Slann
Killer Angel
Prophet of the Stars
- Messages
- 20,361
- Likes Received
- 41,538
- Trophy Points
- 113
Wait a minute... Sword of Judgement is triggered on Modified rolls of 6+ to-hit, right?
yep, AFAIK that's correct, as it has not been FAQed.
Wait a minute... Sword of Judgement is triggered on Modified rolls of 6+ to-hit, right?
fair enough when you use Nagash's hand of dust or soul stealer, but say quicksilver swords or other more "physical" spells like a regular fireball should be affected by scaly skin. And that's ignoring the amount of effects that are just purely physical, but don't count as attacks according to the bit you quoted earlier.I mean, their Scales stop them when they get hit with a missile or weapon. That seems fluffy that it wouldn't stop a spell. If GW had intended it to reduces each instance of damage dealt to the unit by 1 to a minimum of 1 they could have just written it that way.
Course, could go on a Scar Vet with a spear too.
@Killer Angel , I have a proposal on synergy table structure. We have a lot of to-hit bonuses, but very few to-wound (I think, only single one, actually) and just a bit attack bonuses. I'm afraid a large portion of the table would be empty, while the last column will be oversaturated, since we have a lot of special abilities.
I propose to structure buffs as offensive, defensive, movement, magical (we have quite a few) and other. This will help to reduce entries on the last column and remove colums with only a couple of entries. What do you think?
Skink Starpriest:
120 pts.
Squishy as a priest (only 1 more wound), but he’s also a wizard.
can give you an additional command point on a 5+.
Another exceptionally useful ability: pick a unit with the skink keyword: unmodified “to wound” rolls of 6, inflict an additional mortal wounds.
Quick question, with the new battletome would you suggest I do the EotG or just an ordinary stegadon?
EoTG needs other multi-wound models to heal for it to be worthwhile. So don't field it on its own, have it bring some stegadon friends (or carnosaurs etc.)Quick question, with the new battletome would you suggest I do the EotG or just an ordinary stegadon?
P.s. sallies or razordons in the new battletome?
units analysis
BATTLELINES
Saurus warriors
90 pts for 10; 320 for 40
1 wound, save 4+, move 5, only 2 attacks (1 weapon, 1 jaws)
These guys are not a bad unit, especially when you consider the ability “ordered cohort”, that let them deliver an additional attack with celestite weapon when the unit has 15+ models; of course, they are there to be fielded in great numbers (to avoid the loss of ordered cohort), to suffer losses, and to win by attrition. They also can reroll charges, which is always handy.
But it's when properly buffed that they become impressive, even outside battalions: coalesced Koatl’s claw warriors gain +1 jaws attacks and scaly skin for added durability, so your block delivers 2+2 attacks per model.
Supported by a Sunblood and an oldblood, on charge they’re going to hit/wound at 2+/2+ (weapons) and 3+/3+ (jaws).
Further support can come from a skink starseer (save 3+ and 3d6 charge), scar-veteran (additional attacks on 6s to hit), skink starpriest (MWs on 6s to wound), emerald lifeswarm (rise!).
Plenty of possibilities, it’s just a matter of how many points you wanna spend to support them.
Saurus knights
100 pts for 5 (max 20)
2 wound, save 4+, move 8, 5 attacks (2 celestite weapon, 1 knight jaw, 2 Cold Ones jaws)
These guys are solid hitters, really dangerous on charge, as they DOUBLE the damage dealt by their celestite weapon on charge (which you can re-roll, btw).
Even taking them outside the firelance battalion, a coalesced Koatl’s claw unit is impressive, gaining +1 jaws attacks on charge and a +1 bonus to hit. That alone lets them do SEVEN attacks each (2 weapons, 2 jaws, 3 CO jaws), hitting on 2+/4+.
Support them with something quick, as an oldblood on Carno and a Scar-Vet on CO, enjoy a 3+ on your worst “to hit”, doubling the attacks on a nat. 6 to hit. As warriors, both skink Starseer and Starpriest are excellent buffer for them: the first one for increased save and because you WANT to charge (3d6 FTW) and the second one because when a unit of 10 delivers 70 attacks, the chance of MW on 6s “to wound” is a consistent threat.
Plenty of possibilities, you could just use a scar-vet and a starpriest: no bonuses to hit, but 10 knights deals 70 attacks that doubles on 6s “to hit” and deal MWs on 6s “to wound”… we are probably talking about a tenth MW, plus normal saves. Here comes the pain scaly train!
I would avoid units of more than 15 knight, because you risk to miss some attack. IMO better to field units of 10 sauri strong.
Saurus guards
100 pts for 5 (max 20)
2 wound, save 4+, move 5, 3 attacks (2 celestite weapon, 1 jaw)
It’s the same exact reasoning made for warriors: support from heroes is the key.
looking at warriors, these guys have some advantage: they are less numerous (so it’s more probable you won’t lose attacks when in combat) and are less susceptible to battleshock. However, you won’t have a points discount if you take them in a full unit, and anyway they deliver a lesser number of attacks.
All in all, I believe warriors are better, BUT if you don’t plan to field them, consider a 5-sauri unit, to soak wounds for your Slann / Kroak.
Skinks
60 pts for 10 (max 40)
1 wound, save 6+ (5+ if equipped with starbuckler), move 8, 1 ranged attack, 1 melee attack, all of them with pitiful profile (to hit goes from 5+ fo 4+).
It’s our cheapest battleline, and they gain 1 attack if a unit contains more than 15 models.
They probably will be used in 2 varieties:
10-skinks unit: fast and good objective grabbers and cheap disposable screen. Don't expect nothing more from them.
40-skinks unit, with boltspitters: buff them with a Skink Starseer (taking them to a respectable 4+ save and increasing their 80 shots to a “to hit 4+”) and a skink Starpriest (triggering 1 MW for each 6 “to wound”)
with that configuration, on average you will roll 40 “to wounds”, delivering 6-7 MW.
If you really like skinks army, go full-route on them; Starborne Fangs of Sotek can move 11” in the first round, buff them with a Priest, a Starpriest, a Starseer and a Stegadon chief; use Hunter’s steed and a command point to have them run for a grand total of 18”; shoot to weaken the target with mortal wounds, then charge 3d6+1 and each skink will also do THREE attacks in melee, for further mortal wounds for each 6s.
if it's your first model i would say basic stegadon.
When you feel the need for a EotG, i would say that that 1 is enough. Gone are the days of my lists with triple engines…
I'll give it a go cheersIf you dont glue the engine of the gods(with the priest in the stairs) on it, you can slide it in. And it sit very sturdy. Same goes for the Bow. I have the bow attached to the skink. But both not to the stegadon. You can than switch when you want. You only cant build the Big fire statue on the back. If you need pictures let me know!
An EoTG can work fine then. Especially if you have a free hero slot anyway. If you magnitize it or just stick it on top loosely you can even just re-use the same model. Given that it's a flat howdah it's not very difficult.Cheers @Killer Angel and @Canas, I have a troglodon 2 bassies and a carno so does the advice still stand? P.s. sallies or razordons in the new battletome?
By the way, could you put the table of buffs in such a way that it can be ordered however the user wants?
E.g. press a button get it ordered by source. Press another get it ordered by saves etc. A basic excel-sheet would be fine.
That way it becomes significantly easier to browse. But I have no idea if that'd work on the forum