Carnasaur
Nart
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Here it comes.
Allegiance: Seraphon
Mortal Realm: Aqshy
Leaders
Slann Starmaster
- General
- Trait: Great Rememberer
- Artefact: Ignax's Scales
Saurus Astrolith Bearer
Skink Starpriest
Saurus Scar-Veteran on Carnosaur
- War Spear
- Artefact: Thermalrider Cloak
Battleline
10 x Skinks
- Boltspitters & Star Bucklers
10 x Skinks
- Boltspitters & Star Bucklers
10 x Skinks
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders
Battalions
Shadowstrike Starhost
Endless Spells
Balewind Vortex
Chronomantic Cogs
Total: 1480 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 77
The missions will be battle for the pass, arcane places of power and scorched earth.
Only 5 drops is ok to me, looks like I have high chances to choose who goes first. I'm going to get first turn whenever I can, unless heavy shooting is against me.
Slann with GR will sit deep in my deployment doing what he does best - generate CCP and summon scary stuff, screened by skinks. Ignax will save him against mortal wounds, because I already can get up to -2 in shooting phase and screen him against close combat with skinks.
Astrolith not only will give me more points, but serve as summoning beacon, bringing forces closer to the lines. Not having to plant astrolith is a huge boost. His bonuses to casting also vital for bringing both cogs and vortex turn 1. I will try to get him near Carno, if the latter engages something. Despite being costly, his loss won't be as critical for me as in TQ list.
Priest for shadowstrike, casting cogs and APoP. Summon starlight will help carno survive a little longer or give additional layer of defence to slann.
Carno maybe an odd choice. I don't have oldblood - probably it couldbe a better one. Anyway, scarvet is for APoP mission. He could easily grab objective turn one due to up to 20 movement with TRC (10+4+6 for command ability). His ability to fly will also make enemy army backlines more vulnerable - especially for fragile heroes. If he manages to eat something and survie, his 20+2d6 charge move makes him even more dangerous. He still lack survivability, however, and his damage output is low.
Skinks here for objectives and screening as always. I'm going to bring another 10 turn 1, if my roll for Astro is OK. With shadowstrike bonus movement, they will grab objectives turn 1, if it is my turn 1. I plan to constantly recycle them with slann and place at unconvinitent places for my opponent with Astrolith.
Ripperdactyls are there to kill or weaken single scaries thing on the table or another key unit. They can also score some points both at BftP and SE missions by taking/burning objectives in enemy zone. They also could kill enemy wizards/artefact bearers at APoP.
Balewind - no comments.
Cogs not only give me +3 CCP, but may help to get summoned units where they needed and turn 9+ charge to 7+. Carno will move up to 22 inches, which raising threat level even higher. Slann with 2+/3+ rerollable is also very nice too.
Summoning:
Skinks, Rippers and Bastiladons. No need for comments either.
Options:
Note that I don't own EotG (I can borrow one, probably) or razors/sallies.
1) Replace Carno with bastiladon, ditching cogs.
This was the first version of my list, but I don't see a point at bringing him at the table. He won't contribute to any mission, his shooting is mediocre and clever opponents can just ignore it or tie with chaff. This is still an option, however, because bastiladon can shoot and still tough. The point is if I need to bring it with summoning or straight into a list.
2) Ditch cogs, bring another starpriest/priest.
This can be nice, because realm magic will be used. He also grants ability to cast Summon Starlight from turn 1 and give additional casting for the rest of the game. Another unbind is also nice. It could be helpful in APoP too.
Priest is also an option, but 4+ is too random and no magic.
Also, I have 20 points left. I can leave them for triumph chance or take blades/chains endless spells to fill them.
The list look very mobile to me and can bring lots of VP turn 1. Main weakness is low damage output outside ripperdactyls. There will be bonus points for unit killing too, but I hope summoning more rippers will compensate it to certaint extent.
Looking forward for critics and advice. Maybe, there are holes in my logic? Anything will do and thank you beforehand!
