Me too.. Starlight is good. Without the priest you can still cast both the endless spells by t1 : Kroak goes for BWV and the Slann casts cogs. But yes, you would lose 1 spell slot.
There's two amusing army build ideas that just came to mind: a "Stegadon Stampede" and what I'd like to call "Welcome to Morrowind" (as many flying units as possible).
Need it be 4 EotG? No regular stegadons? I'm only bringing it up because I like the idea of maximizing the number of big dinos that you can have in a list just to have them run amok on the tabletop regardless of how impractical it would most likely be.
sorry not what i ment i ran a 2 bows and 2 fire boys they just are to situational to work well. the anit horde one only works on 4 armies and the bow is just... i don't know it's not good at killing heros or units the damage is just not there so eh if you want to runn monster mash i would feild a fire boy 2 bastiladons and a carnosaur let the bastiladons block for the other 2 and then counterpunch
Sounds fun. I've always played with the idea to field a "monster mash" dino lists and play the battle of Kursk...
How good are bastiladons, right? Super good. Good enough to take a whole bunch of them and laser anything on the other side of the board into dust. SOLAR ARTILLERY BRIGADE + Leader + Saurus Astrolith Bearer [160pts] Saurus Sunblood [120pts]: 2. Incandescent Rectices, General Skink Starpriest [80pts]: 6. Stellar Tempest + Behemoth + Bastiladon [280pts]: Solar Engine Bastiladon [280pts]: Solar Engine Bastiladon [280pts]: Solar Engine Bastiladon [280pts]: Solar Engine + Battleline + Saurus Warriors [180pts]: 2x 10 Saurus Warriors, Celestite Spear, Stardrake Icon, Wardrum Skinks [140pts]: 2x 10 Skinks, Boltspitters and Moonstone Clubs Skinks [70pts]: 10 Skinks, Boltspitters and Moonstone Clubs + Other + Terradon Riders [120pts]: 3 Terradon Riders, Alpha, Sunleech Bolas 2000 POINTS
huh it's weird our army has so little to work with that our crazy lists just seem to be to much of 1 unit. shame that
Stalingrad 2000 points 240 slann starmaster 100 old blood on cold one 80 - 5 knights 80 - 5 knights 80 - 5 knights 280 - 40 skinks 280 - 40 skinks 280 - 40 skinks 210 - 30 skinks 150 Firelance Starhost 80 Dracothion's Tail 40 bale wind 80 cogs there are verients where you trade 60 skinks for a EotG and a star priest that i use a lot but this is it
Tha Thats less skinks than the other list This actually looks really fun, and kind of makes the SC box look a bit better
yes the problem with nothing but skinks is the drops this is as many skinks as i can fit in a 1 drop. this army needs to go first so sacrifices where made there are still 150 of the buggers and if you go for the EotG starpriest build you can end up with close to 300
Would you recommend this list? I like the shadowstrike lists I've been seeing, but it seems very 1-trick-pony, relying on the rippers
this one is also 1-trick-pony you are holding back the enemy army with the blood of your own men hence the name. it does not work against flying armies like night haunt, IDK or FEC but can handle combat armies like slanesh and orks very well and laughs at shooting armies. you will be sick of skinks by the end of painting but yes i think it's a good(comparatively) list the 90 skink one is the one i use it just takes a lot of practice.
Ok so my personal list is a little wacky, and could probably use some improvement. "Skenks 4 - Gore Galore" The Great Derpy One Allegiance: Seraphon - Mortal Realm: Ghyran LEADERS Slann Starmaster (260) - General - Command Trait : Great Rememberer - Spell : Stellar Tempest Saurus Astrolith Bearer (160) - Artefact : Wand of Restoration Saurus Oldblood on Carnosaur (240) Skink Starpriest (80) - Spell : Celestial Apotheosis Skink Priest (80) - Priestly Trappings Skink Priest (80) - Priestly Trappings UNITS 5 x Saurus Knights (80) -Blades 5 x Saurus Knights (80) -Blades 30 x Skinks (210) - Boltspitters & Star Bucklers BEHEMOTHS Bastiladon (280) - Weapon : Solar Engine Bastiladon (280) - Weapon : Solar Engine ENDLESS SPELLS Chronomantic Cogs (80) Emerald Lifeswarm (50) Balewind Vortex (40) It focusses mainly on healing the big dinos - aswell as having some summon support and some cannon fodder. Multiple priests make the reroll saves almost a guarantee, and the astrolith of course makes us hit better. EDIT: Changed my useless saurus Guard for some Saurus knights which benefit more from the starpriest's venomous biting buff, aswell as having more health. If I had the batallion, I'd go with 2+ rerollable save guards, but I realize I just don't need them if I'm going to use the bastiladons as "Cow wall" anyway I use "Great rememberer" to teleport the bastiladons in, snipe, and back for heals (early game) and to port the astrolith and carnosaur in (lategame) to spawn a load of flanking razordons and to (theoretically) wipe an entire unit when they charge into the carno by sinking all the command points in. (or if I don't see the need for assassinations, it's just a battle where I reinforce myself with whatever I'd need) Good to note is a balewind stops you from moving, but not with LoSaT, so that's fun. Seraphon doesn't really heal super well (Compared to death) so I decided "what if the unkillable dinos also got healed?" This is my 4th iteration of... losing to nighthaunt again and repeating - feel free to suggest anything! May Sotek guide you
switch the carnasaur for a EotG and the priests for razsors and you have a solid thunder quake. that gives you reroll saves without a roll and d3 healing every turn. plus reroll wounds
Idk how to insert a quote... Thing is - I needed something strong to sink command points into, and I'm not such a fan of the engine's chonky model (So I'd probably slap the engine ring onto a carnosaur & replace the saurus with some skinks anyways and call it a conversion) and the priests for razors, like.. 2 models total? and then does only that batallion reroll saves/wounds/heal? cause I'm not sure about it...