Hey, i'm going to a tournament with my lizards on sunday. what do you think of this list thunder lizards? with the new GHB i'm still not sure if thunder lizards is a good choice. Allegiance: Seraphon - Constellation: Thunder Lizard - Mortal Realm: Ghur - Grand Strategy: Defend What's Ours - Triumphs: Inspired LEADERS Skink Starpriest (130)*** - Spell: Hand of Glory Slann Starmaster (265)*** - General - Command Trait: Arcane Might - Artefact: Fusil of Conflaguration - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (270)*** - Mount Trait: Beastmaster UNITS 5 x Saurus Guard (115) 5 x Saurus Knights (110)** - Blades 5 x Saurus Knights (110)** - Blades 20 x Saurus Warriors (210)* - Clubs 20 x Saurus Warriors (210)* - Clubs BEHEMOTHS Stegadon (270)** - Weapon: Skystreak Bow - Seraphon Battleline (Constellation: Thunder Lizard) Bastiladon with Solar Engine (250) ENDLESS SPELLS & INVOCATIONS Emerald Lifeswarm (60) CORE BATTALIONS *Expert Conquerors **Bounty Hunters ***Command Entourage - Magnificent TOTAL: 2000/2000 WOUNDS: 114
Hi @Raffa290. Welcome to Lustria! I think many of the lizards here have the same question about Thunder Lizard in the new GHB 2022. I guess we'll see. Just looking at the list I have some thoughts, but I'm far from a expert list builder. • Consider using a Scar-Vet on Carno over the Oldblood. He lacks the rend, but has a nice command ability and is less expensive. Plus, I'd even consider making him your general to benefit from the TL command trait. • To that point, you are missing your 2nd artifact from the Command Entourage battalion. You could make it Itxi Grubs to get the reroll on the Slann. • A Skink Priest would help with your Bastiladon • The Warriors might be better split as 30 and 10? That way, if you have to put the 30 into combat, they will (hopefully) not lose the extra attack quite so quickly. • You could consider putting the Guard into the Expert Conquerors battalion to help contest an objective. But that would make them more vulnerable to Bounty Hunters. EDIT: Here's a slightly different list I built just to see what it would look like. I dropped the Stegadon to add an EotG. Even though I think the Steg in Bounty Hunters will wreck, the EotG can benefit from the TL features even if the Bastiladon gets killed. Plus, it's just a really useful hero. Allegiance: Seraphon - Constellation: Thunder Lizard - Grand Strategy: Defend What's Ours - Triumphs: Inspired Leaders Engine of the Gods (265) - General - Command Trait: Prime Warbeast - Universal Prayer Scripture: Curse Slann Starmaster (265)** - Artefact: Itxi Grubs - Spell: Stellar Tempest Saurus Scar-Veteran on Carnosaur (215) - War Spear - Artefact: Fusil of Conflaguration - Mount Trait: Beastmaster Skink Starpriest (130)** - Spell: Hand of Glory Skink Priest (90)** - Universal Prayer Scripture: Heal Battleline 5 x Saurus Guard (115) 5 x Saurus Knights (110)* - Blades 5 x Saurus Knights (110)* - Blades 30 x Saurus Warriors (315)*** - Clubs - Reinforced x 2 10 x Saurus Warriors (105)*** - Clubs Behemoths Bastiladon with Solar Engine (250) Core Battalions *Bounty Hunters **Command Entourage - Magnificent ***Expert Conquerors Additional Enhancements Artefact Total: 1970 / 2000 Reinforced Units: 2 / 4 Allies: 0 / 400 Wounds: 120 Drops: 11
I agree with the tweaks here, the scarnosaur and engine are better value than the oldblood and regular steg, respectively. If you go this route, I also agree with making the engine the general as stegs damage is more consistent than carnosaurs and they have an additional melee profile to get more out of prime warbeast. I'd also highly recommend getting purple sun into your list regardless of what list you end up on, it's pretty op currently. If you're going to a tournament, take advantage of it now before it gets nerfed. We have some of the best casters in the game so little issue getting it on the table. Ideally you could fit an astrolith bearer for the range extension as well, but you'd probably have to drop the carno to make that work so that's up to you. For your grand strategies, is defend what's ours the one where no enemies can be in your territory at the end of the game? If so, that's prob not a good one to take given how many armies have fast/mobile units or teleports. I'd recommend the one where you need more units in the opponents territory than they have, or the one where you just need to have one gallet vet model in the center of the board
Many thanks for the friendly reception in this forum. I'm a fairly new seraphon player - 4-5 games (2 wins) these notes are very interesting! I will take it into account and change my list again. I was already thinking of the EotG. hoping it produces more warriors that i can put on the board ;-) my possible opponents are nighthaunt, skaven or std. I'm disappointed with the new GHB - I want my big monsters back!! what do you think about the realmsphere engine?
Yeah, the engine is very good, especially if you roll the mortal wounds vs std or nighthaunt. Purple sun is less good vs nighthaunt but worth it vs anything else. However, nighthaunt do tend to have groupings of support heroes, so if you can land the sun near them and can roll a 1 on one of them, that can be devastating. The realmshaper engine is incredible. It's great for blocking enemy movement and line of sight, in Coalesced it gives everything nearby a 6+ ward and +1 prayer rolls, and the mw output is very useful for chip damage in units or picking off support heroes in conjunction with comet from the slann
Excuse me for the indroduction but I didnt know that ! How the realmshapper give +1 prayer and 6+ save ? What is the range ? Thanks you very much it will help a lot
It's part of the Coalesced "primeval domain" subfaction rules. All terrain partially or wholly within your territory gains the Mystical feature for friendly units and deadly for enemy units. Mystical grants a 6+ ward to models within 1" and +1 to chanting rolls for priests within either 1" or 3" I can't remember
The tweaked list looks much better, though I would also recommend dropping the 10 man Warriors unit for either 5 more knights or a unit of Chameleon Skinks. You can put the Guard in Expert Conquerors, and 3x5 Knights in Bounty Hunters hits like a truck. Chameleons in general are great in coalesced to force your opponent to leave units on a back objective. Even if they dont kill much they often take a whole unit out of the game.
Hello folks, I tried this list yesterday against Stormcast. i won thanks to more points (12 to 8). the new tactical objectives are very difficult to achieve!!! The list wasn't bad but needs revision. After my bastiladon fell under fire in the first round I only had my knights and the scar-veteran. After these 3 units also fell at some point, I only had my warriors (10 units account for 2 points at the same time - 30 units as a block to claim the 3rd point.) Unfortunately, after the 4th round we had to stop the game, but we finished reconstructing the game and calculated a victory by points for the Seraphon. one more lap and i would have lost for sure as i was out of units. I'm missing a strong unit in seraphon such as varanguard (Std) or Bloodknights (vampires) it was a great game - next time it's against skaven! here i would like to add a stegadon to the list for more fire.
SCE shooting can be pretty rough. Longstrikes I assume? Yeah... I'm not sure that we have units quite like Varanguard or Bloodknights. Ha ha ha. Salamanders and Kroxigor can hit pretty hard, but the 4+ save is disappointing in a world of 3+ (really 2+ with AoD). Did the EotG work out for you at all or did you get a chance to use it? Good luck. I hope the Stegadon works out.