Also, the other day I had a game of age of Sigmar, which is something I hadn't really done in a while. I got a few pictures of the game, but I was paying more attention to the game than I was to taking pictures haha, but I did learn a few things about playing Seraphon and I'll see if I can't spread some of the wisdom I've learned from my last game.
First and foremost I learned that if there are not points left for bringing reserve units onto the table, slaan are fairly useless in my opinion. Sure they have the ascendant constellations and mystic shield, and grant flying to units within 10 inches, but really that's about all the usefulness they have. For slaan to be effective in the least, there needs to be points left in reserve for them to summon onto the field.
Secondly, salamanders do not do all that well on their own. In groups of three they can be devastating, but just one is not enough to do a decent amount of damage, and with handlers costing extra points that means that a well rounded salamander unit will be between 260-300 points, being as costly as a bastilodon, with 8 fewer inches for a ranged attack. Maybe worth it, maybe not, I'll have to see in my next game.
Lastly, even having just 10 temple guard is completely worth it. They wreck face in combat and if they are near a hero they get +1 to their save. To me that's worth it as they get survivability for the most part and when they get into combat it takes multiple units to take them down.
So here's a new list, based on what I've learned:
Shooty lizards
3 razordons 180
3 salamanders 180
Bastilodon 300
Slaan 260
2 skink handlers 80
2 skink handlers 80
1080 points on the field
The rest gets summoned in from a range of 420 points I could
bring on:
20 temple guard or 40 saurus warriors or 50
skinks or 15 saurus knights, or 9 ripperdactyls or 9 terradons or 6 kroxigor or
any combination of things for situational purposes, even another bastilodon! Next week I'll have more Seraphon, with tactical articles for the salamanders too!
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