I was wondering if this list which put more focus onto saurus knights and getting as many attacks in has potential. The pros would be more batteline that packs a decent punch, with the noted con of dropping Ripperdactyls Allegiance: Seraphon Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (240) - Artefact: Doppelganger Cloak Saurus Scar-Veteran on Carnosaur (240) - War Spear - Artefact: Sword of Judgement Saurus Astrolith Bearer (160) Saurus Scar-Veteran on Cold One (100) Skink Starpriest (80) - Spell: Meteoric Convocation Battleline 10 x Saurus Knights (160) - Lances 10 x Saurus Knights (160) - Lances 10 x Saurus Knights (160) - Lances Units 3 x Razordons (120) 1 x Razordons (50) Battalions Dracothion's Tail (80) Firelance Starhost (150) Endless Spells / Terrain / CPs Balewind Vortex (40) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 120
@LizardWizard sorry to bother you oh wise and powerful one... but could this list work and what is your insight on it?
you will do fine in for fun games as long as the opponent doesn't know how Seraphon play. but a competitive player will tear it in half
I think you should fit in Cogs. Changing those 9" charges into 7" is huge. Otherwise I like this list. Great Artefact selection! You have the option pump CP into the Knights via the ScV CO or to pump them into the OBCarno. DT is great at board control. It isn't glamorous, but you can lock down a lot of the enemy's movement with the list.
I’m interested in how it will stand, as offensively it may have potential, with a scar vet and skink starpriest could be fun
when i build 2k competitive lists i try to have 3 solid threats that my opponent can deal with and a average of 40-50 damage a turn. this list is close on the later but only has 2 ish threats being the knight cloud and sort of the razors. for fun you will run around the field and smash people
I would say either the ScV on Co or a unit of Knights down to 5. I like dropping 5 Knights the most. You just don't have to have the ScV Co since have an ScV Carno for battalion purposes. And you want to have a unit of Knights on the table to begin with. I am guessing your Carnos, 10 Knights, and the ScV Co are what you plan to put in the Heavens.
How did you know?! I could see dropping 5 knights making the most sense as a unit of 5 can still put out 21 attacks. I also could drop the scar vet on Carnosaur which would allow me to take Ripperdactyls and the cogs, ultimately the decision comes down to which I can have pump out more damage. As for units in the heavens I was thinking along your lines with the carnosaur as I have had really good experiences with deep striking them. edit; what am I thinking, two carnosaurs are clearly better than one. That mere train of thought of not taking two carnosaurs makes me wonder if I have severe brain damage
I love this list. I'm doing something similar as I start off on Seraphon. But going to lean a bit more on getting those blazing lances 6s by using a Sunblood to get tilt the odds a bit.
Be careful with this list, it is somewhat fun to run in a friendly setting but it doesn’t fare well against alpha strike lists. It does however match up decently against horde based armies due to the sheer volume of attacks
I've gotten absolutely tabled by a Living Cities list and a FEC list so far, both at 1k points. As I learn, I'll stop getting outright tabled, but still having fun BSing with folks. I also play the Scar-Vet on Carno's exploding 6s command ability as endlessly proccing as long as you continue to roll sixes, so that was a blast on my Sunblood! ;P But yeah, the level of murder in the combat phase that this game has gone to totally leaves any Saurus shenanigans in the dust, i have to say. I'm just trying to make the best use of defensive buffs and Bravery manipulation to start to turn the tide in the attrition battle.