Like the previous list this one has a heavy emphasis on mortal wounds, however as firelance is not necessary to boost saurus knights and their combat functions (and the lost +3 to run and charge can be made up with the sacred asterism) I decided to drop the battalion and tack in a sunclaw. The extra rend goes to the Oldblood on Carnosaur Allegiance: Seraphon - Constellation: Koatl's Claw Leaders Tezka (250) Saurus Oldblood on Carnosaur - Artefact: Blade of Realities Kor-Ax (210) Saurus Scar-Veteran on Carnosaur - War Spear - Artefact: Eviscerating Blade Lord Kroak (320) - Spell: Stellar Tempest Kro-Qua (120) Skink Starpriest - Spell: Hand of Glory Xa-Gar (120) Skink Starpriest - Spell: Celestial Harmony Rostal-Xhotl (130) Saurus Sunblood - General - Command Trait: Dominant Predator Battleline 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Saurus Warriors (90) - Clubs 10 x Saurus Warriors (90) - Clubs 10 x Saurus Warriors (90) - Clubs Battalions Sunclaw Temple-host (140) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 116
It makes the Oldblood a lot scarier. I could also swap some knights for warriors, but knights have good mortal wound output. Saurus Warriors also can work in small units in sunclaw
@ILKAIN is this better? Or maybe I’m dumb and should scrap the idea entirely Allegiance: Seraphon - Constellation: Koatl's Claw Leaders Lord Kroak (320) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (250) - Artefact: Blade of Realities Saurus Scar-Veteran on Carnosaur (210) - War Spear Saurus Sunblood (130) - General - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Skink Starpriest (120) - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Hand of Glory Battleline 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs 10 x Saurus Warriors (90) - Clubs 10 x Saurus Knights (200) - Lances Battalions Sunclaw Temple-host (140) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 116
one, no idea is dumb until @LizardWizard says it is and he never says that I guess my question is why both the sunblood and the oldblood. only one can be in the battalion. granted +1 hit and +1 wound is not a bad way to spend two command points, but its better if you have max size units to benefit from those commands, otherwise you are spending too many for less effect. also with warriors being over 15 is key. effectively (to me at east ) 20 just became the new min size units of warriors. I like the second list much better. I would make a few modifications, but at the end of the day, you should evaluate the suggestions and play what you want: drop the extra command point, you now have 70 free MPP and between kroak and 2x starpriests you don't need it. speaking of those drop one star priest. add in a starseer. 20 points difference gets you access to 3d6 18" charges for those scar vets and old bloods on carno. 50 MPP left drop the knights. (+200) add in 12 salamander.(-240) they are better. and it gives you something to put in front of kroak if you want to get him in the middle of the board to spam MW spells, to screen. its also a better source of MW than the knights are. 10 MPP left. after that its all about whether or not you can keep that Sun blood in the thick of things with no teleport and no mount. personally I say drop him(+130) and use the last 10 free MPP to put in an astrolith bearer(-140). extra range for kroak, and a 6+++ for him and the slamanders you have guarding him. move the general trait to the old blood and make it even stronger, plus you will be issuing re-rolls and "treat as if charged" commands from him anyway so you get more back from the general trait. the changes give you access to more diverse, argueably better abilities, and only cost you 1 wound on your total. so your final list would be: Allegiance: Seraphon - Constellation: Koatl's Claw Leaders Lord Kroak (320) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (250) - Artefact: Blade of Realities - General - Command Trait: Dominant Predator Saurus Scar-Veteran on Carnosaur (210) - War Spear -Artefact: Eviscerating blade Astrolith bearer (140) Skink Starseer (140) - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Hand of Glory Battleline 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs 10 x Saurus Warriors (90) - Clubs Other 12x Salamanders (240) Battalions Sunclaw Temple-host (140) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 115
I don't think he purchased a command point, on warscroll builder it just populates (maybe when choosing a battalion?). I like the salamander idea to stay with Kroak.. With the bound endless spells being so good I'm going to try something like this. I might be wrong, but I don't see the value in the starseer or astrolith in a coalesced list. Maybe that +1 casting for all the endless spells, but kroak is such a beast he doesn't need another +1 for that many points... Allegiance: Seraphon - Constellation: Koatl's Claw Leaders Lord Kroak (320) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (250) - General - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Saurus Scar-Veteran on Carnosaur (210) - War Spear - Artefact: Blade of Realities Skink Starpriest (120) - Spell: Hand of Glory Skink Starpriest (120) - Spell: Fiery Convocation Battleline 20 x Saurus Warriors (180) - Spears 20 x Saurus Warriors (180) - Spears 10 x Saurus Warriors (90) - Clubs Units 12 x Salamander Hunting Pack (240) Battalions Sunclaw Temple-host (140) Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Balewind Vortex (40) Bound Quicksilver Swords (40) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 107
oh well crap well then thats 50 points over lol.... uh go to 9 sallies (-80) and then take bound gravetide with the last 30 for crowd control and better sceening