Here is a Thunderquake list for @Slikus Vaw 2000pt Thunderquake w/Krox & Steggies Allegiance: Seraphon - Mortal Realm: Aqshy LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Ignax's Scales - Spell : Stellar Tempest Saurus Astrolith Bearer (160) Engine of the Gods (240) - Artefact : Ruby Ring Skink Starpriest -Celestial Apotheosis UNITS: 6 x Kroxigor (300) - 2 x Moonhammers 20 x Skinks (140) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers BEHEMOTHS: Stegadon (200) Stegadon (200) BATTALIONS: Thunderquake Starhost (120) ENDLESS SPELLS / TERRAIN: Chronomantic Cogs (80) Balewind Vortex (40) TOTAL: 1960/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 117 I hope this is helpful. This list should preform fine for small RTTs of 10ish players. I would definitely switch to a more standard Bastiladon & Razordon TQ for larger or 2day events.
Allegiance: Seraphon - Mortal Realm: Aqshy LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Ignax's Scales - Spell : Stellar Tempest Saurus Astrolith Bearer (160) - Artefact : Purefire Brazier Skink StarPriest (80) - Artefact : Ruby Ring - Spell : Celestial Apotheosis UNITS: 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 6 x Ripperdactyl Riders (280) 1 x Razordons (50) 3 x Skink Handlers (40) BEHEMOTHS: Stegadon (200) Stegadon (200) Troglodon (140) BATTALIONS: Thunderquake Starhost (120) Shadowstrike Starhost (180) Endless Spells / Terrain: Balewind Vortex (40) TOTAL: 1960/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 104 It doesn't feel worth it to me to combine the two. You could use Terradons and take 3 Krox. Maybe that would be better. It is certainly a Skink themed list.
hows this list? LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Spell : Stellar Tempest Saurus Astrolith Bearer (160) Engine of the Gods (240) Skink StarPriest (80) - Spell : Celestial Apotheosis UNITS: 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 3 x Ripperdactyl Riders (140) 1 x Razordons (50) 3 x Skink Handlers (40) BEHEMOTHS: Stegadon (200) Bastiladon (280) BATTALIONS: Thunderquake Starhost (120) Shadowstrike Starhost (180) Endless Spells / Terrain: Balewind Vortex(40) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 90
Give it a try. 3x Ripper Shadowstrike normally doesn't do too much in my experience, but with the all the shooting it might still work well enough.
thats what i was afriad of. but will give it a try once i get those rippers. if im able to get the EotG summon should i do 3 rippers with this list then teleport them over?
if you drop the basti down to a second steg you will have 80 points to play with, and two stegadons can move each other after a teleport to be in combat on turn one. essentially you would convert this list to full balance... a nasty alpha strike (2x stegadons and the 3 rippers) essentially anywhere on the board you want it. with the 80 points left over you can throw in Cronomatic cogs and now you have a slann to summon more baddies in on turn 2/3 or whenever (depending on how well your alpha goes). essentially this one small change gives you a little less shooting initially, but gives you both the IN YOUR FACE threat of an alpha turn one AND the versatility of a summoning list
only bad thing is you are 5 drops. Slann, AB, TQ (steg steg EoTG razor, handlers) SS (StarP, 2x skink, rippers) and then the last unit of skinks
Ilkain, do you think a 8 to 3" charge is safe enough for a tournament? I am bad at dice rolls, so I always try to minimize risk.
you have to treat it as a mathematical average. so your charges should be calculated as if they will be 5" in that situation (4" is 50% of 1d6). and yes I think 5" on 2d6 (average 7) is a safe bet.
Ok I hope he's lucky then. Just happened too often to me and if 50% of the stegs fail the charge, they might get wiped out.
True. If it fails a charge after rolling a 1 in the hero phase, the 8" range is not enough, so the less the failed charge distance is, the more models can be flame grilled.
i do definately like this idea nd will try it out just need some rippers wish they would have reduced the point value of the handlers they r almost useless lol the 5 drops aint too bad of a thing for me. ive been doing good deployments. but i also wont get any rerolls for my TQ until i can get EotG nd AB in range prolly soonest 2nd turn unless i take the second priority nd have them move forward nd then they might be in range for some runs from the EotG nd AB. a double turn would be devistating tho