So playing around with a list (as usual) thoughts? Slann Great Rememberer, Light of Dracothion Old Blood on Carno,Blade of Realities Starseer Skink Priest, Priestly Trappings, Celestial Rites Sunblood, Coronal Shield 40 warriors with spears 10 warriors with clubs 10 warriors with clubs 40 skinks with blowpipes 10 skinks with javelins Fangs of Sotek Sunclaw Starhost Whilst I normally go with a guard heavy list this seems like it could really work well for a tournament, one drop so 90% going first, teleporting the 40 block with hopefully curse of fates, mystic shield and celestial rites along with the great drake constellation. 2 lines of 20 putting out 81 spear attacks and 40 bites is going to make units disappear.
Seems interesting. Suggestions : 1. Swap Priest for a Starpriest, I strongly recommend this. Besides the randomness of 4+ for the rerolls, 5+ rerollable doesn't help as much as you think. -1 to hit on the big block is huge. I 'm training on a Sunclaw since Spring most of the times and I 've seen the impact of each of these pretty well. 2. What will the 40 skink block do ? A unit of 10 man always is useful but a 40man unsupproted feels somehow a little off ?
I suggest to add a scar vet carno. So you can buff him with ob command ability making jaws really powerfull ob and scar vet can use it when pile! Its a great way to kill that meta hords lists
Thanks for the advice, I appreciate it a lot. My main problem is how to secure as much as possible Oldbloods' survivability so the 200 points won't go to waste !
I got a list that capitalises on the ob command ability Allegiance: Seraphon Leaders Saurus Oldblood on Carnosaur (280) Saurus Scar-Veteran on Carnosaur(240) - Warblade Saurus Scar-Veteran on Carnosaur(240) - Warblade Saurus Sunblood (120) Slann Starmaster (260) Battleline 40 x Saurus Warriors (360) - Clubs 10 x Saurus Warriors (100) - Clubs 10 x Saurus Warriors (100) - Clubs Battalions Fangs of Sotek (100) Sunclaw Starhost (130) Total: 1930/2000 What people think?
The problem here is you are kinda banking on two forms of main damage dealers... the carnos and the sunclaw battalion. I would personally choose one and build the list more around it. The list here has no skink priests for rerolling bubble saves in combat and no astrolith for rerolling hits Remember AOS is all about the synergies and you really wanna try keep those carnos alive. Personally I would drop one scar vet on carno and the unit of 40 saurus to 30 in favour of an astrolith bearer, a skink priests and 3x razor/sallies. To Field the three carnos I think you would have to lose the fangs of sotek battalion idea, or run much smaller saurus units in the sunclaw (making them pretty useless)
I was thinking of mystic shield on the 40 block and the priest gives me re-roll charges too to get in there first turn, adding with curse of fates on the unit then I will more than likely get in 40 skinks to give me a bit of shooting but mostly for bodies to take objectives, got a tournament coming up so playing all 6 missions
I think you could cut down the unit size to save some points, but theye what like 200points for 40 wounds? Thats pretty good, a stegadon wont replace that.
Update: Thinking of dropping the skinks and going for a stegadon instead....thoughts? I know, that's why I'm not sure about it. The steg would give me more damage output especially first turn....
Finally settled on this list for my GT: Slann Great Rememberer, Incandescent Retrices Old Blood on Carno, Coronal Shield Alstriloth Bearer, Prism of Amyntok Skink Priest, Priestly Trappings, Celestial Rites Sunblood Star Priest 40 warriors with spears 10 warriors with clubs 10 warriors with clubs 40 skinks with blowpipes Fangs of Sotek Sunclaw Starhost Probably a little hero heavy but if all the buffs go off I'm looking at doing a lot of damage first turn!
This exactly list besides Prism as I m not sure how to take advantage of it yet and keep priest useful, is one of the lists I made as well. Good luck and looking forward to see how it goes !
Plan is to teleport the bearer and plant his standard so doesn't move anyway, a bit risky but I like a bit of danger lol. Priest isn't as essential as it has been in previous lists but I thought it was worth the gamble. Will let you know in just over two weeks!
Awesome ! Oh I just realised it's a priest and not a starpriest. I'd suggest you to considerate the Starlight, You can NEVER go wrong with it ! Good luck !
And also don't forget hwo the mechanism works : they have -1 to hit BEFORE the modifier. So if he hits on 3+ rerollable, ALL the 3s rolled do NOT get rerolled as they are "successful" hits and then fail due to the modifier. It is TOO GOOD to be passed for real inho !
I need to remember that in the future. I technically know it works that way but when on the table I somehow tend to mix it together with the modifiers.
Hello, Just a question because I don't understand, how you can maximize damage during the first turn? The batallion gives you +3 to the move, but it won't be enough to charge. and if you teleport units will be 9" away (except on a 6 to teleport them). I am sure I missed something... Ok my bad, understood... with all the buffs it makes it much easier
I wouldn't think of the 1st turn bonus as something to be used for charging because it is as you said. More like something that allows you to redirect your units a bit and have swiftest moves