Got a local GT end of the month I am thinking of traveling to. If I do I will be taking Dracothian's tail. I feel like everyone is preparing to counter Sons and Archaon and Morathis with Bow snakes, so I want to be the scissors to their paper as it were. This is the version I am thinking of. Less alpha strike, more mobility/threat range, but can still alpha a little if needed. What do you think? Allegiance: Seraphon - Constellation: Dracothion's Tail - Grand Strategy: Prized Sorcery - Triumphs: Bloodthirsty Slann Starmaster (265)** - General - Command Trait: Ancient Knowledge - Artefact: Godbeast Pendant - Ancient Knowledge 2nd Spell: Stellar Tempest - Spell: Mystical Unforging Saurus Astrolith Bearer (150)** Skink Priest (80)** - Universal Prayer Scripture: Curse Skink Starpriest (130) - Spell: Hand of Glory 5 x Saurus Guard (115)** 30 x Skinks (225)* - Boltspitters Celestite Daggers & Star Bucklers - Reinforced x 2 10 x Skinks (75)** - Boltspitters Celestite Daggers & Star Bucklers 5 x Saurus Knights (110)** - Lances 5 x Saurus Knights (110)** - Lances 2 x Salamander Hunting Pack (240)* - Reinforced x 1 2 x Salamander Hunting Pack (240)* - Reinforced x 1 Bastiladon with Solar Engine (235)** The Burning Head (20) *Hunters of the Heartlands **Battle Regiment Total: 1995 / 2000 Reinforced Units: 4 / 4 Allies: 0 / 400 Wounds: 125 Drops: 5
I'd throw heal on the priest and drop burning head. You'll want to be summoning every turn so 2 casts is always comets + mystic or comets + stellar and triumph is super clutch with sallies. I've played Draco's a lot, and my list started out with some saurus knights as well. I found myself trimming them out for just more salamanders. I thought there would be more screens they would have some strength into, but it just never turned out to be the case. They always just ended up dying without having a huge impact and the potential +2 save over the skinks never really seemed to matter, at least for me. I also think you two units of guard is pretty sweet unless you're fairly confident about the armies that'll be there. It just makes you basically immune to alphas, and lets you be a little more patient with bringing stuff down if you need to. Personally, i'd probably rock the list as is and see where it takes you. I haven't used the 30 skinks in dracos, but i was trying to get away from them after using the big skink blocks so much in 2. Definitely interested in hearing how it goes!
Agree with this, I've personally tried cramming in as many sallies as possible whenever I made a list but I havent tried out skink blocks in draco tail so would be interested to see how it performs. I'd personally swap the knights and the head for two more sallies and take heal or guidance on the priest. Otherwise looks like a solid list!
Thanks for the input! The skinks are something I have been looking into this edition for pretty much all my lists. I really like having those 60 shots in this edition and they are a scary unleash hell target that keeps my opponent cautious. I was thinking the speed of the knights would help me get to objectives without needing to use my teleport on that, but I love sallys so i can definitely see fitting in a couple more in their place.
There is also this more traditional double slann summoning and magic style list I could do. Allegiance: Seraphon - Constellation: Dracothion's Tail - Grand Strategy: Prized Sorcery - Triumphs: Leaders Slann Starmaster (265)* - General - Command Trait: Ancient Knowledge - Artefact: Godbeast Pendant - Ancient Knowledge 2nd Spell: Stellar Tempest - Spell: Mystical Unforging Slann Starmaster (265)** - Artefact: Itxi Grubs - Spell: Celestial Equilibrium Saurus Astrolith Bearer (150)* Skink Starpriest (130)* - Spell: Hand of Glory Skink Priest (80)** - Universal Prayer Scripture: Heal Battleline 10 x Skinks (75)** - Meteoric Javelins Celestite Daggers & Star Bucklers 10 x Skinks (75)** - Meteoric Javelins Celestite Daggers & Star Bucklers 5 x Saurus Guard (115)** Units 2 x Salamander Hunting Pack (240)** - Reinforced x 1 2 x Salamander Hunting Pack (240)** - Reinforced x 1 Behemoths Bastiladon with Solar Engine (235)** Endless Spells & Invocations Soulsnare Shackles (65) Horrorghast (65) Core Battalions *Command Entourage - Magnificent **Battle Regiment Additional Enhancements Artefact Total: 2000 / 2000 Reinforced Units: 2 / 4 Allies: 0 / 400 Wounds: 92 Drops: 4
personally i do not like double slann at all. You lose so much after the first slann, and i think just replacing that extra slann/starpriest/endless spells with more damage (or kroak) is so much better. If you wanna run double slann, one of them has to be Kroak IMO or you just run out of meaningful things to cast. And as amazing as sallies are, 4 sallies and a single bastiladon is not going to cut it in the damage department against some of the nastier things out there. That said, if you wanna try it i'd try it out and see what you think! I haven't tested double slann in 3.0, so i could be totally wrong and 6 global unbinds at +1 is pretty brutal to deal with.
