Lastly you have so many global unbinds that the opponent will have an almost impossible time casting anything, especially if you give Kroak the Sage's Staff.
Oh, interesting idea!
The only serious opposition is if you find Teclis. End even him will not cast everything!
Of course, you lack screens and a fast army can put your slann/s in serious trouble
My primary practice opponent is actually LRL with a Teclis, so I have a lot of experience against him. As long as you keep your Kroak out of range at the very back corner it makes it hard for Teclis to unbind him.
What do people think?
Would it Work?
over the course of the game you can get 5 (provided nothing dies) salamanders . thats 700 points. you know how else you can get 700ish points? don't take the 2 slann or trogladon. bam 800 points you can start the game with everything you would have summoned and they are worth more because you have them thru all 5 rounds. and you still get 3d6 summoning points to work with.This is a crazy list that has been brought up before, but the Slann Summoning Swarm list just sounds like it would be fun to play:
Allegiance: Seraphon
- Constellation: Dracothion's Tail
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired
Leaders
Slann Starmaster (265)**
- General
- Command Trait: Ancient Knowledge
- Artefact: Godbeast Pendant
- Ancient Knowledge 2nd Spell: Celestial Equilibrium
- Spell: Celestial Apotheosis
Lord Kroak (430)**
Slann Starmaster (265)*
- Universal Spell Lore: Ghost-mist
Skink Oracle on Troglodon (270)*
- Artefact: Cloak of Feathers
- Mount Trait: Starborne
- Spell: Hand of Glory
Saurus Astrolith Bearer (150)*
Battleline
5 x Saurus Guard (115)**
5 x Saurus Guard (115)**
5 x Saurus Guard (115)**
Endless Spells & Invocations
Emerald Lifeswarm (60)
Quicksilver Swords (90)
Soulsnare Shackles (65)
Core Battalions
*Command Entourage - Magnificent
**Battle Regiment
Additional Enhancements
Artefact
Total: 1940 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 78
Drops: 4
Brought a lot of Endless Spells as well. Lifeswarm to help keep the Slann healthy as well as possibly bringing back some Guard, Quicksilver Swords for some extra mortals that ignore ward saves, and Shackles to help block charges on your Slann castle. You're looking at 6d3 CCP per hero phase, which averages 12 per turn. More than enough to get you a Salamander per turn, or bring in an extra unit of Guard if you need more defense for your Slann. It obviously only works if you deploy really far away and have enough terrain to protect yourself from alpha strikes.
summoning is useful but you shouldn't build your list around it.
summoning lists are the personification of the sunk cost fallacy. summoning is useful but you shouldn't build your list around it.
Just wanted to use all my Razordons together one last time before their possible removal from the future battletome.
Question How may Terradon’s and Ripperdactyl’s can you fit in a legal 3000 point CoG army?
