Glad you have joined us on Lustria. There is certainly inherent risk. As the others have suggested, you can use command point reroll on the charge. 7+ is risky, but the main goal is to create screens and walls that will hamper your opponent's movement.
@LizardWizard I repeatidly see you using Cogs + BWV in every list you've done. While i can get how cheap and efficient BWV can be , would love more insight on your way to use Cogs, since i'm not sure about it's use as mouvement boost, or the cost efficiency of the bonus spell.
Cogs, in my opinion, is mandatory for Seraphon. The extra spells for summoning are very important. Additionally, it frequently plays a role in my ability to steal objectives. LoSaT places your unit outside of 9". Being able to speed up time to make the charge 7" is a huge advantage. This is especially true with Skinks. On multiple occasions I have rolled into summoning with my EotGs. Summoned 20 Skinks. LoSaT'ed those Skinks within 9" or an enemy unit on an objective. Then speed up time to make the Charge 7". After charging I elect that unit to fight, and then use wary fighting to steal the objective. There is little recourse for your opponent in the late game when their hordes are depleted and their army's footprint has shrunk. Even when units start on the board the extra 2" of movement and charge can be massive. I also generally run some version of Shadowstrike Starhost. In the event that one of my matches is on a battle plan that doesn't allow for reserves I am generally still able to reach my opponent on my first turn with my Ripperdactyls if needed in part due to cogs. Lastly, having control over a table wide movement buff and being able to activate it in moments when it will help you and not your opponent is a significant advantage in such a movement heavy game as AoS.
I mustache thee a question, how goes the archaon list? If it’s not ready that’s completely understandable and please don’t stress if it’s not ready.
I completely forgot. I write a lot of list for club mates and had a few request from them. I do think Archaon shines most when in Hedonites of Slaanesh, but I am happy to write a Khrone list with him if you prefer.
Thanks! I had some terrifying experiences with Slaanesh and I have forbidden myself from devolving to that level. also BLOOD FOR THE BLOOD GOD!!
So Dracothion's Tail is still viable even at Total Commitment? I also wanted to ask if Scar-Veteran on Carnosaur with is still viable instead of Oldblood?
Dracothion’s tail is still pretty viable, and both carnosaurs are formidable. Knights are cheap and mobile heavy infantry, and dropping down plus a LoSaT is lethal. On scar vet, it may not have the same carno power but warspear synergies excellently with sword of judgement, and can deal a LOT of damage
I miss 1500 points lists. In my group we play this lists a lot. Could you add any list of this type, please?
1500 points dracothion’s tail Allegiance: Seraphon Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Spell: Stellar Tempest Saurus Astrolith Bearer (160) - Artefact: Miasmatic Blade Saurus Oldblood on Carnosaur (240) - Artefact: Doppelganger Cloak Saurus Scar-Veteran on Cold One (100) - Artefact: Sword of Judgement Skink Starpriest (80) - Spell: Stellar Tempest Battleline 5 x Saurus Knights (80) - Blades 5 x Saurus Knights (80) - Blades 5 x Saurus Knights (80) - Blades 10 x Skinks (70) - Meteoric Javelins & Star Bucklers Units 3 x Razordons (120) Battalions Dracothion's Tail (80) Firelance Starhost (150) Total: 1500 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 85 Return to index
1500pt: Shadowstrike Starhost Allegiance: Seraphon -Mortal Realm: Aqshy Leaders: Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Ignax's Scales - Spell: Stellar Tempest Skink Starpriest (80) - Artefact: Ruby Ring - Spell: Meteoric Convocation Battleline: 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers 10 x Skinks (70) - Meteoric Javelins & Star Bucklers Units: 6 x Ripperdactyl Riders (280) 3 x Razordons (120) 3 x Razordons (120) 3 x Razordons (120) Battalions: Shadowstrike Starhost (180) Endless Spells / Terrain / CPs: Balewind Vortex (40) Chronomantic Cogs (80) Total: 1490 / 1500 Extra Command Points: 1 Allies: 0 / 400 Wounds: 86 Return to Index
A few months later, but now I prepare to participate in a tournament with meeting engagement rules, and I started looking for lists, and if i don't understand bad the rules, this list have a little problem, terradons and Chameleon can't be double before rearguard group
Thanks for clarifying. I keep my books at the club. I haven't played any Meeting Engagement since the first 3 weeks it released. I need to go back and update all the list for it and do some new playthroughs.