Allegiance: Seraphon
Mortal Realm: Aqshy
Leaders
Slann Starmaster
- General
- Trait: Great Rememberer
- Artefact: Ignax's Scales
Saurus Astrolith Bearer
Skink Starpriest
Saurus Scar-Veteran on Carnosaur
- War Spear
- Artefact: Thermalrider Cloak
Battleline
10 x Skinks
- Boltspitters & Star Bucklers
10 x Skinks
- Boltspitters & Star Bucklers
10 x Skinks
- Boltspitters & Star Bucklers
Units
6 x Ripperdactyl Riders
Battalions
Shadowstrike Starhost
Endless Spells
Balewind Vortex
Chronomantic Cogs
Total: 1480 / 1500
Extra Command Points: 1
Allies: 0 / 400
Wounds: 77
The missions will be battle for the pass, arcane places of power and scorched earth.
Only 5 drops is ok to me, looks like I have high chances to choose who goes first. I'm going to get first turn whenever I can, unless heavy shooting is against me.
Slann with GR will sit deep in my deployment doing what he does best - generate CCP and summon scary stuff, screened by skinks. Ignax will save him against mortal wounds, because I already can get up to -2 in shooting phase and screen him against close combat with skinks.
Astrolith not only will give me more points, but serve as summoning beacon, bringing forces closer to the lines. Not having to plant astrolith is a huge boost. His bonuses to casting also vital for bringing both cogs and vortex turn 1. I will try to get him near Carno, if the latter engages something. Despite being costly, his loss won't be as critical for me as in TQ list.
Priest for shadowstrike, casting cogs and APoP. Summon starlight will help carno survive a little longer or give additional layer of defence to slann.
Carno maybe an odd choice. I don't have oldblood - probably it couldbe a better one. Anyway, scarvet is for APoP mission. He could easily grab objective turn one due to up to 20 movement with TRC (10+4+6 for command ability). His ability to fly will also make enemy army backlines more vulnerable - especially for fragile heroes. If he manages to eat something and survie, his 20+2d6 charge move makes him even more dangerous. He still lack survivability, however, and his damage output is low.
Skinks here for objectives and screening as always. I'm going to bring another 10 turn 1, if my roll for Astro is OK. With shadowstrike bonus movement, they will grab objectives turn 1, if it is my turn 1. I plan to constantly recycle them with slann and place at unconvinitent places for my opponent with Astrolith.
Ripperdactyls are there to kill or weaken single scaries thing on the table or another key unit. They can also score some points both at BftP and SE missions by taking/burning objectives in enemy zone. They also could kill enemy wizards/artefact bearers at APoP.
Balewind - no comments.
Cogs not only give me +3 CCP, but may help to get summoned units where they needed and turn 9+ charge to 7+. Carno will move up to 22 inches, which raising threat level even higher. Slann with 2+/3+ rerollable is also very nice too.
Summoning:
Skinks, Rippers and Bastiladons. No need for comments either.
Options:
Note that I don't own EotG (I can borrow one, probably) or razors/sallies.
1) Replace Carno with bastiladon, ditching cogs.
This was the first version of my list, but I don't see a point at bringing him at the table. He won't contribute to any mission, his shooting is mediocre and clever opponents can just ignore it or tie with chaff. This is still an option, however, because bastiladon can shoot and still tough. The point is if I need to bring it with summoning or straight into a list.
2) Ditch cogs, bring another starpriest/priest.
This can be nice, because realm magic will be used. He also grants ability to cast Summon Starlight from turn 1 and give additional casting for the rest of the game. Another unbind is also nice. It could be helpful in APoP too.
Priest is also an option, but 4+ is too random and no magic.
Also, I have 20 points left. I can leave them for triumph chance or take blades/chains endless spells to fill them.
The list look very mobile to me and can bring lots of VP turn 1. Main weakness is low damage output outside ripperdactyls. There will be bonus points for unit killing too, but I hope summoning more rippers will compensate it to certaint extent.
Looking forward for critics and advice. Maybe, there are holes in my logic? Anything will do and thank you beforehand!