tolstedt Posted September 2, 2017 Author Share Posted September 2, 2017 10 minutes ago, Pestilens said: the idea is to 1 drop the slan, the skink starpriest, 40 skinks and 2 unit of naggaron. First turn (after roll the reroll ability with skin) i teleport my priest and i summon 2 carnosaur and 1 unit of naggaront near him; then i teleport (with the double teleport command trait) the troglodont near the monster blob, use the skink prayer (that allow me to rerool fail charge) (i can reroll the dice with skink starseer ability), and try to engage first turn. then i can summon my saurus warriors to take some objective, with the other units of skinks and naggaronts that i had deployed. Sorry for my english what do u think? Great list for a first turn charge. The bloodroar on the carnosaur can take a huge chunk out of some elites (I would hate to see a carnosaur coming for my orruk brutes). If everything goes poorly, you can probably still get the troglodon in with the drawn to the screams ability and at the very least less of the enemy force can counter charge your monster block since they will be tied to the troglodon. Troglodon is great now. Then for phase 2 I believe you plan to teleport skinks onto objectives? Link to comment Share on other sites More sharing options...
Pestilens Posted September 2, 2017 Share Posted September 2, 2017 1 hour ago, tolstedt said: Great list for a first turn charge. The bloodroar on the carnosaur can take a huge chunk out of some elites (I would hate to see a carnosaur coming for my orruk brutes). If everything goes poorly, you can probably still get the troglodon in with the drawn to the screams ability and at the very least less of the enemy force can counter charge your monster block since they will be tied to the troglodon. Troglodon is great now. Then for phase 2 I believe you plan to teleport skinks onto objectives? Yea turn 2 i will try only to catch objective, meanwhile my mega bosses try to take timefor hold. I think it could be a good try Link to comment Share on other sites More sharing options...
Seraphage Posted September 2, 2017 Share Posted September 2, 2017 2 hours ago, Pestilens said: Hello guys, this is my list with new formation that i think. Allegiance: Order Leaders Slann Starmaster (260) - General - Command Trait : Great Rememberer - Artefact : Coronal Shield Skink Starseer (200) Skink Priest (80) - Cloak of Feathers Saurus Scar-Veteran on Carnosaur (240) - Warblade Saurus Oldblood on Carnosaur (280) Units 5 x Saurus Knights (100) -Lances 5 x Saurus Knights (100) -Lances 5 x Saurus Knights (100) -Lances 10 x Saurus Warriors (100) -Spears 10 x Skinks (60) -Boltspitters & Star Bucklers 20 x Skinks (120) -Boltspitters & Star Bucklers Behemoths Troglodon (180) Battalions Dracothion's Tail (60) Firelance Starhost (110) Total: 1990/ 2000 Points the idea is to 1 drop the slan, the skink starpriest, 40 skinks and 2 unit of naggaron. First turn (after roll the reroll ability with skin) i teleport my priest and i summon 2 carnosaur and 1 unit of naggaront near him; then i teleport (with the double teleport command trait) the troglodont near the monster blob, use the skink prayer (that allow me to rerool fail charge) (i can reroll the dice with skink starseer ability), and try to engage first turn. then i can summon my saurus warriors to take some objective, with the other units of skinks and naggaronts that i had deployed. Sorry for my english what do u think? Really good plan, I like the idea a lot. The only thing I disagree on, is the 10 warriors, they seem to be a waste of points. Keep those 100 for summoning ? Link to comment Share on other sites More sharing options...
Pestilens Posted September 2, 2017 Share Posted September 2, 2017 7 hours ago, Seraphage said: Really good plan, I like the idea a lot. The only thing I disagree on, is the 10 warriors, they seem to be a waste of points. Keep those 100 for summoning ? yea i summon them, casue with the formation i can summon only saurus, and i can put them near an objective Link to comment Share on other sites More sharing options...
Tizianolol Posted September 2, 2017 Share Posted September 2, 2017 I have an idea, if you drop scar vet carno and put a scar vet cold one ( maybe give him an artifact instead priest for make him stringer) and remove 10 and 20 skinks + 10 saurus and troglodont ( i know that Are many units) but you can add: - saurus warden - 15 guards ( you list have not a good rend , they are your best friends) - 4 razodont ( you have no shooting , they are good for only 160 points ) warden and guards are saurus unit! You can benefit from drathion battalion:) Link to comment Share on other sites More sharing options...
Xanax Lot Posted September 5, 2017 Share Posted September 5, 2017 Hey Guys, Has anybody had a chance to use the new alliance ability in a game yet! I have been so busy that I have only been able to play around making lists. I would like to know if it is as good as it looks in paper Link to comment Share on other sites More sharing options...
tolstedt Posted September 5, 2017 Author Share Posted September 5, 2017 I'll be playing with dracothian's tail this weekend. Link to comment Share on other sites More sharing options...
