Hey Lustria, I've been playing more games since ive filled out my army and my local scene's been growing. I've had a chance to play around with different configurations, and I'm starting to feel like Bastilidons, arent quite as useful as advertised. They're a fantastic roadblock for sure, usually use them to stop a charging horde of bloodcrushers/spirithosts and buy a few turns of combat for other models. However, I'm not getting a whole lot of damage out of them. They're also super points heavy. When looking for which monster support to take, I find that EoG is still our best option. With a slaan present, I'm firing mah lazor 9/10 times, and the tenth time, I'm dropping another battleline unit on the table. While Basti has great wounds *potential,* i'm just not achieving results. chance to fail to generate number of attacks, chance to fail to hit, chance to fail to wound, chance for the enemy to save the wound, just so many ways to fail. this part may be the fault of the other players, but the way other players deploy guarantees ill drop d6xEoG MW on the first round of every game. Maybe I'm using them wrong? but even as a kill engine, I feel I'm getting more mileage out of my scar-nasaur between his guaranteed 10 attacks and command ability.
the bastiladon has 3 mane problems with damage dealing 1 his range attack is random so wile he can do a lot of attacks he could also do 2 we cannot fix this it's something we must live with 2 he hits on a 4+ this is bad whatever you rolled for attacks cut that in half. best way to counter this is bring a astrolith and glue him to your artillery 3 he has a terrible melee stat line just no for a guy that is saposed to get stuck in he really cant get out and then he gets surrounded and killed this cannot be fixed just mitigated make shur he doesn't go into combat alone he has a big base so have skinks near by to limit the models that can hit him. i think that the bastilidon gets way over hyped by people that try standerd monster tactics of high rend on him and when it doesn't work they call him broken. now don't get me wrong he is good at what he does but not for 280 points you could drop him down to 200 and he would still be over priced for what you get from him. you are using him right his mane use at the moment is a high cost anvil with spiky damage use him to snipe monsters and hold down important enemy units for a few turns he has saved my skin more then once by doing this
Actually, i kinda feel like 200pts might be the sweet spot for them, compare to Trogs, or Stegs. the solar engine is a better attack than the bow, and the basti does have legendary armor, but stegs are great in melee, and have that cool Skink leader ability. im not a super fan of Trogs, but they also have a neat kit, and work well as a budget cost switch-hitter
i was comparing them to things out side our army 200 is the price for 3 kurnoth hunters who have more effective wounds do more damage and act as command point beacons. i love stegs they tend to surprise people and with flame throwers do hekin lot of damage. trogs in the other hand are just sad what kind of monster doesn't have rend?
Bastiladons are great psychological weapon. 3+ ignore rend and 4+ against MW just scares people and they tend to consentrate all firepower onto them instead of ignoring them. And they really can tie some scary monsters, that are about twice their cost for some turns. They won't do much damage outside of thunderquake+astrolith. They became even better at surviving with new command ability, which allows to reroll save rolls of 1.
Yep. It really depends on how knowledgeable the opponent is. If something doesn't take damage then don't put damage into it. Put it into things that will actually die.
Good assessment on Bastiladons, and it has made me reconsider their worth. So considering what we know is a thunder quake with Bastiladons very competitive or is a dracothion’s tail and shadow strike just better?
My thunder quake takes two stegos, they can use their command on each other after teleporting with LOSAT (great rememberer) and almost guarantee combat turn one. put the flame throwers on them and you can nuke just about any horde. they are beefy enough that you can usually teleport them back to the EOTG and heal up for a turn or two and do it again. def makes the opponent nervous and careful in their deployments.
Double stegadon+shadowstike looks like very strong alpha-stike list. It only lacks some rerolls to-hit, but stegadons will be rerolling ones.
it was at this moment, GW realized.... * @LizardWizard @Nart and Ilkain hold up team play world cup trophy in background* they screwed up
EotG IS our best option, you're right on that. But Bastiladons can be greatly effective, if employed in the most efficient way. This require: 2 of them, an astrolith bearer and the Thunderquake starhost. You will have the 2 dinos rerolling to hit, to wound and saves, which is pretty impressive... but also pretty expensive.