• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

AoS Krox and Steggy TQ for Slikus Vaw

OldBlood

LizardWizard

Grand Skink Handler
Messages
4,286
Likes Received
9,466
Trophy Points
113
Here is a Thunderquake list for @Slikus Vaw

2000pt Thunderquake w/Krox & Steggies


Allegiance: Seraphon
- Mortal Realm: Aqshy

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : Ignax's Scales
- Spell : Stellar Tempest

Saurus Astrolith Bearer (160)
Engine of the Gods (240)
- Artefact : Ruby Ring
Skink Starpriest
-Celestial Apotheosis

UNITS:
6 x Kroxigor (300)
- 2 x Moonhammers
20 x Skinks (140)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers

BEHEMOTHS:
Stegadon
(200)
Stegadon (200)

BATTALIONS:
Thunderquake Starhost
(120)

ENDLESS SPELLS / TERRAIN:
Chronomantic Cogs
(80)
Balewind Vortex (40)

TOTAL: 1960/2000
EXTRA COMMAND POINTS: 1
WOUNDS: 117

I hope this is helpful. This list should preform fine for small RTTs of 10ish players. I would definitely switch to a more standard Bastiladon & Razordon TQ for larger or 2day events.
 
i just dont have enuf unit knowledge atm so i wouldnt be able to use the shadowstrike as effective.
 
Allegiance: Seraphon
- Mortal Realm: Aqshy

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : Ignax's Scales
- Spell : Stellar Tempest

Saurus Astrolith Bearer (160)
- Artefact : Purefire Brazier
Skink StarPriest (80)
- Artefact : Ruby Ring
- Spell : Celestial Apotheosis


UNITS:
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
6 x Ripperdactyl Riders (280)
1 x Razordons (50)
3 x Skink Handlers (40)

BEHEMOTHS:
Stegadon
(200)
Stegadon (200)
Troglodon (140)

BATTALIONS:
Thunderquake Starhost
(120)
Shadowstrike Starhost (180)

Endless Spells / Terrain:
Balewind Vortex
(40)

TOTAL: 1960/2000
EXTRA COMMAND POINTS: 2
WOUNDS: 104

It doesn't feel worth it to me to combine the two. You could use Terradons and take 3 Krox. Maybe that would be better. It is certainly a Skink themed list.
 
hows this list?

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Spell : Stellar Tempest

Saurus Astrolith Bearer (160)
Engine of the Gods (240)
Skink StarPriest (80)
- Spell : Celestial Apotheosis


UNITS:
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
3 x Ripperdactyl Riders (140)
1 x Razordons (50)
3 x Skink Handlers (40)

BEHEMOTHS:
Stegadon
(200)
Bastiladon (280)

BATTALIONS:
Thunderquake Starhost
(120)
Shadowstrike Starhost (180)

Endless Spells / Terrain:
Balewind Vortex
(40)

TOTAL: 2000/2000
EXTRA COMMAND POINTS: 2
WOUNDS: 90
 
Give it a try. 3x Ripper Shadowstrike normally doesn't do too much in my experience, but with the all the shooting it might still work well enough.
 
thats what i was afriad of. but will give it a try once i get those rippers. if im able to get the EotG summon should i do 3 rippers with this list then teleport them over?
 
if you drop the basti down to a second steg you will have 80 points to play with, and two stegadons can move each other after a teleport to be in combat on turn one. essentially you would convert this list to full balance... a nasty alpha strike (2x stegadons and the 3 rippers) essentially anywhere on the board you want it. with the 80 points left over you can throw in Cronomatic cogs and now you have a slann to summon more baddies in on turn 2/3 or whenever (depending on how well your alpha goes). essentially this one small change gives you a little less shooting initially, but gives you both the IN YOUR FACE threat of an alpha turn one AND the versatility of a summoning list
 
only bad thing is you are 5 drops. Slann, AB, TQ (steg steg EoTG razor, handlers) SS (StarP, 2x skink, rippers) and then the last unit of skinks
 
Ilkain, do you think a 8 to 3" charge is safe enough for a tournament? I am bad at dice rolls, so I always try to minimize risk.
 
Ilkain, do you think a 8 to 3" charge is safe enough for a tournament? I am bad at dice rolls, so I always try to minimize risk.
you have to treat it as a mathematical average. so your charges should be calculated as if they will be 5" in that situation (4" is 50% of 1d6). and yes I think 5" on 2d6 (average 7) is a safe bet.
 
Ok I hope he's lucky then. Just happened too often to me and if 50% of the stegs fail the charge, they might get wiped out.
 
True. If it fails a charge after rolling a 1 in the hero phase, the 8" range is not enough, so the less the failed charge distance is, the more models can be flame grilled.
 
True. If it fails a charge after rolling a 1 in the hero phase, the 8" range is not enough, so the less the failed charge distance is, the more models can be flame grilled.
I mean... 1's are always bad (except battleshock) so yeah... but the math is sound lol.
 
if you drop the basti down to a second steg you will have 80 points to play with, and two stegadons can move each other after a teleport to be in combat on turn one. essentially you would convert this list to full balance... a nasty alpha strike (2x stegadons and the 3 rippers) essentially anywhere on the board you want it. with the 80 points left over you can throw in Cronomatic cogs and now you have a slann to summon more baddies in on turn 2/3 or whenever (depending on how well your alpha goes). essentially this one small change gives you a little less shooting initially, but gives you both the IN YOUR FACE threat of an alpha turn one AND the versatility of a summoning list

i do definately like this idea nd will try it out just need some rippers :) wish they would have reduced the point value of the handlers they r almost useless lol

the 5 drops aint too bad of a thing for me. ive been doing good deployments. but i also wont get any rerolls for my TQ until i can get EotG nd AB in range prolly soonest 2nd turn unless i take the second priority nd have them move forward nd then they might be in range for some runs from the EotG nd AB. a double turn would be devistating tho
 
Back
Top