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AoS Crazy Lists and weird ideas

Discussion in 'Seraphon Army Lists' started by Killer Angel, Sep 20, 2019.

  1. Jason839
    Salamander

    Jason839 Well-Known Member

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    If that has been your experience I totally understand where you are coming from. I haven't had any issue getting 15 knights in combat on the charge or getting 9 terradons to drop bombs so thats what I like to use.
     
  2. NecridHydra
    Temple Guard

    NecridHydra Well-Known Member

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    I have a quite crazy idea. Carnosaur Jaws 6/3+/3+/-3/5:

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Slann Starmaster (260)
    - Spell: Stellar Tempest
    Saurus Oldblood on Carnosaur (230)
    - General
    - Command Trait: Prime Warbeast
    - Artefact: Blade of Realities
    Saurus Scar-Veteran on Carnosaur (210)
    - War Spear
    - Artefact: Fusil of Conflaguration
    Skink Starseer (140)
    - Spell: Tide of Serpents
    Skink Starpriest (120)
    - Spell: Hand of Glory

    Battleline
    5 x Saurus Guard (100)
    10 x Skinks (60)
    - Meteoric Javelins Celestite Daggers & Star Bucklers
    10 x Saurus Knights (200)
    - Lances
    20 x Saurus Warriors (180)
    - Clubs
    20 x Saurus Warriors (180)
    - Clubs
    20 x Saurus Warriors (180)
    - Clubs

    Battalions
    Sunclaw Temple-host (140)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 140

    • Stick together your Slan, guard and a unit of Saurus to grab any objetive.
    • Stick your Oldblood, one Saurus and Starseer together to demolish anything. Saurus, if intact, having 2/3+/3+/-2/1 is a good upgrade. If your target is tough enough so your Saurus won't kill it or they can't get there ('cause you rolled 3 ones) charge with your Oldblood but give him the Great Drake asterism on the beggining
    • Skinks as a screen for your Knights so they aren't charged and they can next turn. Buff them with Starpriest (staff and spell) and your Scar-Vet for sweet exploding. Saurus to grab the third objetive.
    I played a game this week and my Knights obliterated a Durthu and my Olblood ate Alarielle and a Treelord when got charged next turn.
    Dryads are some MF to deal with but in the end I won.

    If you can deal a wound with the Fusil, your Scar-Vet can run and charge.
     
    Stugmeister and LizardWizard like this.
  3. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    Fusil isn't actually an attack so you can't run and charge after it.

    the extra rend you're adding to everything, is that assuming the starseer spell? (saurus at rend 2, carnosaur jaws at rend 3).

    In terms of your list, I'd just run it as koatl's claw. The 2 extra attacks you're getting from prime warbeast don't outweight the cp regen you get from KC command trait, and +1 to hit on all your saurus models is really, really good. Thunder lizard needs a basti or an engine to be worth IMO.

    Either way, always nice to see some saurus punchy lists :)
     
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  4. xoid
    Terradon

    xoid Well-Known Member

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    The extra rend on the carnosaur jaws comes from the Sunclaw Temple-host battalion.
     
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  5. Putzfrau
    Skar-Veteran

    Putzfrau Well-Known Member

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    Yes, but he's posting it as rend -3 so i'm assuming he's rolling the starseer spell up into that.
     
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  6. xoid
    Terradon

    xoid Well-Known Member

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    Sorry, it's been so long since I played I forget it wasn't normally -2, like it seems it should be.
     
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  7. NecridHydra
    Temple Guard

    NecridHydra Well-Known Member

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    Yep, al bonus accounted: battalion and Starseer, although,the later can fail his spell. If he fails, you still have 4/2+/3+/-2/3 with your Oldblood (spending 1 CA for +1 to hit), which is pretty decent.

    Yeah, it seems poor design or something. Carno should have -1 on claws at least and -2 on jaws. We lack a lot of rend on our units. I bet giving us more rend and a point increase if needed, you'd see more Saurus around.

    Knight's profile hurts to see. Only after spending more than 200 points on them and making them charge, you're seeing some damage.

    Shit, you just shattered my dreams.

    You may be right I just tested the Thunder Lizard against Sylvaneth and I turned out right, although Saurus are more for grab an objetive and screening than to kill something, and they had lots of trouble against Dryads.

    I'm not having a game where I can play TL or KC till next week so I have plenty of time to modify the list.
     
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  8. Jason839
    Salamander

    Jason839 Well-Known Member

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    I keep wishing for bloodclaw to get updated to AoS 2. Changing it to something like saurus heroes getting to use their command abilities for free once would help them out so much. Youd have so much extra cp for re-rolls. It would be glorious.
     
