I've been wondering about this too, so went and found it based on LizardWizard's memory. It is in the Flesh Eater Counts designer commentary, and I've attached a screenshot of the relevant question (sorry for the sloppiness of the edit, I'm on my tablet and don't know of a better way to do it.
Allegiance: Seraphon - Constellation: Dracothion's Tail Mortal Realm: Ghyran Spearhead Lord Kroak (320) - Spell: Stellar Tempest 5 x Saurus Guard (100) Main Body Saurus Astrolith Bearer (140) - Artefact: Godbeast Pendant Skink Starpriest (120) - General - Command Trait: Master of Star Rituals - Spell: Hand of Glory 20 x Skinks (120) - Boltspitters Celestite Daggers & Star Bucklers Rearguard 8 x Salamander Hunting Pack (160) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 1000 / 1000 Extra Command Points: 0 Wounds: 59 I am thinking about this list. What do you think? Too many points invested into Kroak? Use Kroak as general for d3 ccp? I know this list will loose at least 2VP if the enemy slays all skinks in 1 turn or 4VP if he splits the killing into two turns.
As far as I can tell, there’s very little reason to run Dracothian’s Tail over Fangs of Sotek, for meeting engagements. You want to maximise the phases in which you can score points by dealing wounds. Parting shot both adds a phase (their charge phase) where you can score VPs and potentially denies them a combat phase. Similarly, it’s one of the few scenarios where Razordons can still shine. Kroak is solid. He SHOULD give you enough mortals in the hero phase to score, even using his first slot to summon, which I almost certainly would. Terradons are a mean summon for meeting engagements and you still can’t go wrong with a hunting pack here and there.
I think you are right. I thought about dropping the Skinks and Salamanders around Kroak. But i can just LoSaT them and they will shoot anyway. Parting Shot will be really good at protecting the Skinks (and getting some more unexpected wounds before the enemy turn ends if i go first). I think the wounds in the hero phase are needed in the first turn because there may be nothing in range going first and not doing a risky teleport. I will change the list to FoS, Serpent God dagger will go to the astrolith bearer. If i feel i need more CP's i can go with old and grizzled on him too otherwise i stick with master of starrituals.
After having played about 10 Meetings over the last weeks, i found this list to be my first go to list for a competetive environment. Allegiance: Seraphon - Constellation: Fangs of Sotek Spearhead Lord Kroak (320) - General - Spell: Stellar Tempest 4 x Salamander Hunting Pack (80) Main Body Skink Starpriest (120) - Spell: Hand of Glory Saurus Astrolith Bearer (140) - Artefact: Serpent God Dagger 20 x Skinks (120) - Boltspitters Celestite Daggers & Star Bucklers Rearguard 8 x Salamander Hunting Pack (160) Endless Spells / Terrain / CPs Bound Purple Sun of Shyish (60) Total: 1000 / 1000 Extra Command Points: 0 Wounds: 55 I will be testing the following changes next: 1) OUT: Bound Purple Sun / Salamander (Spearhead) IN: 5 Guard (Spearhead) / Bound Quicksilver Swords 2) OUT: Bound Purple Sun / Salamander (Spearhead) IN: 3 Kroxigors (Spearhead) Some things i learned so far: On the small Table (and with the limited casters) Kroak + Astrolith (+ sages staff) are dealing a lot of dmg almost everywhere i needed it. The Skinks have to be within range of a hero to get their overwatch shots (and run away), although they are only 20, they can kill a lot of the other small units in 2 rounds of shooting. The two Salamanders in the rearguard teleported to a weak spot within range of a hero for the RR 1 to hit can have a huge impact in turn 3. (And 160 Points in the rearguard are acceptable.) The Purple Sun can get some lucky kills but is just not reliable enough. I will test the long range of the quicksilver swords next. One Salamander provided look out sir but can fumble with only 3 shots and i most of the time not worth a CP to reroll ones. Kroak was seldom in danger of dying, so the saurus guard may be unnecessary. The 3 Kroxigors with their move 8 may be usefull (even without a skink nearby in the spearhead). Kroak as general is needed for the additional d3 CCP.
