AoS Salamander Thunderlizards

Discussion in 'Seraphon Army Lists' started by Shadowkaos, Apr 10, 2020.

  1. Shadowkaos
    Skink

    Shadowkaos New Member

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    Allegiance: Seraphon
    - Constellation: Thunder Lizard
    LEADERS
    Lord Kroak (320)
    Engine of the Gods (260)
    Skink Priest (70)
    - General
    - Command Trait : Master of Star Rituals
    - Artefact : Fusil of Conflaguration
    UNITS
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    10 x Skinks (60)
    - Boltspitters Celestite Daggers & Star Bucklers
    12 x Salamander Hunting Pack (240)
    12 x Salamander Hunting Pack (240)
    12 x Salamander Hunting Pack (240)
    12 x Salamander Hunting Pack (240)
    5 x Saurus Guard (100)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Bound The Burning Head (40)
    Bound Geminids of Uhl-Gysh (70)
    TOTAL: 2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 135
    LEADERS: 3/6 BATTLELINES: 4 (3+) BEHEMOTHS: 1/4 ARTILLERY: 1/4
    ARTEFACTS: 1/1 ALLIES: 0/400

    I made this list to be thunderlizards because I want the reduced damage, the increased bite attacks on salamanders and I want the eotg to fire twice a turn to give me more chances of summoning x10 saurus units.
    The Burning Head is to give all sallies in 9 reroll 1's to hit and the priest dishes out +1 to hit to all the sallies so they are hit on 2's and reroll 1's.
     
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  2. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    that is a lot of salamanders. mmm i like it it's going to be fragile as you ave a lot of scalpels, but if you're careful with target choise and placement you should be fine
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    So many Salamanders :D

    Bravery might be an issue.
     
  4. Nart
    Carnasaur

    Nart Well-Known Member

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    IMO, reduced damage will be negated by low leadership. You will, probably, have to burn all your CP to leave them on the table. Especially, since you don't have Celestial Harmony.
     
  5. Shadowkaos
    Skink

    Shadowkaos New Member

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    Im not a fan of CH, if it affected every skink unit in range it would be amazing but you have to apply it to 1 unit, have to predict where you will be taking the damage and anytime you have to rely on a spell to go off based on dice rolls you are setting yourself up for dice based failure rather than tactical failure. If I make unit A sally unbreakable they will just shoot unit B.

    The other versions of this list is sotek, remove engine and fill with skinks, or Dracothian which is the same without engine and all sallies are in reserve, Kroak teleports and drops in a skink screen and all sallies.
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    Dracothions tail is the way to go, since if you add more skinks, you will have to watch for their morale too. On the topic of CH - it saves your cp, so, it is worth risking. It is very easy cast too and close to auto-cast, if you take astrolith. If you take a skink horde, it is essential for keeping them from fleeing. In case of multiple salamanders - not so much, but still - every CP counts. After all, if you happen to fail it, you can still use CP to pass battleshock.
     
  7. Shadowkaos
    Skink

    Shadowkaos New Member

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    The problem with Dracothians tail is that you can't buff the salamanders in turn 1 since the buffs happen in the hero phase and they show up at the end of the movement phase. I plan to run variations of this list to see which shakes out to be best but the 'Rona has shut down all gaming. I just got TTS and my gaming group is starting to use it so I will see how it goes. I mostly want thunderlizard to give me the chance to fire the eotg and create saurus units. On average it creates at least 2 a game. That is the main draw to thunderlizard and bite attacks and reduced damage is a nice bonus.
     
  8. Nart
    Carnasaur

    Nart Well-Known Member

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    You don't really need. The only offensive buff that you gain in hero phase is +1 to-hit. But 3+ rerolling ones (Volley fire) already good enough. You trade +1 to-hit for bringing them exactly where you need it and your opponent can't hurt you at all before you strike. You just need to protect slann/kroak for one turn, which is not a problem against most of armies.
     
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