I decided to make a new thread for GHB2019 rather than continuing my previous one. Each list will have a limited overview of how they are intended to operate. Comments and discussion are welcome, but the point of this thread was to give me a link tool for other discussions. All list are Match Play legal for Age of Sigmar 2nd ed, General's Hand Book 2019. Here is my previous thread for those interested. 2000 Point Lists: Dracothion's Tail/Shadowstrike Starhost (Tournament List) Shadowstrike Starhost (Tournament List) Thunderquake Starhost (Tournament List) Kroak+Slann Mortal Wound Spam Fangs of Sotek Kroaknado (Mid-tier Tournament List) Shooting Eternal Starhost Eternal Starhost & Shadowstrike Starhost (Mid-tier Tournament List) Dracothion's Tail Triple Carnosaur Dread Saurian w/Dracothion's Tail 1500 Point Lists: Dracothion's Tail (@Lizerd's list) Shadowstrike Starhost 1000 Point Lists: Shadowstrike Starhost (Tournament List) Shooting Sunclaw Starhost Eternal Starhost Meeting Engagement: Eternal Starhost (Tournament List) Shadowstrike Starhost (Tournament List) Double Carnosaur Shadowstrike Starhost w/Ripperdactyls Dread Saurian Purple Sun Here is @Killer Angel's thread on GHB2019 overview. It contains valuable information related to changes between the two editions and an anlysis of our army's Allegiance Abilities, Command Traits, and Spell Lores. Here is @Killer Angel's The Art of Summoning. Here is my Priority Targets list.
2000pt Dracthion's Tail/Shadowstrike Starhost Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Miasmatic Blade Saurus Oldblood on Carnosaur (240) - Artefact : Doppelganger Cloak Saurus Scar-Veteran on Cold One (100) - Artefact : Betrayer's Crown Skink Starpriest (80) - Artefact : Light of Dracothion UNITS: 6 x Ripperdactyl Riders (280) 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) -Meteoric Javelins & Star Bucklers 5 x Saurus Knights (80) - Lance 5 x Saurus Knights (80) - Lance 5 x Saurus Knights (80) - Lances 3 x Razordons (120) BATTALIONS: Dracothion's Tail (80) Firelance Starhost (150) Shadowstrike Starhost (180) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 3 WOUNDS: 107 Units I place in the Heavens: Oldblood on Carnosaur Scar-veteran on Cold One Razordons Saurus Knights (with lances)x1 Ripperdactyls (technically in the clouds) This is list I use for 2k tournaments. It is centered around setting the tempo of the game and removing your opponents major threats turn one. It takes strong threat assessment and good movement to use effectively, but it hasn't lost for me yet. Turn one I LoSaT my Slann up field if needed to gain range on deploying my Razordons and ScV on CO. Try to find the corner of a horde unit to engage with the ScV on Co to make good use of Betrayer's Crown and with luck you will tie the unit up in combat for more than one turn or force an unfavorable retreat. Engage the enemies largest threat with your Ripperdactyls. This is where game knowledge is crucial. The threat potential of any given unit changes from list to list and based upon the given battleplan. The Oldblood on Carno is generally used as my second wave. I try to save this deployment for a counter attack to remove any units my opponent used to clear my Ripperdactyles. Use your Skinks to grab center field objectives. Be mindful of your Cogs. The goal of this list is to control your opponent's movement phase by tying up units in combat. Make sure that you do not give your opponent extra movement that will allow them to reach objectives. The Oldblood on Carnosaur can be swapped out for an EotGs if you want more utility and less alpha strike. However, the Oldblood Carno is extremely useful in match ups vs Flesh-eater Courts. Here is a link to a previous Q&A from the list's GHB2018 incarnation. Changes from GHB2018 to GHB2019: Lost 1x Razordon Lost Soulsnare Shackles Added Balewind Vortex Traded Scar-Veteran on Carno for Oldblood on Carno now that their points are the same. Return to Index
2000pt Shadowstrike Starhost Allegiance: Seraphon - Mortal Realm: Aqshy LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Ignax's Scales Saurus Astrolith Bearer (160) Engine of the Gods (240) Engine of the Gods (240) Skink Starpriest (80) - Artefact : Light of Dracothion UNITS: 6 x Ripperdactyl Riders (280) 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) -Boltspitters & Star Bucklers 3 x Razordons (120) 2 x Razordons (100) BATTALIONS: Shadowstrike Starhost (180) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 100 Quick Guide: Deploy EotGs within 25" of an enemy unit. This will likely mean deploying them towards the middle of the phase. Summon Additional Rippers with EotGs turn one if possible. Having to go first means you likely will get less value from Bloat Toads. Having additional BT helped greatly in 2 games. Hang onto summoning points if your Slann is safe and you don't need the summoned units to score an objective. Consider changing my Slann's Command Trait to Vast Intellect. Double LoSaT isn't needed with this list, but is still very useful. Do your best to zone enemy Wizards away from dispelling your BwV and Cogs. Get your Slann in Cover. A 2+ rerolling save with BwV, Cogs, Look Our Sir, and Scales of Ignax makes for an exceptionally durable Slann. Keep your EotGs within 10" of your Slann when possible, but don't hard tether yourself to this if your EotGs is needed elsewhere. Changes from GHB2018 to GHB2019: Lost a Total of 3x Razordons. Return to Index
