I'm trying to come up with a list from what I currently have. Coalesced Thunder Lizard Slann, Stellar Tempest, Fusil of Conflagration Skink Starpriest, Hand of Glory Skink Priest Engine of the Gods, Stegadon Helm, Prime Warbeast 3x 20-man Skinks 2x Bastiladon with solar engine 4x Razordon unit Thunderquake Templehost Looks like I have 100 more points to play with. Think on including endless spells or a unit of saurus or knights. The idea is simple as it looks - march forwrad, whiping away enemies with massive Solar Engine and Spike barrages. Slann is here to babysit engine and support with magic. Starpriest will give hand of glory for razordons as well as star venom for more damage. Skinks will sit on objectives. Engine will hopefully summon more saurus. Engine will be a descent melee combatant too. I don't have slightest idea how to play now tbh, but looks like I will run out of CP very quick if I want to shoot twice and have rerolls and +1 to-hit. Probably should go for Aetherquartz brooch instead of Stegdon Helm. I really miss the astrolith.
Thank you for the idea. It is really useful to save CP and cast slots for skinks. The only problem it that it buffs the enemy to, so have to be careful with it.
List discussion should be moved to the dedicated subforum imho... this thread is difficult to keep up with as-is
Geminids are going to be similarly usefull for debuffing an important target. Give those nasty scary doomstars coming for you a permanent -1 to hit and -1 to all their melee weapons It's a shame there's so few "neutral" endless spells, cuz this'd be hilarious. On a sidenote, since we can steal enemy spells. What happens if you take control of a spell that says "<faction X> units are not affected by it" could you turn those spells onto their users as well? Or are you limited to simply sending it into a corner so it doesn't bother you? Given that a lot of endless spells are faction specific it seems surprisingly limited if the opponent stays immune..
Unlikely. If they are not affected by them RAW then this doesn't work. And it is better just to dispel it, than intercept, I guess.
No worries, i’m learning too, hence my basic questions. Sorry or that. Just nice to know I’m not too far off. Looks like skinks will stay starborne while saurus will concentrate coalesced. Sound about right? FoS?
I forget the exact peocess on dispelling endless spells, but stealing it would give two chances. You can always just keep it away from your units.
Not sure if someone did this before, but I was wondering whether Razordons or Salamanders would be better in the new Battletome, so I did the math. Hopefully it's correct. Razordons have 18 in range, 2d6 attacks, 3, 4, -, 1 Salamanders have 12 in range, 4 attacks, 3, 3, -2, d3 +1 to hit if we use the skink chief's command ability Serpent staff gives MW on 6 to wound No buffs: Razordons: 2.33 damage at no rend, -1 if within 6 in That's 1.16 to a 4+ save, 1.55 if within 6 in Salamanders: 1.33 MW, 2.66 damage at -2 That's 3.55 to a 4+ save All the buffs: Razordons: .97 MW, 1.94 damage at no rend, -1 if within 6 in That's 1.94 to a 4+ save, 2.26 if within 6 in Salamanders: 1.77 MW, 2.66 damage at -2 That's 3.98 to a 4+ save It certainly look like salamanders are on top right now. Edit: Salamanders have 4 attacks, not 3. Even more for them now
Fangs of Sotek. Parting Shot (which is the ability that makes double tapping possible) is the command ability tied to FoS.
Salamanders also looks like being way less random. I just hate rolling 1's for razordon number of attacks.
And they got more attacks without the old d6 damage, which makes them more consistent than the razordons. Might have to convert my razordons into salamanders now.
I really like that relic for Fangs of Sotek. Potentially killing any model in the game on a 5+ after damaging it. Lol. Slap that on a Ripper Chief/Troglodon and have him soar/scream across the board at anything for only 80/too many points as a heat seeking missile. Possibly fun.
Alright, nice job! Now for level two, see if I can make my dream a reality. Is there a way to play Kroxigors in a MOSTLY Saurus list? Like Saurus Horde list with Kroxigors, is this a thing that could be good? 2000 points for that one
Heavy line of Sauras, with bare minimum units of Skinks in between. Have Krox stand behind the Sauras, with them getting the buffs from the skinks. They swing over the Sauras, and the skinks are safe. Alternatively, use Salamander or Razordon hunting packs, as the keyword triggers this, and they can sit behind the Krox to shoot.
Lonely Skink Starpriest (Serpent Staff can target all Seraphon units) or Hunting Packs, yeah. But larger bases on the Saurus means trouble with the 1" attacks on the Kroxigors.