Mm, right I didn't take into account the amount of movement you get in between cogs and stealthy advance. Having a big blob is more beneficial then, and seeing as they're going to be deep in enemy territory and on an objective the shorter range will be less relevant anyways.
Yeah I always run 20 blocks with shadowstrike. One thing I also like is to use stealthy advance with the priest to drop a very early geminids on the opponent. I think it really does work to get it down turn 1. I don’t always cast it if i go second though and play for the double turn with the 20 blocks of skinks. In that case it’s usually an auto win. Owning 75% or more of the objectives back to back early in a game against shadowstrike and razordons and summoning. I think I’ve summoned 20 warriors once in the last 9 games. I’ve summoned eotg twice. Once was to win out on duality of death against dok in a wet coast gt practice game. I was actually trying out lizardwizards dt/ss list on that club day and liked it a lot. That’s what motivated me to register on the forum so I could pm them and say I liked the list and thanks.
2000pt Terradon Shadowstrike Allegiance: Seraphon - Mortal Realm: Ulgu LEADERS: Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Miasmatic Blade Saurus Astrolith Bearer (160) Skink Starpriest (80) Engine of the Gods (220) - Artefact : Spellmirror UNITS: 12 x Terradon Riders (480) - Sunleech Bolas 10 x Skinks (60) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 4 x Razordons (160) 4 x Razordons (160) BATTALIONS: Shadowstrike Starhost (180) ENDLESS SPELLS: Balewind Vortex (40) Chronomantic Cogs (60) TOTAL: 1980/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 117 Here is a more causal and easy to pilot version of Shadowstrike. Terradons lack the damage or Ripperdactyls. As such, this list includes the standard summoning apparatus. That being said, Bolas do more damage than most players expect. You should also average roughly 12 mortal wounds the turn your Terradons descend. The main advantage this list has is not being tied down to Bloat Toad placement turn one. As a result this list can have some advantages over the Ripperdactyle variant on certain maps such as Gift From the Heavens ect. Return to Index
That's a lot of terradons, do you actually manage to get a decent chunk of them into melee (bolas are nice, but their melee is still were most of their damage is stuck)
Bolas actually average rather close to the damage of their beaks. Each hit is d6 hits so they can be rather swingy. If there is sufficient surface area then I will charge with the Terradons. In other cases I don't charge with the Terradons the turn they come down. I use them to fly over a unit, drop rocks, then screen enemy movements, and shoot my bolas. This buys you a turn out of combat and increases the number of turns you can tie up or block enemy units. If a combat that Terradons will be able to engage without taking retaliation presents itself then I always take it.
Really? They should fall behind quickly given that with two rounds of combat each turn compared to one round of shooting you effectivly have more than double the attacks in melee.
With a 5+ save they diminish rapidly in combat. However, charging the turn Terradons descend will produce a significant amount of damage due to Swooping Dive and Strike from Skies. If I charge with Terradons it is pretty much only in Shadowstrike the turn they descend. The question becomes rather damage or survival is more important. With Terradons I generally don't look for combat unless I will win it with few loses.
Meh, I guess, I wish they were a tad sturdier/cheaper. An army of terradons and rippers seems like fun.
How about this 2000pt Fliers Allegiance: Seraphon - Mortal Realm: Ghurr LEADERS: Slann Starmaster (260) - General -Command Traid: Great Remember - Artefact : Gryph-Feather Charm Saurus Astrolith Bearer (160) - Artefact : Incandescent Rectrices Skink Starpriest (80) Units: 6 x Ripperdactyl Riders (280) 20 x Skinks (120) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 6 x Terradon Riders (240) - Sunleech Bolas 6 x Terradon Riders (240) - Sunleech Bolas 4 x Razordons (160) 4 x Razordons (160) BATTALIONS: Shadowstrike Starhost (180) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 135 Rippers and Jav Skinks in the Battalion. Return to Index
For your original shadowstrike list at 1k is sometimes better to run 2 units of 3 instead of 1 unit of 6? I was considering 2 units only because you get to place 2 toads. I’ll be facing mostly Nighthaunt and Daemons of Khorne.
I would keep at 1 unit of 6. You don't want to start with one of the units on the table and risk it not getting into combat. Also, increasing the number of drops can be risky. The reason I raise the drops from 1 to 2 is because Razordons are too good not to take.
Thanks for the super quick reply @LizardWizard! I'm getting really close to being able to field this list. Just taking forever and a day to paint up some rippers lol.
1000pt Double Bastiladon Allegiance: Seraphon - Mortal Realm: Ghur LEADERS: Skink Starpriest (80) - General - Command Trait : Master of Star Rituals - Artefact : Gryph-feather Charm UNITS: 20 x Skinks (120) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 4 x Razordons (160) BEHEMOTHS: Bastiladon (280) -Solar Engine Bastiladon (280) -Solar Engine TOTAL: 980/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 62 Just created this list for a post asking about using dual Bastiladons at 1k. Thought I might as well post it here with the rest. It has been a while since I did any theory crafting for 1k. I pretty much stopped after the Shadowstrike list. There are certainly some weaknesses, but it should be pretty effective on most battleplans. There is a lot of swing in the list. If dice are on your side, or even average, it will do a significant amount of ranged damage. Wish there were room for a Saurus Astrolith Bearer. Return to Index