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AoS NEW *rumor*

I'm trying to come up with a list from what I currently have.

Coalesced
Thunder Lizard

Slann, Stellar Tempest, Fusil of Conflagration
Skink Starpriest, Hand of Glory
Skink Priest
Engine of the Gods, Stegadon Helm, Prime Warbeast
3x 20-man Skinks
2x Bastiladon with solar engine
4x Razordon unit
Thunderquake Templehost

Looks like I have 100 more points to play with. Think on including endless spells or a unit of saurus or knights. The idea is simple as it looks - march forwrad, whiping away enemies with massive Solar Engine and Spike barrages. Slann is here to babysit engine and support with magic. Starpriest will give hand of glory for razordons as well as star venom for more damage. Skinks will sit on objectives. Engine will hopefully summon more saurus. Engine will be a descent melee combatant too.

I don't have slightest idea how to play now tbh, but looks like I will run out of CP very quick if I want to shoot twice and have rerolls and +1 to-hit. Probably should go for Aetherquartz brooch instead of Stegdon Helm. I really miss the astrolith.:(
 
Burning Head is actually a good inclusion to let your army reroll hit1, since its bound it can never backfire

Thank you for the idea. It is really useful to save CP and cast slots for skinks. The only problem it that it buffs the enemy to, so have to be careful with it.
 
Thank you for the idea. It is really useful to save CP and cast slots for skinks. The only problem it that it buffs the enemy to, so have to be careful with it.
Geminids are going to be similarly usefull for debuffing an important target. Give those nasty scary doomstars coming for you a permanent -1 to hit and -1 to all their melee weapons :p

It's a shame there's so few "neutral" endless spells, cuz this'd be hilarious.

On a sidenote, since we can steal enemy spells. What happens if you take control of a spell that says "<faction X> units are not affected by it" could you turn those spells onto their users as well? Or are you limited to simply sending it into a corner so it doesn't bother you? Given that a lot of endless spells are faction specific it seems surprisingly limited if the opponent stays immune..
 
Holy hell. Information overload, totally forgot the Skink Priest command ability.
No worries, i’m learning too, hence my basic questions. Sorry or that. Just nice to know I’m not too far off.


Looks like skinks will stay starborne while saurus will concentrate coalesced. Sound about right?

And addendum to this post, the FoS command ability...
FoS?
 
Unlikely. If they are not affected by them RAW then this doesn't work. And it is better just to dispel it, than intercept, I guess.
I forget the exact peocess on dispelling endless spells, but stealing it would give two chances. You can always just keep it away from your units.
 
Not sure if someone did this before, but I was wondering whether Razordons or Salamanders would be better in the new Battletome, so I did the math. Hopefully it's correct.

Razordons have 18 in range, 2d6 attacks, 3, 4, -, 1
Salamanders have 12 in range, 4 attacks, 3, 3, -2, d3
+1 to hit if we use the skink chief's command ability
Serpent staff gives MW on 6 to wound

No buffs:
Razordons: 2.33 damage at no rend, -1 if within 6 in
That's 1.16 to a 4+ save, 1.55 if within 6 in
Salamanders: 1.33 MW, 2.66 damage at -2
That's 3.55 to a 4+ save

All the buffs:
Razordons: .97 MW, 1.94 damage at no rend, -1 if within 6 in
That's 1.94 to a 4+ save, 2.26 if within 6 in
Salamanders: 1.77 MW, 2.66 damage at -2
That's 3.98 to a 4+ save

It certainly look like salamanders are on top right now.

Edit: Salamanders have 4 attacks, not 3. Even more for them now
 
Last edited:
Not sure if someone did this before, but I was wondering whether Razordons or Salamanders would be better in the new Battletome, so I did the math. Hopefully it's correct.

Razordons have 18 in range, 2d6 attacks, 3, 4, -, 1
Salamanders have 12 in range, 4 attacks, 3, 3, -2, d3
+1 to hit if we use the skink chief's command ability
Serpent staff gives MW on 6 to wound

No buffs:
Razordons: 2.33 damage at no rend, -1 if within 6 in
That's 1.16 to a 4+ save, 1.55 if within 6 in
Salamanders: 1.33 MW, 2.66 wounds at -2
That's 3.55 to a 4+ save

All the buffs:
Razordons: .97 MW, 3.88 wounds at no rend, -1 if within 6 in
That's 2.91 to a 4+ save, 3.56 if within 6 in
Salamanders: 1.77 MW, 2.66 wounds at -2
That's 3.98 to a 4+ save

It certainly look like salamanders are on top right now.

