Compare the two lists below, I want to run speed. Lots of knights, terradons, and carnosaurs. List one has more units knights and terradons, list two has less but utilizes the battalion so the scar vet can get an artifact weapon as well. Do you think the artifact weapon is worth it? essentially the unit of 10 knights being reduced to 5 will just camp objectives and not really fight too much, but the loss of 3 terradons might hurt (could argue 9 is too much and won't get to drop all their bombs). Balewind vortex is bound because i had 10 extra points.. Allegiance: Seraphon - Constellation: Koatl's Claw Lord Kroak (320) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (230) - General - Command Trait: Dominant Predator - Artefact: Blade of Realities Saurus Scar-Veteran on Carnosaur (210) - War Spear - Artefact: Eviscerating Blade Skink Starpriest (120) - Spell: Hand of Glory Skink Starpriest (120) - Spell: Bind Endless Spell Terradon Chief (70) 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 5 x Saurus Knights (100) - Lances 6 x Terradon Riders (180) - Sunleech Bolas Firelance Temple-host (160) Bound Quicksilver Swords (40) Bound Balewind Vortex (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 112 Allegiance: Seraphon - Constellation: Koatl's Claw Lord Kroak (320) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (230) - General - Command Trait: Dominant Predator - Artefact: Blade of Realities Saurus Scar-Veteran on Carnosaur (210) - War Spear Skink Starpriest (120) - Spell: Hand of Glory Skink Starpriest (120) - Spell: Bind Endless Spell Terradon Chief (70) 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 9 x Terradon Riders (270) - Sunleech Bolas Bound Balewind Vortex (50) Total: 1990 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 131
tough one, I play a pretty similar list, and i love Fire lance ost, not only for the artefact but also for the mobility, i change one of the starpriest by a starseer for a hugh projection and for his spell that is really strong with knights in both cases. For terradons, I never try them in a big unit with a chief, i usaly play them by 3. No one focus them and they take all obectives in late game. I'm always afraid by playing them in big unit that someone focus them and take them down to easily and they'll never worth there points. But once again, I have never played them in a big unit, so i cant tell.
It's more than just the artefact, you're also getting a CP and +3" to run/charge rolls for the knights and scar vet carno. Imo, it's easily worth the 160 points.
you can't view it as 160 for an artifact. its only 55 for an artifact. you get a cp for 50 and split the remaining 110 between the artefact and the ability.
I think in this case the battalion is worth it, the artefact is nice to have but the CP is pretty important since in koatls claw you can recycle them. Having 2 units of 10 knights should be enough, with a starpriest each to buff them with venom. knights are pretty slow for cavalry, so being able to increase their runs and charges is super important. personally im not so sure the terradons will be worth it in the 6 with the chief, you will have to spend CP to save them if anything so much as looks at them, and spend another to make the bomb drop better
Don't forget battalions are a drop. So by lowering drops you are also getting a better chance to choose turn order. It's worth the points for the command point, the artifact, and lowering your drop count.