Allegiance: Seraphon - Constellation: Thunder Lizard - Grand Strategy: Prized Sorcery - Triumphs: Inspired Leaders Lord Kroak (430)** - Spell: Stellar Tempest Saurus Astrolith Bearer (150)** Skink Priest (80)* - Universal Prayer Scripture: Heal Skink Starseer (145)* - Spell: Tide of Serpents Engine of the Gods (265)** - Artefact: Fusil of Conflaguration - Universal Prayer Scripture: Curse Stegadon with Skink Chief (305)* - General - Command Trait: Prime Warbeast - Artefact: Cloak of Feathers - Weapon: Skystreak Bow Battleline 10 x Skinks (75)** - Meteoric Javelins Celestite Daggers & Star Bucklers 10 x Skinks (75)** - Boltspitters Celestite Daggers & Star Bucklers 5 x Saurus Guard (115)** Units 2 x Salamander Hunting Pack (240)** - Reinforced x 1 1 x Salamander Hunting Pack (120)** Core Battalions *Command Entourage - Magnificent **Battle Regiment Additional Enhancements Artefact Total: 2000 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 103 Drops: 4 I’ve played a number of games with it and here’s my take so far Pros: High mortal output (30 - 50 per turn) Decent mobility Difficult target priorities for my opponent Decent survabilty vs. Elite lists Lots of command points Cons: Poor screening Low model count for taking objectives Variable damage output (swingy) I’d love to know what you think and where you see room for improvement. - thanks
I think this is a good list. The one thing you might want to consider is as coalesced your skink/salamander units will suffer from low bravery/ lack of teleport. Might be better to run the Salamanders MSU to mitigate this a bit or keep a command point in the bank for battleshock phase. You could alternatively take more monsters as battleline and they will be able to withstand a fair bit more damage. You would have plenty of long range shooting with a bastiladon/stegadons (albeit fewer mortals) but they would be much harder to remove for your opponent. I think those salamanders will need to be played very glass cannon.
How are you liking the skink starseer? He is nice with the stegadon chief but it looks like most your wounds are mortals and you don't really need his skills or magic all that much. You could probably drop him and add another salamander which might end up doing more damage.
The salamanders are definitely glass canon, but they’re the only thing in the list with rend 2, and I generally don’t have an issue holding onto a command point with Kroak and the starseer generating them. the starseer increases the mobility of the list, and the -1 to save spell effectively gives my army an “additional rend” against those evil god monsters with 2+ saves that seem to be running around a lot these days. Also he’s the only other wizard in the list for Kroak to channel thru I wasn’t sold on him at first, but so far he’s proved pretty effective. I still haven’t faced a proper shooting army to know if I miss having the longer range of the Basilidons / Stegadons
So far screening against a turn 1-2 double turn seems to be my Achilles heal, especially if the the EOTG fails to summon warriors, do you think it might be worth dropping the single salamander unit and adding either warriors or guard?
I don't have any experience with Kroak, so I can't really comment on using the list, just wanted to point out you can put the EotG in the Battle Regiment as artillery and get down to 4 drops if you want.