Hello all, I have just joined the forum and my first post is this list that I'm working on. If any of the wise Slann on this forum can give some feedback to this newly spanned Skink that would be awesome! Allegiance: Seraphon - Constellation: Koatl's Claw Saurus Oldblood on Carnosaur (230) - General - Command Trait: Dominant Predator Saurus Scar-Veteran on Carnosaur (210) - War Spear - Artefact: Eviscerating Blade Slann Starmaster (260) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) Skink Starpriest (120) - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Tide of Serpents 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 5 x Saurus Guard (100) Bastiladon (220) - Weapon: Solar Engine Total: 2000
Very solid list, I tend to play similar when I am fielding saurus knights. Couple of moments I'd change: 1) Drop bastiladon. Koatl's claw is worst constellation for bastiladons, and while you list is fast and agressive, bastiladon will be left behind; 2) Find a place for starseer. He will allow you turn 1 charges, additional CP and defense/offense boost with his spell; 3) Maybe drop guard and just take kroak. I find that in 90% of matchups he doesn't need guard in coalesced, so you will get slann+1 and conserve 40 points; 4) Try to fit in battalion for reliable charges, bonus artefact and CP. Every CP counts in dracothion tail; 5) Always make Scar-Veteran general, since his command ability is better than Oldblood's one. And you can use all universal CA's from him. Try to use as much CA's from your general as you can to try to return them on 4+; 6) Take hand of glory instead of tide of serpents or celestial harmony. I'd drop tide, since Harmony helps to concerve CP. You already will deal huge damage to hordes through Stellar Tempest. And every single damage-dealer in your list is good at dealing with hordes.
keep in mind most likely the current kroak warscroll will be phasing out when the new model arrives. starseer would probably be better for this list than the astrolith bearer. I wild try to fit in a battalion as well. Keep in mind you can also deploy the entire battalion at once, so it reduces your drops as well. Pardon me if you knew but I only just found this out. high save armies will give you trouble.
I like your list and welcome to the forums, This is the list I like to use as another example,. Allegiance: Seraphon - Constellation: Koatl's Claw Saurus Scar-Veteran on Carnosaur (210) - General - Warblade - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Saurus Oldblood on Carnosaur (230) - Artefact: Blade of Realities Skink Starseer (140) - Spell: Celestial Harmony Skink Starpriest (120) - Spell: Hand of Glory Lord Kroak (320) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 5 x Saurus Knights (100) - Lances 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers Firelance Temple-host (160) Bound Purple Sun of Shyish (60) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 116 I like having a small unit of knights to go after those far away objectives, as well as some skinks to hold home objectives or serve as chaff. I like the battalion for the extra artifact, Blade of realities is really good on the old blood. I like the astrolith bearer for the 6+ damage prevention roll. It adds up over a game. Purple sun is super useful against those armies that like to spam hard to kill infantry, so I always end up taking it, Starseer and starpriest to buff the lances. Hand of Glory to help them hit better and Celestial Harmony so Batteshock doesnt matter. It can be competitive and fun.
Yes, but Koatl's claw already receive +1 to-hit on charge. Jaws already hit on 3's, so they go to 2's and won't benifit from additional +1 to-hit. If they are being charged, you can give them +1 to-hit from any saurus hero from Koatl's Claw CA. And this is especially true for carnosaur heroes, who hit on 3's base from almost all weapons.
I usually want my Blade of Realities Old blood to go hero/monster hunting. I find that he is often too far away to be buffing units. Since the Scar-Vet needs to stay with the Firelance battalion to buff them, it makes sense for him to also be the general.