I will update the first post in the next week due to the massive changes od the arrival times. Currently i am working on my list. Here are two possible lists: Spoiler: Version 1 Allegiance: Seraphon - Constellation: Fangs of Sotek Spearhead Slann Starmaster (260) - General - Command Trait: Arcane Might - Artefact: Serpent God Dagger - Spell: Stellar Tempest 5 x Saurus Guard (100) 3 x Kroxigor (140) 4 x Salamander Hunting Pack (110) Main Body Skink Starpriest (120) - Spell: Extend Astomatrix 20 x Skinks (120) - Boltspitters Celestite Daggers & Star Bucklers Rearguard 4 x Salamander Hunting Pack (110) Endless Spells / Terrain / CPs Bound Quicksilver Swords (40) Total: 1000/ 1000 Extra Command Points: 0 Wounds: 65 Spoiler: Version 2 Allegiance: Seraphon - Constellation: Fangs of Sotek Spearhead Lord Kroak (320) - General - Spell: Stellar Tempest 5 x Saurus Guard (100) 3 x Kroxigor (140) 5 x Chameleon Skinks (90) Main Body Skink Starpriest (120) - Artefact: Serpent God Dagger - Spell: Hand of Glory Skink Priest (70) 20 x Skinks (120) - Boltspitters Celestite Daggers & Star Bucklers Rearguard 3 x Aetherwings (40) - Allies Total: 1000 / 1000 Extra Command Points: 0 Wounds: 68
Resurrecting this thread a bit. Some friends and I are fitting in meeting engagements as a faster format for when we don't quite have the time for a full game. It's an interesting format. We roll randomly for battle plan right before the game, so that one plan with reverse deployment helps to keep us on our toes a bit. One list I am thinking about running is the only one where I could see a battalion being at all viable: Spoiler: Koatl's Claw Firelance Allegiance: Seraphon - Constellation: Koatl's Claw Spearhead Saurus Oldblood (110) - Warblade - Artefact: Eviscerating Blade 5 x Saurus Knights (100) - Lances Main Body Saurus Scar-Veteran on Carnosaur (210) - Warblade - Artefact: Bloodrage Pendant Skink Starpriest (120) - Spell: Hand of Glory 10 x Saurus Knights (200) - Lances Rearguard 5 x Saurus Knights (100) - Lances Battalions Firelance Temple-host (160) Total: 1000 / 1000 Extra Command Points: 1 Wounds: 63 I am not sure the battalion makes sense. I should probably replace it with a unit of terradons and skinks for objective seizing and screening. The +3" to charge is tempting, but the charge will probably be more determined by just getting the turns. I have played two games and ran really different lists: Spoiler: Koatl's Claw Lord Kroak Allegiance: Seraphon - Constellation: Koatl's Claw Spearhead Saurus Sunblood (130) - Artefact: Eviscerating Blade 5 x Saurus Knights (100) - Lances Main Body Lord Kroak (320) - Spell: Stellar Tempest 10 x Saurus Guard (200) Rearguard 5 x Saurus Knights (100) - Lances 3 x Terradon Riders (90) - Sunleech Bolas Endless Spells / Terrain / CPs Purple Sun of Shyish (50) Total: 990 / 1000 Extra Command Points: 0 Wounds: 63 This one went pretty well. With the smaller table I found the Celestial Deliverance could get in range to a decent amount of stuff and +2 to casting (with the asterism) was sufficient most of the time. Although I rolled pretty well with the purple sun. The Sunblood with an eviscerating blade has the potential to dish out crazy damage if you manage to roll a few 6's. The terradon's in the rearguard were great. They can get to a critical spot, and I used them to screen out an enemy unit that was the lynchpin to the win. Spoiler: Thunder Lizard Allegiance: Seraphon - Constellation: Thunder Lizard Spearhead 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers 3 x Kroxigor (140) Main Body Stegadon with Skink Chief (250) - General - Command Trait: Prime Warbeast - Artefact: Fusil of Conflaguration - Weapon: Skystreak Bow 10 x Skinks (60) - Meteoric Javelins Celestite Daggers & Star Bucklers 3 x Kroxigor (140) Rearguard Skink Priest (70) 2 x Salamander Hunting Pack (220) Endless Spells / Terrain / CPs Extra Command Point (50) Total: 990 / 1000 Extra Command Points: 1 Wounds: 70 The skinks are just here for screening. The theory was to get the priest on the board with a lot of command points built up and boost the stegadon with the dual command abilities and/or the salamanders. This Stegadon with prime war beast and Great Drake is just such an absolute unit, it obliterated anything I could charge into. Are people finding some fun lists? Any more thoughts on meeting engagements?
Just a short answer, can go more in depth when i am at home. (If you drop the battalion you are no langer allowed 3 units from the same warscroll.) This is my current competetive list. Did some changes caused by the new rules from ghb2020. Spoiler: List Allegiance: Seraphon - Constellation: Fangs of Sotek Spearhead Lord Kroak (320) - General 5 x Saurus Guard (100) 3 x Kroxigor (140) 5 x Chameleon Skinks (90) Main Body Skink Starpriest (120) - Spell: Hand of Glory 20 x Skinks (120) - Boltspitters Celestite Daggers & Star Bucklers Rearguard 3 x Aetherwings (40) - Allies Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Total: 1000 / 1000 Extra Command Points: 0 Wounds: 64
Good point on the battalion! Do you find that 20 skinks is enough to get value out of the starpriest? Ened up playing this list and winning: Spoiler: Koatl's Claw Allegiance: Seraphon - Constellation: Koatl's Claw Mortal Realm: Ghur Spearhead Skink Starseer (140) - Spell: Tide of Serpents 5 x Saurus Knights (100) - Lances Main Body Saurus Scar-Veteran on Carnosaur (210) - General - Warblade - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Skink Starpriest (120) - Spell: Hand of Glory 10 x Saurus Knights (200) - Lances Rearguard 3 x Kroxigor (140) 3 x Terradon Riders (90) - Starstrike Javelins Total: 1000 / 1000 Extra Command Points: 0 Wounds: 72 I had to deploy Main Body first, then spearhead and rearguard. The block of 10 knights with the starpriest is an absolute hammer. 70 attacks at +1 to hit on the charge can proc a lot of mortal wounds. the theory here was to use the Starseer to give the knights a 3d6 charge and hit from far. But I failed on my 15 inch charge (which is pushing it). But I got lucky on priority and got the charge next turn and just erased a couple units. He was able to kill of the knights with his heroes coming in but I held the objective advantage for two turns and won. Meeting engagements are fun, but the rearguard doesn't seem to have much impact, and one battle plan where you have 50% chance of deploying in reverse order isn't really enough to incentivize putting anything there. For this list I really should move the kroxigor to the spearhead as body guards for the priests for after the knights charge off. Also, eviscerating blade is a devastating artifact with just the tiniest bit of luck.