Love Saurus Guard? Did you buy 20 of them to play my old 1k Saurus Guard list and now you aren't sure what to do with them? How about this okay'ish list?! Koatl's Claw Saurus Guard and Firelance Allegiance: Seraphon - Constellation: Koatl's Claw - Mortal Realm: Hysh Leaders: Saurus Sunblood (130) - General - Command Trait: Dominate Predator - Artefact: Eviscerating Blade Saurus Scar-Veteran on Cold One (110) Saurus Astrolith Bearer (140) - Artefact: Aetherquartz Brooch Lord Kroak (320) Skink Starseer (140) - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Hand of Glory Battleline: 20 x Saurus Guard (400) 5 x Saurus Knights (100) - Lances 5 x Saurus Knights (100) - Lances 5 x Saurus Knights (100) - Lances Units: 6 x Salamander Hunting Pack (160) Battalions: Firelance Temple-host (160) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 129 While under buffs the Saurus Gaurd will Hit on 2's (unmod 6's deal 2 hits) re-rolling 1's, Wound on 2's (unmod 6's deal 1 MW in addition), Rend -1, & 1 Damage. They will have a 3+ Save with a 6+ Save after Save. They can also charge 3d6" re-rollable. Oh, and Scaly Skink... Some turds are worth polishing?
Any ideas on how to make a fun list that uses a couple of Slann and a Troglodon? Statborne, probable, But what kind of list? It's just because I happen to have the models, fully painted, but I don't know how to make use of them (apart from one of the Slanns at a time, obviously)
If you look at my “making Oracles work” thread, that is my suggestion for using those 3 to maximum effect
Ok. I guess I have to tweek the list a little bit beause of there's som models I don't have: - Kroak for a Slann - Starseer for a Starpriset - 5 of the Saurus Guards That leaves med with 180 points and an empty slot for a batteline unit Let's say I drop the Pendulum and 1 Salamander pack to get 40 saurus warriors with spears, It could be interesting to summon ASAP a Saurus supporting hero that can buff them. Can it work? Do I go for generic Starborne insted of DT or FoS?
I think it can work. Unless I am going with the Starborne Starhost I tend to only bring Saurus Blocks if the list is Coalesced. Here are the things to consider as for going DT/FoS vs Gen Starborne: Do you like either of the Subfaction's Command Traits? Do you like either of the forced artefacts? Is there a particular artefact from our battletome or MS that you want? Will FoS/DT's subfaction abilities help my list work more smoothly? What is the average number of turns to summon a needed support Saurus? How quickly do you think you will need to consume CP?
Double Slann + Oracle + Leader + Saurus Astrolith Bearer [140pts] Skink Oracle on Troglodon [260pts] Skink Priest [70pts] Skink Starpriest [120pts]: Hand of Glory Slann Starmaster [260pts]: Atherquartz Brooch, Stellar Tempest, General Slann Starmaster [260pts]: Celestial Equillibrium + Battleline + Saurus Guard [100pts] Saurus Guard [100pts] Skinks [180pts]: 3x 10 Skinks, Boltspitter and Moonstone Club + Other + Kroxigors [140pts]: 3 Kroxigor Salamander Hunting Pack [160pts] . Hunting Pack . Hunting Pack + Allegiance + Allegiance . Allegiance: Seraphon . . Starborne + Realm of Origin + Realm of Origin: Origin: Hysh + Malign Sorcery + Bound Endless Spell: Balewind Vortex [50pts] Bound Endless Spell: Geminids of Uhl-Gyish [70pts] Bound Endless Spell: Purple Sun of Shyish [60pts] Endless Spell: Prismatic Palisade [30pts] ++ Total: [2,000pts] ++ Edit: Possible to make it Dracothion's Tail, give the Slann their Command Trait and Mystical Unforging and swap the brooch for the Godbeast pendant. Supporting units such as Salamanders (splitted in two units) and Kroxigors can deploy from the heavens.
You could drop the Bound balewind and take a regular balewind for 10 points less. Maybe you'll get a triumph
I would switch the bound balewind for a normal one. Unless you plan to run Drain Magic there is no reason to run a bound one. Might as well have a shot at a triumph. If you dont play with triumphs, then fair game. Beside that I would also drop 1 unit of 10 Skinks and switch 1 Slann for Kroak.
