Salamander
Jason839
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Here is the long promised battle report from my tournament a couple weeks ago. Sorry again for the delay, but life gets in the way lol. I have pics from each game so ill start with this intro then make new posts for each round along with some pics to give you a better idea of how the games went.
On 2/25/17 I went to a 2000 pt AOS tournament held at the Coliseum of Comics store located in Kissimmee, Fl. I think there were about 10 of playing that day. I decided to take the Quad carno list that I have been theorycrafting in the forums here. Here it is.
Saurus Scar-Veteran on Carnosaur
- General
- War Spear
- Trait: Legendary Fighter
- Artefact: Relic Blade
Saurus Scar-Veteran on Carnosaur
- Warblade
Bloodclaw Starhost:
Saurus Oldblood on Carnosaur
- Artefact: Quicksilver Potion
Saurus Scar-Veteran on Carnosaur
- Warblade
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
10 x Saurus Knights (240)
- Lances
- Seraphon Battleline
10 x Saurus Knights (240)
- Lances
- Seraphon Battleline
5 x Saurus Knights (120)
- Lances
- Seraphon Battleline
In case you haven't been following the thread, its located here. http://lustria-online.com/threads/2000-pt-list-knights-of-seraphonia-quad-carnos.19016/
In case you have never played a list like this before, it basically works like this. You move up the board as fast as you can. You use your command abilites to pump your units before charging. With this list I was able to get 20 knights that generate extra lance attacks on a 6 to hit, with 2 jaws and shields, and 4 mount attacks each. Backing them up were 3 carnos scar vets with 6 normal attacks, 2 jaws and shields, 2 carno claw attacks and 7 carno bite attacks, and then 2 scar vent on cold ones with 5 war pick attacks that had a decent chance of becoming 10 attacks maybe even 15 attacks, as well as the 2 jaws and shields and 4 mount attacks. And to push it even further over the top, with proper spacing, pretty much everyone re-rolls charge rolls and hit rolls of 1. If you just got overwhelmed with all the numbers, just think about how the opponent feels.
Once all these buffs are stacked the army becomes quite scary, pumping out high volumes of accurate and deadly attacks. Ignoring rend -1 makes it a bit sturdier than the simple +5 save on knights would lead you to believe and it allows scar-vet carnos tank damage quite well. The old Blood doesn't have a shield so he doesn't ignore rend so Keeping him alive was an interesting challenge.
GAME1
vs Sylvaneth
Three Places of Power

This would be a rematch of a game we played the last AOS tournament I attended. I barely lost that one when his Kurnoth Hunters shot my unit off the objective I needed to win. I didn't have 4 carnos then, so I was hoping for some payback! He likes to take the un-killable ancient treeman setup to make his ancient a 2+ armor save with re-rolls on 1s and ignore rend -1. Basically this setup is very hard for Seraphon to deal with and the best way to approach it is to ignore him. If he engages you and you survive, retreat away and don't let him tie you up. You wont be killing him with this army. Backing him up was another treeman, 2 units of dryads, a unit of revenants, branchwych and branch wraith, and 2 units of Kurnoth hunters with boys. My opponent deployed to my right between those two objectives so I deployed far left with the intent to wheel around and claim the middle and my left.
I had first initiative and chose to let him go first. I like going second first turn with this army as it limits the shooting I take and the wardrums on the knights let me set up for a brutal double turn chance top of 2.

On his turn he does some teleporting shenanigans to surround objective 3. His wizard doesn't roll high thankfully and so will have to wait a turn to claim it. Everyone else moved up and his hunters put some wounds on a big unit of knights. Little shooting like this is what makes me happy I took big units of 10. I can still lose 2 or 3 and be a beast in combat.

I start my planned wheel. That big obstacle prevented me from reaching the marker with one of my scar -vets so no points for either of us this round. Im in a rush to get a carno on that marker in the middle before he plants a treelord on top of it. If he does I wont be able to get him off it. I decide my small unit of 5 knights needs to play roadblock and slow down his dryad swarm. They bravely move into the woods which promptly kills 1 thanks to dangerous terrain checks. (what is this 8th edition?)