2000pt Thunderquake Starhost Allegiance: Seraphon - Mortal Realm: Shyish LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : The Ragged Cloak Engine of the Gods (240) - Artefact : Ethereal Amulet Saurus Astrolith Bearer (160) Skink Starpriest (80) UNITS: 3 x Razordons (120) 3 x Skink Handlers (40) 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers BEHEMOTHS: Bastiladon (280) Bastiladon (280) BATTALIONS Thunderquake Starhost (120) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomatic Cogs (80) TOTAL: 1980/2000 EXTRA COMMAND POINTS:1 WOUNDS: 95 This is a pretty standard Thunderquake Starhost. Shoot and focus fire down key enemy units while hiding behind your big dinos. The Cogs, BwV, and Astrolith should provide enough Celestial Conjuration points to keep the army functional in the late game. Thunderquake requires you to always plan a turn in advance. Due to how critical your Astrolith's rerolls are to the army you cannot afford to LoSaT your Astrolith to act a beacon for placing summoned units. This means the units you summon will have to wait a turn to be placed more ideally in most instances. Due to the Etheral Amulet all three of the army's behemoth will be unrendable. Combined with rerolls to saves and healing D3 per your herophase the list is remarkably durable. Plan your turn sequencing carefully if you win the roll off or are able to dictate first turn. This army's teeth are in the shooting phase and your first shooting phase will be without the benefits of rerolls to wound. Quick Guide: Get two 10xSkink units to objectives asap LoSaT is ideal for this Choose Savage in your first charge phase Use Bastiladons to soak attack from units with high rend Keep the Battalion in range of both the Slann and Astrolith Bearer. Changes from GHB2018 to GHB2019: Lost 1x Razordon Lost 20x Skinks Gain Chronomatic Cogs This list got hit particularly hard with points changes. Fitting a second EotGs is all but impossible. Return to Index
2000pt Kroak+Slann Mortal Wound Spam Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Miasmatic Blade Lord Kroak (430) Saurus Astrolith Bearer (160) - Artefact : Light of Dracothion Saurus Scar-Veteran on Cold One (100) - Artefact : Betrayer's Crown Skink Starpriest (80) Knight-Incantor (140) - Allies UNITS: 5 x Saurus Knights (80) -Lances 5 x Saurus Knights (80) - Lances 5 x Saurus Knights (80) - Lance 3 x Razordons (120) BATTALIONS: Firelance Starhost (150) Dracothion's Tail (80) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) Everblaze Comet (100) TOTAL: 1970/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 87 Units in the Heavens: Lord Kroak Saurus Astrolith Bearer Saurus Scar-Veteran on Coldone One 5x Saurus Knights One 3x Razordons The goal of the list is to spam mortal wounds and kill enemy support heroes with Kroak and the Everblaze Comet while thinning hordes with Betrayer's Crown and spells from the new Seraphon Lore. This is a two drop list and should allow for the army to dictate first turn. Generally it will be best to take the first turn when the most targets are grouped for both the Everblaze Comet and Kroak's Spells. Once the Slann Starmast is on BwV it should have range to use Stellar Tempest on a horde unit. Quick Guide: Drop Lord Kroak and the Saurus Astrolith Bearer in range of enemy units. Unload Kroak's Mortal wounds. LoSaT both Kroak and AB to Safety. Deploy the ScV on CO near an enemy horde that is out of range of your Slann's spells. This is to use Betrayer's Crown in the combat phase. Cast Everblaze Commet. Cast Cogs from Skink Starpriest near Slann. Cast BwV for Slann. Return to Index
