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AoS Is Eternal Starhost viable in GHB2019?

Discussion in 'Seraphon Army Lists' started by LizardWizard, Jun 23, 2019.

  1. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    @Ustyk recently asked me on my list tutorial thread to make an Eternal Starhost list. After some brief theory craft I now think this once shunned battalion has the potential to be tournament viable. Here is my most recent rendition of the battalion.

    2000pt Eternal Starhost & Shadowstrike Starhost

    Allegiance: Seraphon

    - Mortal Realm: Aqshy

    LEADERS:
    Slann Starmaster
    (260)
    - General
    - Command Trait : Great Rememberer
    - Artefact : Ignax's Scales

    Saurus Astrolith Bearer (160)
    - Artefact : Ruby Ring
    Saurus Eternity Warden (140)
    - Artefact : Purefire Brazier
    Skink Starpriest (80)

    UNITS:
    10 x Saurus Guard (160)
    10 x Saurus Guard (160)
    10 x Saurus Guard (160)
    6 x Ripperdactyl Riders (280)
    10 x Skinks (70)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (70)
    - Meteoric Javelins & Star Bucklers

    BATTALIONS:
    Eternal Starhost
    (150)
    Shadowstrike Starhost (180)

    ENDLESS SPELLS / TERRAIN:
    Balewind Vortex
    (40)
    Chronomantic Cogs (80)

    TOTAL: 1990/2000
    EXTRA COMMAND POINTS: 2
    WOUNDS: 92

    The goal is to buy as many turns of ineffective enemy movement phases as possible through roadblocking with Saurus Guard and engaging enemy units with Ripperdactyls. All the while your Skinks can score mid-field objetives while your Slann racks up summoning points.

    Use the Shadowstrike Starhost to cripple any units with high rend and/or mortal wound out put. Move the Saurus Guard and the Eternity Warden support up field and to objectives.

    The unit size of Saurus Guard can be reduced to include Razordons if desired.

    Note: Edited to correctly show the points cost of Chronomatic Cogs
     
    Last edited: Jun 24, 2019
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  2. Batch
    Cold One

    Batch Active Member

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    First off, Cogs are 80 points now, sorry :(

    Secondly Im not sure if two battalions are ever worth it, especially for that many points. My suggestion would be to straight up remove the Shadowstrike starhost and maybe double down on a second Warden, which also gives you enough points for the Cogs

    Take great rememberer so you can beam skinks and Rippers anywhere you need. But just a suggestion maybe an Engine of the Gods or another Skink Starpreist might be needed, the EoTG for MW and potentially great summoning and the Priest for even more MW generation.
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Yeah my bad, I added the total point cost correctly on my calculator I just typed out 60 from habit. It is actually 1990 though.

    They definitely can be. I have won many games with Seraphon using multiple battalions in a single list. However, most of them are with Dracothion's tail.

    Great Remember is the already the Command Trait. Cogs fits in the current list, it was just a typo. A second Eternity Warden isn't worth the points in my opinion. If the first dies I will just summon another. I think a single Skink Starpriest will be sufficent, but EotGs is always nice. It is potentially worth dropping all the Guard units to x5 in order to bring the EotGs.
     
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  4. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    refresh my memory, is there any requirement (outside of actually building the battalion) that specifically requires the Warden? I thought the guard and battalion abilities required just a hero within range for the specific ability (which is awkward anyway cuz the abilities have different ranges ) if there is no requirement for the warden, there is definitely no reason for a second one to be part of the initial list. its 140 points... I can get a second SP and another endless or razordon. in fact... you can bring all three if the spell is quicksilver swords; as a ace in the whole for chaos.
     
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  5. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    @ILKAIN The Eternity Warden is battalion mandatory.

    He does also provide this 5" aura though:
    Alpha Warden: Saurus Guard make an additional attack with their Celestite Polearms while their unit is within 5" of any Saurus Eternity Wardens from your army
     
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  6. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    I knew he was mandatory, I had forgotten if any of the other buffs required him.
     
