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AoS Thunder Lizards - Semi competetive?

Saurus

Scurvydog

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So I have an upcoming event/tournament. To my knowledge there are some decent players around, but lists are mostly strong but not all WAAC. For this reason I was considering bringing a Thunder Lizard list, as I do enjoy my dino and tried to cram as many cool beasts into something rather strong.
I could use some C&C though.

My main concern is bodies, maybe I can get a lucky engine roll to help with that.

Version 1

Allegiance: Seraphon
- Constellation: Thunder Lizard
Saurus Oldblood on Carnosaur (230)
- Artefact: Fusil of Conflaguration
Slann Starmaster (260)
- Spell: Stellar Tempest
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers

5 x Saurus Guard (100)
5 x Saurus Knights (100)
- Lances
Stegadon (240)
- Weapon: Skystreak Bow
3 x Kroxigor (140)
- 1x Moonhammers
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Thunderquake Temple-host (150)
Bound Geminids of Uhl-Gysh (70)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 93

Version 2

Allegiance: Seraphon
- Constellation: Thunder Lizard
Saurus Oldblood on Carnosaur (230)
- Artefact: Fusil of Conflaguration
Slann Starmaster (260)
- Spell: Stellar Tempest
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers

Skink Starpriest (120)
- Spell: Celestial Harmony
5 x Saurus Guard (100)
5 x Saurus Knights (100)
- Lances
Stegadon (240)
- Weapon: Skystreak Bow
12 x Razordon Hunting Pack (240)
Bastiladon (220)
- Weapon: Solar Engine
Thunderquake Temple-host (150)
Bound Geminids of Uhl-Gysh (70)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 93

V3

Allegiance: Seraphon
- Constellation: Thunder Lizard
Lord Kroak (320)
Engine of the Gods (260)
- Artefact: Cloak of Feathers
Saurus Oldblood on Carnosaur (230)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
Saurus Astrolith Bearer (140)
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
5 x Saurus Knights (100)
- Lances
5 x Saurus Guard (100)
Stegadon (240)
- Weapon: Skystreak Bow
3 x Kroxigor (140)
Bastiladon (220)
- Weapon: Solar Engine
Thunderquake Temple-host (150)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 99
 
Last edited:
I like the 3rd list the most. Thunderquake needs CP, thus, it needs kroak. I don't think, that taking a carnosaurs outside of battalions is worth it. Also don't see much point in a single unit of knights. They are nice, but I'd either focus either on them or big monsters, not both. In my lists I usually take 40 skinks blob with a starpriest. It is both a powerful unit and brings more bodies on the table. However, it needs constant celestial harmony upon them/another CP to autopass BS. I am also not a fan of stegadons, since they are way less durable than bastis and deal their main damage in melee. Bastiladons may attack opponents since turn 1 on most battleplans, while Stegadons will have only bow until they get in melee.

If you want to go competitive, go for dual bastiladon TQTH with a skink priest. It will be CP hungry, but strong.
 
I like the 3rd list the most. Thunderquake needs CP, thus, it needs kroak. I don't think, that taking a carnosaurs outside of battalions is worth it. Also don't see much point in a single unit of knights. They are nice, but I'd either focus either on them or big monsters, not both. In my lists I usually take 40 skinks blob with a starpriest. It is both a powerful unit and brings more bodies on the table. However, it needs constant celestial harmony upon them/another CP to autopass BS. I am also not a fan of stegadons, since they are way less durable than bastis and deal their main damage in melee. Bastiladons may attack opponents since turn 1 on most battleplans, while Stegadons will have only bow until they get in melee.

If you want to go competitive, go for dual bastiladon TQTH with a skink priest. It will be CP hungry, but strong.
Are you still playing mainly Thunderlizard?

