Hi everyone,first post here! I just started playing Aos, but i'am an old school wh40k and whfamtasy player.Just looking for a fairly balanced list,nothing too waac but nor completely crap/autolose. After some casual games at smaller size, i ended up buildimg a 2k list.tested it 1 time,and looked quite good (i was playing vs cities of sigmar,the one with crazy bonus to casting/dispelling).the list worked properly and i ended with a mayor win,but i would like to hear any kind of advice to improve it. At the end i'll add a list of models i own,but i could get something more if totally needed. Lord Kroak [320pts]: 5. Stellar Tempest Saurus Astrolith Bearer [140pts] Saurus Scar-Veteran on Cold One [110pts]: [Koatl's Claw] Dominant Predator, Eviscerating Blade, General + Behemoth + Stegadon [240pts]: Skystreak Bow Stegadon [240pts]: Skystreak Bow Stegadon [240pts]: Skystreak Bow + Battleline + Saurus Guard [100pts]: 5 Saurus Guards, Saurus Guard Alpha, Stardrake Icon Bearer, Wardrummer Saurus Knights [100pts]: 5 Saurus Knights, Celestite Warspear, Saurus Knight Alpha, Stardrake Icon Bearer, Wardrummer Saurus Warriors [320pts]: Celestite Spear, Saurus Warrior Alpha, Stardrake Icon Bearer, Wardrummer . 4x 10 Saurus Warriors: 4x Powerful Jaws + Other + Terradon Riders [180pts]: Sunleech Bolas, Terradon Rider Alpha . 2x 3 Terradon Riders: 2x Razor-sharp Jaws + Allegiance + Allegiance . Allegiance: Seraphon . . Coalesced: Koatl's Claw Models actually aviable are:2slaan/kroak,tons of skinks,tons of saurus,around 15 saurus guard,5 saurus knight, skink starpriest,saurus scar vet on cold one, 3 steggy/eotg,6 terradon/ripperdactile,1 astro bearer. I could kitbash a bit to get more saurus heros on f9ot and more skink mages/priests (my gaming group is quite friendly with proxy and kitbash).
Do you really need to run Koatl's claw with such amount of Stegadons? Maybe try Thunder Lizard or Fangs of Sotek. - For TL is really buffing our monsters (+2 to wounds), making Stegadons battleline and enabling second attack with Bastiladon and Engine of the Gods through command ability. - On the other hand FoS will allow you to run all SKINK units with bravery 10 and buffing them from your Stegadon Hero. 40 Skinks with blowpipes buffed +1 to attack(for CP) from Stegadon Hero and mortal wounds on 6+ to wound from Skink Starpriest is kinda scary. - If you want to play Koatl's Claw I would recommend to add Sunclaw battalion (-1 rend on all Jaw weapons, 40 SW with spears, 20x2(or 10x2, but the will lose second attack for 15+ models) SW with clubs and Oldblood/Sunblood), add more Saurus Heroes (Scar Veteran, Sunblood, Oldblood), Skink Starpriest/Starseer, Kroak (you will become CP hungry pretty fast so you need them). And if you can, buy at least 5 more Knights, in units of 10 they're scary under Koatl's Claw (70 attacks + buff them by various heroes) I just don't think that you need that much monsters in Koatl's Claw. It meant to be Saurus only sub-faction (+1 to hit on charge for Saurus, CP back on 4+ when general issued a command to Saurus unit etc.).
Thx,really appreciate! Probsbly i'm trying to do too much things at the same time. Actually i'm quite interested in FoS build,could u post an exemple list and basic strategy? Ps the stega chief is worth? Buffing meele a doesn't look so good.
