Hello Here is my fang of sotek list for friendly game vs kharadrons. Target is to get lots of cp to buff terrodons and deepstrike with skinks. By mistake i took javelines not blowpipes Allegiance: Seraphon - Constellation: Fangs of Sotek Leaders Skink Priest (70) Lord Kroak (320) Saurus Sunblood (130) - General - Command Trait: Old and Grizzled - Artefact: Serpent God Dagger Terradon Chief (70) Engine of the Gods (260) Skink Priest (70) Battleline 30 x Skinks (180) - Meteoric Javelins 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 Salamander Hunting Pack (240) 9 x Terradon Riders (270) - Starstrike Javelins Battalions Shadowstrike Starhost (170) Endless Spells / Terrain / CPs Chronomantic Cogs (80) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 134
What is the point of the Sunblood? He doesn't buff anything, eats your general slot and is only okay in battle. A skink starpriest or skink starseer or astrolith bearer would be much better. Also I prefer Skink chief on stegadon over engine of the gods but you make the call. You also have an extra artifact.
Sunblood is good for artifact from fang of sotek and command trait. Engine is for summoning and healing. Skink chief on stegodon gives bonus for mele attacks so in shooting army isnt that good in my opinion. Why do you think skink chief on stegodon would be better in this list?
Yeah im still thinking about astrolith and vortex to buff kroak^^ my dream is to slain sbd with this artefact
Astrolith is better. If you want to get more CP, I'd go for master of star rituals on EotG or Priest. Also, taking large units of skinks is a bit underwhelming, if you are not taking starpriest. In my experience, mortal wounds is about 30% of their damage + you need celestial harmony to conserve CP. I'd just drop sunblood for starpriest and give SGD to terradon chief. And, probably, exchange second priest or cogs for 10 more skinks. Not necessary, but 40 skinks blobs are amazing.
In most cases, 40-10-10 or 10-10-10 are the ways to go. Mostly because of buffs and horde bonus. It doesn't matter how much skinks you take in small units - 10 or 20 - they will most likely die anyway. If you are taking less than 40 skinks - you are wasting potential. Not that 30x or 20x units are stricktly bad, they are more like jacks of all trades, masters of none.
I would personally never take cogs anymore. It is too expensive compared to what you get out of it. You also have zero bound endless spells which I think is a huge mistake, especially if you switch around and grab a Starpriest. I think you should get a couple of the bound ones since they are such huge value.
Which bound spells are you liking? Geminids are amazing. Purple sun, pendulum, and burning head are all situational but good. The vortex is good but slows you down, easy to dispell and stops you from casting any other bound spell that turn.
Pretty much what you mentioned. Balewind with Astrolith feels great on Kroak. The huge range means he wont really have to move. With Kroak ontop of Balewind it is possible to do some cheeky shuffling by dispelling the Balewind, placing Kroak 1" away from the Balewind's base, then recast Balewind 1" away from the new location of Kroak. You waste 1 cast doing this, but you can shuffle him and give him like 5-7" (havent measured exactly) extra inches if need be. Geminids are amazing as always - You can tag loads of stuff with the 8" movement, the debuff is great, the MW output is ok. Purple Sun looks awesome to me in a game where models have multiple wounds or DPR/MW saves. It just straight up kills stuff. Pendulum looks decent. Despite it only moving 1 direction, being able to control how far it moves is reasonable. Burning Head is really good on paper - Saves you a ton of CPs. I worry that on the table it will feel clunky to use. Seems really good with multiple Bastiladons or a blob of 3 Salamanders. Less awesome on a blob of 40 Skinks. Honorable mention to Ravenak's Gnashing Jaws. While the MW output isn't insane, the movement (12") and huge base makes it a big roadblock for your opponent. Ontop of this the casting value is 8", which makes it rather difficult to dispell for most armies since they have to do a dispelling roll of 9" or more. In general you can do some cheeky things by creating a "wall" of bound endless spells to restrict movement of your opponent.
speaking of that wall.... if a unit with fly moves over an endless spell that does damage, does it hurt them? or does that damage only occur when the spell moves?
I can't think of any endless spells that don't have wording such as, "after this model has moved" that precludes the spells damage. So I'm fairly certain that all the endless deal their damage after the spell has move, and not in the movement phase. At least for predatory endless spells. The Warplighting Vortex is the only that auto triggers damage rolls in the movement phase to my knowledge.
Good point. I feel like the game isn't suppose to be interpreted as separate turns though. I always assumed both turns were happening simultaneously. So I view it more as a timing issue.
Okay i kicked out batalion and make it more magic Allegiance: Seraphon - Constellation: Fangs of Sotek Leaders Lord Kroak (320) Saurus Astrolith Bearer (140) - General - Command Trait: Old and Grizzled Skink Starpriest (120) Skink Priest (70) Skink Priest (70) Terradon Chief (70) - Artefact: Serpent God Dagger Battleline 5 x Saurus Guard (100) 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers 40 x Skinks (240) - Meteoric Javelins Celestite Daggers & Star Bucklers Units 5 x Chameleon Skinks (90) 9 x Terradon Riders (270) - Sunleech Bolas 12 x Salamander Hunting Pack (240) Endless Spells / Terrain / CPs Balewind Vortex (40) Bound Aethervoid Pendulum (60) Bound Geminids of Uhl-Gysh (70) Soulsnare Shackles (40) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 140