Cold One
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Alright, getting right back into Seraphon, and painting up a lot of these bad boys, painting skinks might just be the end of me, but here goes.
Allegiance: Seraphon
Mortal Realm: Ghur
Leaders
Slann Starmaster (260)
- General
- Trait: Vast Intellect
- Artefact: Incandescent Rectrices
Engine of the Gods (220)
- Artefact: Gryph-feather Charm
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Battleline
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
3 x Razordons (120)
3 x Skink Handlers (40)
Behemoths
Bastiladon (280)
Bastiladon (280)
Battalions
Thunderquake Starhost (120)
Endless Spells / Terrain
Balewind Vortex (40)
Chronomantic Cogs (60)
Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 91
Alternatively I can swap two Razordons out for a Skink Star Priest for better chances of getting the endless spells on the field so the Slann can get those juicy summoning points.
Now after a hopefully successful turn 1, we should be making an average of 18 points a turn, thats a lot of Trogglodons. But this is what I have in my summoning bank, what should I be prioritising ( I know its mainly situational but whats the general consensus)
1 x Dread Saurian
1 x Oldblood on Carno
1 x Troglodon
1 x Bastiladon (Should really get another and just cover the field in laser beams)
1 x Skink Priest
1 x Astrolith Bearer (Dont see the point of more then one on the field)
1 x Skink Starseer (Whom I wish was better :c )
20 x Saurus Warriors
70 x Blowpipe Skinks (Who will hopefully be summoned by the EoTG anyway)
10 x Chameleon Skinks
6 x Ripperdactyls
So with that in mind I know summoning a Dread Saurian turn 3 is probably too late....but tempting?
Allegiance: Seraphon
Mortal Realm: Ghur
Leaders
Slann Starmaster (260)
- General
- Trait: Vast Intellect
- Artefact: Incandescent Rectrices
Engine of the Gods (220)
- Artefact: Gryph-feather Charm
Engine of the Gods (220)
Saurus Astrolith Bearer (160)
Battleline
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
Units
3 x Razordons (120)
3 x Skink Handlers (40)
Behemoths
Bastiladon (280)
Bastiladon (280)
Battalions
Thunderquake Starhost (120)
Endless Spells / Terrain
Balewind Vortex (40)
Chronomantic Cogs (60)
Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 91
Alternatively I can swap two Razordons out for a Skink Star Priest for better chances of getting the endless spells on the field so the Slann can get those juicy summoning points.
Now after a hopefully successful turn 1, we should be making an average of 18 points a turn, thats a lot of Trogglodons. But this is what I have in my summoning bank, what should I be prioritising ( I know its mainly situational but whats the general consensus)
1 x Dread Saurian
1 x Oldblood on Carno
1 x Troglodon
1 x Bastiladon (Should really get another and just cover the field in laser beams)
1 x Skink Priest
1 x Astrolith Bearer (Dont see the point of more then one on the field)
1 x Skink Starseer (Whom I wish was better :c )
20 x Saurus Warriors
70 x Blowpipe Skinks (Who will hopefully be summoned by the EoTG anyway)
10 x Chameleon Skinks
6 x Ripperdactyls
So with that in mind I know summoning a Dread Saurian turn 3 is probably too late....but tempting?