Check out these threads: - That's overview for new battletome (everything you need to know with advises) http://www.lustria-online.com/threads/battletome-2-0-seraphon-overview.24329/ - various lists (casual, tournament etc) http://www.lustria-online.com/threads/seraphon-list-for-battletome-2-o.24293/ - good videos about units in our army(what they do, how you can buff them for maximum effect and some list examples featuring that unit) http://www.lustria-online.com/threads/calebs-seraphon-strategy-videos.24790/
Welcome to Lustria. I agree with @Dreamkeeper assessment of your Subfaction. Thunder Lizards seems like the best option for your build. As far as FoS list, this is one of my favorite ways to play them: Allegiance: Seraphon - Constellation: Fangs of Sotek Leaders: Lord Kroak (320) - General Saurus Astrolith Bearer (140) - Artefact: Serpent God Dagger Skink Starpriest (120) Skink Starpriest (120) Skink Priest (70) Skink Priest (70) Battleline: 10 x Saurus Guard (200) 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers Units: 20 x Chameleon Skinks (360) Endless Spells / Terrain / CPs: Balewind Vortex (40) Bound Geminids of Uhl-Gysh (70) Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 149 This list is great against low save or combat armies. It suffers against other strong shooting armies due to the high number of drops.
Regarding Skink Chief and +1 melee attack for skinks. There is a strategy for FoS. 40 skinks with blowpipes, range 16 right? With move 8 + 3 for 1 round. Buff them with chief, starpriest and priest. They can shoot and charge after run from priest (+1 save), 6+ to wound is additional MW (in both, melee and range) from starpriest and have additional melee attack. If you have starseer he can give them another (!) +1 save and 3d6 charge. They're fast, hitting hard and (!) charging enemy in melee with 3 attacks each (you can spend another 1 CP from priest to give them +1 to hit) and having 3+ save after all buffs.
made a quick KC list, wondering what chu guys think? 2000 points Lord Kroak ( 320 ) Oldblood on Carnosaur ( 250 ) Saurus Guard ( 100 ) Firelance Temple-Host ( 670 ) x3 Saurus Knights and Scar-Vet on Carnosaur Sunclaw Temple-Host ( 660 ) x3 Saurus Warriors and Oldblood on Carnosaur
Dont know the size of the squads in the batallions but i find having starpriests is excellent, especialy for saurus knights. I would remove the oldblood on carnosaur and take 2 starpriests or starpriest and astrolith.
Personally I think double battalions is overkill, its too many points wrapped up in bonuses that are only so so. But, it looks like it would be a ton of fun to use so definitely give it a try! I'd drop the saurus guard and try to find 20 points somewhere for a starpriest, it helps the knights a ton. Could even go super wild and drop kroak. Spend the points on another command point so you start the game with 3 and run starseer and starpriest for a potential 2 extras. With the Koatl's claw command trait you might have enough to just keep them rolling. A little riskier but could be fun
here I have a 2k Koatl's claw list only fire lance ost that's now working cause they just FaQed seraphon's points Allegiance: Seraphon - Constellation: Koatl's Claw Saurus Oldblood on Carnosaur (230) - General - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Saurus Scar-Veteran on Carnosaur (210) - War Spear - Artefact: Blade of Realities Lord Kroak (320) Skink Starseer (140) Skink Starpriest (120) Saurus Astrolith Bearer (140) 10 x Saurus Knights (200) - Lances 5 x Saurus Knights (100) - Lances 5 x Saurus Knights (100) - Lances 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 3 x Terradon Riders (90) - Starstrike Javelins 3 x Terradon Riders (90) - Starstrike Javelins Firelance Temple-host (160) Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 114 What do you think?
You would be better off switching the artefacts around on your saurus heroes, eviscerating blade is better on the scar vet as the warspear has 6 attacks to the oldbloods 3
Yes I know, but you only double your chance of doing MW by doing that. Blade of Realities has 6 wound potential against hero on Scar againt 3 on Old blood, anyway, if u charge, u put a -1 rend on 12 wound potential on scar vet in charge against 9 on old blood. If scar vet dont charge it's not the same, you might be right anyway but i have to try it on the table to be sure.
i see what you’re getting at. I would personally rather put the exta rend and damage onto the oldbloods as his attacks are quality over quantity, so i would lean into it more. The extra damage is only against heroes so all it does is give a -1 rend to the scar vets spear attacks and you are missing out on an average of 2 mortals per combat