My fellow cold-bloods,
I recently played a 2k-game against a hard-hitting Stormcast Eternals list with Stardrake, Celestant Prime and 10 Protectors with the following list:
Slann Starmaster (Skink spells, Incandescent Rectrices)
Thunderquake Starhost:
-Engine of the Gods (Prism of Amyntok)
-Salamander + Handlers
-Bastiladon (Solar)
-Bastiladon (Solar)
Skinks (x40, Boltsplitters + Shields)
Skinks (x40, Boltsplitters + Shields)
Skinks (x10, Boltsplitters + Shields)
Summoning Reserve (240 points)
I was expecting to get creamed but the list fared surprisingly well. In fact, if I hadn't made some of the mistakes I made, I could have won easily. It got me thinking on how I can improve this list.
The strengths and the weaknesses of the list were, as I saw them, as follows:
Strengths
+Tactical flexibility. Between the different bonuses from the Slann, Thunderquake Host, the Engine of the Gods and 240 points for summoning the list is well equipped to handle a variety of threats.
+Mobility. Skinks are terribly fast. Together with the teleportation allegiance ability they become dangerously mobile and allow excellent board control. 40 of them for just 200 points is just icing on the cake.
+Durability. Bastiladons, the Engine and the Slann are incredibly durable when standing together. Multiple effects from the Thunderquake Starhost ability to heal D3 when next to a Slann and the Engine's heal effect when triggered make sure the behemoths are topped up almost always.
Weaknesses
-Harmony. The salamander from the starhost felt like it was 80 points of out-of-place dead weight on top of the 170 pts tax for the starhost itself. Maybe I should expand by adding more or consider losing the starhost altogether.
-Damage output. For all their wonderful uses, Skinks are nowhere near able to bring down enemy units. Firepower from the Bastiladons isn't reliable (2d6 shots that hit on 4s) and the mortal wounds from the Slann and the Engine are very consequential and rare. This leaves the army exposed against multiple threats. In the game the Protectors were all but dead and the Stardrake down to 4 wounds before Prime arrived so I was able to prioritise easily, this might not always be the case.
-Target saturation (lack of). The Slann and (maybe) the Engine are exposed to ranged attacks, especially mortal wounds. A Skink screen or two successfully stave off melee attackers for long enough but ranged attacks and non-spell ranged mortal wounds are a real threat for the two characters here. The Engine can heal itself pretty fast if not killed outright but once the Slann uses his artifact, the only solution is to summon an Eternity Warden next to him.
With these in mind I would welcome your suggestions on how this list could be improved further. I have so far considered:
-Adding an Astrolith bearer for the Bastiladons/Slann. If I do this and get rid of the Starhost, the Bastiladons will still have rerolls to hit.
-Ditching the starhost and the salamander pack, adding all points saved to the summoning reserve.
-Decreasing the second 40x Skinks to 10 models and adding the points saved to the summoning reserve for more flexibility.
-Adding a Skink Starseer for rerolls for the Engine, spells or rolls of 1 on the allegiance ability.
-Change Slann command trait to the one that allows using the allegiance ability twice. Skink spells were not as useful as I thought they would be, besides I can always summon a Skink hero to cast them if they are really needed. Two teleports sounds godly.
What would you do?
Thanks!
I recently played a 2k-game against a hard-hitting Stormcast Eternals list with Stardrake, Celestant Prime and 10 Protectors with the following list:
Slann Starmaster (Skink spells, Incandescent Rectrices)
Thunderquake Starhost:
-Engine of the Gods (Prism of Amyntok)
-Salamander + Handlers
-Bastiladon (Solar)
-Bastiladon (Solar)
Skinks (x40, Boltsplitters + Shields)
Skinks (x40, Boltsplitters + Shields)
Skinks (x10, Boltsplitters + Shields)
Summoning Reserve (240 points)
I was expecting to get creamed but the list fared surprisingly well. In fact, if I hadn't made some of the mistakes I made, I could have won easily. It got me thinking on how I can improve this list.
The strengths and the weaknesses of the list were, as I saw them, as follows:
Strengths
+Tactical flexibility. Between the different bonuses from the Slann, Thunderquake Host, the Engine of the Gods and 240 points for summoning the list is well equipped to handle a variety of threats.
+Mobility. Skinks are terribly fast. Together with the teleportation allegiance ability they become dangerously mobile and allow excellent board control. 40 of them for just 200 points is just icing on the cake.
+Durability. Bastiladons, the Engine and the Slann are incredibly durable when standing together. Multiple effects from the Thunderquake Starhost ability to heal D3 when next to a Slann and the Engine's heal effect when triggered make sure the behemoths are topped up almost always.
Weaknesses
-Harmony. The salamander from the starhost felt like it was 80 points of out-of-place dead weight on top of the 170 pts tax for the starhost itself. Maybe I should expand by adding more or consider losing the starhost altogether.
-Damage output. For all their wonderful uses, Skinks are nowhere near able to bring down enemy units. Firepower from the Bastiladons isn't reliable (2d6 shots that hit on 4s) and the mortal wounds from the Slann and the Engine are very consequential and rare. This leaves the army exposed against multiple threats. In the game the Protectors were all but dead and the Stardrake down to 4 wounds before Prime arrived so I was able to prioritise easily, this might not always be the case.
-Target saturation (lack of). The Slann and (maybe) the Engine are exposed to ranged attacks, especially mortal wounds. A Skink screen or two successfully stave off melee attackers for long enough but ranged attacks and non-spell ranged mortal wounds are a real threat for the two characters here. The Engine can heal itself pretty fast if not killed outright but once the Slann uses his artifact, the only solution is to summon an Eternity Warden next to him.
With these in mind I would welcome your suggestions on how this list could be improved further. I have so far considered:
-Adding an Astrolith bearer for the Bastiladons/Slann. If I do this and get rid of the Starhost, the Bastiladons will still have rerolls to hit.
-Ditching the starhost and the salamander pack, adding all points saved to the summoning reserve.
-Decreasing the second 40x Skinks to 10 models and adding the points saved to the summoning reserve for more flexibility.
-Adding a Skink Starseer for rerolls for the Engine, spells or rolls of 1 on the allegiance ability.
-Change Slann command trait to the one that allows using the allegiance ability twice. Skink spells were not as useful as I thought they would be, besides I can always summon a Skink hero to cast them if they are really needed. Two teleports sounds godly.
What would you do?
Thanks!
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