Koatl's Claw Coalesced Seraphon
Oldblood, General, Trait: Dominant Predator
Scar Vet Carno Artefact: Eviscerating Blade
Slann - Artefact: Aetherquartz Brooch
Starseer
Starpriest - either of these two skink heroes could be dropped, but their spells and utility effects are good, and they let you drop endless spells turn 1 more reliably and buff saves. Bumping the 40 saurus to a 3+ save re-rolling 1s, with maybe -2 to hit for an enemy unit looks pretty good.
Sunclaw
40 x Saurus Warriors
20 x Saurus Warriors
20 x Saurus Warriors
5x Guard
240 remaining
6-7 drops, ~2000 points.
The last 240 could be another carno + maelstrom, an astrolith and a couple of endless spells, a sunblood, more sauce warriors/guard, or maybe screening skinks or terradons for something fast to hunt objectives.
20 warriors are actually a threat now, and since you can likely buff every unit in the army with the CP spam when needed (odds are ~2.83 CPs per turn + 1 from the battalion + .83 CPs per CP used by the general (average ~ 6 CPs total per initial CP), and .33 CPs per CP used by anyone else- for an average ~.5 CPs per 1 that they use).
Buffed by the Starpriest, Oldblood and scar vet + the sub-faction command ability, Saurus are doing ~2.61 damage apiece on average, which is pretty good. They could do more with re-rolls of 1 to hit or +1 to wound with a sunblood, but I don't think that's really needed. 2 damage at rend 1 +0.61 mortal wounds per model means ~20 damage vs units with a 4+ save from just 10 Saurus.
Probably sit either the Slann or guard outside of the terrain feature and put the two skink heroes inside with the other.
It's a pretty straightforward combat list that should have a good match up against a lot of other close combat armies, like warclans and Ogors, or any list running a lot of multi-damage or low rend attacks.
Oldblood, General, Trait: Dominant Predator
Scar Vet Carno Artefact: Eviscerating Blade
Slann - Artefact: Aetherquartz Brooch
Starseer
Starpriest - either of these two skink heroes could be dropped, but their spells and utility effects are good, and they let you drop endless spells turn 1 more reliably and buff saves. Bumping the 40 saurus to a 3+ save re-rolling 1s, with maybe -2 to hit for an enemy unit looks pretty good.
Sunclaw
40 x Saurus Warriors
20 x Saurus Warriors
20 x Saurus Warriors
5x Guard
240 remaining
6-7 drops, ~2000 points.
The last 240 could be another carno + maelstrom, an astrolith and a couple of endless spells, a sunblood, more sauce warriors/guard, or maybe screening skinks or terradons for something fast to hunt objectives.
20 warriors are actually a threat now, and since you can likely buff every unit in the army with the CP spam when needed (odds are ~2.83 CPs per turn + 1 from the battalion + .83 CPs per CP used by the general (average ~ 6 CPs total per initial CP), and .33 CPs per CP used by anyone else- for an average ~.5 CPs per 1 that they use).
Buffed by the Starpriest, Oldblood and scar vet + the sub-faction command ability, Saurus are doing ~2.61 damage apiece on average, which is pretty good. They could do more with re-rolls of 1 to hit or +1 to wound with a sunblood, but I don't think that's really needed. 2 damage at rend 1 +0.61 mortal wounds per model means ~20 damage vs units with a 4+ save from just 10 Saurus.
Probably sit either the Slann or guard outside of the terrain feature and put the two skink heroes inside with the other.
It's a pretty straightforward combat list that should have a good match up against a lot of other close combat armies, like warclans and Ogors, or any list running a lot of multi-damage or low rend attacks.
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