Answer below
CORE BATTALION:
*Command Entourage
LEADER
- MAGNIFICENT: ADDITIONAL ARTEFACT OF POWER
Commander
Skink Oracle on Troglodon (270)*
- General
- Command Traits: Master of Star Rituals
- Artefacts: Cloak of Feathers
- Mount Traits: Celestial Destruction
- Spells: Tide of Serpents
Sub-Commander x 2
Terradon Chief (80)*
Ripperdactyl Chief (80)*
CORE BATTALION:
**Battle Regiment
LEADER
Commander
Skink Starpriest (130)**
- Artefacts: Arcane Tome
- Spells: Fiery Convocation
BATTLELINE (obligatory)
Troops x 4
Skinks (75)**
- Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)**
- Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)**
- Boltspitter, Celestite Dagger and Star-buckler
Skinks (75)**
- Boltspitter, Celestite Dagger and Star-buckler
CORE BATTALION:
***Battle Regiment
LEADER
Commander
Terradon Chief (80)***
OTHER
Troops
Terradon Riders (105)***
- Sunleech Bolas
Terradon Riders (105)***
- Sunleech Bolas
Terradon Riders (105)***
- Sunleech Bolas
Terradon Riders (105)***
- Sunleech Bolas
Terradon Riders (105)***
- Sunleech Bolas
CORE BATTALIONS:
****Battle Regiment
LEADER
Commander
Ripperdactyl Chief (80)****
OTHER
Troops
Ripperdactyl Riders (85)****
Ripperdactyl Riders (85)****
Ripperdactyl Riders (85)****
Ripperdactyl Riders (85)****
Ripperdactyl Riders (85)****
CORE BATTALIONS:
*****Battle Regiment
LEADER
Commander
Terradon Chief (80)*****
OTHER
Troops
Terradon Riders (105)*****
- Starstrike Javelin
Terradon Riders (105)*****
- Starstrike Javelin
Terradon Riders (105)*****
- Starstrike Javelin
Terradon Riders (105)*****
- Starstrike Javelin
Terradon Riders (105)*****
- Starstrike Javelin
CORE BATTALIONS:
******Battle Regiment
LEADER
Commander
Ripperdactyl Chief (80)******
OTHER
Troops
Ripperdactyl Riders (85)******
Ripperdactyl Riders (85)******
Ripperdactyl Riders (85)******
Ripperdactyl Riders (85)******
TERRAIN
Realmshaper Engine (0)
TOTAL POINTS: (2995/3000)
So that is 27 Ripperdactyl’s with 3 Chiefs and 30 Terradon’s with 3 Chiefs.
For a combined total of 63 (that is a lot of Ariel Acrobatics)
With the 40 normal Skinks and a Starpreist to make it legal.
Yes the Skink Oracle on Troglodon has the Cloak of Feathers Artefact. Yes that means the Troglodon can FLY.
Total model count 105
What do people think?
Would it Work?
Ok so GW have spoilt my fun!
They seem to be good at that!
The Arcane Tome can no longer be taken by some one who is already a wizard so no extra castings or unbindings, for my Starpreast.
Due to the points cost increases this army as it stands now has a cost of 3680 points rather than 2995.
And to top it off the ‘Cloak of Feathers’ artefact has been removed completely therefore no more flying Troglodon.
I just suppose it is a good thing I had not actually started building towards this army yet!
Edit - Ok just found the ‘Cloak of Feathers’ available to the Starpreast. Still no flying Troglodon!
Yes, I'm not quite sure why GW made the Ripperdactyl Chief's and Terradon Chief's command abilities only once per battle. Especially the Terradon Chief, since the "Deadly Cargo" ability can only be used once by a unit anyway. With the old command, he could at least help different units of Terradon's throughout the battle. I guess, with our updated Starborne options, GW didn't want too many additional waves of MWs?On further review of the updates this list has really been screwed over and it’s destructive capability spoiled.
For reference
Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction, ready to be dropped at a command from their riders.
Once per battle, after this unit finishes a move, you can pick 1 enemy unit and roll 1 dice for each model in this unit that passed across any models from that enemy unit. For each 4+, that enemy unit suffers D3 mortal wounds.
Previous Command Ability -
Coordinated Attack: A Terradon Chief can direct his warriors so that they unleash their deadly cargo to maximum effect.
You can this command ability when a friendly TERRADON RIDERS unit uses its Deadly Cargo ability while it is wholly within 12" of a friendly model with this command ability. If you do so, the enemy unit suffers D3 mortal wounds for each 2+ instead of each 4+.
Updated Command ability
Coordinated Attack: A Terradon Chief can direct his warriors so that they unleash their deadly cargo to maximum effect.
Once per battle, at the start of your movement phase, you can pick 1 friendly unit with this ability on the battle field to call a Terradon attack. If you do so, until the end of that phase, each time a friendly Terradon unit wholly within 12” of that unit uses its Deadly Cargo ability, the enemy unit suffers D3 mortal wounds for each 2+ instead of each 4+.
so going from being able to use it by different Terradon chiefs on opposite sides of the board on different turns which would have been quite devastating to an opponent . To once per battle and only one Terradon chief really curtails the potency of this list.