I thought of toying around with something like this - The Steggy Chief sounds like a lot of fun tbh. when you pile on 4 attacks (5 on the jaws) from asterism + prime warbeast + his own CA + savage.
Allegiance: Seraphon
- Constellation: Thunder Lizard

Leaders
Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
Skink Priest (70)
Stegadon with Skink Chief (250)
- General
- Command Trait: Prime Warbeast
- Artefact: Cloak of Feathers
- Weapon: Skystreak Bow

Skink Starpriest (120)
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory


Battleline
5 x Saurus Guard (100)
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Bucklers

Units
4 x Salamander Hunting Pack (110)

Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine

Battalions
Thunderquake Temple-host (150)

Endless Spells / Terrain / CPs
Balewind Vortex (40)
Bound Geminids of Uhl-Gysh (70)
Bound The Burning Head (40)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 87
 
Are you still playing mainly Thunderlizard?

Yeah, I had enough with starborne. I understood more or less, how to use them, but big beasts are more fun for me. So I'll try to make TL as competitive, as possible. It should be at least tier B army.

I thought of toying around with something like this - The Steggy Chief sounds like a lot of fun tbh. when you pile on 4 attacks (5 on the jaws) from asterism + prime warbeast + his own CA + savage.

Like the list, but still prefere oldblood over chief (mostly, because I don't own one). Celestite Spear with blade of realities is very good and doesn't degrade. But I want to give chief a try.

The thing is, engine is essential, as well as kroak. They both provide summoning. I found comanding terrain to be very useful to compensate for loss of Brooch. Burning head helps a bit too.
 
I agree with @Nart, Version 3 looks the best. Kroak is great for the needed CP and provides good MW output. He will also give you a leg up in the opponent's magic phase with 1 extra unbind. Kroxigor are beastly in Thunderquake. Considering the amount of shooting already in the list I almost exclusively prefer 3-6 Kroxigor over Salamanders or Razordons for most Thunderquake builds.
 
I agree with @Nart, Version 3 looks the best. Kroak is great for the needed CP and provides good MW output. He will also give you a leg up in the opponent's magic phase with 1 extra unbind. Kroxigor are beastly in Thunderquake. Considering the amount of shooting already in the list I almost exclusively prefer 3-6 Kroxigor over Salamanders or Razordons for most Thunderquake builds.

Yes I really like Kroxigors a lot, I am just holding out on buying more than the 3 I got, otherwise running 6 would be a true terror, in TQ they have about the same output as a 220 pts unit Ironguts which are already a very high output unit for their points and Kroxigors are a steal for 140 pts. Hoping for some new sculpts ;)

The goal of my list is to have fun at an event, knowing there will be some rather strong lists, but also bringing a cool looking and fun dino list, which is why I am sticking to the Carnosaur, because that is simply my favorite model of them all. I have a second idea which might be weaker in some regards, but would like feedback on anyway, even though I am aware it is not the absolute meta peak, but I expect it to be able to put up a good fight against many types of lists still:

Allegiance: Seraphon
- Constellation: Thunder Lizard
Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Oldblood on Carnosaur (230)
- General
- Command Trait: Prime Warbeast
Engine of the Gods (260)
- Artefact: Cloak of Feathers
Skink Oracle on Troglodon (220)
- Artefact: Fusil of Conflaguration
5 x Saurus Knights (100)
- Blades
5 x Saurus Guard (100)
Stegadon (240)
- Weapon: Skystreak Bow
3 x Kroxigor (140)
Bastiladon (220)
- Weapon: Solar Engine
Thunderquake Temple-host (150)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 93

Conventional wisdom would probably say to switch the knights with skinks and get an endless spell, probably a balewind. However I thought I might do without due to the Troglodon. The idea of the overpriced troglodon is to be a conduit for kroaks deliverance and run it next to either the knights or kroxigors initially and then position exactly where my opponent does not want it to be. I also gave it the fusil artifact, just to divide the goodies among the beasts and make it as potentially annoying as possible and could possibly allow it to clear a little screen or something.

Between the Troglodon and Carnosaur I am not even sure if the EotG needs the cloak of feathers, as some opponents might not see it as the most immediate threat of the list, which is why I also consider blade of realities on the old blood, just to up his output, even if he should be wounded a lot and give me a bit of rend 2 in the list.

Anyway this is just my attempt to merge rule of cool and a bit of competitive power, having all the different big dinos should make for a visual show at least.
 
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