2000pt Fangs of Sotek Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Miasmatic Blade Saurus Astrolith Bearer (160) Saurus Oldblood on Carnosaur (240) - Artefact : Doppelganger Cloak Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact : Sword of Judgement Saurus Sunblood (120) Skink Starpriest (80) UNITS: 40 x Saurus Warriors (360) - Spears 10 x Saurus Warriors (90) - Clubs 10 x Saurus Warriors (90) - Clubs 10x Skinks (70) -Boltspitters & Star Bucklers BATTALIONS: Fangs of Sotek (70) Sunclaw Starhost (130) Endless Spells/Terrain: Balewind Vortex (40) Chronomatic Cogs (80) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 120 This is the list I use for friendly 2k games. I love Fangs of Sotek, but this is not a list I would bring to a tournament. In terms of tactics try to make sure one of your 10 man Saurus units is in you first wave. When possible you want to aim for your 40 man spear unit to be the second wave. This to help make sure you are the one charging and are best able to select order of combat. Keep your Canros, Sunblood and Skinks Starpriest near your spears. When you have found a favorable combat for your spears then use your Carnos' and Sunblood's command abilities to buff the 40x Saurus Warrior unit. This list has a remarkably strong match up vs Demons of Khorne and Demons of Nurgle. Changes from GHB2018 to GHB2019: Lost 20x Saurus Warriors Lost 4x Razordons Added Scar-Veteran on Carnorsaur. Added 10 Skinks Return to Index
2000pt Full Summon Kroaknado Allegiance: Seraphon LEADERS: Lord Kroak (450) - General Engine of the Gods (240) Engine of the Gods (240) Engine of the Gods (240) Engine of the Gods (240) Saurus Astrolith Bearer (160) -Artifact: Incandescent Rectricies UNITS: 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 3 x Razordons (120) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 95 The list is pretty direct. Just summon as much as you can and flood the board. When your opponent gets close start pumping out mortal wounds. Quick Guide: Place Kroak on a Corner Objective when possible. Surround Kroak with all 4 EotGs Try to deploy EotGs within 25" of an enemy unit in case you roll into mortal wounds Get the Skinks to objectives as early as possible Summon Rippers turn one when possible from EotGs Zone enemy casters when possible to prevent the dispell on your Cogs & BwV Changes from GHB1028 to GHB2019: Lost 10x Skinks Lost 1x Razordon Return to Index
2000pt Shooting Allegiance: Seraphon - Mortal Realm: Ghur LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Gryph-feather Charm Saurus Astrolith Bearer (160) Skink Starpriest (80) UNITS: 3 x Razordons (120) 3 x Razordons (120) 3 x Razordons (120) 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers BEHEMOTHS: Bastiladon (280) Bastiladon (280) Bastiladon (280) ENDLESS SPELLS / TERRAIN Balewind Vortex (40) Purple Sun of Shyish (50) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 98 This list has the potential to outshine the standard Thunderquake Starhost. In theory adding more Razordons and Bastiladons is better than allowing them re-rolls. This comes at the cost of a slower deployments and the loss of an EotGs an artifact slot. However, this list is less reliant on turtling than Thunderquake. After a few test games this list has preformed slightly better than Thunderquake for me. Here are things that stood out to me: The healing from Thunderquake is greatly missed. The additional Razordons make up for the lack of wound rerolls. Rerolling saves might be my favorite part of Thunderquake now. The games that I have played with these list seemed equally winable by either of the variants. This list reminds me too much of playing 40k. Changes from GHB2018 to GHB2019: Lost 3x Razordons Added Purple Sun of Shyish Return to Index
2000pt Eternal Starhost Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer -Artifact: Miasmic Blade Saurus Astrolith Bearer (160) Saurus Eternity Warden (140) -Artifact: Spellmirror Engine of the Gods (240) Engine of the Gods (240) UNITS: 10 x Saurus Guard (160) 10 x Saurus Guard (160) 5 x Saurus Guard (80) 3 x Razordons (120) 3 x Razordons (120) BATTALIONS: Eternal Starhost (150) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) TOTAL: 1950/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 83 This list is great for casual matches. The Saurus Guard are very durable against conventional attacks. However, mortal wounds will be problematic for this list. It is for this reason that the Eternity Warden is equipped with the Spellmirror. Use LoSat time to move Razordons. You will want to summon Skinks early in order to have more reach for objetives due to the list's units wanting to remain near each other. Keep your Warden with both 10 man units of Saurus Guard, but don't be afraid to move these block forward to take control of the board. Be mindful of the position of enemy units with high rend or mortal wound out put. These units are your priority targets. The floating 50 MPP can be used for Endless Spells or the extra CP. The new generic Command Abilities are all strong. Return to Index
Still Working on updating my old favorite list. I need to do more theory crafting for the new meeting engagement before I will be able to 1k list. There will definitely be a Shadowstrike and Eternal Starhost though. Only new list of these first 5 is the Kroak+Slann DT.
