Troglodon
Grotpunter
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I still havent gotten any games in yet due to the current corona status, but been brainstorming ideas for some more competitive lists. I really like Fangs of Sotek and think it offers us the most tools in a competitive setting - Both summoning and teleporting.
Im a really big fan of loads of bodies, so most lists have 140+ wounds. I also think bound endless spells will be amazing on the table - Not only for MW output but also to block movement. Most of the endless spells I have picked have a huge foot print so they cover a lot of ground, but they are also casted on a rather high value, which makes dispelling them a pain for most armies. Since we get tons of +casting, the high cast is not really an issue for us. The damage output is icing on the cake.
Im a believer of summoning despite it being "nerfed" (I would argue changed) - I see many people think it is "trash", but I think it will be huge in a competitive setting. If your enemy start picking off your Priest/Starpriest (they are super squishy), then your output suddenly drops ALOT. Summoning will allow you to refuel heroes which many armies cant do. The CPPs will generally be used depending on the situation - Either 10 Skinks for screens, or new Skink Priest/Starpriest. This is also why I find Skinks/Starborne superior to Coalesced - Once the Saurus heroes die off, Saurus knights/warriors will hit like a wet noodle. Our units are so reliant on synergies and buffs, so not being able to refuel those past turn 2 will make your damage output lackluster.
The plan with my lists below are to double down on synergies. The frogs will generate tons of CPs to spam the FoS CA ability but also for +1 to hit/reroll 1s to hit. Ontop of this they will generate CCPs for summoning, but also give you powerful casters to sling spells/endless spells. I have tried to squeeze out maximum value out of every unit I have selected for the lists.
Edit: None of the lists include a batallion. I personally find them too weak for various reasons.
1) We cant really get low enough a drop count anyways for it to really start mattering imo. Im also not too worried about not having a say in who goes first - If the opponent has an alphastrike army, there are plently of Skinks to screen your army. You might lose 40 Skinks, but now the opponent is in your face and is in a world of trouble with Kroak spamming CD/other spells/endless spells, plus your opponent risk you getting the double turn. If I on the other hand get the first turn, I can position the Skinks in a way that even with 2 turns my opponent wont get to Kroak etc. whilst still throwing out spells etc. He also has to worry about my Skinks just jumping back when using the FoS CA.
2) The extra artefact doesnt feel strong enough - None of our generic ones really stand out and feel that game changing. Aetherquartz could be great, but still - On paper the CP generation should be strong enough.
3) They cost a ton of points. 150ish is no joke and is either an important buff support hero, a lot of endless spells or screens/important units.
4) They are too restrictive when it comes to list building. None of them really fit what I want my lists to do on the table. In theory I could get a Shadowstrike batallion in the list with 9 Terradons, but I dont find it worth it considering 1), 2) and 3).
This is the first list I made based on the ideas and principles above. Tons of CPs to buff, tons of CCPs to refuel heroes/screens (on average 8 a turn). Tons of casters to sling spells/endless spells.
This list is a little more aggressive version of the list above - I sacrificed the Slann for the Knight-Incantor ally and the Everblaze Comet.
The idea is to not really care as much about harvesting CCPs to summon, but instead bombard your opponent with spells/MWs. The Everblaze Comet coupled with Kroak's Comet's Call will make short work of most support heroes. Both Comets are almost board-wide (36" on Everblaze) so you can do this from turn 1 and outside of unbinding range. The Everblaze Comet is especially strong when it lands, and our ability to dispell boardwide with Kroak means you can cast it from far away, dispell it in your next hero phase and recast for maximum MW output. This will fry stuff.
We are back to the idea of the first list, just switched 5 Guards and 3 units of Salamanders for 9 Terradons + Chief. This will depend on if the 5 Guards prove to be needed for Slann/Kroak's survival, or if you can manage without.
The idea here is to introduce a unit that can suicide and pretty much remove whatever big threat your opponent has, like a Maw Krusha, Stonehorn, Terrorgeist etc. Together with the other spells/some shooting they should die rather easily.
This list gives up some bodies for more firepower, and can really allow you to be extremely offensive from turn 1.
You can teleport 1 unit of Salamanders.
The other unit of Salamanders will have (12" range + 8" move + 3" FoS turn 1 move) = 23" threat range. If you use the Skink Priest staff (run and shoot), you can add D6" to this.
The Skinks got a 27" threat range (16" range + 8" move" + 3" FoS turn 1 move").
The idea is that Salamanders are awesome on their own and dont really care too much about the Starpriest staff, so you can reserve that buff on the blob of 40 Skinks. All the Salamanders want is a +1 to hit, potentially reroll 1s to hit buff.
I thought about Bound Burning Head instead of the Quicksilver Swords. On paper the Burning Head is absolutely insane and will free up tons of CPs, but I worry it will be too awkward to actually play with on the table, since you need to move it at the start of the battle round, and if you go second in a battle round it is a bit of a gamble where you place it.
