I am seriously curious about your level compared to those you play against and the general level of play at a tournament. 80%+ winrates tend to be indicitative of issues, be it an inbalance in the game or an inbalance in player level. Though I guess you can also create it by having certain tournament set-ups (e.g. a full season in which everyone plays everyone will have different "healthy" winrates compared to what would be healthy in a bracket-type competition in which the loser drops out) Except that the meta enforces that the "bad" armies don't show up to begin with. The good armies will have a massivly higher pick-rate. But since they'l primarly face other good armies they won't have a massivly inflated win-rate as they'l be kept in check by the other good armies present. It's not like you'l see 1 player with a godlike army vs. 99 players fielding a disfunctional mess. It'l be 80 good armies winning/losing/drawing against eachother.
On 5 ups? That makes them a whole lot scarier, with some 33% of attacks generating extras. As for command points, My 2000 point list does generate three a turn which is enough to get extra attacks and rerolls, and ensuring a successful charge is not 100% necessary as the warriors can march or LoSaT onto an objective and force the enemy to come to them. As for dealing with shooting, there are a few ways I see you could go about this. For one a slann can replenish depleted ranks relatively easily, and extra buffs from skink characters can result in them being very hard to kill.
You can't reinforce existing units with summoning, so replenishing depleted ranks won't work. And since summoning can't summon 40 man hordes summoning saurus is relativly underwhelming as you simply won't get those nice shiny bonusses.
Hey lizard, I really liked running two EoTGs before point increases and I had them in a Thunderquake list, is such a list still possible?
Allegiance: Seraphon Mortal Realm: Shyish Engine of the Gods (240) Engine of the Gods (240) - Artefact: Ethereal Amulet Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Astrolith Bearer (160) 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 3 x Razordons (120) 3 x Skink Handlers (40) Bastiladon (280) Bastiladon (280) Thunderquake Starhost (120) Balewind Vortex (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 91 It can still work !
It still fits, it is just light a few Razordons and Cogs. Sinks, EotGs, Razordons, and Cogs all getting hit with price increases at the same time really compounded into a rough GHB for us.
@LizardWizard which batallion is the one that in your opinion works more ? For the last 1.5 year I just can't leave my Shadowstrike. Loving the threat too much to miss it. Are you going my way, thunderquake or dracothions ? Dracothion imo has some really strong weapons but haven't worked my way to make Saurus Knights work so far
I pretty much always have Shadowstrike in my list's toolkit. I rather enjoy my 2k DT/SS list. I have a GT at the end of July and I am debating between the DT/SS and the other Standard Shadowstrike 2k list. Saurus Knights are basically just screens to tie down enemy units a turn or two. I did have a unit of 5x Saurus knights deal the final 2 MW to a Nagash who failed both 4+s though. That is the most game impactful thing Knights have ever accomplished for me outside of board control.
1000pt Shadowstrike Starhost Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Artefact : Miasmatic Blade - Spell : Meteoric Convocation Skink Priest (80) - Cloak of Feathers - Artefact : Betrayer's Crown UNITS: 6 x Ripperdactyl Riders (280) 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 3 x Razordons (120) 3x Razordons (120) BATTALIONS: Shadowstrike Starhost (180) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 1 WOUNDS: 64 Return to Index
1000pt Shooting Allegiance: Seraphon - Mortal Realm: Ghur LEADERS: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Artefact : Gryph-feather Charm - Spell : Meteoric Convocation Units: 10 x Skinks (70) - Boltspitters & Star Bucklers 10 x Skinks (70) - Boltspitters & Star Bucklers 3 x Razordons (120) 2 x Razordons (100) BEHEMOTHS: Bastiladon (280) -Solar Engine Bastiladon (280) -Solar Engine TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 55 Return to Index
