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 Post subject: Starting Age of Sigmar: Competitive Seraphon
PostPosted: Wed Jan 04, 2017 7:21 am 

Joined: Tue Jul 15, 2014 7:11 pm
Posts: 15
Hey FLG! I having a running thread on Lustria-online and we've had some good discussions about Seraphon lists and tactics. Below are three lists that I have been developing. In my opinion, Seraphon sort of have 3 main competitive builds: Bastiallidon/more defensive build, Guard buffing, and aggressive big monsters. Skink Starseer, Chameleon skinks and the Shadowstrike Starhost weave their way into most of those lists as support. Below is a break down and some commentary on my competitive Seraphon lists. Enjoy and critique!

List 1:
Giant Lizard "Deathstar" with Pumped up Knights
Leaders
Saurus Oldblood on Carnosaur General +1 Wounds (320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One, relic blade (100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Star Priest (100)

Battleline
Skinks x 10 (80)
Skinks x 10 (80)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)
Saurus Knights x 5 (120)

Units:
Ripperdactyl Riders x 6 (280)

Battalions
Bloodclaw Starhost (100)
Shadowstrike Starhost (120)
Total:2000/2000

Bloodclaw Starhost:
- Knights gain additional attack Jaws and Shields
- All heroes within 20" of Oldblood can use command ability!

Oldblood: gives all heroes the ability to add 2 attacks to one weapon
- Scar Vets on Coldone, add +2 to their Warpick for 5 attacks and if they roll a 4 afterwards, they get to attack again for 5 more!!! :)
- Scar Vet on Carnosaur - add +2 attacks to their Jaws for big damage
3x Scar Vets on Coldones:
- Able to use Savage Charge 3 TIMES!
- Sarus units Reroll 1's for charges and hits (within 8")
- Knights gain an additional attack with bite! (Stacks for 3 ADDITIONAL ATTACKS)
- Fairly likely, under Old One's buff, to do 10 attacks at +3 +3, -1 rend, 2 dmg. Can't beat that for 100 points.
StarPriest:
- Cast Mystic Shield on Oldblood
- Poison staff buff for knights or Carnosaurs
Knight Unit (x5) - All buffed up:
- Don't forget about the battleshock test synergies that the knights offer.
- 5x Lances/Blades
- 25 Vicious Bites
- 10 Powerful Jaws
- reroll all hits of 1
- average of 14 wounds (at - rend)


The Big Dinos, Vets on Coldones, and Knights ball up and run around together. They are pretty damn fast and deadly. Ripperdactyl's are guaranteed to get into combat without being shot at and come down and take out your opponents deadly shooting/unsupported heroes. Skinks use the extra movement from the formation to spread out for objectives.

Knights are mainly used to sway the combat numbers in your favor and when buffed they may surprise some opponents. Their damage is still pretty bad. IMO, this list's main issue is that when OldBlood goes down, your knights are stinky again and the cold one's lose some of their killy-ness. Also this list doesn't have room for a Star-Priest, which is very powerful.

List 2: (Also very interested in a build that drops the Guard to 20, trades the Oldblood for a Scar-Vet, and beefs up the Rippers to 6)
Leaders:
Saurus Oldblood on Carnosaur (320)
-Artefact: Quicksilver Potion
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Cold One (100)
-General
-Trait: Legendary Fighter
-Artefact: Relic Blade
Skink Starseer (160)
Skink Priest (100)
-Priestly Trappings
Saurus Eternity Warden (140)

Battleline
25 x Saurus Guard (500)
10 x Skinks (80)
10 x Skinks (80)

Units
3 x Ripperdactyl Riders (140)

Battalions
Shadowstrike Starhost (120)
Total:2000/2000

**This list was inspired by Lord Ribbit's recent battle report (seen on Lustria). The thing about Seraphon is that Mortal wound spam armies are very scary. The way this list battles that is by making your opponent choose between two evils/threats. Do they spending their mortal wound/strong resources blowing up your bigs dino's or the 2++ Guard block. Lord Ribbit opened my eyes up to how Guard blocks demand mortal wounds. If not, most attacks will bounce off of them (2++ when mystic shielded that ignore -2 rend). It's not perfect but it's something to build on. I look forward to collecting some guard.

***I will also add that I'm still figuring out how to use my Rippers. At 3, they are a Kamikaze unit that if ignored, can occasionally hunt down weak back line units. At 6, the turn they come down, they will deal 41 wounds on average and can fight much stronger enemy units. Something to mess around with for sure.

List 3:
Leaders
Saurus Oldblood on Carnosaur General, +1 Wounds(320)
Saurus Scar-Veteran on Carnosaur (260)
Saurus Scar-Veteran on Carnosaur, Quicksilver potion (260)
Saurus Scar-Veteran on Cold One, relic blade(100)
Skink Starseer (160)
Skink Priest/Starpriest(100)

Battleline
30 x Skinks (240)
10 x Skinks (80)
10 x Skinks (80)

Units
6 x Ripperdactyl Riders (280)

Battalions
Shadowstrike Starhost (120)
Total: 2000/2000

** This is probably the most balanced list of the three. I would love to add some Chameleon skinks to my collection and find a way to fit them in to some lists. This list doesn't have the guard block or the knights, so in my opinion it needs a larger skink unit to offer some midfield stability. I prefer 3 big dinos to 2, as they will be the main targets in this list. I also slightly prefer 6 Rippers to 3, so this list appeals to me.


Last edited by TableTopJosh on Thu Jan 26, 2017 10:31 am, edited 3 times in total.

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 Post subject: Re: Starting Age of Sigmar: Competitive Seraphon
PostPosted: Thu Jan 26, 2017 10:26 am 

Joined: Tue Jul 15, 2014 7:11 pm
Posts: 15
Added some lists and some commentary that was developed on another forum!


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