AoS Upcoming battle

Discussion in 'Seraphon Discussion' started by little-myth, Dec 30, 2017.

  1. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    Still arranging that game but I thought I would write this out for a bit of discussion.

    Currently writing out 1000 point lists at the moment, which also include the unit numbers. I will be battling the same guy as last time, with the Kharadron Overlords and he obliterated my Skaven Pestilens army...
    Now depends if I bring Skaven again, or I might end up going with the Seraphon.
    Trying not to bring a Shadowstrike, he moans everytime I bring my Rippers and I sit there and explain they have been nerfed but he doesn't have it. Or I could just to annoy him again.

    Main concerns about the KO:
    Big ships: While the smaller ones have a small save they do have lots of wounds, plus having the ability to strike when a unit charges them but it's a 4+ for them to deal mortal wounds (unless you can fly) also all their weapons capable of - rend. Makes me hate them cause they are like the 40k tanks.

    Units: Nearly every unit is capable of - rend and most are hero and monster hunters; getting buffs for targeting these units.

    Not sure what else he has, whether he has the hero that can dispel and what else. But all can be deadly

    I could bring the Skinks but I will be expecting many deaths with them, bringing the monsters will a risk although the Bastiladon may survive that bit longer than others (reason why I won't bring Clan Moulder oof)

    One of the few starhosts I can't bring is Firelance, I lack so many Cold Ones due to not getting them finished as they have to be kept apart for painting, unless I just build them but I will be constantly putting them back on when they fall of.
    Only having about 25 Saurus and 20 with the clubs
    Skinks 29 with club and blowpipe and 32 javelin and shields. The reason for the funny number is because they keep breaking for some reason. And temple guard.... no idea will need to count, as I got more recently ready built for battle. Have got other miniatures also but I'm not writing it all out, nearly got everything in small amounts, just missing the EoTG.

    Now to work out was it best, unless he decides to bring Khorne in the end as he is prepping for a Khorne army.
     
  2. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    Looking at them quickly, what might be effective, or at least really freaking obnoxious for him to deal with, would be an eternity starhost with a skink priest. Just don't charge with em, but make em march up to him, with our musicians that shouldn't be too big an issue. re-rollable 2+ saves and immunity to -1 rend seems like it'd be a pain for him. Though I'm not sure if it'l actually get you anywhere given how shooty their army is.

    Other than that; I'd say no firelance (or just Knights in general), they rely on the charge, so they'l just get themselfs killed.

    shadowstrike, or generally skink based list could work. Just give up on eating the damage and have him shoot his way through a crapton of skinks. Terradons dropping their rocks on top of his stuff might also work well, possibly a tad more reliable than the rippers given that he is mobile enough to just run away from the frog.

    Apart from that.. bastillidons, be it with a solar engine to shoot back or an ark to load out mortal wounds (provided he's kind enough to get into melee).

    Stegadons are a tad too dependent on the charge.

    A scar-vet on a carnosaur might work, he has some rend-protection.

    Other than that, his rank and file is fairly squishy and by the looks of it suspectible to battleshock, especially with our banners, carnosaurs and troglodon. In contrast their ships are fairly sturdy, especially with their anti-charge mechanic. But most importantly they're far too shooty. Seriously, who thought it was a good idea to have an entire army that has 18"+ ranged attacks,what are they elvish dwarfs?

    At small games I'd expect him to basicly Always have the advantage. We need synergies, and we need numbers to actually be able to get near him. So you know, good luck..
     
    little-myth likes this.
  3. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    A thousand thanks for the advice! From re-looking over some of their rules last night, even their core unit can dish out -2 rend with D3 damage with one of their weapons, which also has ridiculous range.
    Unless I can play mind games on him, getting him to charge is a small possibility with the Eternal starhost.
    Might have to take a shadowstrike, will have to count the Terradons, I have the fireleech ones (which are slightly broken again somehow) and the old metal ones.
    Or will have to go with normal skink list, was thinking my two razordons but the time they will reach they will probably be downed...
    How with Sylvaneth I can get a list together, brought a simple Skink list with Kroxi.
    But with this army, I have to take note that they are a shooty army that also specialise in hero and monster hunting. Unless it's a Dread Saurian, how they have no monster keyword error in their scroll :p

    Will have to read the scrolls over carefully again, want to have a better game like last time, by the time I actually reached him with my Skaven, I only had five left in each unit and my Verminlord whittled down. It was crazy but I kept failing dice rolls so that didn't help.
     
