Carnasaur
Nart
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I've got several games with this lists against newer AoS (not 40k, however) players. Results, however, were way better than I expected. I've already shared them in several threads, just wanted them to be in one place.
Absolutely not 5-0 type lists, but I know that in my meta I can easily go 3-2 or 4-1 with them, if I play things right. If you are into seraphon for big monsters and want them to be at least half competitive, you may find these ones interesting.
First one is "my perfect thunderquake". Mind you, the keyword is "my".
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Hysh
Leaders
Lord Kroak (320)
- Spell: Stellar Tempest
Engine of the Gods (260)
- Artefact: Fusil of Conflaguration
Skink Starpriest (120)
- Artefact: Aetherquartz Brooch
- Spell: Celestial Harmony
Skink Priest (70)
- General: Master of Star Rituals
Battleline
40 x Skinks (240)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
Units
12 x Salamander Hunting Pack (240)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Thunderquake Temple-host (150)
Endless Spells / Terrain / CPs
Bound The Burning Head (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 125
Burning head may be ditched for triumph, balewind or whatever you want. I try to stick it to salamanders to concerve CP. I like the list, because it have several threats that only top-tier army can deal quickly with. Salamanders and skinks are both very good at dealing damage, including mortal wounds. They provide mose bodies and moderately survivable. Don't underestimate bastiladons either - 18 shots 4+(3+, rerollong 1's), 3+ -1 2 is nothing to sniff at. They are exceptionally survivable against any army, that produce MW at high rate. Run+charge ability from the thunderquake make them pretty fast too. 8-9" movement on average +24" allows them to shoot from turn 1. EotG is both a strudy behemoth and the only way to summon stuff. Trust me, saurus is not the boys for beating they used to be. Don't expect from them too much, but they are very capable at holding objectives now and fight with other cheap infantry. Starpriest is for Skinks babysitting, which need both Celestial Harmony and starvenom to funtion properly. Priest's roll is obvious, but skinks benifit from him the most. MoSR is for CP conservation - every single CP will count. Kroak, is, well, Kroak. Nothing to add.
Obvious strengths - both survivability and damage, okayish body count which you can increase with EotG. Multiple damage-dealing units can apply a lot of pressure. Kroak provides magical domination and CP battery - actual magical damage is secondary in this case. Also, all your damage is ranged, so you don't need to worry about activation wars, getting too close, etc.
Obvious weaknesses - too relient on CP and heroes. Priest - the key hero of the list - only has 4 wounds and 5+ save. Kroak can hold a bith thanks to Dead for Innumerable Ages ability, 7 wounds and 4+ save. But both the priest and starpriest are very vulnerable. CP generation is also random - you only get 1 with the battalion, one in your hero phase, and one free Priest's CA. All the other sources of generation and regeneration are random. Celestial Harmony, at least, allows you not to worry about battleshock, but still can fail/be unbind. Very possbile that you generate 0 CP with Kroak or return any - unlikely, but possbile. So you may never spend CP on uneeded stuff. My CA value is the following:
1. Insane Bravery. You will lose a lot of damage AND bodies if you fail battleshock with either large skink units or Salamanders. I wouldn't bother with saving handlers, however, if you don't have a chance to lose samanaders. Skinks should be save thanks to celestial harmony most of the time. However, try to save a CP for unexpected battleshock if possible.
2. Trove of the Old One Technology. Doubling damage from the bastiladon is the best investment, espcially if you already have Herald of the Old Ones ones. EotG is very important too, because of chance of summoning 20 saurus.
3. Herald of the Old Ones. +1 to-hit is always good and bastiladons really need it. But your free one should go for skinks.
4. All-Out Attack/Defence/Volley Fire. Good in addition to +1 to-hit, if you returned enough CP. Vital for bastiladons, if your opponent plans to swarm them with attacks.
5. Gift from Heavens. Sometimes it is essential, but I wouldn't use it, unless I am 100% sure that I need it.
The second list was inspired by multi-battalion discussion. I didn't think of it seriously until LizardWizard posted similar list with dual battalions and even considered it semi-competitive.
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Hysh
Leaders
Saurus Oldblood on Carnosaur (250)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
Lord Kroak (320)
- Spell: Stellar Tempest
Engine of the Gods (260)
- Artefact: Cloak of Feathers
Skink Priest (70)
- Artefact: Aetherquartz Brooch
Battleline
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Warriors (90)
- Clubs
Units
4 x Salamander Hunting Pack (80)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Sunclaw Temple-host (140)
Thunderquake Temple-host (150)
Total: 1980 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 91
The list even less competitive, but even more fun, IMO, because, well, 4 behemoths. Starpriest, skinks and salamanders are exchanged for oldblood and sunclaw battalion.
Strengths - only 4 drops, which will allow you to outdrop a lot of armies and Carnosaur is devastating. It dealt 20 damage to Sorceress on dragon in my last game. You apply a lot of pressure on your, since they have to deal with carno, 2 basties and engine. Even single salamander, however, can deal quite a bit of damage.
Weaknesses - even less bodies and wounds - you really need to rely on EotG for summoning. Without MoSR you also won't have free CA. And Carnosaur really need both his CA and all-out attack - every jaw attacks, that miss, is 5 DMG lost.