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  9. Michael Rivera
    Skink

    Michael Rivera New Member

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    What if a list was built that utilizes Lord Kroak as a melee unit as well as a speel machine. You would run Saurus Guards in bulk so that even in melee they could absorb damage that us done to Kroak. They have 2 wounds each, great melee and 2 attacks per is good. Kroak also has a decent melee if he makes it in against a horde army. It might be too far fetched by what if.
     
  10. Tav
    Kroxigor

    Tav Well-Known Member

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    Ive run 20 guard before with kroak and astolith in the middle of them. Looks cool on the table and is genuinely not that bad as a combat block
     
  11. Jason839
    Salamander

    Jason839 Well-Known Member

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    The idea im wondering about is taking multiple astrolith bearers and running them alongside 20 guard blocks and 40 saurus warrior blocks in coalesced. 4+ save with a 6+dpr and -1 damage.

    Allegiance: Seraphon
    - Constellation: Koatl's Claw
    Saurus Astrolith Bearer (140)
    Saurus Astrolith Bearer (140)
    Saurus Astrolith Bearer (140)
    20 x Saurus Guard (400)
    40 x Saurus Warriors (320)
    - Spears
    40 x Saurus Warriors (320)
    - Spears

    Total: 1460 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 138

    Then you add in kroak and flavor with endless spells.
     
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  12. Tav
    Kroxigor

    Tav Well-Known Member

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    Id rather have more guards or knights than warriors, big warriors blocks dont do it for me. They are worse than guards and knights.
    Only advantage is bodies early on before they start dying
     
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  13. Taltopec
    Skink

    Taltopec Member

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    So there is stegaggedon.... But what about bastilaggedon?
    I was just messing around in warscroll builder :troll: anyone that have tried a similar list? Any insights?

    Allegiance: Seraphon
    - Constellation: Thunder Lizard

    Leaders
    Skink Starpriest (120)
    - General
    - Command Trait: Master of Star Rituals
    - Artefact: Fusil of Conflaguration
    - Spell: Hand of Glory
    Skink Starpriest (120)
    - Spell: Bind Endless Spell

    Battleline
    20 x Skinks (120)
    - Boltspitters Celestite Daggers & Star Bucklers
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow
    Stegadon (240)
    - Weapon: Skystreak Bow

    Behemoths
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine
    Bastiladon (220)
    - Weapon: Solar Engine

    Endless Spells / Terrain / CPs
    Bound Ravenak's Gnashing Jaws (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 98
     
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  14. Carnikang
    Carnasaur

    Carnikang Well-Known Member

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    If you switch out one of the Stega and pick up about 40 more skinks or hero's, you'll have good screening and more hero's to use the command ability off of.

    The only issue I see is not having enough MW output in some cases. Could always throw in a purple sun too with some fiddling.
     
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  15. Tav
    Kroxigor

    Tav Well-Known Member

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    I feel like you want a slann really. Maybe drop a steg so you can make full use of the bastiladons
     
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  16. Taltopec
    Skink

    Taltopec Member

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    I see what you're getting at. of course this is not a list I will be building, I where just curious if anyone have tried some 4 bast lists and with what success ;)
     
  17. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    Allegiance: Order
    Skink Starpriest (120)
    Saurus Scar-Veteran on Carnosaur (210)
    - War Spear
    - Artefact: Relic Blade
    Skink Starseer (140)
    - General
    - Command Trait: Inspiring
    Scinari Cathallar (140)
    Scinari Loreseeker (160)
    40 x Saurus Warriors (320)
    - Spears
    20 x Vanari Auralan Sentinels (280)
    20 x Vanari Auralan Wardens (240)
    5 x Vanari Bladelords (120)
    10 x Saurus Knights (200)
    - Lances
    Purple Sun of Shyish (50)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 142


    [​IMG]

    I just wanted to mash my two armies together lol

    Although, as far as Grand Alliance lists go, I feel like this hits a bit of a sweet spot where all the units can *kinda* do their jobs without their allegiance abilities. Most of the important stuff for this list is in the warscrolls themselves
     
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  18. DynoAus
    Jungle Swarm

    DynoAus New Member

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    Hey guys I’m a bit new here but I’m looking at creating a big Dino focus army any lists or ideas to help me out?
     
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  19. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    first of all, welcome aboard!

    you should create a thread in this very subsection of the forum ("Seraphon army lists"). On the right there's a red button "Post new thread".
    clarify what dino models do you have. Your best bet would be to run a Coalesced list.
     
  20. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Welcome to Lustria!

    Everything is about to change with 3rd edition. I would wait to start buying your list until mid July once all the new rules and points changes have been introduced.
     
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