  4. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    So a small look through book last night, it's either Shadowstrike or Sunclaw. I have no shooting with the Sunclaw but I may take one big block of the Saurus for the buff and having smaller units of them. Have enough points for a Priest or Starpriest if I take that route for the Saurus, might be a starpriest for that bit of magic.
    Shadowstrike.... If I take that, then I will have to remember how to use the Terradons effectively, keep accidently putting them in rough positions every time I drop the rocks so I will need to work out the best way of taking them.

    It's hard, cause either way I go with the list, KO are just good at counteracting everything, even one model is good at targeting flying units. Then I have to remember what he has in his collection hmmmm...
     
  5. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    I'd go with the shadowstrike, sunclaw is too squishy and too dependent on that one block of 40, which will just be shot to bits immeadiatly. Maybe if you can field 3 blocks of 40 they might be able to get into range before being annihilated, but even then I'd say it doesn't look good. God I wish we had better general purpose infantry.. then this might actually be possible to pull off.
     
    little-myth likes this.
  6. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    Thanks, it's hard to think when it comes to such a recent army that's good at nearly everything. While we are stuck with on the average line. Now need to count the Terradons and make a list and work out a way of dropping the rocks without being shot down so quickly. I know their shadowstrike lets them come on later at any table edge but I would like them to hang on a bit.
     
  7. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    Meh, our army is decent, but extremely Reliant on synergies compared to other armies, in contrast stormforged (and these guys too) just have good troops that without backup will still do their job. Anyways, this means that especially in low point games we're generally rather mediocre. Too easy to lack that one needed synergy or to make it all fall apart by killing the linchpin unit. It'd be fine if other armies were designed similarly, but since they're not we tend to get the short end of the stick. It's one of the reasons why seraphon can feel like they're designed for a different game...
     
    little-myth likes this.
  8. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    Pulled out the Terradons, the plastic ones I have two with the Sunleech (which needs replacing cause they keep breaking) and a Master of the Skies. I have one built metal one of a javelin wielder and the rest haven't been built yet. Even though Javelins have the more range, but when a sunleech does it hit it has more chance to score the wounds if I get a high roll when rolling for the extra to wound dice.
    So it's either take the three Terradons or six for better chances.
     
  9. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    Sunleech average about 3-4 wounds/turn (with 3 terradons) javalins average 2, javalins are a fraction more reliable and have longer range. One's not really better than the other
     
    little-myth likes this.
  10. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,983
    Likes Received:
    34,472
    Trophy Points:
    113
    Plus, if you attack with rippers, they are not going to suffer the "automatic defences" of KO ships, that works against non-fliers units that charge them.
     
    Aginor and little-myth like this.
  11. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    Makes me wish that he is doing that Melee based Khorne army. I still feel that I am going up against the KO though. I know he has an Admiral, Frigate and company, got him and Endrinmaster for Christmas. With the Admiral around they don't have to take battleshock tests if he chooses it from the command ability.
    The reason why this discussion is going on is because the manager of the local store told me to punish him and still have failed to do so yet, for a few reasons. He might tell me to go all Tzeentch on him but I want to reap in more victories for the lizards.
    For rippers I have 3 along with 3 half-built ones.

    Edit: Yet the whole they can run fast away from the Blot toad, I had this issue with the Sylvaneth
     
  12. Canas
    Slann

    Canas Ninth Spawning

    Messages:
    7,040
    Likes Received:
    10,684
    Trophy Points:
    113
    I think rippers are only going to be interesting if you get the first turn and drop em on the toad immeadiatly or if for some reason they can't run away from the toad. Given that his army is mobile and shooty there's no reason for him to hang around the toad so they'l probably not get to do that much. And without the toad rippers aren't that good (especially with the rule of one interpretation of their extra attacks.. seriously who decided that that was a good solution for these type of attacks...)

    Anyway, I think that in low point games you might just be a tad screwed in most cases. Too easy to abuse shooty armies and too difficult to get synergies going.
     
    little-myth likes this.
  13. little-myth
    Carnasaur

    little-myth Well-Known Member

    Messages:
    1,420
    Likes Received:
    3,174
    Trophy Points:
    113
    Just got word that it seems like he is building the start of his Khorne army, mostly the Blood Warriors.
    If he isn't going with Khorne in the end I will have to cope as best as I can.
    Going with the Skinks and Chameleon skinks with the Priest and Terradons
     

Share This Page