Astrolith Bearer already gets you 1 CP, might as well give tome to the ripper chief. Finding 20 points to get a starseer over a starpriest is well worth it. More CP, casts and wards for rippers! Maybe drop a unit of chargers and use the change for Starseer and more endless spells?
@@metal995I had the same thought about switching the raptodons and and 1 priest for a star seer. Not sure if you go for the extra endless spell or a unit of 3 rippers. Something like jaws or maelstrom can help keep the mortal wound pressure on. Or an extra unit of rippers can help clear a screen, grab an objective, or chase down an annoying enemy unit that isn't worth committing other resources to.
Since you're already likely to lose drops, I think the Andtorian Acolytes Battalion is really worth it in place of the Battle Regiment. Those extra primal dice can really make a big difference.
These make great summons in Starbourne. At 10 cpp they are only 2 more than Skinks. So if your plan includes summoning a screen of skinks, you can maybe go for these instead for better damage and 4" of extra move. When summoned they don't come with their own toad, but can use any toads from your initial deployment.
Eyo I've been talking about these guys since the codex dropped. I think they are quite good. We HATE ranged damage. See that block of 20 Sentinels? Put a single min sized unit in your list, stick a toad on them... easy peasy. Rippers are literally 10 points to summon, close to being the cheapest thing we can. You can eat that block all game. Also the new coherency is exciting.
I do like them. Also love that they are 10 CPP to summon. Would it maybe be better to have 4 units, and spread out toads. Use them as dive bombs, and keep summoning new ones each turn? The toad should stay, and another unit can dive in and get the buff. Run 2 slanns and 2 starpriests. Some saurus or baatiladons to be an anvil. Im digging that kinda army in my head.
Skills test. Run two rippers in your list, then pick the two enemy units you'll have the toad bonus for. So you have to know the enemy's units fairly well to do a threat assessment, speicifically the ones the rippers will be able to get to.
I like the idea of using rippers in combo with warspawned. Charge in the warspawned and rippers close enough together so that the warspawned can benefit, and charge in another hard hitting unit somewhere else on the table. Attack with that one first, then force your opponent to choose between killing the buffed up but glass cannon rippers that they can kill more of, but then they buff the warspawned, or attack the tankier warspawned, thus doing less overall damage. I realise this is all super jank but it’s an idea that was going around in my head and I wanted to get it out, maybe someone else can make this work well…
Hi Caleb, could you link the efficienct chart you created? I am new to the hobby and trying to create a fun and somewhat efficient list of units to play with.
How would 6 ripperdactyls dropped in with Stave compare with 6 raptadon chargers with Stave? Wouldnt get the starpriest buffs but if you bring the chief you still can get a toad up and assault for the turn they ETB
True! Man, I wish the unique monstrous actions worked in both Coalesced and Starborne! That fight last monstrous action for Coalesced Stegadons would work so well in Starborne too.
How are you getting an extra spell on your skink starpriests? I understand the enhancement slot for the slann, but not the skinks. Andtorian locus spells are a replacement, not in addition to.
Core Rules 27.3.4 Each time you take a spell lore enhancement, you can pick 1 spell for EACH wizard in your army from any of the spell lores available to that WIZARD (you can pick different spells from different spell lores for different WIZARDS). Each WIZARD knows the spell that you picked for them in addition to the other spells they know. So the Andtorian Locus Spell is my first spell. Then I use the extra enhancement from the battalion to give EACH wizard an extra spell.
In fact, with how good the frost spells are (and with more spell flexibility needed without trog range) I can't really justify spacefolder's stave over a 2nd spell. Mayyyybe stegadon helm if I'm still running a trog? But it's not gonna take nearly as much heat as it used to.
@@Ichthyovenator the way it's phrased in the rule he quoted would suggest you may pick any lore available to that character for each individual spell. I remember it the way you do, but that is a holdover from me playing WFB.
It isn’t rules as intended… but one could argue that the blood toad rule is exponential…. Each riperdactyl unit says “you receive one bloat road for each riperdactyl unit in your army”. So, rules as written, if you have three units, you get 9 bloat toads.
Thoughts on this list idea?
Allegiance: Seraphon
- Constellation: Fangs of Sotek
Leaders
Slann Starmaster (275)*
- General
- Command Trait: Lord of Celestial Resonance
- Spell: Comet's Call
- Spell: Stellar Tempest
Skink Starpriest (130)*
- Spell: Speed of Huanchi
- Spell: Hoarfrost
Skink Starpriest (130)*
- Spell: Speed of Huanchi
- Spell: Merciless Blizzard
Saurus Astrolith Bearer (140)**
- Artefact: Arcane Tome (Universal Artefact)
Ripperdactyl Chief (110)**
Battleline
5 x Raptadon Chargers (150)**
5 x Raptadon Chargers (150)**
5 x Raptadon Chargers (150)**
10 x Skinks (90)**
- Boltspitters & Moonstone Clubs
10 x Skinks (90)**
- Boltspitters & Moonstone Clubs
10 x Skinks (90)**
- Boltspitters & Moonstone Clubs
Units
6 x Ripperdactyl Riders (220)
- Reinforced x 1
6 x Ripperdactyl Riders (220)
- Reinforced x 1
Endless Spells & Invocations
Geminids of Uhl-Gysh (50)
Core Battalions
*Command Entourage - Magnificent
**Battle Regiment
Additional Enhancements
Spell
Total: 1995 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 127
Drops: 6
Astrolith Bearer already gets you 1 CP, might as well give tome to the ripper chief. Finding 20 points to get a starseer over a starpriest is well worth it. More CP, casts and wards for rippers! Maybe drop a unit of chargers and use the change for Starseer and more endless spells?