You should put in a short summary as to what actually changed compared to the previous GHB for the list. The general tactics will be basicly the same. A quick overview of what you swapped in/out due to the point changes would probably be nice for others to see at a glance what they should change.
Sure thing. I plan to make one for 1k as well after I spend more time with the new Meeting Engagement rules.
2000pt Eternal Starhost & Shadowstrike Starhost Allegiance: Seraphon - Mortal Realm: Aqshy LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Ignax's Scales Saurus Astrolith Bearer (160) - Artefact : Ruby Ring Saurus Eternity Warden (140) - Artefact : Purefire Brazier Skink Starpriest (80) UNITS: 10 x Saurus Guard (160) 10 x Saurus Guard (160) 10 x Saurus Guard (160) 6 x Ripperdactyl Riders (280) 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers BATTALIONS: Eternal Starhost (150) Shadowstrike Starhost (180) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) TOTAL: 1990/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 92 The goal is to buy as many turns of ineffective enemy movement phases as possible through roadblocking with Saurus Guard and engaging enemy units with Ripperdactyls. All the while your Skinks can score mid-field objetives while your Slann racks up summoning points. Use the Shadowstrike Starhost to cripple any units with high rend and/or mortal wound out put. Move the Saurus Guard and the Eternity Warden support up field and to objectives. The unit size of Saurus Guard can be reduced to include Razordons if desired. Return to Index
2000pt Dracothion's Tail Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Miasmatic Blade Saurus Astrolith Bearer (160) Saurus Scar-Veteran on Cold One (100) - Artefact : Betrayer's Crown Skink Starpriest (80) Engine of the Gods (240) - Artefact : Doppelganger Cloak Engine of the Gods (240) UNITS: 20 x Saurus Knights (320) - Lances 5 x Saurus Knights (80) - Blades 5 x Saurus Knights (80) - Blades 3 x Razordons (120) BATTALIONS: Dracothion's Tail (80) Firelance Starhost (150) ENDLESS SPELLS / TERRAIN: Balewind Vortex (40) Chronomantic Cogs (80) Units Placed in the Heavens: 20x Knights w/Lances 3x Razordons Scar-Veteran on Coldone Skink Starpriest A Dracothion's Tail list that is actually about the Saurus Knights. The goal is buff up the Knights and engage as much of the enemy's units into combat with poor pile-in potential for the opponent. Quick Guide: Cast Cogs with the Slann If Cogs goes off use LoSaT to place your Slann up field to provide range for deepstriking Drop 20x Saurus Knights Drop ScV on CO Use his Command ability three times Drop Skink Starpriest Buff Saurus Knights with Serpents Staff Drop Razordons LoSaT your Slann back to Cogs Set Cogs to Movement TOTAL: 1980/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 118 Return to Index
How many of those 20 saurus do you actually manage to get into combat? They seem rather large and unwieldy for anything over a group of 10.
well yeah, but most opponents won't exactly line up nicely on the other side for you to charge into. Unless your opponent is nicely cooperative I don't really see you reliably charging 20 Knights into anything.