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AoS Rate my 2000 points Bloodclaw army (also thanks for all the help so far!)

Sticking to @SimonDread initial build with my change to add a shadowstrike starhost, you would have to split one unit of guard from 10 to two units of 5.
But, with only 3 placements during setup, bloodclaw, shadowstrike and stegadon, you have a decent chance of going first, plus with two battalions you get more order items.

Mobility isn't usually an issue unless your objective is on the otherside of the board with no portals. The battle will come to you. Which is why I like having the Steg and skinks in this list. The chameleons can be used for assassinations and objectives, The guard will also last on an objective with one of your oldbloods.

Terradon do tend to work better as riot control, where rippers are better at assassinations.

@Nielspeterdejong list is great, The sunblood and eternity warden bring a lot to this list. But you are sacrificing your steg, which is puts a big hit to your shooting, and your tanking.
Arguably if you pile in right with the spear saurus you should be able to get a lot of hits in, but I personally prefer celestite clubs.
The eternity warden doubles the attacks of your guard, mix that with the sunblood rerolls plus all the additional bites it makes for a lot of wounds.
The second list with the hurricanum is great too. But absolutely a glass cannon. Your Movement has got to be solid to get this going. But once it is there this could be devastating to the opposing army.

Well how good are Stegadon for tanking? So far I've sadly seen my Stegadon get slaughtered, hence why they feel more like damage dealers to me which I then place behind my main units. Unless I'm taking the Thunderquake starhost ofcourse. The problem is that they only have save 4+, without bonus saves against Rend, plus the "savage stance" rerolls on saves only count in the combat phase.

Though I might be wrong, how effective did you find the use of Terradons? I was planning on making them, but they seemed a bit weak to me so I stopped with them.
 
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The steg is not bastiladon quality tank, but can still take a hit, and draws fire away from your objective seekers and carnosaur. The steg works better as an anvil, but that still works best with a Bastiladon in a Thunderquake. But given the build of mostly battleline and heroes, it tanks just fine.
The terradons have been quite effective, usually I drop the rocks gon a unit that I am about to shoot. Every bit helps, especially against low bravery hordes. With an Alpha and some sunleech bolas, as well as combined with a skink chief you can get a lot of wounds out of them. They are quite consistent and can be a pivotal asset in a battle.
 
That said, I guess while under the Thunderquake Starhost they are stronger since you get rerolls and D3 wounds healed every turn?
The steg is not bastiladon quality tank, but can still take a hit, and draws fire away from your objective seekers and carnosaur. The steg works better as an anvil, but that still works best with a Bastiladon in a Thunderquake. But given the build of mostly battleline and heroes, it tanks just fine.
The terradons have been quite effective, usually I drop the rocks gon a unit that I am about to shoot. Every bit helps, especially against low bravery hordes. With an Alpha and some sunleech bolas, as well as combined with a skink chief you can get a lot of wounds out of them. They are quite consistent and can be a pivotal asset in a battle.

That's actually quite interesting, what is a build involving the Terradon that you feel works a lot of the time? I'm trying to find multiple builds, but I was a bit let down by the Thunderquake when I found out that the rerolls only work in the combat phase.
 
It's accepted that the Thunderquake only happens during the combat phase? The wording says you decide during the combat phase, but doesn't say that it only lasts for the combat phase. Also that doesn't make any sense because how would you reroll charges if swift lasted only for the combat phase and not until your next charge phase?
 
It's accepted that the Thunderquake only happens during the combat phase? The wording says you decide during the combat phase, but doesn't say that it only lasts for the combat phase. Also that doesn't make any sense because how would you reroll charges if swift lasted only for the combat phase and not until your next charge phase?

Well you always charge right before combat. So either you have to charge to get into combat, or you are already into combat.

The Thunderquake was a bit of a downer to me since I liked to use the Bastiladons in it, but their melee isn't that good. It can still be great for Stegadon, but you won't get anything for your ranged.

Right now my favourite starhost is Heavenwatch, because while you can only gain hit and wound rerolls on 1 against 1 target, it also counts during the shooting phase.
 
Well you always charge right before combat. So either you have to charge to get into combat, or you are already into combat.

The Thunderquake was a bit of a downer to me since I liked to use the Bastiladons in it, but their melee isn't that good. It can still be great for Stegadon, but you won't get anything for your ranged.

Right now my favourite starhost is Heavenwatch, because while you can only gain hit and wound rerolls on 1 against 1 target, it also counts during the shooting phase.

I don't disagree its kinda weird to plan for the next charge phase during the existing turn, but that is the wording, you declare during your combat phase, so if you declare swift, your charge phase has already happened and so the only way it can do anything is during the charge phase on your next turn.
 
At first I thought the wording was wrong and it should be hero phase, but it is correct. The fact that it says "each combat phase" not the start of each of your combat phases, means that you choose it on the opponents turn as well. So if you see the opponent left an opening you may choose swift to get your charge, then switch to savage in your combat phase.
 
Bloodclaw Starhost (100)
Scar Veteran on Carnosaur (260)
Scar-veteran on Cold One (100)
Eternity Warden (140)
Oldblood (100)

10 Saurus Guards (200)
5 Saurus Guards (100)
5 Saurus Guards (100)

Stegodon (260)

Shadowstrike Starhost (120)
Skink Priests (100)
3 Terradons (140)
5 Chameleons Skinks (120)
20 Skinks Boltspliters (160)

2000/2000
Items? Suggests welcome


Bloodclaw Starhost (100)
Oldblood on Carnosaur (320)
Scar Veteran on Carnosaur (260)
Scar-veteran on Cold One (100)
Eternity Warden (140)
Oldblood (100)

10 Saurus Guards (200)
5 Saurus Guards (100)
5 Saurus Guards (100)

Stegodon (260)
Kroxigors (180)

Shadowstrike Starhost (120)
Skink Priests (100)
3 Terradons (140)
5 Chameleons Skinks (120)
20 Skinks Boltspliters (160)

2500/2500
Items?
 