Tizianolol Posted September 5, 2017 Share Posted September 5, 2017 On 30/8/2017 at 2:11 PM, tolstedt said: This is my "models I have" list. I think it will be strong.Allegiance: OrderLeadersSlann Starmaster (260)- General- Trait: Vast Intellect - Artefact: Incandescent Rectrices Saurus Oldblood on Carnosaur (280)- Artefact: Light of Dracothion Saurus Astrolith Bearer (160)Saurus Eternity Warden (140)Saurus Sunblood (120)Saurus Scar-Veteran on Cold One (100)Skink Priest (80)- Priestly TrappingsBattleline5 x Saurus Knights (100)- Blades- Seraphon Battleline5 x Saurus Knights (100)- Blades- Seraphon Battleline5 x Saurus Knights (100)- Blades- Seraphon Battleline10 x Skinks (60)- Meteoric Javelins & Star Bucklers15 x Saurus Guard (300)- Seraphon BattlelineBattalionsDracothion's Tail (60)Firelance Starhost (110)Total: 1970/ 2000 (Note: The skink priest is to be summoned. I can summon skink priest or skink starpriest depending on what I want. Or even more skinks or 10 warriors or 5 guard. That's why I have 7/6 leaders here.) Models I'm going to purchase: Engine of the Gods 20 more skinks (to give me the unit of 40) Razordons and/or Salamanders (maybe 4 of each) Lord Kroak (I may run both kroak and slann at the same time, usually I just proxy the slann as kroak) Chameleon skinks (the tactic of having them pop up right in the enemy's face is powerful) I'm going to use dracothian's tail exclusively and mix and match. 170 points for one drop is too good and is the new meta. i have just seen.. in this list you have 7 heroes .. the limits for 2000 games is 6 Link to comment Share on other sites More sharing options...
tolstedt Posted September 5, 2017 Author Share Posted September 5, 2017 1 hour ago, Tizianolol said: i have just seen.. in this list you have 7 heroes .. the limits for 2000 games is 6 The skink priest is to be summoned as mentioned in the post. I can choose skink priest or skink starpriest, whichever is more valuable to the position. Link to comment Share on other sites More sharing options...
Tizianolol Posted September 5, 2017 Share Posted September 5, 2017 Ah i did t know that you havnt restrictions about summoned unit ! Good to know Link to comment Share on other sites More sharing options...
scrollbuilderdude Posted September 6, 2017 Share Posted September 6, 2017 Kroxigors... Yay or nay? Seem decent for 160 points, but I'm not sure I'm sold on them. Link to comment Share on other sites More sharing options...
tea_wild_owl Posted September 6, 2017 Share Posted September 6, 2017 On 09/01/2017 at 5:53 PM, Xanax Lot said: Just Realize the justification behind the point rise for the old blood on foot. His command ability is very interesting if you realize you dictate the order of the hero phase. So if you have a sunclaw starhost , with an old blood as your general, each turn you can give his command ability to a unit of 40 saurus and than teleport it with masters of space and time for which you don't need a slann. That means a 6 inch charge with a 40 man unit that you can do 3 turns in a row. to make it better you can throw in a starpríest and a skink priest, and that unit will be a beast re-rolling ones to hit getting rend, extra attacks, being -1 to be hit and rerolling charges and saves. 3 turns of this can be devastating, not to mention the sheer amount of wounds On 09/01/2017 at 7:16 PM, Seraphage said: I don't think this is how it works because when we teleport a unit, it needs to end up at 9" away so no matter what and how you move before the teleport, the result will still be 9" away from the opponent ! The wording is " ..if uses this ability , seraphon units can IMMEDIATELY.. " so I guess unfortunately we cannot ! but you can choose the order to activate it, can't you? teleport your unit (take care to have 1 model within 10") and then use the command trait to rearrange the unit 3". Link to comment Share on other sites More sharing options...
Seraphage Posted September 6, 2017 Share Posted September 6, 2017 38 minutes ago, tea_wild_owl said: but you can choose the order to activate it, can't you? teleport your unit (take care to have 1 model within 10") and then use the command trait to rearrange the unit 3". With 2 teleports it is doable because if you do not teleport him with the unit, chances are he won't be close enough ! Link to comment Share on other sites More sharing options...
gigigrunge81 Posted September 6, 2017 Share Posted September 6, 2017 Talking about weapons, i choose to assemble models in this way: - Saurus knight -> Celestial Blade - Saurus warriors -> Celestite Club - Bastiladon -> Searing Beam - Stegadon -> Skystreak bow - Skinks -> Boltspitter and Moonstone club Are these bad choices? I'm a newbye and i follow only my initial thoughts about models! Link to comment Share on other sites More sharing options...