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  7. Ecozh
    Cold One

    Ecozh Active Member

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    He also is needed for the extra +1 save on the guard (within 10 inches). So the Warden is your opponents main target. I was also tooling around with a list like this and gave him a Miasmic blade so that he is -2 to hit from ranged combat (while within 3 inch of a group of guard).

    The dual battalion is really nice although I fear that there are a lot of things dishing out mortal wounds..

    I'm playtesting this list next wednesday:

    Allegiance: Seraphon
    - Mortal Realm: Ulgu

    LEADERS:
    Slann Starmaster
    (260)
    - General
    - Command Trait : Great Rememberer
    - Artefact : Incandescent Rectrices
    - Spell: Stellar Tempest

    Saurus Astrolith Bearer (160)
    Saurus Eternity Warden (140)
    - Artefact : Miasmatic blade
    Skink Starpriest (80)
    - Spell: Meteoric Convocation

    UNITS:
    10 x Saurus Guard (160)
    5 x Saurus Guard (80)
    5 x Saurus Guard (80)
    3 x Ripperdactyl Riders (140)
    3 x Ripperdactyl Riders (140)
    20 x Skinks (140)
    - Meteoric Javelins & Star Bucklers
    20 x Skinks (140)
    - Meteoric Javelins & Star Bucklers
    1 x Bastiladon (280)

    BATTALIONS:
    Eternal Starhost
    (150)

    ENDLESS SPELLS / TERRAIN:
    1x Ravenak's Gnashing Jaws

    TOTAL: 2000/2000
    EXTRA COMMAND POINTS: 1
    Plan is to 'Bomb' the opponent in the first or second battle round with Slann and his spells or summon, depending of opponent. If I had more models I would loose some skinks and add more guard (but that's the way it is for me ;) ).

    I think your list is a lot more viable though but as I play in a not too competative environment, this should help ;)
    (was also thinking of switching the Astrolith Bearer and Starpriest out for an Oldone on Carnosaur but everything I read so far doesn't justify that :p
     
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  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Our army's offensive power was rather defanged with the Razordon and EotGs changes. As a result I have been operating under the belief that BwV, Cogs, and an Astrolith are mandatory to make up for what was lost via summoning. The Skink Starpriest just happens to be the best of the wizards available to prox-cast Cogs.
     
  9. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Hmmmm... I am not fully convinced yet.
    I think that list can work though. Especially since we can make up for the Guards' lack of mobility with the new LoSaT if necessary.
     
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  10. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    that's not accurate. ANY seraphon hero grants the +2 bravery and +1 save
     
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  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I believe he was referencing the extra +1 save the Eternity Warden grants via the battalion buff.
     
  12. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    that doesn't have to be an eternity warden. that's any seraphon hero
     
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  13. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    "Drakescale Shieldwall" refers to the Eternity Warden and grants +1 to save within 10" of him.
     
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  14. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    well ive been playing that really wrong
     
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  15. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    *smacks own wrist* play better numbskull
     
  16. Ecozh
    Cold One

    Ecozh Active Member

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    Hehe, I almost played it it that they got the bonus as part of the bataljon without a hero nearby when I started.

    I love the Saurus guard but when an clever opponent snipes your Eternity Warden, half the bonus is gone.
    (Not to mention the 10 inch range, glad that isnt 'wholly within').

    Still the damage output, extra artifact and commandpoint are a good buy for those points.
     