Meeting Engagement: Eternal Starhost Allegiance: Seraphon - Mortal Realm: Ghyran SPEARHEAD: Saurus Sunblood (120) - Artefact : Ghyrstrike 5 x Saurus Guard (80) MAIN BODY: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Spell : Meteoric Convocation Saurus Eternity Warden (140) - Artefact : Incandescent Rectrices 10 x Saurus Guard (160) REARGUARD: 10 x Saurus Guard (160) 2 x Razordons (100) Battalion: Eternal Starhost (150) TOTAL: 990/1000 EXTRA COMMAND POINTS: 1 WOUNDS: 49 Saurus Units seem to be our army's best option for Meeting Engagements. Sadly Skinks are too easily killed and will thus feed the enemy Victory Points. This list has the potential to struggle with fighting high rend behemoths. Return to Index
Meeting Engagement: Shadowstrike Starhost Allegiance: Seraphon - Mortal Realm: Ghur SPEARHEAD: 10 x Skinks (70) - Meteoric Javelins & Star Bucklers MAIN BODY: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Artefact : Gryph-feather Charm - Spell : Meteoric Convocation 6 x Terradon Riders (240) - Sunleech Bolas 10 x Chameleon Skinks (220) 10 x Skinks (70) - Boltspitters & Star Bucklers REARGUARD: 2 x Razordons (100) 3 x Skink Handlers (40) BATTALIONS: Shadowstrike Starhost (180) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 1 Wounds: 61 Ripperdactyls are vulnerable to not having access to their Bloat Toad due to the battleplans for Meeting Engagement. As a result I believe Terradons in most cases will be a more flexible option for Meeting Engagements. Quick Guide: Prioritize high value targets with Terradons These include Behemoths, units with high saves, units with high movement characteristics, & units your Skinks can't deal with Find fights your Terradons will be able to win in a single round of Combat/Shooting to stay mobile Save Deadly Cargo for high save targets or enemy behemoths Keep your Skink units on your own objectives to reduce the number of wounds you feed your opponent Use Chameleon Skinks to harass enemy units and steal objectives when possible without losing the unit Prioritize low save targets with Razodons to score the most wounds possible Return to Index
Meeting Engagement: Double Carnosaur Allegiance: Seraphon - Mortal Realm: Ulgu SPEARHEAD: 10 x Skinks (70) - Boltspitters & Star Bucklers 5 x Chameleon Skinks (110) MAIN BODY: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Spell : Meteoric Convocation Saurus Oldblood on Carnosaur (240) - Artefact : Doppelganger Cloak 10 x Saurus Guard (160) REARGUARD: Saurus Scar-Veteran on Carnosaur (240) - Warspear 2 x Razordons (100) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 59 This list can be a bit swingy, but is one of our higher damage options for meeting engagement. The Doppelgange's Cloak can be traded for sword of Judgement on either Carno or another damage artifact. Quick Guide: Use Serpent Staff and the Oldblood's Command ability to buff your Carnos to kill enemy behemoths Buff the Saurus Guard with Summon Starlight, Celestial Rights, and the ScV's command ability Make certain the Saurus Guard are near a Seraphon hero at all time Use Razordons to clear enemy chaff Return to Index
Meeting Engagement: Shadowstrike Starhost w/Rippderdactyls Allegiance: Seraphon - Mortal Realm: Ghur Spearhead: Skink Priest (80) - Cloak of Feathers - Artefact : Light of Dracothion 3 x Ripperdactyl Riders (140) 10 x Skinks (70) - Meteoric Javelins & Star Bucklers MAIN BODY: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Artefact : Gryph-feather Charm - Spell : Meteoric Convocation 6 x Ripperdactyl Riders (280) 10 x Skinks (70) - Boltspitters & Star Bucklers REARGUARD: 2 x Razordons (100) BATTALIONS: Shadowstrike Starhost (180) TOTAL: 1000/1000 EXTRA COMMAND POINTS: 1 WOUNDS: 61 Return to Index
Thoughts on 2x Starpriest instead of 1x Starpriest + 1x Priest? I feel you could get more mileage out of a second spell in addition to Meteroric Convocation compared to a second use of Celestial Rites. Or take the priest for the higher mobility due to Cloak of Feathers?
I think both are good options. The list should have enough offense at the moment to kill most threats. Meteoric Convocation is great for sniping heroes though. This armys is brittle and thus the rerolls to saves were more appealing to me.
except those "bad armies" do show. just like in magic you will have three types of players: the Timmy, Johnny and the Spike. when Johnny is not going to go to tournaments because he is all about fun with big grand things, but Spike and Timmy will. Spike will always switch to whatever is the most powerful, highest win rate at the time, with no loyalty to a faction(s), but Timmy... the Timmy players WILL stick with n army they like to try and "prove" they are worth playing, to break the meta, or prove they themselves can win without using the established best army. Timmys cause Spikes to have 80% win rates. sometimes.... Timmy's have 80% win rates because they found a niche that works COUNTER to the current meta.