Allegiance: Seraphon - Constellation: Fangs of Sotek LEADERS Lord Kroak (320) Saurus Astrolith Bearer (140) - Artefact: Serpent God Dagger Skink Starpriest (120) - General - Command Trait: Nimble - Spell: Hand of Glory Skink Starpriest (120) - Spell: Hand of Glory Skink Priest (70) UNITS 5 x Saurus Guard (100) 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 30 x Skinks (180) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 3 x Salamander Hunting Pack (330) 5 x Chameleon Skinks (90) 5 x Chameleon Skinks (90) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Balewind Vortex (40) Bound Geminids of Uhl-Gysh (70) Bound Malevolent Maelstrom (20) TOTAL: 1990/2000 WOUNDS: 143 LEADERS: 5/6 BATTLELINES: 4 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ENDLESS SPELLS: 3/3 ALLIES: 0/400 I am thinking about who to use as general. Who would you choose?
I Would make one of the Priest or Kroak the General. Kroak for CCP, Priest for CA. You could also make the Astrolith the General if you want more CP.
I would make Kroak the General. The CCP is valuable. Replacing 10x Skinks to grab an objective, bringing on 2 or 3 Salamanders over the game, or adding an extra Skink Hero is game changing. I think you will need the CCP more than the command points. You should average 6 CCP from the AB + Kroak Gen + 1 Kroak Spell. That is a Salamander a turn. Hard to get 110 Matched Play Points a turn out of the other options imho.
Same, I don't think any command trait you could give to a saurus or skink general is going to be better than the d3 summoning points per turn you're getting with a slann as your general. Summoning and teleporting wins games, the amount of flexibility and extra movement it gives you is insane.
I think its depends on your list and playstyle. When I play the version of FoS i like(2 of everything), I make the bearer the general for old and grizzled. My priority isn't summoning, but making sure I have 6 cp every turn to fully power my skink horde.
Im of the mind of kroak general for summoning aswell, i find its far more valuable than a command point generation or other trait. Having good odds to get 10 skinks a turn is massive
Im a big fan of Kroak, the extra d3 summoning is worth it in my opinion deff if your gonna run Bearer.
can you share that FoS list (2 of each) ? Also why you prefer 1cp with a 3+ instead of an “auto cp” making general the priest Thank you
Sure. This is the version of Fangs I enjoy. There are 2 of all the important parts, so that the opponent cannot easily interrupt the game plan. As the game gets more into shooting, this becomes even more important. Allegiance: Seraphon - Constellation: Fangs of Sotek Lord Kroak (320) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) - General - Command Trait: Old and Grizzled - Artefact: Serpent God Dagger Skink Starpriest (120) - Spell: Hand of Glory Skink Starpriest (120) - Spell: Hand of Glory Skink Priest (70) Skink Priest (70) 5 x Saurus Guard (100) 5 x Saurus Guard (100) 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 40 x Skinks (240) - Boltspitters Celestite Daggers & Star Bucklers 10x Skinks (60) - Boltspitters Celestite Daggers & Star Bucklers 3 x Salamander Hunting Pack (330) Balewind Vortex (40) Extra Command Point (50) Total: 1940 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 147 As for the general, the easiest way to explain my personal playstyle is the idea that a good opponent will not let you spend cp on the things you want to. They will force you to reroll saves, to keep up cp for parting shot, and to keep up cp for inspiring presence. Now unless you want to sacrifice a unit of 40 skinks, which is a 3rd of your total damage output, you will be spending a ton of cp each turn on abilities that are not offensive. So while a free Gift from the heavens would be amazing in a list like this, I find that I am often having to play without it. In these situations, a cp generated by the saurus general, is much more valuable, since I can spend it anyway I need to. If things go perfectly, I want to have 10 cp a turn(realistically for just 1 big turn). That would let me gift of heavens 2 times, volley fire 2 times, all out attack 2 times, then have 2 parting shots and 2 inspiring presence on my opponents turn. Yeah this list was greedy, but I love it so. Edit: Just realized I didn't explain why Im running Hand of Glory instead of the Celestial Harmony on my priests. Its because CP cannot be stopped while magic can. If I am going to have my opponent stop a spell from my skink priests, Id rather it be the attack buff and not the ignore battleshock.
Thank you for the reply. I prefer using master of stars rituals in the skink priest , to use his +1 hit cp for free so that is 1 cp extra each turn, but i usually only play a 40 block, i want to try a similar list to this one with 2x 40 , so i will try both command trait. One thing about your list, you can only pay for 1 extra cp
Thanks for catching that. I didnt realize I had selected it twice on the army builder. I gotta stop making these posts at midnight lol