Do yo hate your opponent, like you just want to murder them and their entire family? well I’m sure the FBI wants to know your location! although in all seriousness I’d be interested in seeing what you guys think of this list. The concept is to drop 5 salamanders on a key point and light the place up. Allegiance: Seraphon - Constellation: Dracothion's Tail Mortal Realm: Ulgu Leaders Lord Kroak (320) - Spell: Stellar Tempest - Ancient Knowledge Spell: Walk Between Realms Slann Starmaster (260) - General - Command Trait: Ancient Knowledge - Artefact: Godbeast Pendant - Spell: Celestial Equilibrium - Ancient Knowledge Spell: Drain Magic Saurus Sunblood (130) - Artefact: Sword of Judgement Saurus Astrolith Bearer (140) Battleline 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs Units 12 x Salamander Hunting Pack (240) 4 x Salamander Hunting Pack (80) Battalions Sunclaw Starhost (160) Endless Spells / Terrain / CPs Bound Balewind Vortex (50) Bound Geminids of Uhl-Gysh (70) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 111
Not enough carnosaurs. What if you made one big block of 40 warriors and two small units of 10 warriors? Plus, I'm afraid Kroak can't benefit from the ancient knowledge ability, just your general. In several other lists I've just seen the regular BWV, so you can probably get away with that.
I think the 20,20,20 is good because you will be at -2 rend on them, taking a block of 40 with spears would be decent but I would rather have 3 units I can rely on rather than just the 1 big unit. pretty nice list. Can even summon in skinks every turn if you fancy to act as screens
Crud your right *insecurity intensifies* As for my logic behind the 20 man units, mostly for the improved flexibility and moving a block of 40 is agonizingly slow. Although if I’m going up against a horde, I could switch to spears
I get that about the 20-warrior units, and it makes sense. If you wanted MORE salamanders, I guess you could reduce two of the 20-warrior units to 10 and max out that second salamander unit. But, that would likely weaken your force. One idea I had was that you could remove the single salamander unit and add a Skink Priest to buff the maxed out salamander unit. Again, that may not play to what you want to do. One more idea. You could remove the Sunblood, the single salamander unit, and the bound BWV for an Oldblood (on foot), a Starpriest (for buffing and even more casting), and a regular BWV. The Oldblood isn't as fighty as the Sunblood, but he has a nice command trait. The Starpriest has nice buffs and spells, like Hand of Glory. Allegiance: Seraphon - Constellation: Dracothion's Tail Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Command Trait: Ancient Knowledge - Artefact: Godbeast Pendant - Spell: Celestial Equilibrium - Ancient Knowledge Spell: Mystical Unforging Lord Kroak (320) - Spell: Stellar Tempest Saurus Astrolith Bearer (140) Saurus Oldblood (110) - Suntooth Maul - Artefact: Sword of Judgement Skink Starpriest (120) - Spell: Hand of Glory Battleline 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs Units 12 x Salamander Hunting Pack (240) Battalions Sunclaw Starhost (160) Endless Spells / Terrain / CPs Balewind Vortex (40) Bound Geminids of Uhl-Gysh (70) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 109
You are also not going to get all 40 saurus in combat even with spears, 20 is better, spread the threat around.
Feels like if you're spending the points on the battalion you'll want to maximize what you're getting out of it? 20-man saurus units get cut down really fast.
I think having 3 20s works better overall. The 40 man will last longer being more wounds but it means that you are investing a lot of faith into that 1 unit while the other 2 units of 10 just become slow moving bodies that will blow over to any moderate resistance. Someone could focus and take out a unit of 20 for sure but then you still have 2 more units. Leaves you a lot more versatility
The problem is as soon as they dip below 15 models, starborn saurus units don't do a whole lot. Saurus just feel like one of those all or nothing units. If you want them in your army you have to make sure they have the tools to succeed. 3 units of 20 and a sunblood is about as bare minimum as it gets. Personally, i'd drop the slann and give the saurus more support or i'd drop the saurus entirely and use skinks and just go heavy up on magic/salamander shooting. Feels like the list is doing three things okayish (magic with the double slann, salamanders for shooting, saurus for fighting) but its not really doing any of them great. I'd drop one (probably the slann) and support one of the other.
I would agree with this too. As much as I love Saurus in Starborne, I think you need to bring in more hero support for them if you want it to work. Which is where you are running short due to trying to do 3 things at once. You are already missing the Koatl's Claw trait that gives +1 to hit when charging. Ontop of this you have no Oldblood to give +1 hit either, so your Saurus are gonna be hitting on 4s with their Clubs and 5s with their Jaws.
better? Allegiance: Seraphon - Constellation: Dracothion's Tail Mortal Realm: Ulgu Leaders Slann Starmaster (260) - General - Command Trait: Ancient Knowledge - Artefact: Godbeast Pendant - Spell: Drain Magic - Ancient Knowledge Spell: Stellar Tempest Saurus Sunblood (130) - Artefact: Sword of Judgement Skink Starseer (140) - Spell: Hand of Glory Skink Starseer (140) - Spell: Tide of Serpents Saurus Oldblood (110) - Suntooth Maul Saurus Oldblood (110) - Suntooth Maul Battleline 40 x Saurus Warriors (320) - Spears 30 x Saurus Warriors (180) - Clubs 20 x Saurus Warriors (180) - Clubs Battalions Sunclaw Starhost (160) Endless Spells / Terrain / CPs Bound Emerald Lifeswarm (60) Bound Geminids of Uhl-Gysh (70) Balewind Vortex (40) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 128 as the original idea was not to have saurus be the main killing power, rather to have a slamander drop to burn an objective and influence a grind, why not replace all of salamanders in this saurus warriors heavy list, completely overwriting the original concept for another idea that has little in common with the core strategy?
Would it be alright if I outline the issues with the replacement to the previous garbage list? the issues are as follows: its slow. Big blocks of saurus are not flexible and the ability to respond to opposing counters. A single teleport and single slann leaves it vulnerable when deepstriking multiple units. also trying to LoSaT giant blocks of saurus will be difficult to say the least. or maybe im just really stupid
I dont disagree at all. I think the power of Starborn Saurus is the extra rend (obviously) and teleporting them with a +3 to charge using cogs after you buff them with the starpriest buff. The MW on 6's adds the most damage of any other buff, so i'd try to get that in there. I think Saurus armies can quickly fall into the "too many buffing heroes and not enough units" category. I'd give the list a try and see what you like. I think if you like the salamanders as a support piece (and i do) you can easily make room for them by dropping an old blood and a starseer. Should give you a little more flexibility, and i think you're underselling the versatility of LOSAT. Being able to throw that big blob around will help a lot ensuring you get it where it needs to go.
On your original list you can take out one salamander unit nd add a warrior unit nd do 30x30x10. Could take out those 10 warriors nd the geminids nd put in 20 Skinks for numbers/screening/fast obj taker nd B jaw but you can just summon in the skinks so maybe not
I'm very sad I sold my Balewind Vortex to my friend for his Ogor army and now suddenly it seems extremely important. It's literally nowhere now. Just vanish from the world.... when i get my 3D printer maybe I can print one. u.u big sad.