thoughts on this list? should i have more screening units? should I change the general to the Astrolith? any advice? Allegiance: Seraphon - Constellation: Thunder Lizard Leaders Lord Kroak (320) - Spell: Celestial Apotheosis Skink Starseer (140) - General - Command Trait: Nimble - Spell: Tide of Serpents Saurus Astrolith Bearer (140) - Artefact: Fusil of Conflaguration Skink Starpriest (120) - Spell: Hand of Glory Skink Priest (70) Battleline 5 x Saurus Guard (100) 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers Units 9 x Kroxigor (420) (moonhammers depend on opposing army) Behemoths Bastiladon (220) - Weapon: Solar Engine Bastiladon (220) - Weapon: Solar Engine Endless Spells / Terrain / CPs Balewind Vortex (40) Bound Aethervoid Pendulum (60) Triumph - Inspired (if apicable) Total: 1970 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 112
1) Make starpriest a general with Master of Star Ritual to give +1 to hit every turn for free. 4+ Save won't really matter on a 5-wound hero; 2) While having guard on Kroak never hurts, that only army which can kill him in single turn is alpha-strike KO. If you keep him out of range of dangerous units, use cover and los block, you will be fine without guard. Keep that in mind, if you are short on poins and badly need something else; 3) I think, getting 9 kroxigor all in range to fight something will be problematic. 6 should be enough in most cases; 4) Pendulum is a meh spell, imo. I would take gemings or burning head instead, if possible; 5) Take Fusil on skink hero, since they are more mobile and extra 3" won't hurt at all; 6) Take stellar tempest on kroak instead of apotheosis. You will be able to hit enemy hordes from turn 1 and have huge threat range. Shift to apotheosis, when ST is not needed anymore. Also consider Thunderquake Templehost. Run+Charge is huge for bastiladons and EotG/StegaChief. And Kroxigors will love it a lot.
master of the star ritual? i havent heard about that its been a while since I've played i like the 9 kroxigor they can attack in 2 ranks if positioned well last game i had killed katagos in one turn which ultimately won me the game I've had good luck with pendulum but was thinking about taking it out since it doesn't have that great of range good point about the spell. i usually keep the bastiladons back depends on the battle plan thanks for the advice
It is the first out of 3 skink generic traits. It either gives +1 to cast, or allows to use Herald of the Old Ones for free, if the general is not a wizard. Another problem with pendulum is that goes in a straight line. For just 10 more points geminids deal better damage (not concentrated, but still) and debuffs to units per army. They are fast and have very high threat range. They are arguably the best endless spell in the game right now. Unsless something threatens them, I try to be agressive with them. In a midfield they can shoot almost anywhere on the board and nothing much can hurt them. You also can tie strong units, which don't deal mws.
Good points. So I guess lumineth can kill Kroak in the first round as well lol found that out last night Kroak was in cover and had look out sir as well
Your opponent had to be super-lucky. But when I play lumineth, I try to put kroak on table last outside of range of any senitnels. If he teleports, it will only be single unit, and that shouldn't be enough. Statistically, Kroak has to suffer 14 mortal wounds to die.
I did some changes would you think this list would it be better? Should i take the pendulum or 10 more skinks in a separate unit or in the addition to one of the skink units? Allegiance: Seraphon - Constellation: Thunder Lizard Leaders Lord Kroak (320) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) Skink Starpriest (120) - Spell: Tide of Serpents Skink Priest (70) Stegadon with Skink Chief (250) - General - Command Trait: Prime Warbeast - Artefact: Fusil of Conflaguration - Weapon: Skystreak Bow Battleline 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers Stegadon (240) - Weapon: Skystreak Bow Units 9 x Kroxigor (420) Behemoths Bastiladon (220) - Weapon: Solar Engine Endless Spells / Terrain / CPs Balewind Vortex (40) Bound Aethervoid Pendulum (60) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 113
i wasnt sure what to do with the 50 extra points if to move more stuff around or to get the extra command point since this army would be able to use alot of command points. i could take out the balewind and put in the geminids. and I am at conflict with what artifact to put on the steg with skink chief but thinking of the cloak for the -1 to hit him and +4" move Allegiance: Seraphon - Constellation: Thunder Lizard Leaders Lord Kroak (320) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) Skink Starpriest (120) - Artefact: Fusil of Conflaguration - Spell: Tide of Serpents Skink Priest (70) Stegadon with Skink Chief (250) - General - Command Trait: Prime Warbeast - Weapon: Skystreak Bow Battleline 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers Stegadon (240) - Weapon: Skystreak Bow Units 6 x Kroxigor (280) Behemoths Bastiladon (220) - Weapon: Solar Engine Battalions Thunderquake Temple-host (150) Endless Spells / Terrain / CPs Balewind Vortex (40) Extra Command Point (50) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 101
I would drop pendulum for extra CP or a burning head to give your dinos some rerolls of 1 and have a chance for triumph. Since you are over 10 drops already, addining 10 more skinks won't hurt either. Thunderlizard is a very CP hungry, so extra CP never hurts. I think, you should either take astrolith with balewind or neither, so you should keep balewind. Cloack of feathers is an autochoice on steg. You will be able to run 18 in battlaion and still charge. I would take hand of glory instead of tide of seprents on skink starpriest for a CP-free reroll 1's to hit. IDK why are you so concerned about hordes. Thunderquake is an anti-horde army in itself, I find elite monster-mash armis harder to deal with.
im not too worried about hords its just imo the other spells aren't that good haha the only other good one is hand of glory and that is my other choice. i had to put one down lol
You won't love hand of glory, until you roll 7 1's out of 9 hit rolls. My general rule when chosing spells for skinks is ask myself if I bring a horde myself. If yes, celestial harmony is a first choice. Auto-pass is a must for skinks, since you don't have much free CP in thunderquake. If I don't bring a large skinks unit I don't bother. Then hand of glory - we don't have much rerolls now and too CP hungry to spend them on rerolls. Finally, Tide of Serpents just in case. It rarely comes into play for me - stellar tempest does the job and, as I mentioned, bastiladons and stegadons great at horde killing.