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AoS 2000 pt list Knights of Seraphonia(Quad Carnos)

They aren't All Stars but they can do their job. I wouldn't build my whole army around them. , I've found about 15-20 worked okay. Having one unit of 10 to march in front of your Carnosaurs can be very useful to create a buffer. I try to position myself to pull of a big change turn where you get three activations first, two Quicksilver and your first activation. That turn is usually pretty good for me.

Wouldn't 20 be 480 points for attacks without any rend ? Definitely doesn't seem like TAC. Except if you wanna go vs horde ?
 
I used a unit of 10, 5, and 5 in my bloodclaw. They are sort of anti horde/light infantry in that list. It balances with the Monster hunting Carnosaurs and the light hero killlers/ small unit killers of the Coldone Vets. In my meta, and in most, having some units that deal a high number of wounds even at - rend is very useful. That being said, they aren't the most efficient units to do this, but they are fast enough to keep up with the Carnies, and they benefit from the Bloodclaw. Still a weaker unit, but like I said, if you do what they are good at it, then you will find more success. Don't make them out to be a super star unit.

I think they would be more balanced at 100 points. GH2 maybe?!?!?!?!?! Doubt it :)
 
Im committed to running 4 carnos and lots of knights for this tournament at least,( I bought some knights to fill it out and want to justify the money spent), but I've incorporated a lot of the points mentioned by you all into my list.

Here is the newest version.

Scar-Vet on Carno
-General
-Legendary Fighter
-Relic Blade
-Warspear

Scar-Vet on Carno
-Warblade

Bloodclaw Starhost

Old blood on Carno
-Quicksilver potion

Scar-Vet on Carno
-Warblade

Scar-Vet on Coldone
Scar-Vet on Coldone

10x Saurus Knights
-Lances
10x Saurus Knights
-Lances
5x Saurus Knights
-Lances

2000/2000

With a Scar Vet as general I can buff the two big units of knights to grant extra attacks and with the two cold one vets I am giving even more attacks and re-rolls of 1.

I am not as min-maxed as some of the lists suggested but the trade off is I have a 4th carno
 
That list looks fun! I understand your desire to use the models. Best of luck to you! I hope you find some success with the knights!

Also, try out the other list and see if you can find some success with the firelance. The +3 to charges are great! But so is re-rolling 1's to hit . Tough trade off.
 
This should be fun to play! Looking forward to finding out how you do in this tournament!
 
Good point about the Scar Vet Carnie General. I really like that idea. I would maybe if consider allocating 5 more from of the 10 man units to make one 15, that way it maximizes the buff. Trade off exists of course, but that could be good. That 15 man unit, under the two Cold One buffs could do some decent damage!
 
Finished the tournament going 2-1. 2 major victories and 1 minor loss. Minor loss was the result of a mistake on my part so I'm pretty upset with myself. I feel I had a good chance to go 3-0 and punted. Anyway it was a lot of fun and my opponents were all great people. I'll post a battle report later on after I unwind a little. Thanks to all for the help. The army worked great.
 
Too bad about the minor loss, but still good representation! Great list that stood up!
 
Finished the tournament going 2-1. 2 major victories and 1 minor loss. Minor loss was the result of a mistake on my part so I'm pretty upset with myself. I feel I had a good chance to go 3-0 and punted. Anyway it was a lot of fun and my opponents were all great people. I'll post a battle report later on after I unwind a little. Thanks to all for the help. The army worked great.

Congrats ! Looking forward to the battlerep ! :D
 
Haha yeah sorry it's taking so long. Life has gotten in the way, I'm only here now thanks to wifi at work. I promise this weekend I'll have time to sit in front of my actual computer and write it.
 
Question for you guys. Im looking forward to an upcoming grand tournament April 1st and I am torn on whether or not to free up the points for two units of chameleon skinks. If I did go this route the list would look like this list we have talked about before.


Allegiance: Order

Saurus Scar-Veteran on Carnosaur
Saurus Scar-Veteran on Carnosaur
5xChameleon Skinks
5xChameleon Skinks


Bloodclaw Battalion

Saurus Oldblood on Carnosaur
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
Saurus Scar-Veteran on Cold One
10 x Saurus Knights
5 x Saurus Knights
5 x Saurus Knights


1960/2000

On the one hand, I would lose a carno and 5 knights, which would take away from some of the redundancy the original list brought to the table. On the other I would gain chameleon skinks which would bring flexibility to the list. Less target saturation means more shots on my remaining guys, but skinks could potentially kill the cannons that would be doing the shooting. Its a close call and I don't know what is the best way to go about it.

What do you guys think? Any advice?
 
Chameleon Skinks grant a bit of much needed variety, and deep strike assassinations. As you are seraphon allegiance you could put in skink handlers, as chaff, just to block some charges on a carno. But you might be better off taking a triumph. Solid list though, as mostly destruction will have an answer for 3 carnos, you should be able to take all coners though.
 
I'm bringing this list back to welcome in my first GT in GH17! I will be rocking 4 carnos in all their terrifying glory!
 
Good stuff Jason! I have run lists with a good amount of knights and Carnosaur's and here is my feedback.

The firelance battalion is cheap and cool, but isn't as powerful as it seems at first glance. The charge bonus is great! But the damage isn't very consistent. They have low number of attacks and after you charge your dmg goes down. I've found more success with buffing them under the Bloodclaw battalion. Here is some math:

5x Knights under 3 Scar Vet Buffs in Bloodclaw:
5x Lances/Blades
25x Vicious Bites
-10x Powerful Jaws
reroll all hits of 1
average of 14-15 wounds (at - rend)

5x Knights with Firelance:
5x Lances
10x Bites
5x Jaws
average of 6-7 wounds with maybe 2 mortal wounds the turn you charge.

The thing that I found was, the turn you charge and you don't roll a lot of 6's to wound, the knights just don't cut it. Also if they get bogged down in combat, the firelance buffs are gone, when the Scar Vet's can buff them as long as they are alive and also buff all of your other Carnosaur's. Either way knights are a little underpowered, but I have found a little more consistency with buffing them under the Bloodclaw and then having them hunt down light infantry, rather than going for the hailmary mortal wounds on bigger/tougher creatures (That;s what the Carnosaurs are for :) )

This limits your Carnosaur count to 3 but if you went Bloodclaw I'd go:
2x Oldblood (4 extra attacks on every leader is insane.It means with the reroll, Coldone Vets are hitting 14 times lol)
3x Cold one Vets (mini Carnosaurs)
1x Scar Vet Carnosaur

15 -25 Knights and other units to taste!

That's just my experience and input. Either way this is exactly how i like to play Seraphon. Smash mouth :)
To get both oldbloods on carnos to use their command ability do you bring one in the Starhost and one outside the Starhost as a general? It doesn't specify that the oldblood in the Starhost has to be the general hey? If so this opens up many more interesting possibilities
 
To get both oldbloods on carnos to use their command ability do you bring one in the Starhost and one outside the Starhost as a general? It doesn't specify that the oldblood in the Starhost has to be the general hey? If so this opens up many more interesting possibilities

This is actually a good idea, nice 1 @Paul Beenis :cool:
Although this - due to the expensive cost of Bloodclaw and the 2ob - will be an army with almost solely heroes, should be a super fun list to play
 
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