In general, I content with the lists, but still would like to have some feedback, if there any way to improve the concept.
Absolutely not 5-0 type lists, but I know that in my meta I can easily go 3-2 or 4-1 with them, if I play things right. If you are into seraphon for big monsters and want them to be at least half competitive, you may find these ones interesting.
First one is "my perfect thunderquake". Mind you, the keyword is "my".
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Hysh
Leaders
Lord Kroak (320)
- Spell: Stellar Tempest
Engine of the Gods (260)
- Artefact: Fusil of Conflaguration
Skink Starpriest (120)
- Artefact: Aetherquartz Brooch
- Spell: Celestial Harmony
Skink Priest (70)
- General: Master of Star Rituals
Battleline
40 x Skinks (240)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
Units
12 x Salamander Hunting Pack (240)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Thunderquake Temple-host (150)
Endless Spells / Terrain / CPs
Bound The Burning Head (40)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 125
Burning head may be ditched for triumph, balewind or whatever you want. I try to stick it to salamanders to concerve CP. I like the list, because it have several threats that only top-tier army can deal quickly with. Salamanders and skinks are both very good at dealing damage, including mortal wounds. They provide mose bodies and moderately survivable. Don't underestimate bastiladons either - 18 shots 4+(3+, rerollong 1's), 3+ -1 2 is nothing to sniff at. They are exceptionally survivable against any army, that produce MW at high rate. Run+charge ability from the thunderquake make them pretty fast too. 8-9" movement on average +24" allows them to shoot from turn 1. EotG is both a strudy behemoth and the only way to summon stuff. Trust me, saurus is not the boys for beating they used to be. Don't expect from them too much, but they are very capable at holding objectives now and fight with other cheap infantry. Starpriest is for Skinks babysitting, which need both Celestial Harmony and starvenom to funtion properly. Priest's roll is obvious, but skinks benifit from him the most. MoSR is for CP conservation - every single CP will count. Kroak, is, well, Kroak. Nothing to add.
Obvious strengths - both survivability and damage, okayish body count which you can increase with EotG. Multiple damage-dealing units can apply a lot of pressure. Kroak provides magical domination and CP battery - actual magical damage is secondary in this case. Also, all your damage is ranged, so you don't need to worry about activation wars, getting too close, etc.
Obvious weaknesses - too relient on CP and heroes. Priest - the key hero of the list - only has 4 wounds and 5+ save. Kroak can hold a bith thanks to Dead for Innumerable Ages ability, 7 wounds and 4+ save. But both the priest and starpriest are very vulnerable. CP generation is also random - you only get 1 with the battalion, one in your hero phase, and one free Priest's CA. All the other sources of generation and regeneration are random. Celestial Harmony, at least, allows you not to worry about battleshock, but still can fail/be unbind. Very possbile that you generate 0 CP with Kroak or return any - unlikely, but possbile. So you may never spend CP on uneeded stuff. My CA value is the following:
1. Insane Bravery. You will lose a lot of damage AND bodies if you fail battleshock with either large skink units or Salamanders. I wouldn't bother with saving handlers, however, if you don't have a chance to lose samanaders. Skinks should be save thanks to celestial harmony most of the time. However, try to save a CP for unexpected battleshock if possible.
2. Trove of the Old One Technology. Doubling damage from the bastiladon is the best investment, espcially if you already have Herald of the Old Ones ones. EotG is very important too, because of chance of summoning 20 saurus.
3. Herald of the Old Ones. +1 to-hit is always good and bastiladons really need it. But your free one should go for skinks.
4. All-Out Attack/Defence/Volley Fire. Good in addition to +1 to-hit, if you returned enough CP. Vital for bastiladons, if your opponent plans to swarm them with attacks.
5. Gift from Heavens. Sometimes it is essential, but I wouldn't use it, unless I am 100% sure that I need it.
The second list was inspired by multi-battalion discussion. I didn't think of it seriously until LizardWizard posted similar list with dual battalions and even considered it semi-competitive.
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Hysh
Leaders
Saurus Oldblood on Carnosaur (250)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
Lord Kroak (320)
- Spell: Stellar Tempest
Engine of the Gods (260)
- Artefact: Cloak of Feathers
Skink Priest (70)
- Artefact: Aetherquartz Brooch
Battleline
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Warriors (90)
- Clubs
Units
4 x Salamander Hunting Pack (80)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Sunclaw Temple-host (140)
Thunderquake Temple-host (150)
Total: 1980 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 91
The list even less competitive, but even more fun, IMO, because, well, 4 behemoths. Starpriest, skinks and salamanders are exchanged for oldblood and sunclaw battalion.
Strengths - only 4 drops, which will allow you to outdrop a lot of armies and Carnosaur is devastating. It dealt 20 damage to Sorceress on dragon in my last game. You apply a lot of pressure on your, since they have to deal with carno, 2 basties and engine. Even single salamander, however, can deal quite a bit of damage.
Weaknesses - even less bodies and wounds - you really need to rely on EotG for summoning. Without MoSR you also won't have free CA. And Carnosaur really need both his CA and all-out attack - every jaw attacks, that miss, is 5 DMG lost.
In general, I content with the lists, but still would like to have some feedback, if there any way to improve the concept.