tea_wild_owl Posted September 6, 2017 Share Posted September 6, 2017 5 hours ago, Seraphage said: With 2 teleports it is doable because if you do not teleport him with the unit, chances are he won't be close enough ! I'd say it depends on where you want to attack. you start 18-24" away from your enemy, depending on the scenario. teleporting forward 9" away from enemy leaves you to 9-15" (assuming your hero stands at the front). even if you teleport 20" away from the oldblood, since you only need to be within 10" with one model, you can use 3 models to conga line back (base size +1" gap between models), then rearrange around the most front model (moving the conga line models closer to the enemy, too), leaving you 6" away from your enemy. with a 40 saurus warrior block you most likely won't get all models within attack range, so it wouldn't matter if you leave 5-10 models behind for a conga line. I totally like such movement shenanigans, I will give it a try in my planned bloodclaw starhost and report how it worked Link to comment Share on other sites More sharing options...
Centuryslayer Posted September 6, 2017 Share Posted September 6, 2017 7 hours ago, scrollbuilderdude said: Kroxigors... Yay or nay? Seem decent for 160 points, but I'm not sure I'm sold on them. I'd maybe take them against light infantry hordes, but I still feel they are a bit expensive for their survivability. Link to comment Share on other sites More sharing options...
Seraphage Posted September 6, 2017 Share Posted September 6, 2017 2 hours ago, tea_wild_owl said: I'd say it depends on where you want to attack. you start 18-24" away from your enemy, depending on the scenario. teleporting forward 9" away from enemy leaves you to 9-15" (assuming your hero stands at the front). even if you teleport 20" away from the oldblood, since you only need to be within 10" with one model, you can use 3 models to conga line back (base size +1" gap between models), then rearrange around the most front model (moving the conga line models closer to the enemy, too), leaving you 6" away from your enemy. with a 40 saurus warrior block you most likely won't get all models within attack range, so it wouldn't matter if you leave 5-10 models behind for a conga line. I totally like such movement shenanigans, I will give it a try in my planned bloodclaw starhost and report how it worked While you need to have decided where to attack before hand and the opponent not change his tactic, what you said makes total sense. Good suggestion, will use it probably to check out how it goes ! Link to comment Share on other sites More sharing options...
Tizianolol Posted September 6, 2017 Share Posted September 6, 2017 6 hours ago, gigigrunge81 said: Talking about weapons, i choose to assemble models in this way: - Saurus knight -> Celestial Blade - Saurus warriors -> Celestite Club - Bastiladon -> Searing Beam - Stegadon -> Skystreak bow - Skinks -> Boltspitter and Moonstone club Are these bad choices? I'm a newbye and i follow only my initial thoughts about models! if you play 10 saurus warriors go celestite club , if you wanna run a big unit of 30/40 go lance because you need 2 inches range! Link to comment Share on other sites More sharing options...
gigigrunge81 Posted September 6, 2017 Share Posted September 6, 2017 And for Skins andSaurus Knight? Would that setup be ok? Link to comment Share on other sites More sharing options...
Tizianolol Posted September 6, 2017 Share Posted September 6, 2017 im not a big fun of skinks so honestly i dont know about knights im pretty sure lance are better . you need mortal wound chance on 6 when you roll to wound if you play firelance battalion lannce , because it gives you 1 wound more when you roll 6 Link to comment Share on other sites More sharing options...
Knight of Ruin Posted September 7, 2017 Share Posted September 7, 2017 Have people tried out the eternal starhost since GHB17? Or Saurus Guard in general? Link to comment Share on other sites More sharing options...
Meatgrinder Posted September 8, 2017 Share Posted September 8, 2017 On 07/09/2017 at 1:50 PM, Knight of Ruin said: Have people tried out the eternal starhost since GHB17? Or Saurus Guard in general? Theyre still bad as long as mortal wounds are common in the meta. The whole formation getting more expensive than it already was doesnt help. Link to comment Share on other sites More sharing options...
Tizianolol Posted September 8, 2017 Share Posted September 8, 2017 If you like guards I suggest : 15 guards , you can tp them and after summon an eternity warden ( its 440 points in total combo)!! Link to comment Share on other sites More sharing options...
Meatgrinder Posted September 8, 2017 Share Posted September 8, 2017 15 minutes ago, Tizianolol said: If you like guards I suggest : 15 guards , you can tp them and after summon an eternity warden ( its 440 points in total combo)!! Thats a pretty tough hammer unit, I might try that. Seems like a pretty sweet idea to combo with Dracothian's tail. Gives a little more assurance of getting the summons off for supporting characters like the eternity warden. Link to comment Share on other sites More sharing options...
Tizianolol Posted September 8, 2017 Share Posted September 8, 2017 I agree, the problem Is dracothion battalion have many interpretations . In lustria online forum some people say that dracothion is a summon .. So you can set up 3 different unit and after you can t cast in this turn, other guys say that that summon not count as spell.. So you can summon your saurus army from battalion and after you can cast 3 spells normally:) Link to comment Share on other sites More sharing options...
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