Eternal Starhost Battalion Eternity Warden - Phoenix Stone 10 Saurus Guard 10 Saurus Guard 5 Saurus Guard Shadowstrike Starhost Skink Priest - Priestly Trappings, Phoenix Stone 3 Ripperdactals 10 Skinks - Blowpipe, Shield 5 Chameleon Skinks Sunblood - Master of Defence, Relic Blade Bastiladon Bastiladon Total: 2000 I'm wanting to stay 100% Seraphon for this list. 5 deployment drops. Mortal wounds may be an issue, but 25 Saurus Guard is still a lot to chew through. And if my opponent focuses on the Guard then the rippers, sunblood and Bastilladons get to do their job. The goal of the ripppers and Bastilladons will be to take out mortal wound dealers and characters. One alternative I would take would be to drop the sunblood for another unit of chameleons if the tournament does not place 3 places of power. But the sunblood's command ability with the saurus guard damage buff is very hard to pass up. Also the Relic blade lets him dish out some pretty nasty damage at 120 points. What do y'all think?
This list is great, I would definitely keep the Sunblood, the command ability just works so well here. All your guard rerolling, skinks get rerolls, should be good. Hit fast and hard with the shadowstrike and bastiladons, and a nice slow sweep up with the eternal and sunblood. Should get good results.
The 2+ -> 6 wounds imbalance of destruction aside, I saw a Tzeentz battlerep this morning.. let's just hope you won't face them because they dish them out easily at Hero phase. Other than these 2, it seems like a list that could give most of its opponents a hard time
Appreciate the advice! Luckily those armies aren't in my local meta yet. Here's an alternative list without shadowstrike, Skinks and Sunblood, using the extra points for another priest, Chameleons and a Starpriest for unbinding and casting. Allegiance: Order Leaders Saurus Eternity Warden (140) Skink Starpriest (100) Skink Priest (100) - Priestly Trappings Skink Priest (100) - Priestly Trappings Battleline 10 x Saurus Guard (200) - Seraphon Battleline 10 x Saurus Guard (200) - Seraphon Battleline 5 x Saurus Guard (100) - Seraphon Battleline Units 5 x Chameleon Skinks (120) 5 x Chameleon Skinks (120) 3 x Ripperdactyl Riders (140) Behemoths Bastiladon (300) Bastiladon (300) Battalions Eternal Starhost (80) Total: 2000/2000
I like the first list a little better, a few more outs, less predictable, but having more options is never a bad thing.
I was under the impression that you cannot take Order Alliance things (artefacts and command traits) while simultaneously taking advantage of a different (ex: Seraphon) allegiances bonus, like having Saurus Guard as battleline. (Apologies if you've already discussed this with someone - I haven't checked in on the Lists subforum in a while) So, your first list looks illegal to me because it takes perks from both Order allegiance and Seraphon allegiance, but the second one looks better because it doesn't expressly include the Order allegiance stuff. Also your second list looks fun. You have a lot of killing power and defense. You might have some trouble taking objectives first, as most of your army is very slow. But at least you can tear the enemy apart.
It was errata'd to compete with the new allegiances. So you can gain the upgraded battleline as well as the order abilities and artefacts. The only thing is if you took a seraphon allegiance, anything without Seraphon Keyword is not eligible for artefacts or abilities from the allegiance.
As Bowser said it's legal now to take the Allegiance bonuses. Although the list looks slow, the Saurus Guard can march 10", the rippers fly 14", Chameleons appear anywhere. Bastilladons are slow but if I need to I can run them first turn. And the priest can give reroll some for runs and charges which really make the army a lot faster than it looks. I've never had an issue claiming objectives early and can usually claim objectives first turn. 12" deployment + 10" march gets me in range of the 6" area for middle board objectives and Chameleons and Rippers threaten to steal the opponent's deployment objectives at any turn.
I would love to do that, but could you point me to where it says that? It's not in the Errata on the GW site.
Wow! Ok. That flies in the face of the language in the GHB and the actual website-pdf-errata, but still good to know!
It's in the General's handbook errata, for page 106. You can choose your specific Allegiance or the Allegiance abilities of the Grand Alliance you belong to. And Seraphon belong to Order. Even if you are Seraphon Allegiance, you can take Grand Alliance Abilities and Artifacts.
To my mind: That's the opposite of what it says there. That errata is express that you take "either" the Grand Alliance abilities "or" the not-grand-alliance. But either way, the thing Bowser posted clears it up and I think I'm aligned with you guys now, and to get to topic I dragged us away from, it makes your list legal