The Saurus Scar veteran was later changed to Oldblood I believe.
It was not. The "oldblood on cold one" was changed to a "Scar-Veteran on cold one". The Oldblood may not be taken as part of a bloodclaw starhost, except as the leader of it. That said, you can take it separately and make it the general if you want the command ability. Regardless, I'd refrain from making the oldblood leading the starhost the general, so you don't lose quite as much if it dies.

Bloodclaw Starhost (100)
Scar Veteran on Carnosaur (260)
Scar-veteran on Cold One (100)
Eternity Warden (140)
Oldblood (100)

10 Saurus Guards (200)
5 Saurus Guards (100)
5 Saurus Guards (100)

Stegodon (260)

Shadowstrike Starhost (120)
Skink Priests (100)
3 Terradons (140)
5 Chameleons Skinks (120)
20 Skinks Boltspliters (160)

2000/2000
Items? Suggests welcome


Bloodclaw Starhost (100)
Oldblood on Carnosaur (320)
Scar Veteran on Carnosaur (260)
Scar-veteran on Cold One (100)
Eternity Warden (140)
Oldblood (100)

10 Saurus Guards (200)
5 Saurus Guards (100)
5 Saurus Guards (100)

Stegodon (260)
Kroxigors (180)

Shadowstrike Starhost (120)
Skink Priests (100)
3 Terradons (140)
5 Chameleons Skinks (120)
20 Skinks Boltspliters (160)

2500/2500
Items?
For both lists, I'd swap the terradons to rippers, change those 20 skinks into 2 units of 10, and swap one or 2 of those 5 man guard units for warriors so you can spread out more to contest objectives.

List 2 isn't valid. You need a sunblood, eternity warden, or another scar vet variation as the 3rd hero in the bloodclaw starhost. Maybe drop the kroxigors for a salamander and a sunblood or 10 more skinks and a second cold one scar vet, then make the regular Oldblood the general.

For the command trait, I'd go with reckless for a bit more charge reliability, mostly because the other traits aren't worth much.
For items, I'd put quicksilver potion on both carnosaurs, and a relic blade on the scar veteran on cold one. Guaranteeing going first in combat is huge for those large monsters, and the relic blade doubles the damage output from the potential 15 attacks on the cold one scar vet.
 
Bloodclaw Starhost (100)
Scar Veteran on Carnosaur (260) [quicksilver potion]
Scar-veteran on Cold One (100) [relict blade]
Eternity Warden (140) [phoenix stone]
Oldblood (100)

10 Saurus Guards (200)
5 Saurus Guards (100)
10 Saurus Warriors (100)

Stegodon (260)

Shadowstrike Starhost (120)
Skink Priests [priestly tappings] (100)
3 Terradons (140)
5 Chameleons Skinks (120)
10 Skinks Boltspliters (80)

10 Skinks Boltspliters (80)

2000/2000
 
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You get one more item here, so phoenix stone on the warden I think, as he can take some wounds for any of the other heroes.
 
To separator skinks to 2*10 its not weak?
And what can i add up to 2500/3000?
 
To separator skinks to 2*10 its not weak?
And what can i add up to 2500/3000?
2*10 covers more ground.
Bastiladon, 10 more warriors, and a jade battlemage for 2500.
Celestial huricanum and a starseer for 3000.
 
Items for first list?
I already have Terradons
Items with both lists would be pretty much the same; QS potion on carnosaurs, a relic blade on the cold one vet. You could put a Hoarfrost on the cold one scar vet, or an obstinate blade on a cold one scar vet/sunblood/eternity warden, to make whatever hero you are putting them on a bit better against characters that ignore -1 rend/have amazing saves or to reduce the power of those monsters.
 
At first I thought the wording was wrong and it should be hero phase, but it is correct. The fact that it says "each combat phase" not the start of each of your combat phases, means that you choose it on the opponents turn as well. So if you see the opponent left an opening you may choose swift to get your charge, then switch to savage in your combat phase.

Once again @Bowser you just shared an impressive piece of information. I haven't played thunderquake, only read it and I liked it but wasn't too fond of it.

"EACH Combat face" and NOT "Each of YOUR" combat phase.

It surprised me to the point that I ve opened the book to reread it and thought to myself "How could I have missed this ??". This is DEFINITELY something to work on.
 
Once again @Bowser you just shared an impressive piece of information. I haven't played thunderquake, only read it and I liked it but wasn't too fond of it.

"EACH Combat face" and NOT "Each of YOUR" combat phase.

It surprised me to the point that I ve opened the book to reread it and thought to myself "How could I have missed this ??". This is DEFINITELY something to work on.

This happens alot AOS rules are written in away that things get missed easily, read, reread then reread and then reread again and if your still not sure read again. :D
 
Items with both lists would be pretty much the same; QS potion on carnosaurs, a relic blade on the cold one vet. You could put a Hoarfrost on the cold one scar vet, or an obstinate blade on a cold one scar vet/sunblood/eternity warden, to make whatever hero you are putting them on a bit better against characters that ignore -1 rend/have amazing saves or to reduce the power of those monsters.

About the QS potion: Say you charge in first, does that mean that if you use it, you can basically make two full attacks?
 
About the QS potion: Say you charge in first, does that mean that if you use it, you can basically make two full attacks?
Not exactly, you do not get to make two full attacks with that unit, but you can attack with the quicksilver holder first and then another one of your units if it is your turn to attack.
 
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