissey Active Member

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    Oh, just target the Bloodsecrator. Once you kill it their exceedingly low bravery should kick in and they'll start running away en-masse the more casualties you inflict. Their default bravery is like 6. They just become immune to Battleshock tests (rather, don't have to take them) while within 18'' of the Bloodsecrators Aura, which can expand up to 36'' with the Gore Pilgrims Battalion and 3 Slaughterpriests.

    Focus the Bloodsecrator, who is the linchpin of Khorne armies, and watch it all crumble. Consider a Starstrike Host with Chameleon Skinks for assassination.
     
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  9. Divinor
    Cold One

    Divinor Member

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    Bloodsecrator comes with a 3+ save, which I think chameleons will have a tough time getting through.

    Teleporting a buffed bastiladon with solar engine into range can be effective. The Engine of the God's 25" D6 mortal wounds is also an option as well. The nice thing about the engine, is it doesn't need line of site!
     
  10. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Definitely don't count on Chamos for damage. They force 3 wound saves per average - nothing to rely on !
     
  11. Canas
    Slann

    Canas Ninth Spawning

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    Chameleons are kinda weird like that.... for an assasin they rather lack firepower...
     
  12. Seraphage
    Stegadon

    Seraphage Well-Known Member

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    Totally agree and this is why I do not consider them to be assassins. Before GH2 they had a clear goal for me : objective snappers and did won me games with some last round plays. After gh2 however and our tp, the 120p cost seems rather heavy. Outside of a Shadowstrike Starhost at least.
    Haven't tried them in the shadowstrike host yet though so not sure about that either
     
  13. Canas
    Slann

    Canas Ninth Spawning

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    Even as objective snappers they're mediocre at best. They lack the durability and are liable to just immeadiatly be chased away making it only really viable in basicly the last turn. They also aren't that good as skirmishers, again, their lack of durability means they're too easy too decimate with a minimum of counterfire. And as said, for assasin they just lack damage. They're just weird...

    In a shadowstrike host they might work on account of providing support fire to your ripperdactyls/terradons, probably guarantees the kill on an important target. Though if there's any return fire they're soon to be dead..

    I think they basicly have the same issue that saurus gaurds have. They seem to have been balanced for a completly different game, one with far less mortal wounds and far cheaper point costs... and in the case of the chameleons, heroes that don't have more than 3-4 wounds and a mediocre save to assasinate, and far less ranged counterfire/supercharged monstrousities that can charge across half the battlefield....
     

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