The next few turns are us jockeying for position and back and forth charges. His dryads kill my small unit of knights. My knights and carno and scar vet on the right take out a unit of 20 dryads. More dryads teleport in. His hunters and ancient are shooting up my carnos left and right but they are holding strong. My other unit of 10 keeps pursuing the kurnoth hunters as they kite them. My other scar vet holds objective 1 and his branchwraith grabs 3. His treeman barely misses grabbing the objective in the middle thanks to slower speed and my old blood charges right on top of it. Should have used a scar-vet in hindsight for the extra rend negation but I had hoped to kill that treelord soon with 3 carnos ganging up on it.
On 2/25/17 I went to a 2000 pt AOS tournament held at the Coliseum of Comics store located in Kissimmee, Fl. I think there were about 10 of playing that day. I decided to take the Quad carno list that I have been theorycrafting in the forums here. Here it is.
Saurus Scar-Veteran on Carnosaur
- General
- War Spear
- Trait: Legendary Fighter
- Artefact: Relic Blade
Saurus Scar-Veteran on Carnosaur
- Warblade
Bloodclaw Starhost:
Saurus Oldblood on Carnosaur
- Artefact: Quicksilver Potion
Saurus Scar-Veteran on Carnosaur
- Warblade
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
10 x Saurus Knights (240)
- Lances
- Seraphon Battleline
10 x Saurus Knights (240)
- Lances
- Seraphon Battleline
5 x Saurus Knights (120)
- Lances
- Seraphon Battleline
In case you haven't been following the thread, its located here. http://lustria-online.com/threads/2000-pt-list-knights-of-seraphonia-quad-carnos.19016/
In case you have never played a list like this before, it basically works like this. You move up the board as fast as you can. You use your command abilites to pump your units before charging. With this list I was able to get 20 knights that generate extra lance attacks on a 6 to hit, with 2 jaws and shields, and 4 mount attacks each. Backing them up were 3 carnos scar vets with 6 normal attacks, 2 jaws and shields, 2 carno claw attacks and 7 carno bite attacks, and then 2 scar vent on cold ones with 5 war pick attacks that had a decent chance of becoming 10 attacks maybe even 15 attacks, as well as the 2 jaws and shields and 4 mount attacks. And to push it even further over the top, with proper spacing, pretty much everyone re-rolls charge rolls and hit rolls of 1. If you just got overwhelmed with all the numbers, just think about how the opponent feels.
Once all these buffs are stacked the army becomes quite scary, pumping out high volumes of accurate and deadly attacks. Ignoring rend -1 makes it a bit sturdier than the simple +5 save on knights would lead you to believe and it allows scar-vet carnos tank damage quite well. The old Blood doesn't have a shield so he doesn't ignore rend so Keeping him alive was an interesting challenge.
GAME1
vs Sylvaneth
Three Places of Power

This would be a rematch of a game we played the last AOS tournament I attended. I barely lost that one when his Kurnoth Hunters shot my unit off the objective I needed to win. I didn't have 4 carnos then, so I was hoping for some payback! He likes to take the un-killable ancient treeman setup to make his ancient a 2+ armor save with re-rolls on 1s and ignore rend -1. Basically this setup is very hard for Seraphon to deal with and the best way to approach it is to ignore him. If he engages you and you survive, retreat away and don't let him tie you up. You wont be killing him with this army. Backing him up was another treeman, 2 units of dryads, a unit of revenants, branchwych and branch wraith, and 2 units of Kurnoth hunters with boys. My opponent deployed to my right between those two objectives so I deployed far left with the intent to wheel around and claim the middle and my left.
I had first initiative and chose to let him go first. I like going second first turn with this army as it limits the shooting I take and the wardrums on the knights let me set up for a brutal double turn chance top of 2.

On his turn he does some teleporting shenanigans to surround objective 3. His wizard doesn't roll high thankfully and so will have to wait a turn to claim it. Everyone else moved up and his hunters put some wounds on a big unit of knights. Little shooting like this is what makes me happy I took big units of 10. I can still lose 2 or 3 and be a beast in combat.

I start my planned wheel. That big obstacle prevented me from reaching the marker with one of my scar -vets so no points for either of us this round. Im in a rush to get a carno on that marker in the middle before he plants a treelord on top of it. If he does I wont be able to get him off it. I decide my small unit of 5 knights needs to play roadblock and slow down his dryad swarm. They bravely move into the woods which promptly kills 1 thanks to dangerous terrain checks. (what is this 8th edition?)

The next few turns are us jockeying for position and back and forth charges. His dryads kill my small unit of knights. My knights and carno and scar vet on the right take out a unit of 20 dryads. More dryads teleport in. His hunters and ancient are shooting up my carnos left and right but they are holding strong. My other unit of 10 keeps pursuing the kurnoth hunters as they kite them. My other scar vet holds objective 1 and his branchwraith grabs 3. His treeman barely misses grabbing the objective in the middle thanks to slower speed and my old blood charges right on top of it. Should have used a scar-vet in hindsight for the extra rend negation but I had hoped to kill that treelord soon with 3 carnos ganging up on it.











