After months of lurking and watching, I've now come up with my own list for a tournament coming up at my local gaming store! So, here goes. Firelance Starhost - 60pts +Scar-Veteran on Carnosaur - 260pts Warblade Quicksilver Potion +3x5 Saurus Knights with Lances - 120x3 = 360pts Shadowstrike Starhost - 120pts +Skink Priest - 100pts Priestly Trappings +2x5 Chameleon Skinks - 120x2 = 240pts +3x Ripperdactyl Riders - 140pts Heroes +Scar-Veteran on Cold-one - 100pts General - Reckless Relic Blade +Battle-mage - 100pts Warhorse Pheonix Stone Units +5 Chameleon Skinks - 120pts +20x Saurus Warriors - 200pts (Battleline) Clubs +10x Saurus Warriors - 100pts (Battleline) Clubs +10x Saurus Warriors - 100pts (Battleline) Clubs ++2000pts total. An alternative build is to go with 2x20 Saurus Warriors and drop the 3rd unit of chameleons for a unit of Blowpipe + Buckler Skinks and have a 40pts deficit for either a triumph roll or 3 skink handlers. The idea is to move up with the Firelance plus the general on Cold-one and the Battlemage while hugging objectives with the Saurus Warriors and eliminating key threats with the Shadowstrike and the additional Chameleons. Choice of Priestly Trappings over the Cloak of Feathers for the Skink Priest was meant to buff the Saurus en masse against enemies challenging their objectives but the alternative could be to go with the Cloak of Feathers and attach the Priest to the Firelance alongside the Battlemage and the general. The Battlemage will probably be Jade for the healing + ward save spell to be used on either the general or the Carnosaur, but can opt for direct damage (Heavens, Bright, Amethyst) or other support (Amber, Grey) specialisations if needed. Do you see this list working? Which build alternative would be more efficient? Are there any major weaknesses that I might've missed? Fire away!
Looks solid, I'd be tempted to take a starpriest and cast starlight on the block of 20 warriors along with mystic shield from your battle mage giving them a good save roll, but that's me and my Starpriest Don't drop the Chamo skinks they are lethal.
Instead of the Priest, right? Seems like a better option when not using Saurus Guard at the same time. (Otherwise re-rolling 2+/3+ saves on objective campers is just too good) Thanks for the advice!
I would prefer the starpriest over battlemage. Not really sure he 'll pay its cost in this list + without him you can have knights as battleline and use your points from the warriors to maybe boost the starhosts ? But even with the warriors, I think the starpriest would be of greater help since he cannot revive dead models , heal would solely be used on Carno and Coldone. Still an interesting list !
Solid list, but I tend to agree with dropping the battlemage here in favour of a starpriest, and then if you wanted you could drop the 30 warriors for a bastiladon, or some razordons/salamaders, increase your rippers. Or keep the Order Alliance by dropping your third unit of chameleons and 10 warriors for a helstorm rocket battery and a Gryph-Hound. Or something to that effect.
Right now that Battlemage has a 400pts battleline tax with the warriors, I agree. Buffing other Starhosts is an option but the problem is those 15 saurus knights is all I have. If I had another 15 I would probably increase them all up to 10 each. As for chamo skinks, I can always convert more from regular skinks but do I really want 30 chamo skinks? I dont have any more rippers either. Maybe keeping the warriors, like you said, is still the better option? Solid advice, but again there are models limitations. If I had a Bastiladon that'd be an autoinclude and a huge distraction unit. But sadly, I don't. All I have left outside those that are already in this list are a decent amount of skinks, 3x salamanders and 9x handlers, 3x Kroxigor, an oldblood on carno (the old Kroq'gar model), a Slann and a stegadon. Don't really want to make purchases for this tourney but I will definitely grab a Bastiladon or two and some more rippers in the near future. Some Saurus Guard too. I don't have a Helstrom rocket battery either, but have lots of other war machines including both dwarf & empire cannons, organ guns, hellblasters, mortars, high elf repeater bolt throwers, etc. I also have 20 Pheonix Guard that can be played as a solid anvil. If I keep the Order allegiance I also have access to various other Empire, High Elf and Dwarf models. Any suggestions other than the Hellstrom here? I'm thinking an Empire cannon would be decent.
Chamo skinks are awesome but I think that 10 will be the most you ll be needing. Keep the warriors with the star priest imo
That makes the most sense without buying anything else atm. So the list is now: Firelance Starhost - 60pts +Scar-Veteran on Carnosaur - 260pts Warblade Quicksilver Potion +3x5 Saurus Knights with Lances - 120x3 = 360pts (Battlelines) Shadowstrike Starhost - 120pts + Skink Starpriest - 100pts Pheonix Stone +2x5 Chameleon Skinks - 120x2 = 240pts +3x Ripperdactyl Riders - 140pts Heroes +Scar-Veteran on Cold-one - 100pts General - Reckless Relic Blade +Skink Priest - 100pts Priestly Trappings Units +5 Chameleon Skinks - 120pts +20x Saurus Warriors - 200pts (Battleline) Clubs +20x Saurus Warriors - 200pts (Battleline) Clubs ++2000pts total. I've never playetested this. is equipping Saurus Warriors with clubs the best option in units of 20? Alternatively I can rearrange them to become 10x with clubs + 30x with spears. or 2x20 with spears.
With bigger units having the extra reach of the spears is nice. I prefer the clubs myself, but the difference is negligible given the buffs you can give them. So whatever works easiest for you.
Has anybody done "the math" so far in order to determine how much is the difference of picking 1 weapon over the other? As to : How many less have to pile in with clubs in order for the average damage output to be equal ?