Cold One
Krissey
Active Member
- Messages
- 143
- Likes Received
- 156
- Trophy Points
- 43
Allegiance: Seraphon
- Constellation: Thunder Lizard
Leaders
Lord Kroak (320)
- Spell: Celestial Apotheosis
Saurus Astrolith Bearer (140)
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Sacred Stegadon Helm
Skink Starpriest (120)
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory
Battleline
10 x Saurus Knights (200)
- Lances
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Units
6 x Kroxigor (280)
- 2x Moonhammers
Battalions
Thunderquake Temple-host (150)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 93
Hey, it's Kroxigor guy again. I've been trying to solve the puzzle of how best to use Kroxigors. Knowing they key off the SKINK keyword I've been trying to build them around Skink lists. It occurred to me the big dinosaurs are 1) Skinks and 2) fit into the Thunderquake Battalion.
What does this do?
1) It gives the SKINK keyword on MELEE minded units, which is where Kroxigors want to be. Charging them together maintain the wholly within 6'' more easily.
2) Being Coalesced it grants all of the above +1 jaws attacks.
3) The Thunderquake Battalion gives the ability to run and still shoot and charge, or +1 melee attacks. This is huge because Kroxigors are essentially isolated from the rest of the book so far as buffs go. Only generic SERAPHON buffs work because they are neither skink nor saurus so it's difficult to actively buff them.
I suppose the idea behind the list is to hopefully generate a lot of CP with Kroak, and then dump that CP into double using the EOTG for healing. This is my second idea, to be honest. I've done the sims in the image attached. I can squeeze a lot more damage from my list going Stega-Chief. With Kroak and starting with 2 CP I could potentially dump 3 CP per Stegadon making them terrifying monsters. I did the sims MERELY with the following in mind:
1) Thunderquake Battalion in Savage (+1 Melee Attack) Mode.
2) Coalesced Jaws Bonus (+1 jaws attack)
3) Stegadon Command Ability (+1 SKINK UNIT melee attacks)
4) Thunder Lizard Command Trait (+1 mount attacks)
5) Chief Helmet Artefact (+1 damage to melee weapons)
No other buffs included.
This begs the question: Do I bother with a defensive grinding build using LORD KROAK with Apotheosis hoping for +10 casts and double EOTG heals, or do I simply say screw it and go fully offensive and make terrifying juggernauts fully dedicated to destruction?
Now the third thing I've debated is that originally I had 3 sets of 10 skinks. Then I set them to 30 block of skinks. Then I decided perhaps just Saurus Knights. Is this a fast calvary style alpha strike turn 1 charge list? Do I have the speed for that? It appears I very much WANT the charge rather than to BE charged. I don't know that this list is particularly hardy. This cycles back to: If I build for EOTG double-heal (it's random and maybe I don't get it when I need it) and Apotheosis, often things die in 1 turn anyway...I've found it's rarer for big monsters to actually survive long enough to be healed (MBMK, Bloodthirster, to name a few I've personal first hand experience with). Perhaps simply going full offense would be the smarter choice.
So do my Knights contribute to my offense in any meaningful way, or do I simply take the Skink Chaff and throw them on objectives... this list is clearly not great at the objective game, per se.
Any thoughts or feedback?
- Constellation: Thunder Lizard
Leaders
Lord Kroak (320)
- Spell: Celestial Apotheosis
Saurus Astrolith Bearer (140)
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Sacred Stegadon Helm
Skink Starpriest (120)
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory
Battleline
10 x Saurus Knights (200)
- Lances
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Units
6 x Kroxigor (280)
- 2x Moonhammers
Battalions
Thunderquake Temple-host (150)
Endless Spells / Terrain / CPs
Balewind Vortex (40)
Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 93
Hey, it's Kroxigor guy again. I've been trying to solve the puzzle of how best to use Kroxigors. Knowing they key off the SKINK keyword I've been trying to build them around Skink lists. It occurred to me the big dinosaurs are 1) Skinks and 2) fit into the Thunderquake Battalion.
What does this do?
1) It gives the SKINK keyword on MELEE minded units, which is where Kroxigors want to be. Charging them together maintain the wholly within 6'' more easily.
2) Being Coalesced it grants all of the above +1 jaws attacks.
3) The Thunderquake Battalion gives the ability to run and still shoot and charge, or +1 melee attacks. This is huge because Kroxigors are essentially isolated from the rest of the book so far as buffs go. Only generic SERAPHON buffs work because they are neither skink nor saurus so it's difficult to actively buff them.
I suppose the idea behind the list is to hopefully generate a lot of CP with Kroak, and then dump that CP into double using the EOTG for healing. This is my second idea, to be honest. I've done the sims in the image attached. I can squeeze a lot more damage from my list going Stega-Chief. With Kroak and starting with 2 CP I could potentially dump 3 CP per Stegadon making them terrifying monsters. I did the sims MERELY with the following in mind:
1) Thunderquake Battalion in Savage (+1 Melee Attack) Mode.
2) Coalesced Jaws Bonus (+1 jaws attack)
3) Stegadon Command Ability (+1 SKINK UNIT melee attacks)
4) Thunder Lizard Command Trait (+1 mount attacks)
5) Chief Helmet Artefact (+1 damage to melee weapons)
No other buffs included.
This begs the question: Do I bother with a defensive grinding build using LORD KROAK with Apotheosis hoping for +10 casts and double EOTG heals, or do I simply say screw it and go fully offensive and make terrifying juggernauts fully dedicated to destruction?
Now the third thing I've debated is that originally I had 3 sets of 10 skinks. Then I set them to 30 block of skinks. Then I decided perhaps just Saurus Knights. Is this a fast calvary style alpha strike turn 1 charge list? Do I have the speed for that? It appears I very much WANT the charge rather than to BE charged. I don't know that this list is particularly hardy. This cycles back to: If I build for EOTG double-heal (it's random and maybe I don't get it when I need it) and Apotheosis, often things die in 1 turn anyway...I've found it's rarer for big monsters to actually survive long enough to be healed (MBMK, Bloodthirster, to name a few I've personal first hand experience with). Perhaps simply going full offense would be the smarter choice.
So do my Knights contribute to my offense in any meaningful way, or do I simply take the Skink Chaff and throw them on objectives... this list is clearly not great at the objective game, per se.
Any thoughts or feedback?