I have a 2000pt tournament coming up and need help cause I've been lower tier at the last 3 or so and finished at best 4th about 5 months ago. This is the list I'm thinking of running but would love any or all help to be competitive. Thunderlizard Ghur Lord kroak Stellar tempest Astrolith bearer Engine of the gods Skink star priest Hand of glory Scar veteran on carnasaur Prime warbeast, fusil of conflaguration, warblade Saurus knights x5 Lance Saurus knights x5 Lance Saurus guard x5 Saurus warriors x10 spear Bastilladon solar engine x2 Bound gemnids Bound ravenaks jaws Realmshaper engine I do have more units in supply so happy for feedback. Thanks team!
Which ones? On the list itself: the only reason to take saurus in thuderlizard is double battalion and you don't have even a single one. Exchacne saurus for skinks to free points, first of all. Second - gnashing jaws is not really worth it, you better have either bonus CP or triumph for the same points. Balewind would be a way better addition here. I can say more when I'll know all available units. If you, say, don't have skinks, saurus can be fine.
I I have about 40 saurus total. Another 5 knights 10 more guards 40 skinks Stegadon Slann 3 kroxigor 10 chameleon Sunblood Old blood on carnosaur
kinda seems like things are overall just thrown in with the list. The main punch will be the bastiladons, so i would recommend taking bound burning head instead of jaws so that can have rerolling 1s to hit and also a priest to give +1 to hit. Taking a thunder quake could be a good option, having an extra artefact can be super useful. cloak of feathers on the engine for example is very good. You are also taking knights and a scar vet which really would be better in Koatls claw. i would recommend trimming a bit and focusing on the strengths. Kroak astolith priest 5 guard 5 knights 5 knights 10 skinks thunder quake temple host engine of the gods -general (prime warbeast) -cloak of feathers bastiladon bastiladon 3 kroxigor bound burning head bound geminids
This looks better, I think you streamline even further by cutting the knights in favor of more 10x skinks, and probably a balewind vortex? The other option would be to go Koatls Claw if you want to go further with the knights and carnosaurs
I can advise the following: Allegiance: Seraphon - Constellation: Thunder Lizard Leaders Lord Kroak (320) - Spell: Stellar Tempest Engine of the Gods (260) (TQTH) - Artefact: Cloak of Feathers Skink Priest (70) - General - Command Trait: Master of Star Rituals - Artefact: Fusil of Conflaguration Saurus Astrolith Bearer (140) Battleline 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers Stegadon (240) - Weapon: Skystreak Bow Units 3 x Kroxigor (140) (TQTH) - 1x Moonhammers Behemoths Bastiladon (220) (TQTH) - Weapon: Solar Engine Bastiladon (220) (TQTH) - Weapon: Solar Engine Battalions Thunderquake Temple-host (150) Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Balewind Vortex (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 91 I don't know, which endless spell do you actually have, but if you don't have BWV, you can exchange it for burning head or just extra CP. If it is okay, to use your starpriest as priest, I would do so, if not, drop it for extra CP and make astrolith a general with 4+ CP gain trait. The list is low on bodies and relies of removing enemy from the table by the end of turn 3. You also have a chance to summon saurus warriors. Feel free to experiment with the list, but general rules are: 1) You want a dual bastiladon in thunder lizard to deal lots of damage with high treat range; 2) To mitigate their slow movement, take battalion. Bonus CP and artefact are also very important; 3) Always take kroak, or at least slann, to generate lots of CP for dual shooting; 4) Always concerve CP for dual shooting. If you have excess CP, use it for +1 to-hit from priest. Thanks to the trait, he can do it once without spending a cp; 5) Give EotG or Skink Chief Cloak of feathers, so they can move 12, then run and still charge and all of this with fly. Very high threat range. I wouldn't bother with saurus, since they are stricktly worse than thunder lizard. Yes, you can win with them and even go 3-0 in local meta. But since you asked for a competitive list, concentrate on thunder lizard and dual shooting bastiladons. I also added astrolith and balewind. They both provide additional survivability (bastiladons save 2 additional wounds on average, and this can turn the tables) and makes kroak more dangerous (+1 to cast, +6 range).
I do like the balewind but since i only started playing last year I don't have the model and my store has banned 3d printed proxies so that's out.