Hey there, Trying to think about new meta and how to deal with skaven and FEC , while keep handling old books. We need ways to kill fast big target without going in melee and with big burst of ranged damage . Came up with this Allegiance: Seraphon Mortal Realm: Ghur Knight-Incantor(140) Engine of the Gods(220) -Artefact: Gryph-feather Charm Skink Starpriest(80) Slann Starmaster(260) -General -Trait: Great Rememberer -Artefact: Incandescent Rectrices 10 x Skinks(60) -Boltspitters & Star Bucklers 10 x Skinks(60) -Boltspitters & Star Bucklers 10 x Skinks(60) -Boltspitters & Star Bucklers 4 x Salamanders(160) 4 x Salamanders(160) 3 x Skink Handlers(40) 12 x Terradon Riders(480) -Sunleech Bolas Shadowstrike Starhost(180) Everblaze Comet(100) Total:2000 / 2000 Extra Command Points:1 Allies:0 / 400 Wounds:119 Teradon average deal 12 MW on pop ( Killing any Verminlord or nearly Terrorgheist ) while having a bunch of shots and ok melee to finish survivor / charge lower threat ) They are harder to screen against while you can handle them more turns because no toad ! Aside sallies to deal big damages burst. The rest of the army is classic. The Incantor is here to punish overcastling against Teradons. Till i need to test it but i can see swapping Incantor for another Eotg, and sallies to razordons. I'd love to have some opinions.
The list looks good. Everblaze is very potent. Razordons are more useful in alpha striking list because they can be used after LoSaT without having to roll a 5/6. It might be worth running 4 Raz and 4 Sal as a result. 12mw on average won't deal with a terrogeist/zd. They have their version of deathless minions and can be expected to heal in many cases. Don't bother trying to wound down a TG/ZD untill you can outright kill it.
I like the knight incantor, I run one in some of my lists too. I don't like salamanders, they are very hit or miss, I find razordons to be the better option if you have the models. I also never leave home without bwv or cogs for my slann, or ideally both, you want to be crushing them conjuration points
I love the potential damage Salamanders can do, but everytime I've run them they haven't earned anywhere near their points back so I do think that at least one squad of Razordons would be a good substitution.
@LizardWizard : I dont plan to one shot a Terror, just to kill him with this + shots . Preferably the general with first strike ^^ Also i got 15 razordons converted and already run a list with all of them in november ( finished 2nd ) so yea they got really good potential. I just recently tested 12 sallies and their burst potential impressed me way more . They one shoted twice a Stardrake, or killing 1 treelord a turn vs a 3 treelord list.... will try them a bit more. but yea i know Razor are better when it comes to losat ^^ @Blitzkriyg I wonder about Cogs / BWV. While it allows good summoning, you are grounded so hard, cant follow Eotg or even place well to summon, since you relly on Losat with those. @Colossal Marlin yea they are more spiky , that's why i run 2 squads, they can annihilate anithing in one shooting phase and they are a bigger threat than razordons i think.
Keep in mind, that artefacts like Etherial Amulet and Gryph-Feather Charm or other sources of -1 to-hit will hurt salamanders more, than razordons. While cogs indeed makes Slann less mobile, you can still teleport him through LoSaT with the balewind, because they are considered a single model and LoSaT is not a movement. For placing summons consider finding points for Astolith Bearer. With Thermalrider Cloak or GFC and "always run 6" CA he can be very mobile summoning beacon.
I mean, I'd say they're comparable in terms of threat, sure the Salamanders wound on a 3+ whilst Razordons wound on a 4+, and have the potential to do d6 wounds at -2 rend, but in my experience, 2d6 attacks at one damage each tends to perform better than one attack at d6. Even if your opponent doesn't ignore rend, one hit going through at d6, might not have the same punch as four with 1 damage.
Lots of players overlook the BWV and LoSaT interaction. Once you have collected enough CCP you can turn the cogs to speed and LoSaT away while still benefiting from the spell. This is exactly why Razordons are better. Well, and because they destroy skeleton hordes. Also, their overwatch is incredible half the time.
Unless you have rerolls for your Salamanders coming from somewhere, I'd run Razordons. As much as I love Salamanders and think they have a role in taking down characters and large monsters, I just don't think they earn their points back anything like Razordons and their ability to engage any enemy unit and do decent damage.
While cogs makes you a little less mobile, having those extra cp can be invaluable. From turn 2 onwards, you can bring in what ever you want each turn
So here is the core list after thinking about what is primordial to me : Allegiance: Seraphon Mortal Realm: Ulgu Skink Starpriest (80) Slann Starmaster (260) - General - Trait: Great Rememberer 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 12 x Terradon Riders (480) - Starstrike Javelins 4 x Razordons (160) 4 x Razordons (160) Shadowstrike Starhost (180) Total: 1500 / 2000 Extra Command Points: 11 Allies: 0 / 400 Wounds: 101 Left me with 500 points and i got those options : > 2 engines and 10 skinks, or Cogs > 1 engine and 1 knight with comet > 1 engine , 1 Scar vet carno with sword of judgment ( Slann will take vast intellect to buff him up ) and BWV > 2 engines, Cogs BWV ( -1 razordon) > 1 engine and 7 razordons
i dont think this is a great issue. if you really need one, you could summon an EotG turn 2. thats the best part of summoning. you need something specific? here it is!
I think the last two options for filling the remaining 500pts seem the most appealing. Best of luck at your event!