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AoS Non-Competitive 2k with Eternal Starhost

Discussion in 'Seraphon Tactics' started by hurtswamp886, Jun 10, 2019.

  1. hurtswamp886
    Skink

    hurtswamp886 New Member

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    Hey Guys! I'm new to the forum, and I joined mostly because I'd like to run this list by you and see what you thought. I only play with my local buddies, so we don't really build competitive lists--we just build lists that we think are cool. On that note, I think this list is cool, and I don't really want to change it much unless I have to. To be honest, what I'm looking for is not really suggestions on how to change the list, but how to play the list. I played my first game with it yesterday and got trashed because I didn't use my saurus guard very aggressively... At least, I think that's why I got trashed.

    Anyways, here's the list:

    Leaders:
    Slann Starmaster w/ incandescent rectices
    Saurus Sunblood
    Saurus Astrolith Bearer
    Skink Starpriest

    Behemoths:
    Bastiladon with Solar Engine

    Battleline:
    Saurus Knights x5 w/ celestite blades
    Saurus Knights x5 w/ celestite blades
    Saurus Warriors x10 w/ celestite clubs

    Battalion
    Eternal Starhost
    -Eternity Warden w/ Coronal Shield
    -Saurus Guard x5
    -Saurus Guard x5
    -Saurus Guard x5

    Endless Spells
    -Chronomatic Cogs
    -Balewind Vortex
    -Emerald Lifeswarm

    How would you best play a list like this in a casual game?
     
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  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Welcome to Lustria!

    I think you might have more success if you increased the size of a few of your Saurus Guard units. Having one or two of them at 10 will give you a lot more fighting power and help you reduced the number of enemies left alive to swing back at you. It will also help make sure your unit isn't fully wiped so that Emerald Lifeswarm can do its job.

    In terms of playstyle, move your Eternal Starhost up field. I would even march them turn one. You don't want to charge with them and lose your battalion benefit, but you want them up front and on meaningful objectives. If you want to play an army that castles then you need to castle on game wining objectives.

    Best of luck!
     
  3. hurtswamp886
    Skink

    hurtswamp886 New Member

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    Sorry if I should've posted this in the tactics board! I just realized that this is definitely more of an "I need help with tactics" kind of post than a "take a look at my list" kind of post.
     
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  4. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I can move the post to Tactics if you would like:D
     
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  5. hurtswamp886
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    hurtswamp886 New Member

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    Thanks! The only problem is, I have to have at least three units to make the battalion. Do you think I should cut points somewhere to make room for bigger units?
     
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  6. hurtswamp886
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    hurtswamp886 New Member

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    Yeah, that'd probably be best--I don't want my first post on the forum to be a problematic one haha
     
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  7. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I meant just add more Saurus Guard not reshift, but if that isn't an option than I would leave them as is in order to maintain the Battalion.
     
  8. hurtswamp886
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    hurtswamp886 New Member

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    Gotcha. If I dropped the sunblood and chronomatic cogs I could take two of the guard units up to 10 boys. Do you think that'd be worth it? Also, regarding the units in the battalion--if you were playing against Iron Jawz, for example, do you think it's better to play the guard units aggressively or to hold them back? I tried holding them back in my last game, but my opponent just ignored them and wiped the board of my other units before even paying any attention to them.

    The Guard in the Eternal Starhost have some serious staying power--If I can get celestial rites and a mystic shield up, I can have two of those units at a 2+ rerollable armor save. That would counsel in favor of using them to tar pit enemy threats and hold objectives while the slann builds up summoning points.

    On the other hand, those same guard also have really scary offensive potential--if they stand still. If I don't move, their weapons go up to D3 damage. I wiped out an entire unit of Ard Boys in one round of combat last game. But, if I'm going to get that buff, I have to be playing safe with them.
     
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  9. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    That is why I recommend moving them up and not charging. If you force your opponent to charge you can gain the benefit for the battalion while only having to suffer one round of combat.

    View your Knights as mobile units that can reach far objectives, they are not very damaging. I think Cogs is a great spell, but additional Guard should help your list preform better. You could also drop the unit for 10 Saurus Warriors to free up some additional points.
     
  10. hurtswamp886
    Skink

    hurtswamp886 New Member

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    Do you think it's a bit foolhardy to depend on Lords of Space and Time to take and hold objectives with my Guard? With Great Rememberer I could theoretically teleport a 10 man unit of Guard along with the Battalion Eternity Warden onto a far away objective, and tar pit it to all hell with 2+ armor saves. If I can get a wizard in the mix I could even hit them with mystic shield, or send the emerald lifeswarm to tend to them, and that's an objective the opponent is really unlikely to take from me until I've had the opportunity to summon up some reinforcements.
     
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  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    LoSaT is awesome with Eternal Starhost. The allegiance ability isn't a movement so they are still able to gain the battalion benefits if charged.
     
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  12. Ecozh
    Cold One

    Ecozh Active Member

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    I would suggest removing:
    - sunblood
    - emerald lifeswarm
    -10 Warriors

    And replace them with one group of skinks of 20 and add 5 guard to one unit.

    That way you have some quick moving screeners for your guard which can prevent turn 1 charges.

    Also take great rememberer. That's a must.

    You can also use artifacts from Malign Sorcery. Personally I'm a big fan of Miasmic blade on your Eternity Warden which would make it -2 to hit within 3 inch of Saurus guard.
    Because when he is gone, so is the extra +1 save.
     
    Last edited: Jun 15, 2019
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