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  17. Lizard God of Lizard Gods
    Skink

    Lizard God of Lizard Gods New Member

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    I would do something like this select what artefacts and abilities use what you want it's up to you

    Heroes
    Slann Starmaster (260)

    (because reason and your seraphon I would run Lord Kroak normally but I needed the extra points)

    2x Skink Priest (80) points each

    I DON'T KNOW WHY PEOPLE DON'T RUN THESE GUYS IN THEIR ETERNAL LIST!!! o_O
    they're the same points as Starpriest but give a direct buff to your units on a 4+ your boiz in a 8" range
    get re-roll run rolls, charge rolls and SAVE ROLLS FOR ALL UNITS when you take Priestly Trappings
    re-rolling your 2+ saves sounds great >.>

    Saurus Eternity Warden (140)

    because you have too

    2x Engine of the Gods (240)

    to consistently summon more units to help you out

    Units
    10x Saurus Guard (160)

    15x Saurus Guard (240)

    10x Saurus Guard (160)

    2x Razordons (100)

    2x Razordons (100)

    (sit the razordons behind your lines for mild peppering also i like taking my guard in groups of 10+ because mortal wounds become a problem)

    Battalions
    Eternal Starhost (150)

    Endless Spells

    Soulsnare Shackles (40)

    (so you can lock down a area of the board kind of simple thing for 40 points because your a defensive army)

    1990 points

    P.S. yea normal skink priests are better than starpriests in this list so get them you can get 1 or 2 depends how good your rolling is with 4+ (mine is pretty shit or if you want to use a CP on it up to you) the rest you can kind of get the reasons behind it

    also I kind of stopped running this list after Nurgle and Death got there stuff (and my friends play nothing but Nurgle and Death ;-;) and mortal wounds destroy this list because reasons if you want to be more tanky you can take Bastildons but the EotG is just to good for point value wise

    but yea test a few things out which artefacts and abilities you want this is how i would do the list of the top of my head with the new stuff available
     
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  18. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Because mystic Shield is cast on a 6+ which is better odds than a 4+. It is also a wizard and thus more versatile. Sure it can be unbound, but it can also unbind. If you really need to guarantee the save reroll for Eternal Starhost Guards then you can spend a CP for All out Defense. Also, if you plan to use endless spells you really don't want to waste summoning points to cast them. BwV is the only spell you want to cast with the Slann in most cases.

    I think one of each is worth taking though. The reg priest is definitely great, but so is the Starpriest.
     
  19. Lizard God of Lizard Gods
    Skink

    Lizard God of Lizard Gods New Member

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    oh yea totally forgot that they changed the rules to Mystic Shield I haven't played a game in over a year because I was waiting for the 2.0 so i totally see your point
     
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  20. Asamu
    Temple Guard

    Asamu Well-Known Member

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    I think it's too match up dependent to run at a tournament. Shooty Skaven will probably just wreck any guard list, and any high power shooting/magic army that can reliably kill off the eternity warden will likely be a problem as well. It'll have some good match ups against lists that can't punch through the guard armor or don't have the shooting/magic to take out the eternity warden though, like other Seraphon.

    If you run this as Ulgu, you can take the Talisman of the Watcher to get guaranteed re-rolling 1s on saves for 1 unit each combat phase. That way you're not quite as reliant on getting spells off.

    I'm partial to something like this:

    Allegiance: Seraphon
    Mortal Realm: Ulgu
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer or Vast Intellect - there's merit to both.
    - Artefact: Talisman of the Watcher
    - Spell: Stellar Tempest

    Saurus Oldblood on Carnosaur (240) - or drop for 3x10 skinks and some razordon handlers or 3x5 knights to screen the guard from melee mortal wounds/high rend, or an endless spell or two and 2 of the units; not sure which is better between some extra units for screening and the OB carno for another threat.
    Saurus Eternity Warden (140)
    - Artefact: Miasmatic Blade
    Saurus Astrolith Bearer (160)
    20 x Saurus Guard (320) - 20 can be stretched out to cover more space without losing the battalion benefits. the 5 are at the back to protect heroes.
    10 x Saurus Guard (160) - or 15/15/5; I'd never go 15/10/10 personally; you can't stretch it out enough.
    5 x Saurus Guard (80)
    3 x Razordons (120)
    3 x Razordons (120)
    3 x Razordons (120)
    3 x Razordons/Salamanders (120) - maybe some salamanders for rend -2, but it's probably not worth it.
    Eternal Starhost (150)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103
     
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