If you have played any amount of AOS 3rd edition you know that we are quickly heading into a 3+ save MONSTER meta between all the ways to boost their save to 2+ and the additional victory points from Battle Tactics. It seems obvious that we should adopt those tactics and utilize our awesome Thunder Lizard subfaction to make a whole bunch of tough Monsters, right?
Why play STARBORNE instead of COALESCED in a MONSTER meta?
The monster meta will quickly evolve to incorporate numerous anti-monster units and tactics in order to counter 2+ monsters like Archaon, Kragnos, Mawkrushas, Stardrakes, etc. with mortal wounds and high rend attacks. We have good monsters but they don't have the same kind of battlefield presence of these giants. Seraphon monsters are 4+ save so the best they can save on is 3+. Even with Coalesced reducing weapon damage I think the monster hate people will bring will make many matchups far more difficult than they need to be if you rely entirely on our big dinosaurs.
Seraphon shooting, magic, mobility, and summoning are a good way to counter the monster meta and the anti-monster meta. For example, Geminids of Uhl-Gysh stop enemies from using All Out Defense in shooting. When paired with Starseer's Control Fate you are effectively giving enemies -2 to save rolls in shooting, opening the path to do some serious damage with Salamanders Rend-2 shots. Starborne armies utilize these kinds of focused fire tactics better since they tend to have stronger magic and mobility.
Army-wide Bravery 10 is a big deal. Salamander/Razordon hunting packs can really suffer from low bravery in Coalesced armies. Heroic Recovery is an unreliable source of healing in Coalesced armies, but can be very potent in Starborne. Bravery-based effects like FEC bat screams are becoming more popular because of Unleash Hell.
Finally, Starborne's kit allows more flexibility when it comes to scoring Battle Tactics. You can summon/teleport units in place to add additional firepower for the tactics that require killing. Teleporting is great for BTs like Aggressive Expansion and Savage Spearhead. You can also deny your opponent Battle Tactics because all the ones that require killing enemy units specify they must be from the "starting army".
Okay, but why play Dracothion's Tail over Fangs of Sotek?
Short answer: Fangs of Sotek is weaker in 3.0 while dropping in from reserve is more useful than ever
Long Answer: Skinks kinda suck now? The +1 max to save rolls makes them a 5+ at best so they will die in droves. Since they require a ton of command points and other resources to make them useful on offense it becomes very dangerous if you get hit first. Buffs and Reinforcements spent on Skink blocks have the opportunity cost of not being used on other units. The cost and risks to making Skinks good are very high right now and Fangs is only good if you're spamming Skinks.
Being able to keep our key units off the table is very useful against armies like Lumineth/Stormcast/Kharadron that could snipe them before you could get them in range. Re-rolls are a hot commodity now so the Ancient Knowledge trait to re-roll casting/unbinding/dispelling is more valuable than ever... or you can also skip taking it if you want to go with a Nimble Stegadon or Thickly Scaled Hide Carnosaur.
DT is a subfaction that will require a lot of playtesting to nail down the starting list because it's not obvious how you want to build a list to take advantage of these nuanced tactics. For now I'll leave the thread to discussion with some questions:
Why play STARBORNE instead of COALESCED in a MONSTER meta?
The monster meta will quickly evolve to incorporate numerous anti-monster units and tactics in order to counter 2+ monsters like Archaon, Kragnos, Mawkrushas, Stardrakes, etc. with mortal wounds and high rend attacks. We have good monsters but they don't have the same kind of battlefield presence of these giants. Seraphon monsters are 4+ save so the best they can save on is 3+. Even with Coalesced reducing weapon damage I think the monster hate people will bring will make many matchups far more difficult than they need to be if you rely entirely on our big dinosaurs.
Seraphon shooting, magic, mobility, and summoning are a good way to counter the monster meta and the anti-monster meta. For example, Geminids of Uhl-Gysh stop enemies from using All Out Defense in shooting. When paired with Starseer's Control Fate you are effectively giving enemies -2 to save rolls in shooting, opening the path to do some serious damage with Salamanders Rend-2 shots. Starborne armies utilize these kinds of focused fire tactics better since they tend to have stronger magic and mobility.
Army-wide Bravery 10 is a big deal. Salamander/Razordon hunting packs can really suffer from low bravery in Coalesced armies. Heroic Recovery is an unreliable source of healing in Coalesced armies, but can be very potent in Starborne. Bravery-based effects like FEC bat screams are becoming more popular because of Unleash Hell.
Finally, Starborne's kit allows more flexibility when it comes to scoring Battle Tactics. You can summon/teleport units in place to add additional firepower for the tactics that require killing. Teleporting is great for BTs like Aggressive Expansion and Savage Spearhead. You can also deny your opponent Battle Tactics because all the ones that require killing enemy units specify they must be from the "starting army".
Okay, but why play Dracothion's Tail over Fangs of Sotek?
Short answer: Fangs of Sotek is weaker in 3.0 while dropping in from reserve is more useful than ever
Long Answer: Skinks kinda suck now? The +1 max to save rolls makes them a 5+ at best so they will die in droves. Since they require a ton of command points and other resources to make them useful on offense it becomes very dangerous if you get hit first. Buffs and Reinforcements spent on Skink blocks have the opportunity cost of not being used on other units. The cost and risks to making Skinks good are very high right now and Fangs is only good if you're spamming Skinks.
Being able to keep our key units off the table is very useful against armies like Lumineth/Stormcast/Kharadron that could snipe them before you could get them in range. Re-rolls are a hot commodity now so the Ancient Knowledge trait to re-roll casting/unbinding/dispelling is more valuable than ever... or you can also skip taking it if you want to go with a Nimble Stegadon or Thickly Scaled Hide Carnosaur.
DT is a subfaction that will require a lot of playtesting to nail down the starting list because it's not obvious how you want to build a list to take advantage of these nuanced tactics. For now I'll leave the thread to discussion with some questions:
- How many Salamanders are enough?
- Is it worth running Kroak, or is he too many points and a regular Slann is good enough? Is it worth running both now? What would you do with that many command points?
- Are Troglodons worth bringing for the extra D3 summoning points?
- Do you want an Engine of the Gods with Amulet of Destiny, Cloak of Feathers, or Arcane Tome (for Vassal casting)?
- What allies are worth bringing? A Frostheart Phoenix can help improve durability. A Battlemage offers a great combo with a SKINK unit using Star-stone Staff to run & charge. Azyros to re-roll hit1 is really strong since they changed the Burning Head to no longer give re-rolls.
- What Endless Spells do you think are worth their points? Shackles with extra 6" setup range from Astrolith seem like an auto-include.