Dracothions Tail lets you put units in reserve and deep strike them into play around your Slann and >9" from an enemy.... in the hero phase! It can also include any number of Seraphon units, so this is a 1 drop army.
Firelance gives your Knights and Scar Veteran +3 to charge.
Cogs can give your units +2 to charge.
Slann Constellation can give you another +1 charge.
Scarveteran Command Ability lets you reroll charge1, hit1, and gives you +1 attack to Knight bites.
Put all these together and you can have your units deep strike >9", have +4-6 to charge rolls, and reroll 1s to charge. This is (almost) a guaranteed charge. From that idea we have the following core:
Slann Starmaster
Scarveteran on Cold One (or Carnosaur)
5 Saurus Knights
5 Saurus Knights
5 Saurus Knights
Cogs
920points
With 2 battalions we start the game with 3 command points and we can take 3 artifacts.
Seems alright but there are problems. Knights don't hit very hard even on the charge, with a 1" weapon range they won't get many models in range, and you can't deep strike more than one of a warscroll into play. Knights are not the best unit to deliver onto the front lines, but this battalion can include any Seraphon units...
Add Oldblood to reroll wound1 and maybe also use his command ability to reform units and gain a "free move" after deep strike in case the cogs fail.
Add Oldblood on Carnosaur to boost all Saurus hero attacks with his command ability. Though he won't benefit from the Firelance charge bonus, he will still be at +3 (cogs + constellation) and rerolling charge1. You can also cast Curse of Fates for another +1 charge.
We have a lot of melee heroes and a lot of artifacts to take. The Seraphon artifacts are kinda butts, but Ulgu has the Sword of Judgment (d6mw on hit6+) and the Dimensional Blade (Rend-3).
Let's give the ScarVeteran a Blade of Judgment. With +4 attacks, rerolling 1s, and the ability to attack again on 4+, he is very likely to murder whatever Hero or Monster he hits. The Oldblood on Carnosaur can take the Dimension Blade for his D3 damage spear, and at +4 attacks he can do some serious harm. But why stop at +4 attacks? Each Command Point we buy is 2 more attacks for each hero!
The final artifact could be a support item like the Tricksters Helm or Light of Dracothion.
Looking to round out the list I think Stegadons make a good choice, with their ability to move a SKINK unit D6" in the hero phase (including itself) it can make a reliable charge after teleporting into play. The Great Bow will be good for weakening characters, while the Sunfire throwers are great for clearing out screens to allow your heroes to charge the more valuable targets.
Since we already have a Slann we can add in an Engine of the Gods to either summon reinforcements into play or hit an enemy hero for D6 mortal wounds.
This puts us at 1740/2000 points. The only question left is... how many Command Points do you want to buy?
Firelance gives your Knights and Scar Veteran +3 to charge.
Cogs can give your units +2 to charge.
Slann Constellation can give you another +1 charge.
Scarveteran Command Ability lets you reroll charge1, hit1, and gives you +1 attack to Knight bites.
Put all these together and you can have your units deep strike >9", have +4-6 to charge rolls, and reroll 1s to charge. This is (almost) a guaranteed charge. From that idea we have the following core:
Slann Starmaster
Scarveteran on Cold One (or Carnosaur)
5 Saurus Knights
5 Saurus Knights
5 Saurus Knights
Cogs
920points
With 2 battalions we start the game with 3 command points and we can take 3 artifacts.
Seems alright but there are problems. Knights don't hit very hard even on the charge, with a 1" weapon range they won't get many models in range, and you can't deep strike more than one of a warscroll into play. Knights are not the best unit to deliver onto the front lines, but this battalion can include any Seraphon units...
Add Oldblood to reroll wound1 and maybe also use his command ability to reform units and gain a "free move" after deep strike in case the cogs fail.
Add Oldblood on Carnosaur to boost all Saurus hero attacks with his command ability. Though he won't benefit from the Firelance charge bonus, he will still be at +3 (cogs + constellation) and rerolling charge1. You can also cast Curse of Fates for another +1 charge.
We have a lot of melee heroes and a lot of artifacts to take. The Seraphon artifacts are kinda butts, but Ulgu has the Sword of Judgment (d6mw on hit6+) and the Dimensional Blade (Rend-3).
Let's give the ScarVeteran a Blade of Judgment. With +4 attacks, rerolling 1s, and the ability to attack again on 4+, he is very likely to murder whatever Hero or Monster he hits. The Oldblood on Carnosaur can take the Dimension Blade for his D3 damage spear, and at +4 attacks he can do some serious harm. But why stop at +4 attacks? Each Command Point we buy is 2 more attacks for each hero!
The final artifact could be a support item like the Tricksters Helm or Light of Dracothion.
Looking to round out the list I think Stegadons make a good choice, with their ability to move a SKINK unit D6" in the hero phase (including itself) it can make a reliable charge after teleporting into play. The Great Bow will be good for weakening characters, while the Sunfire throwers are great for clearing out screens to allow your heroes to charge the more valuable targets.
Since we already have a Slann we can add in an Engine of the Gods to either summon reinforcements into play or hit an enemy hero for D6 mortal wounds.
This puts us at 1740/2000 points. The only question left is... how many Command Points do you want to buy?