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AoS Needing help with a list (New Player)

Discussion in 'Seraphon Army Lists' started by Shane Barrett, Jun 25, 2021.

  1. Shane Barrett
    Jungle Swarm

    Shane Barrett New Member

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    Hi, so I love the Seraphon and I have the Skink starter box with a Slann Starseer. I want to build an army with these in mind. I can change later on when I buy more units but I love the Slann and I love skinks and big Dinos so is there an army with these units in I can aim for?

    Thank you!
     
  2. Nart
    Carnasaur

    Nart Well-Known Member

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    Quoting myself from a neighbour thread:

    I wouldn't search for something strong out of the SC box. It is only SC anyway. Some general rules:

    - boltspitter and shield is still the best load out for skinks;
    - bastiladon takes solar engine, no "ifs";
    - terradons are probably still better with bolas.

    To expand your force you will need at least one skink box, but you may go even with two more . Saurus start-collecting looks like a good idea to get carnosaur or troglodon. Stegdon is never a miss.

    You also will need a priest or an astrolith bearer, or both.
     
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  3. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    I've been thinking and I wonder if skinks are just better with boltspitters and clubs now, even more so if you're running a priest that gives +1 save. Reason being that their save is capped at +1 now and between the priest and AOD it's pretty easy to get to 5+ so the significantly better club melee attacks might be the better option, especially if you're running a Skink focused list where you want them to do the heavy lifting and buffing them up with a priest and starpriest. What are your thoughts on this?
     
  4. Nart
    Carnasaur

    Nart Well-Known Member

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    Single dedicated clubs blob always had a place and still has it. But for 10-model units you want a bit more survivablity, as with clubs you want get any effective melee anyway. This one 5+ can save you an objective or stop an enemy from getting into your ranks.

    Also, don't forget that additional save stack gives shield skinks reduce rend by 1.
     
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  5. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    Good point, so 10 strong screens would still be shield and jav/blowpipe, and if you're counting on skinks doing work then blowpipes and clubs in 30 Skink units is prob the way to go majority of the time
     
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  6. Nart
    Carnasaur

    Nart Well-Known Member

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    Don't forget that pipe+shield still have more reseliense against -1 rend and more. With, say, all out defense they will roll 5+ against -1 rend, while club guys will throw 6+. And that may be more important than it seems. Also there's a small hope that GW changes the wording of the shields. But it is a small one.
     
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  7. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    Yeah if they change the wording on the shields that would make quite a difference. I guess when I'm saying "relying on skinks to do heavy lifting" I'm assuming you're pairing them with at least a priest so they will get his buff for run/shoot/charge and +1 save so bolt and clubs are at 5+ with that. Then if you have a 30 blob and need to ignore a rend you can AOD.
     
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  8. Nart
    Carnasaur

    Nart Well-Known Member

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    Sure, but you could spend that AoD/MS somewhere else, like a pack of teleporting salamanders.
     
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