It is best to speed up time at the bottom of a turn and not the top of a turn. If your opponent is guaranteed to get two turns of extra movement from cogs then I am reticent to speed up time. However, if you kill all the Witch Aelves then it is a moot point ;D
Here is a question I have, would Ripperdactyls work in a dracothion’s tail list? I might drop some razordons for a unit of Ripperdactyls as they look awesome
I had a terrible idea, how about a Klaq-Tor’s Talons list? It’s not legal but it could be a lot of fun if the opponent is willing to play against it. I valued the battalion to be around 150 points. Allegiance: Seraphon Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices - Spell: Meteoric Convocation Klaq-Tor (240) Saurus Oldblood on Carnosaur Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact: Sword of Judgement Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact: Dimensional Blade Saurus Astrolith Bearer (160) Skink Starpriest (80) - Spell: Meteoric Convocation Battleline 5 x Saurus Knights (80) - Lances 5 x Saurus Knights (80) - Lances 5 x Saurus Knights (80) - Lances Units 3 x Razordons (120) 3 x Razordons (120) Battalions Firelance Starhost (150) Klaq-Tor’s Talons (150) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 101
Klaq-Tor's Talons comes out to roughly 130 pts according to Battlescribe. At best, that leaves you with about 20pts that would likely be used to pay for a Suffocating Gravetide or Malevolent Maelstrom.
Shoot, I've got a cold and going nowhere now. This is my curse, I guess. Anyway, thank you very much for your advise. At least I can play DT with my friends.
Has anyone here actually tried to run 2 Ark Basti's in a TQ instead of the Lazers? I haven't had enough time to actually play my list, used my precious playing time on my new Bonesplitterz. One cool thing is with Cogs and the right Slann buff you can get to +3 to charge. So you can double TP and charge on 6's.
Nope, but i plan to play a list with 3 bastilark for the same thing, only more deadly. That would require the soul scream bridge, however.
@LizardWizard is there a list that might be able to deal with Ossiarchs? I’m wondering if high rend and mortal wounds are the answer
Beating them to objectives and zoning are how I beat them at the moment. I us the DT/SS list in my thread. Like, you aren't killing a 2+ save Nagash or 3+ Mortek Guards. Zone them out and hope you manage to win 3 of the 5 turns. Some battleplans are nearly impossible to beat them on.
I’m scared, while you did answer my question it only seems more bleak in our odds against them. only time will tell what happens
Alright, I’ve been doing some strategizing and this is what I came up with. It’s a slight twist on normal Dracothion’s Tail list with more emphasis placed on inflicting as many mortal wounds as possible. Allegiance: Seraphon Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (240) - Artefact: Doppelganger Cloak Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact: Sword of Judgement Saurus Astrolith Bearer (160) Skink Starpriest (80) - Spell: Mystical Unforging Engine of the Gods (240) - Artefact: Betrayer's Crown Battleline 5 x Saurus Knights (80) - Lances 5 x Saurus Knights (80) - Lances 5 x Saurus Knights (80) - Lances Units 3 x Salamanders (120) 3 x Salamanders (120) Battalions Dracothion's Tail (80) Firelance Starhost (150) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 1970 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 99
@LizardWizard here is a question. So in the ossiarchs list a heavy emphasis is placed on using the mortal wound output on the saurus knights would it make sense to drop the starpriest for a scar veteran on cold one? Or should I keep the starpriest for seraphon spells and other synergies? I’m currently leaning towards keeping the priest as I’m concerned that cold one bites will be next to meaningless against ossiarch armor