Would really like to hear your comments!
Im a really big fan of loads of bodies, so most lists have 140+ wounds. I also think bound endless spells will be amazing on the table - Not only for MW output but also to block movement. Most of the endless spells I have picked have a huge foot print so they cover a lot of ground, but they are also casted on a rather high value, which makes dispelling them a pain for most armies. Since we get tons of +casting, the high cast is not really an issue for us. The damage output is icing on the cake.
Im a believer of summoning despite it being "nerfed" (I would argue changed) - I see many people think it is "trash", but I think it will be huge in a competitive setting. If your enemy start picking off your Priest/Starpriest (they are super squishy), then your output suddenly drops ALOT. Summoning will allow you to refuel heroes which many armies cant do. The CPPs will generally be used depending on the situation - Either 10 Skinks for screens, or new Skink Priest/Starpriest. This is also why I find Skinks/Starborne superior to Coalesced - Once the Saurus heroes die off, Saurus knights/warriors will hit like a wet noodle. Our units are so reliant on synergies and buffs, so not being able to refuel those past turn 2 will make your damage output lackluster.
The plan with my lists below are to double down on synergies. The frogs will generate tons of CPs to spam the FoS CA ability but also for +1 to hit/reroll 1s to hit. Ontop of this they will generate CCPs for summoning, but also give you powerful casters to sling spells/endless spells. I have tried to squeeze out maximum value out of every unit I have selected for the lists.
Edit: None of the lists include a batallion. I personally find them too weak for various reasons.
1) We cant really get low enough a drop count anyways for it to really start mattering imo. Im also not too worried about not having a say in who goes first - If the opponent has an alphastrike army, there are plently of Skinks to screen your army. You might lose 40 Skinks, but now the opponent is in your face and is in a world of trouble with Kroak spamming CD/other spells/endless spells, plus your opponent risk you getting the double turn. If I on the other hand get the first turn, I can position the Skinks in a way that even with 2 turns my opponent wont get to Kroak etc. whilst still throwing out spells etc. He also has to worry about my Skinks just jumping back when using the FoS CA.
2) The extra artefact doesnt feel strong enough - None of our generic ones really stand out and feel that game changing. Aetherquartz could be great, but still - On paper the CP generation should be strong enough.
3) They cost a ton of points. 150ish is no joke and is either an important buff support hero, a lot of endless spells or screens/important units.
4) They are too restrictive when it comes to list building. None of them really fit what I want my lists to do on the table. In theory I could get a Shadowstrike batallion in the list with 9 Terradons, but I dont find it worth it considering 1), 2) and 3).
This is the first list I made based on the ideas and principles above. Tons of CPs to buff, tons of CCPs to refuel heroes/screens (on average 8 a turn). Tons of casters to sling spells/endless spells.
This list is a little more aggressive version of the list above - I sacrificed the Slann for the Knight-Incantor ally and the Everblaze Comet.
The idea is to not really care as much about harvesting CCPs to summon, but instead bombard your opponent with spells/MWs. The Everblaze Comet coupled with Kroak's Comet's Call will make short work of most support heroes. Both Comets are almost board-wide (36" on Everblaze) so you can do this from turn 1 and outside of unbinding range. The Everblaze Comet is especially strong when it lands, and our ability to dispell boardwide with Kroak means you can cast it from far away, dispell it in your next hero phase and recast for maximum MW output. This will fry stuff.
We are back to the idea of the first list, just switched 5 Guards and 3 units of Salamanders for 9 Terradons + Chief. This will depend on if the 5 Guards prove to be needed for Slann/Kroak's survival, or if you can manage without.
The idea here is to introduce a unit that can suicide and pretty much remove whatever big threat your opponent has, like a Maw Krusha, Stonehorn, Terrorgeist etc. Together with the other spells/some shooting they should die rather easily.
This list gives up some bodies for more firepower, and can really allow you to be extremely offensive from turn 1.
You can teleport 1 unit of Salamanders.
The other unit of Salamanders will have (12" range + 8" move + 3" FoS turn 1 move) = 23" threat range. If you use the Skink Priest staff (run and shoot), you can add D6" to this.
The Skinks got a 27" threat range (16" range + 8" move" + 3" FoS turn 1 move").
The idea is that Salamanders are awesome on their own and dont really care too much about the Starpriest staff, so you can reserve that buff on the blob of 40 Skinks. All the Salamanders want is a +1 to hit, potentially reroll 1s to hit buff.
I thought about Bound Burning Head instead of the Quicksilver Swords. On paper the Burning Head is absolutely insane and will free up tons of CPs, but I worry it will be too awkward to actually play with on the table, since you need to move it at the start of the battle round, and if you go second in a battle round it is a bit of a gamble where you place it.
Would really like to hear your comments!
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