Terradon
Nielspeterdejong
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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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