Chameleon Skink
Vosrik
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With my return to the hobby, I've played several games on Tabletop Simulator to figure out what army and what list I wanted, especially before purchasing all those minis. I know that Starborne is really shining in the competitive field, but I want my stompy dinos dangit! Therefore not only was Koatl's Claw for me, but I wanted to have some good units to lay down the hurt while being able to hold my own. So here's the list I have compiled that's served me quite well in recent (virtual) games:
Army Faction: Seraphon
- Army Type: Coalesced
- Subfaction: Koatl's Claw
- Triumph: Bloodthirsty
LEADERS
Saurus Astrolith Bearer (140)*
- General
- Command Traits: Vengeful Defender
- Artefacts of Power: Arcane Tome
Skink Oracle on Troglodon (270)*
- Spells: Heavenly Frenzy
Skink Starseer (150)*
- Spells: Tide of Serpents
BATTLELINE
Saurus Warriors (360)*
- Saurus Warrior Alpha
- Celestite Spear
- 2 x Icon Bearer
- 2 x War-drummer
Saurus Warriors (180)*
- Icon Bearer
- War-drummer
- Saurus Warrior Alpha
- Celestite Spear
Saurus Guard (140)*
- Saurus Guard Alpha
- Icon Bearer
- War-drummer
Aggradon Lancers (380)*
- Aggradon Lancer Alpha
- Celestite Club
- 2 x Icon Bearer
- 2 x War-drummer
Aggradon Lancers (380)*
- Aggradon Lancer Alpha
- Celestite Club
- 2 x Icon Bearer
- 2 x War-drummer
TERRAIN
1 x Coalesced Realmshaper Engine (0)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 2000/2000
So the gist of the list is that we can use the punching force of the Aggradons to quickly hit and take down key enemy units. With Vengeful Defender on our astrolith, we're able to move these bad boys in the Hero Phase, increasing their potential threat range to a maximum of 31", 38" on one of them with a successful casting of Heavenly Frenzy. Tacking on All Out Attack and the +1 to wound on a charge means they're all hitting and wounding on 2s (excluding any potential negative modifiers of course). Very powerful hammer units that I've had loads of success with, far more than just having the minimum strength of 3. 6 seems like the happy medium, especially with the recent cohesion changes that allow all 6 to line up side by side.
Warriors are also a powerful anvil unit in our army, they're surprisingly resilient, especially with the 6+ ward save. It's unfortunate we have so few methods of getting a ward save in Coalesced, but the -1 damage really softens the blow from certain armies. I try to keep the warriors within range of the astrolith.
As for the HQs, I use the troglodon primarily as a tanky support piece for my aggradons. Dishing out that -1 to hit aura is very handy with keeping our key units alive, plus it makes the troglodon annoying enough for enemies to want to kill it — but it's rather tanky with that regeneration. The Primordial Mire spell also works wonders in slowing down enemy charging units.
Let me know your guys' thoughts, I really tried leaning into the most optimal and synergistic units for Coalesced and came up with this list.
Army Faction: Seraphon
- Army Type: Coalesced
- Subfaction: Koatl's Claw
- Triumph: Bloodthirsty
LEADERS
Saurus Astrolith Bearer (140)*
- General
- Command Traits: Vengeful Defender
- Artefacts of Power: Arcane Tome
Skink Oracle on Troglodon (270)*
- Spells: Heavenly Frenzy
Skink Starseer (150)*
- Spells: Tide of Serpents
BATTLELINE
Saurus Warriors (360)*
- Saurus Warrior Alpha
- Celestite Spear
- 2 x Icon Bearer
- 2 x War-drummer
Saurus Warriors (180)*
- Icon Bearer
- War-drummer
- Saurus Warrior Alpha
- Celestite Spear
Saurus Guard (140)*
- Saurus Guard Alpha
- Icon Bearer
- War-drummer
Aggradon Lancers (380)*
- Aggradon Lancer Alpha
- Celestite Club
- 2 x Icon Bearer
- 2 x War-drummer
Aggradon Lancers (380)*
- Aggradon Lancer Alpha
- Celestite Club
- 2 x Icon Bearer
- 2 x War-drummer
TERRAIN
1 x Coalesced Realmshaper Engine (0)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 2000/2000
So the gist of the list is that we can use the punching force of the Aggradons to quickly hit and take down key enemy units. With Vengeful Defender on our astrolith, we're able to move these bad boys in the Hero Phase, increasing their potential threat range to a maximum of 31", 38" on one of them with a successful casting of Heavenly Frenzy. Tacking on All Out Attack and the +1 to wound on a charge means they're all hitting and wounding on 2s (excluding any potential negative modifiers of course). Very powerful hammer units that I've had loads of success with, far more than just having the minimum strength of 3. 6 seems like the happy medium, especially with the recent cohesion changes that allow all 6 to line up side by side.
Warriors are also a powerful anvil unit in our army, they're surprisingly resilient, especially with the 6+ ward save. It's unfortunate we have so few methods of getting a ward save in Coalesced, but the -1 damage really softens the blow from certain armies. I try to keep the warriors within range of the astrolith.
As for the HQs, I use the troglodon primarily as a tanky support piece for my aggradons. Dishing out that -1 to hit aura is very handy with keeping our key units alive, plus it makes the troglodon annoying enough for enemies to want to kill it — but it's rather tanky with that regeneration. The Primordial Mire spell also works wonders in slowing down enemy charging units.
Let me know your guys' thoughts, I really tried leaning into the most optimal and synergistic units for Coalesced and came up with this list.