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Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    You could be in a situation where you have engaged with multiple units of Saurus warriors/knights. 10” within is a rather large bubble. But yeah, likely not worth it.

    I need to go check some more warscrolls, but so far I have only seen the Treelord Ancient + Branchwraith or Knight-Incantor + Everblaze Comet as real potentially allies.
     
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  2. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    Honestly Celestant-Prime looks quite interesting for a heavy hitter to clean up a serious threat in turn 3 and onwards.

    Keep him in the sky until turn 3 and you have 7 attacks, hitting on 3’s (spend CP to reroll 1’s), wounding on 2’s with rend 3 damage 3. Can deepstrike anywhere and if your 9” charge went bad you can switch a single dice to whatever you want.
     
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  3. Dreamkeeper
    Temple Guard

    Dreamkeeper Well-Known Member

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    A quick question. I have 2 unopened boxes of skinks (48 in total). I already have 20 boltspitters and 20 with javelin. Here's what I was thinking - are melee focused skink army viable? 40 skinks with clubs and shields, supported by kroxigors and skink heroes. Or should I just assemble them into a more boltspitters?
     
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  4. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    no they are to easy to kill but bolt spitters and clubs are great shoot charge then smash does great when buffed and i love how kroxigors turned out
     
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  5. Dreamkeeper
    Temple Guard

    Dreamkeeper Well-Known Member

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    That's what I was thinking. Thx.
     
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  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    ah my bad i thought you ment clubs and shields
     
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  7. Dreamkeeper
    Temple Guard

    Dreamkeeper Well-Known Member

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    Haha, no I meant I was thinking of using melee focused, but was not sure of using strictly melee skinks. I guess I will assemble them as you suggest - bolts with clubs, still melee but more dmg output.
     
  8. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I would always assemble skinks with shield and a ranged weapon, be it boltsplitter or javelin.
    pure melee skink are IMO not worth it
     
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  9. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Getting 5+ save chaff for 60 points is hilariously good.
     
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  10. Nart
    Carnasaur

    Nart Well-Known Member

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    I still think, that despite more damage potential, boltspitter+shield is still the best loadout. I use 20 bs+club skinks in our PtG camplaign and I am not very happy with the results so far. The thing is that most damage comes from boltspitters anyway. Whenever I get in combat with 40 bodies block, I am able only to strike with 16-17 guys. Meanwhile, 5+ is twice as good as 6+. Yes, you can always use control fate or star-stone staff to give 5+ to club skinks, but if you fail, you may face serious problems.

    In short, IMO, clubs+bs is too tricky to use. And since you generally want to use skinks not only to deal damage, but to pin enemy down, bs+shield is the best load out for exactly this task.

    As for javelins - the problem is their short range. You will probably lose 1 or even 2 tunrs of shooting because of it, which is absolutely not worth +1 to-wound. Clubs and shields denies you ranged damage, which makes skinks kind of pointless.

    So I'd always go boltspitters+shields/clubs on large unit and whatever you want on small units. Not that javs and clubs are unusable, but they are sticktly worse.
     
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  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You will lose about 3-5 MW output in combat with a MaxSU Skink w/Boltspitter, Buckler, & Dagger vs Boltspitter & Club. If you have mathed out that vs the meta you need those MWs then take BS and Club. If not, then I do think that Buckler provides broader usage.
     
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  12. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I also am of the opinion that in most cases I am pretty likely to take one 40x Skinks with BS and Clubs and all other Skinks with Bucklers. In part because I currently only own one 40x BS and Club unit. I also think it will turn out to be the better load out. You definitely don't want to put more than one Skink unit into combat at a time.
     
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  13. Nart
    Carnasaur

    Nart Well-Known Member

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    I am just not convinced, that we will always be able to put all clubs in position, whenever we need. And worse save means, that we will lose models faster, while each lost model = -2 boltspitter shots. It is ok, if you are going to throw skinks in, let them deal as much damage as possible and let them die in return.
     
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  14. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Yeah, the 40x units with clubs is specifically to help vs OBR, DoT, and Fyreslayers. Vs those armies a +1 to save on skinks won't do much. You really just need max damage to dwindle the number to attacks they can throw.
     
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  15. Nart
    Carnasaur

    Nart Well-Known Member

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    To be honest, specifically against OBR +1 save is very helpful because of Mortek Crawlers. It saved me two games already. It depends purely on build, of course. Shields won't help against stalkers.
     
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  16. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    ...and when you have a 40 skinks unit, a mystic shield to reroll 1s. or a priest for 4+. Or both. :D
     
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  17. Nart
    Carnasaur

    Nart Well-Known Member

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    And a starseer for additional +1 to saves and Gift from Heavens for additional +1 from shooting.
     
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  18. MackiMac
    Ripperdactil

    MackiMac Well-Known Member

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    I think tree-revenants could make a good ally to a coalesed army, with their teleport to steal objectives and whatnot.
     
  19. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I like tree-revenants a lot.
     
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  20. A_Reptile_Dysfunction
    Cold One

    A_Reptile_Dysfunction Well-Known Member

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    How is this list?

    Skink Starseer
    - General
    - Trait: Master of Star Rituals
    - Spell: Hand of Glory

    Kroak
    - Spell: Stellar Tempest

    Astrolith Bearer

    Skink Priest

    Starpriest
    - Spell: Celestial Harmony

    Terradon Chief
    - Artefact: Serpent God Dagger

    40 Skinks

    40 Skinks

    5 Saurus Guard

    3 Salamander Hunting Pack

    9 Terradon Riders

    Balewind Vortex

    Comes to 1990 points. For those of you who have played with the new book, what formations have you found works well with the skink blocks?
     
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