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AoS 2000 thunderquake list

Ripperdactyl

MackiMac

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What do you think of the list? Any suggestions for artifacts? :)

Allegiance: Seraphon

LEADERS

Slann Starmaster (260)
- General
- Command Trait : Great Rememberer

Engine of the Gods (220)

Saurus Astrolith Bearer (160)

Skink Starpriest (80)

UNITS

4 x Salamanders (160)

3 x Skink Handlers (40)

10 x Skinks (60)
- Boltspitters & Moonstone Clubs

10 x Skinks (60)
- Boltspitters & Moonstone Clubs

10 x Skinks (60)
- Meteoric Javelins & Star Bucklers

BEHEMOTHS

Bastiladon (280)
- Ark of Sotek

Bastiladon (280)
- Solar Engine

Stegadon (220)
- Sunfire Throwers

BATTALIONS

Thunderquake Starhost (120)


TOTAL: 2000/2000
EXTRA COMMAND POINTS: 1
WOUNDS: 98
LEADERS: 4/6
BATTLELINES: 3 (3+)
BEHEMOTHS: 4/4
ARTILLERY: 1/4
ARTEFACTS: 0/2
ALLIES: 0/400
 
Looks pretty dino filled to me - pretty much what you’d expect :)
- I’d maybe go with razors instead of Sally’s but it’s mostly personal taste (plus I guess the potential for mortal wounds is nice, as there is nothing else that will do it bar a random EoTg attack)
 
What do you think of the list? Any suggestions for artifacts? :)

Allegiance: Seraphon

LEADERS

Slann Starmaster (260)
- General
- Command Trait : Great Rememberer

Engine of the Gods (220)

Saurus Astrolith Bearer (160)

Skink Starpriest (80)

UNITS

4 x Salamanders (160)

3 x Skink Handlers (40)

10 x Skinks (60)
- Boltspitters & Moonstone Clubs

10 x Skinks (60)
- Boltspitters & Moonstone Clubs

10 x Skinks (60)
- Meteoric Javelins & Star Bucklers

BEHEMOTHS

Bastiladon (280)
- Ark of Sotek

Bastiladon (280)
- Solar Engine

Stegadon (220)
- Sunfire Throwers

BATTALIONS

Thunderquake Starhost (120)


TOTAL: 2000/2000
EXTRA COMMAND POINTS: 1
WOUNDS: 98
LEADERS: 4/6
BATTLELINES: 3 (3+)
BEHEMOTHS: 4/4
ARTILLERY: 1/4
ARTEFACTS: 0/2
ALLIES: 0/400
Your list seems very fun. It is nice to see a Thunderquake Starhost that wants to be in combat instead of just thinning enemy units from afar.

I always like putting the Coronal Shield on large base heroes. It might be worth looking at for your EoTG. There are any number of resiliency buffing Artifacts for your Slann. Incandescent Rectrices is bland but effective. There are several new Artifacts of the Realms found in the Malign Sorceries book that either let you shrug wounds and/or mortal wounds, reduce the enemy's chance to hit your hero, or let you regain health.

Normally I prefer to run double Solar Engine Bastiladons for Thunderquake Starhost. A Solar Engine that can reroll failed hits and wounds is just scarier than an ark of Sotek. However, if you are wanting to keep the list at close quarters then Ark of Sotek is the right choice. Salamander vs Razordon is a popular discussion. I assume you are aware of each ones strengths and short comings.

I think I will give a variant of this list a run over the weekend. Close-quarters Thunderhost just sounds enticing.
 
I was thinking a lot about TQS since I chose it for my tournament. I find slann not as critical as in other lists (with BWV and CC), so it can be used as a bait - don't give him artefact - just screen with skinks he can constantly resummon. Your opponent may focus on him, while your EotG which is much more important, will stay alive. So I'd suggest to give a protective artefact to EotG - Gryph-Feathered Charm of Sepulchar plate. The latter will allow EotG to ignore any rend, so you'll have pseudobastiladon - no 4+ against mortals, but rerollable 4+ save that ignores rend. Another reason to give more protection to EotG - he doesn't benifit from Look Out, Sir!
 
Yes I was considering the ethereal amulet to ignore save modifiers on the eotg have the skink make it harder to hit. I think that will work pretty good.

Im not sure what to pick for the second artifact or who to give it to. I read somewhere that the Incandescent Rectrices got nerfed this edition. That left-over wounds will be waiting for the model when it comes back. Think it was due to stormcast having a similar ability which it happens to.

The sally vs razor choice was easy for me since I do not have any razordons. Really should get some though. Same thing with the Bastiladons really, got one of each variant and dont really want to buy a third one. I know the solar engine are generally better so i might do it anyway.
 
I was thinking a lot about TQS since I chose it for my tournament. I find slann not as critical as in other lists (with BWV and CC), so it can be used as a bait - don't give him artefact - just screen with skinks he can constantly resummon. Your opponent may focus on him, while your EotG which is much more important, will stay alive. So I'd suggest to give a protective artefact to EotG - Gryph-Feathered Charm of Sepulchar plate. The latter will allow EotG to ignore any rend, so you'll have pseudobastiladon - no 4+ against mortals, but rerollable 4+ save that ignores rend. Another reason to give more protection to EotG - he doesn't benifit from Look Out, Sir!

How does the eotg ignore rend and reroll is saves with the fnp artifact? Not sure what I'm missing
 
How does the eotg ignore rend and reroll is saves with the fnp artifact? Not sure what I'm missing
IIRC the "Sepulchural Plate" (a Shyish relic) gives the bearer a 6+ save against all allocated wounds or mortal wounds. So that also helps against high rending normal attacks or mortal wound attacks.
 
Sorry, I did mean Etherial Amulet, not Sepulchar plate (which is also OK, btw). So much new names to remeber.o_O
 
I like to use the Gryph-feather Charm from Ghur on my Slann when running Thunderquake (-1 to hit in shooting and +1" move), I keep him in range of the Salamanders he becomes -2 to hit in shooting and since the big monsters are in front chewing stuff up he avoids close combat.
 
I like this list!

I would put Ethereal Amulet on EotG, 4+, un-rendable re-rolling is pretty hard to pass up and the Sepulchral Plate plate on the Slann to make him more survivable.

Other than that, you got the salaies for the high rend, the stegadon for horde control, and one basti for range.

For the basti with the ark is the idea to hit it with a mystic shield or startlight and teleport it into the enemy front lines? I love the concept of the ark but have not had a ton of success with it myself. In order to get it into a position for the snakes to go off I have found the the enemy gangs up on it and kills it in a turn or two. Which isn't necessarily a bad thing but I guess I just not sure if it is worth it.
 
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