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AoS Feedback on Koatl's claw list (2000)

Discussion in 'Seraphon Army Lists' started by Hilgeman, Apr 28, 2021.

  1. Hilgeman
    Jungle Swarm

    Hilgeman New Member

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    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
     
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  2. Nart
    Carnasaur

    Nart Well-Known Member

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    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.
     
  3. Juicemath
    Jungle Swarm

    Juicemath New Member

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    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.
     
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  4. Jason839
    Salamander

    Jason839 Well-Known Member

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    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.
     
    Last edited: Apr 28, 2021
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  5. Nart
    Carnasaur

    Nart Well-Known Member

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    List have tons of mortal wounds to deal with high save.
     
  6. Hilgeman
    Jungle Swarm

    Hilgeman New Member

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    Thanks for the input. Will try to see if i can get some of the ideas in the list.
     
  7. Hilgeman
    Jungle Swarm

    Hilgeman New Member

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    Thanks, gives me some new inspiration
     
  8. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

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    It is? I thought exploding 6s was about the same as +1
     
  9. Nart
    Carnasaur

    Nart Well-Known Member

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    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.
     
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  10. Jason839
    Salamander

    Jason839 Well-Known Member

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    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.
     
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