Edit: Salamanders have 4 attacks, not 3. Even more for them now

Yeah -2 is awesome on the sallies
 
And they got more attacks without the old d6 damage, which makes them more consistent than the razordons. Might have to convert my razordons into salamanders now.
 
I really like that relic for Fangs of Sotek. Potentially killing any model in the game on a 5+ after damaging it. Lol.

Slap that on a Ripper Chief/Troglodon and have him soar/scream across the board at anything for only 80/too many points as a heat seeking missile. Possibly fun.
 
Just behind a unit of skinks like old times

Let me try.

140 points for a unit with 8 move, 4+ save, and very decent damage, if near a skink unit, such as even steg or basti, you get +1 to hit. With that, their damage without counting moonhammer but just 3 regular weapons is around 10 vs a 4+ save, which is on the level necropolis stalkers, kurnoths with scythes and ironguts.

In short they hit very hard for their points cost, decent surviveability and speed, terrifying in a Thunderquake.

Thunderquake Templehost (TQT) gives them either run&charge (great with +1 run and +1 charge constellation) or +1 attack in melee and Coalesced gives them another Jaws attack.

Keep them near any SKINK unit to give them +1 hit. Spend a command point to make them reroll hit1

That means each model has a whopping 8 attacks at 3+/3+/-1 doing either 2 damage (2" maul) or mortal wounds (bite). I think a block of 9 is definitely viable, and a large block of them is a good target for Control Fate +1 save and Mystic Shield on top of taking 1 less damage from every attack.

Like all Seraphon units, they can get a 3d6 charge from a Starseer, with +1 from a constellation.

Yeah Im thinking Kroxigors are just fine for a 140p unit.

Or run Starborn and teleport them into a 3d6+1 charge

Other random thoughts so far:
TQT is by far my favourite battalion in the book
Slann are good but not required. It may be better to bring multiple small wizards so you can cast more endless spells per turn.
We really lack accuracy buffs, like the ogors
Burning Head is actually a good inclusion to let your army reroll hit1, since its bound it can never backfire
Kroak is really good for 320p. A 4+ ignore is much better than his old ability. Give him 5-10 guard to soak wounds and he'll be nearly impossible to kill, especially if you play Coalesced. Being able to vassal cast means he can murder the enemy army from a safe distance. Kroaknado is definitely back.
Stegadon Helm is the best artefact in the book. The Engine of the Gods stegadon is the Hero, the crew is the mount, so you get +1 to save rolls and +1 to all attacks. Combine that with the Nimble command trait for another +1 save, the Engines natural +1 save against one unit in combat, and the Priest's Star-stone Staff for another +1 save... yeah this is one durable unit. Even tougher than a Bastiladon. Then you make it super killy with TQT giving it even more attacks.
Fangs of Sotek double shooting Skinks & Chameleon Skinks are really interesting. 2 squads of 40 with Serpent Staff is a lot of shots to proc mortal wounds.
Knights are a really good battleline option, especially in Coalesced where both of their Jaws attacks get boosted. Their 1" reach makes them awkward in big squads, but I could definitely see lists with 10 knights and a few command points for +1 hit/wound and exploding hit6 suddenly doing loads of damage.

Alright, nice job! Now for level two, see if I can make my dream a reality. Is there a way to play Kroxigors in a MOSTLY Saurus list? Like Saurus Horde list with Kroxigors, is this a thing that could be good?

2000 points for that one
 
Alright, nice job! Now for level two, see if I can make my dream a reality. Is there a way to play Kroxigors in a MOSTLY Saurus list? Like Saurus Horde list with Kroxigors, is this a thing that could be good?

2000 points for that one

Heavy line of Sauras, with bare minimum units of Skinks in between. Have Krox stand behind the Sauras, with them getting the buffs from the skinks. They swing over the Sauras, and the skinks are safe.

Alternatively, use Salamander or Razordon hunting packs, as the keyword triggers this, and they can sit behind the Krox to shoot.
 
Lonely Skink Starpriest (Serpent Staff can target all Seraphon units) or Hunting Packs, yeah. But larger bases on the Saurus means trouble with the 1" attacks on the Kroxigors.
 
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