Hello! So i'm just getting back into Age of Sigmar after being a former fantasy player and current 40k player, and absolutely LOVED the saurus madness that is the Bloodclaw Starhost. I know it might not be the most competitive option compared to Shadowstrike, Eternal Starhost, or Thunderquake, but I wanted to at least give it a spin before trying something else. Allegiance: Seraphon LEADERS Slann Starmaster - General - Incadescent Rectrices - Great Rememberer Saurus Oldblood on Carnosaur - Blade of Realities Saurus Scar-Veteran on Carnosaur Saurus Scar-Veteran on Cold One Saurus Sunblood UNITS 5 x Saurus Knights w/ Lances 5 x Saurus Knights w/ Lances 40 x Saurus Warriors w/ Spears 20 x Skinks w/ Javs + Shield 10 x Skinks w/ Boltspitters + Shields 10 x Skinks w/ Boltspitters + Shields BATTALIONS Bloodclaw Starhost Basically my questions revolve around those 500 points I have to play around with after the Battalion is all set. I'm currently invested in the skinks and slann, since I thought they would help with shooting, objective holding, and screening my heroes and main saurus block + all the wonderfulness a Slann provides. Should I dump them for something else? Is the Slann worth it? Am I totally messing up what makes up the Battalion itself? Thank you!
Wooo! I'll think i'll just try out this incarnation and go from there. I have a game scheduled this weekend, so we'll see how that goes!
for a neat little trick if you have a second OB on Carno, you can make that one the general, and all the other heros in the starhost STILL get their command traits. this would result in a super ball of death with all heros adding 4 attacks to one melee weapon each (up to 21 for the SV on cold one!) Im not a super fan of the Slann command, but the rest of what it brings to the table is boss so I wouldn't run it as my general, but that's personal preference
You can run the Slann as your general and still get all the command traits of the Bloodclaw heroes. The way that rule reads in Bloodclaw, no one in the Bloodclaw actually needs to be your General to get the benefit. As tempting as double old one buffs are, I don't have 3 carnos and I think the scar vet buff for the saurus block will pay dividends. I'm trying it out this weekend, so i'll have a better idea after that! Thank you for the advice! Quick question on the old one command ability, can you use it on the carno's bites or does it only affect the riders weapon?
You can use it on the claws or jaws, no problem. Only Command Traits and Artefacts are limited to the rider's weapons.
I discussed it with a few more experienced players somewhere else as well, but the best plan is to always put it on the jaws unless you are in melee with a monster. If you are you put it on the claws that way you have 4 chances to hit twice to make those devastating jaw attacks hit on 2+
So, i've tried this list out a couple times with my regular opponent that plays Skaven. I love the general feel of the list, but am definitely struggling a little bit with the nuances and how to best stack the various command abilities. I wasn't ready for how fast things can get wiped out. Carnosaur's can get smoked pretty easily and the saurus drop like flies without mystic shield. I can see why that one London GT list ran multiple blocks of 40. Regardless, the feel of the game and the list is pure bliss. After spending 7th and 8th edition WHFB playing skink cloud, getting to smash face with dinosaurs is everything i've always wanted in the lizardmen. I was getting a little burned out on 40k and this has been just the thing I needed.