Hello. I am totally new to warhammer and table top gaming. This is the list that I came up with. It's ridiculous and I know it so please bear with me. 2000 points Leaders Engine of God Slann Starmaster Saurus Eternity Warden Units Saurus Guard x5 Saurus Guard x5 Saurus Guard x5 Salamander Skink handler Bastilladon x2 Eternal Starhost Thunderquake Starhost I have 160 points to choose whatever units I need... My strategy is to form an unbreakable line of Saurus guard in front of Slann and Warden, taking advantage of Eneternal Starhost. Each side will be blocked by Bastilladon. They are already tanky but they will heal d3 each turn.(Thunderquake Starhost with Slann). Also when rolling for EOG, because Slann is near it, it can choose a dice to pick the result I want(heal). In theory, my formation is very tanky and heals each turn. This formation will deal ranged damage using Slann and 2 bastilladons. Enemies are forced to approach us while taking damage, and salamander will deal good amount of damage while they are trying to break through guards and bastilladon. I'm not sure EOG is a solid source of damage output. I know objective is important in AOS so this slow army wouldn't be competitive. Maybe it lacks damage output as well. But I thought it would be fun to build an unbreakable army. I don't have any seraphon models yet. I will probably get an start collecting box, and buy slanns and units for eternal starthost. But if this army list is actually playable, I just might go with this one. All feedbacks, even harsh ones, are appreciated because I never played a game and I get a feeling that this list isn't good.
This is actually a great objective grabbing army because once they gave i they aren't moving off of it. For your 160 I would say starseer, sone will say astrolith. Whichever way you go is a good choice.
Thank you for your response. Do you think this list is actually playable? Playable meaning competitive enough to have an exciting match or fun to play andplay against.
Certain armies will pose a problem. While others will do some damage, but won't last long in combat. I have a general order list that has the thunderquake but way more shooting. But you should be able to hold one or more objectives fairly easily, and with rerolls from a starseer you would have a higher chance of the rage inducing double turn. I would probably switch the sally for a razordon, but I just like the instinctive defense ability for a defensive army.
Using guard as your main blocker may not be in your best interest as all it would take to melt it would be a handful of mortal wounds. I might use warriors as they're much cheaper and losing 3 to an arcane bolt won't make nearly as much of an impact as it would on a unit of guard.
Hello! Eternal S. and thunderquake S. cover a similar niche: defensive approach, so the two combined are almost overlapping, and you lose points. But hey, let's work with those 160 pts. What you can do: power! 120 pts for 2 other sallies: with 3 sallies, you will be much more threatening or... flexibility! 120 pts for a unit of 5 chama skinks (this will give you a nice unit that can pop on mor distant objectives, kill enemy's warmachine crew and so on) note that in both cases, you will save 40 pts. A Group of 3 handlers costs 40 pts. put those 40 pts in your summoning pool, and summon them upon an objective. You already have a very resilient force (even if 3x5 guards are really a minimal force, they will be supported by dinos): I'd go for chama skinks and handlers summoning
The Eternal Starhost is a very match dependent battalion. If you face a straight up army you will do great. If you face tzeench or stormcast you will be picking units up off the table turn 1. Give it a shot and see what happens. Luck with pairings is part of the game.