This is what I've been running and had alot of success with! Allegiance: Seraphon - Constellation: Dracothion's Tail - Mortal Realm: Ghur - Grand Strategy: Dominating Presence - Triumphs: Inspired Leaders Lord Kroak (430)** - General Saurus Astrolith Bearer (150)* Skink Priest (80)* - Artefact: Godbeast Pendant - Universal Prayer Scripture: Heal Battleline 5 x Saurus Guard (115)** 10 x Skinks (75)* - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (75)* - Boltspitters Celestite Daggers & Star Bucklers Units 2 x Salamander Hunting Pack (240)** - Reinforced x 1 2 x Salamander Hunting Pack (240)** - Reinforced x 1 1 x Salamander Hunting Pack (120)** Behemoths Bastiladon with Solar Engine (235)* Bastiladon with Solar Engine (235)** Core Battalions *Battle Regiment **Battle Regiment Total: 1995 / 2000 Reinforced Units: 2 / 4 Allies: 0 / 400 Wounds: 108 Drops: 2
Yea you could totally drop one basti for two more sallies, but I've been really liking double basti! Lets you clear out those hidden targets with range, tie up units, plus they are super handy for getting extra monster battletactics by just targeting weak units from afar, I highly recomend trying it out.
Hey Jason839 how did your DT list do in your local game tournament. I know it's only been a couple of days since OCT ended, maybe you haven't had time to post it. I have a local game tournament coming up and I will be using a DT list in it. I was thinking of maybe using your list or this one that I made up: Constellation: DT Grand Strategy: Prized Sorcery Triumphs: Nil (I have 2k) Leaders: Slann Starmaster (265)** -General -Command Trait: Ancient Knowledge -Ancient Knowledge 2nd spell: Stellar Tempest -Spell: Celestial Equilibrium Saurus Astrolith Bearer (150)** Skink Priest (80)** -Universal Prayer Scripture: Heal Skink Starpriest (130)* -Artefact: Amulet of Destiny -Spell: Hand of Glory Saurus Scar-vet on Carnosaur (215)* (Set up as a Reserve Unit) -War spear -Artefact: Godbeast Pendant -Mount Trait: Starborne Skink Starseer (145)* (Set up as a Reserve Unit) -Spell: Tide of Serpents Units: 10 x Skinks (75)** -Boltspitters, Celestite Daggers & Star Bucklers 20 x Skinks (150)* -Boltspitters, Celestite Daggers & Star Bucklers 2 x Salamander Hunting Pack (240)* (Set up as a Reserve Unit) 2 x Salamander Hunting Pack (240)* (Setup as a Reserve Unit) 5 x Saurus Guard (115)* (Set up as a Reserve Unit) 3 x Kroxigor (150)* -1 x Moonhammers Endless Spells: Chronomantic Cogs (45) Core Battalions: *Battle Regiment **Warlord (Artefact) 2000/2000 points, wounds: 114, Drops: 5 I only have 4 Salamanders at the moment otherwise I would take more...lol. Anyway, my plan was to transport the Slann through time and space and land all the reserve units down around him including his guard and use the shooting of the salamanders and then use a 3d6 charge ability from the Starseer on the Carno into anything that is left in front of the Slann to keep the enemy occupied with the Carno (and hopefully get to use the Starborne Mount trait of Celestial Destruction) while I summon skink units to screen him. With the Godbeast pendant on the Carno to help him stay alive as long as possible.
Oh hi. I haven't been on in a couple days. I didnt post results because I dont have any lol. Life got in the way of my playtime. Theres another one next weekend so if life permits i may have results then
Sounds good Jason, what do you think of my list above? I've never played DT because of it's powerful abilities and I didn't want people to not play me at my game store lol, but I'll use it in a tournament. My meta has a lot of players who run small hordes (zombies, chain rasps, witch elves, mortek guard etc.) so that's why I took a unit of Kroxigor's to help counter them. That moon hammer wrecks havoc on them.
i like to put the godbeast pendant on the slann and the amulet on the carno. i really dont want my slann to die while i have units waiting to come in so the pendant helps with that. As for the amulet, i like it on the carno to help keep him alive longer.
I was thinking of that too, but I was also thinking that the Guard should do their job and protect the Slann therefore I would not need the pendant on him. If the Slann seems to be in danger I can summon more Guard to help him or summon 10 skinks to screen enemies from him. It's a hard choice.