@@metal995I had the same thought about switching the raptodons and and 1 priest for a star seer. Not sure if you go for the extra endless spell or a unit of 3 rippers. Something like jaws or maelstrom can help keep the mortal wound pressure on. Or an extra unit of rippers can help clear a screen, grab an objective, or chase down an annoying enemy unit that isn't worth committing other resources to.
Since you're already likely to lose drops, I think the Andtorian Acolytes Battalion is really worth it in place of the Battle Regiment. Those extra primal dice can really make a big difference.
@@gailonebell2154 I agree, it's a really good one for us for a lot of reasons
These make great summons in Starbourne. At 10 cpp they are only 2 more than Skinks. So if your plan includes summoning a screen of skinks, you can maybe go for these instead for better damage and 4" of extra move. When summoned they don't come with their own toad, but can use any toads from your initial deployment.
Your last part is the key. They're much worse as summons without 1-2 baseline blot toads.
But.... starting with 4 units of these guys, and then dive bombing them every turn adds up fast. Pair with some anvils... o boy they can do damage
As always dude
Great job!!!!
Eyo I've been talking about these guys since the codex dropped. I think they are quite good. We HATE ranged damage. See that block of 20 Sentinels? Put a single min sized unit in your list, stick a toad on them... easy peasy. Rippers are literally 10 points to summon, close to being the cheapest thing we can. You can eat that block all game. Also the new coherency is exciting.
IVE BEEN SAYING SINCE THE NEW BOOK! PREACH!!!
I do like them. Also love that they are 10 CPP to summon. Would it maybe be better to have 4 units, and spread out toads. Use them as dive bombs, and keep summoning new ones each turn? The toad should stay, and another unit can dive in and get the buff. Run 2 slanns and 2 starpriests. Some saurus or baatiladons to be an anvil. Im digging that kinda army in my head.
Skills test. Run two rippers in your list, then pick the two enemy units you'll have the toad bonus for. So you have to know the enemy's units fairly well to do a threat assessment, speicifically the ones the rippers will be able to get to.
I like the idea of using rippers in combo with warspawned.
Charge in the warspawned and rippers close enough together so that the warspawned can benefit, and charge in another hard hitting unit somewhere else on the table. Attack with that one first, then force your opponent to choose between killing the buffed up but glass cannon rippers that they can kill more of, but then they buff the warspawned, or attack the tankier warspawned, thus doing less overall damage.
I realise this is all super jank but it’s an idea that was going around in my head and I wanted to get it out, maybe someone else can make this work well…
Hi Caleb, could you link the efficienct chart you created? I am new to the hobby and trying to create a fun and somewhat efficient list of units to play with.
Here ya go:
t.me/SeraphonWarhammer/260
I need to update that with the new points. I'll try to get that done this week maybe.
How would 6 ripperdactyls dropped in with Stave compare with 6 raptadon chargers with Stave? Wouldnt get the starpriest buffs but if you bring the chief you still can get a toad up and assault for the turn they ETB
Only Startbourne now competetive despite cost reduction for Coalesced?
A stegadon will up their bravery to 8.
True!
Man, I wish the unique monstrous actions worked in both Coalesced and Starborne!
That fight last monstrous action for Coalesced Stegadons would work so well in Starborne too.
How are you getting an extra spell on your skink starpriests? I understand the enhancement slot for the slann, but not the skinks. Andtorian locus spells are a replacement, not in addition to.
Core Rules 27.3.4
Each time you take a spell lore enhancement, you can pick 1 spell for EACH wizard in your army from any of the spell lores available to that WIZARD (you can pick different spells from different spell lores for different WIZARDS). Each WIZARD knows the spell that you picked for them in addition to the other spells they know.
So the Andtorian Locus Spell is my first spell. Then I use the extra enhancement from the battalion to give EACH wizard an extra spell.
@@CalebHastings oh cool. Ty for clearing that up. Enhancements category always feels a little vague.
In fact, with how good the frost spells are (and with more spell flexibility needed without trog range) I can't really justify spacefolder's stave over a 2nd spell.
Mayyyybe stegadon helm if I'm still running a trog? But it's not gonna take nearly as much heat as it used to.
I thought if you took 1 spell from the Andtor lore then all the spells for the caster had to be from there?
@@Ichthyovenator the way it's phrased in the rule he quoted would suggest you may pick any lore available to that character for each individual spell.
I remember it the way you do, but that is a holdover from me playing WFB.
I wish I had people tp play with
It isn’t rules as intended… but one could argue that the blood toad rule is exponential…. Each riperdactyl unit says “you receive one bloat road for each riperdactyl unit in your army”.
So, rules as written, if you have three units, you get 9 bloat toads.