Allegiance: Seraphon - Constellation: Coalesced Mortal Realm: Hysh Leaders Slann Starmaster (260) - Spell: Celestial Equilibrium Skink Starseer (140) - Artefact: Aetherquartz Brooch - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Tide of Serpents Ripperdactyl Chief (80) Stegadon with Skink Chief (270) - General - Command Trait: Master of Star Rituals - Artefact: Sacred Stegadon Helm Skink Priest (70) Battleline 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers Units 12 x Ripperdactyl Riders (320) Battalions Shadowstrike Temple-host (150) Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Chronomantic Cogs (80) Extra Command Point (50) Total: 1970 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 131 I was brainstorming Ripperdactyls and I got the idea of using a Skink of Stegadon’s CA to give +1 to melee weapons, on top of the Ripperdactyl Chief’s CA for +1 to melee weapons plus the Skink Priests +1 to hit, the starsrike temple host for yet another +1 hit, and being in a coalesced army for +1 to jaws and buff them with the Starpriests ability and it’s pretty properly rip & tear. With the Starseer Spell and the Skink Priests regular ability that can be +2 to save making them a 3+ save and with the Slann it could be 2+ vs shooting. I don’t know if there’s a better way to run it, but I was just trying to see what I could do with Ripperdactyl in a meaningful way.
cool that is about as good as i could make them to. with this they are about as good as they used to be but it's a marked improvement
im sure someone better at list building than me could come up with something more streamlined or better, but there’s a lot here I think that is supportive. The Slann, Starseer and Starpriest all aid in obtaining CP because this list looks CP hungry. Feeding everything into the Ripperdactyls every turn to keep them offensive. Aetherquartz was chosen to hopefully retain some. The General’s Trait was chosen to at least get the +1 to hit for free but the Skink Priest is needed for run + charge for more speed and the +1 save. Defensively the Starpriest has the -1 to be hit Spell, The Geminids give off -1 to be hit as well as lowering the attacks of anything passed over by 1. There’s also at least 2 ways to get +1 save and an additional bonus vs shooting. The Slann has 3 casts and can spare a mystic shield to rr1 on the Rippers. This will hopefully prolong their life to be effective for more than 1 turn. The offense is basically as I explained: Designate a target unit to delete and then dump all the CA into the Ripperdactyl. The target unit will trigger blot toad reroll all hits, the ambush from Starhost for +1 hit, +1 hit from the General’s Trait, +1 attack to jaws from Coalesced, +1 attacks from Ripper Chief and +1 attacks from Stegadon Chief. Starpriest special ability for poison. For a profile of: Moonstone Warspear: 3 attacks at 2 rr all/4 mortal on 6/-/1 Tearing Jaws: 6 attacks at 2 rr all/3 mortal on 6/-/1 So it’s got some speed, magical support and hits kind of hard.
don't sell your self short if the gole was to make rippers ok this is about the best you can do good job this is a crazy hungry list but as long as you just keep it going 1-2 turns you should be fine any longer then that and the rest of your army will suffer unfortunately the 2 geminids debuffs don't stack the rest should work though it's a very focused list so have a back up plan for when things go pair shaped but it should be fun over all
I would swap the bought CP and Slann for Kroak, unless there is a specific reason you must start with the 1 extra CP. On average you will have made the extra CP by turn 2. Kroak just adds so much more, especially since you dont give the Slann any trait/artefact which is the only downside to picking Kroak.
Allegiance: Seraphon - Constellation: Coalesced Mortal Realm: Hysh Leaders Lord Kroak (320) - Spell: Stellar Tempest Skink Starpriest (120) - Spell: Hand of Glory Skink Starseer (140) - Artefact: Aetherquartz Brooch - Spell: Celestial Harmony Skink Priest (70) Stegadon with Skink Chief (270) - General - Command Trait: Master of Star Rituals - Artefact: Sacred Stegadon Helm Ripperdactyl Chief (80) Battleline 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers Units 12 x Ripperdactyl Riders (320) Battalions Shadowstrike Temple-host (150) Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Chronomantic Cogs (80) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 131 Well, there you have it. I had debated between possibly removing the Skink Starseer in favor of an Astrolith for the range boost but ultimately I think the 3D6 charge in invaluable since Ripperdactyl are slower than Terradons.
Courtesy of @Diabo how many flamers can you fit in a list, keeping it at a playable level? here you are, THE SALAMANDERS' SWARM 4 x Skink Priest 10 x 30 skinks 18 salamanders BURN BABY BURN!