Temple Guard
Womboski
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Allegiance: Seraphon
Coalesced, Koatl 's claw, Hysh
LEADERS
Saurus Scar-Veteran on Carnosaur (210)
General - Dominant Predictor
- Warspear
-Eviscersating Blade
Saurus Astrolith Bearer (140)
-Aetherquarz Brooch
Saurus Sunblood (130)
Lord Kroak(320)
Skink Starpriest (120)
Skink Starseer (140)
UNITS
10 x Saurus Knights (200)
- Lances
10 x Saurus Knights (200)
- Lances
10 x Saurus Knights (200)
- Lances
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
BATTALIONS
Firelance Starhost (160)
1980pts, could grab bound maelstrom(have Kroak huck it down field towards enemy wizards, keep it away from your army eventually it will probably blow up) or bank it for possible triumph.
Skinks screen army and or zone out enemy teleports.
Start the game with 2CP, In your hero phase roll 4 dice any 4+ is a CP and roll one more if it's a 5+ gain a CP. Any command points spent by the Scarvet on carno are refunded on a 4+ and as long as AB is alive another CP on a 5+. This should net a near infinite amount of CPs. Use the generals command abilities first to fish for extra CPs. Even if you only have 1CP but have a command ability the general can still use, he has a 50% chance of getting it back and then a 33% chance after that.
Turn 1 general gives every buff he can to all the Knights, himself and if CPs are still high sunblood can get buffed too. If rolls are really unlucky this can change. Turn 1 I plan on sending a fully buffed unit of knights into something juicy. So the general will dump everything he can into at least 1 unit. If nothing juicy is avaible to charge turn 1 spread the buffs with what is most important same probably goes for turn 2.
Knights fully buffed - +1 to save,+1 to save from missiles, +1 bite attacks, +1 to hit, +1 wound(won't be active turn 1 due to range), spears dmg 2 on charge, 3d6 charge and can roll from 18 inches, +3inches to the charge, +1 inches to the charge, can fly, nat 6s to hit count as 2 hits, mortal wounds of nat 6s to wound, reroll 1s to hit, reroll 1s to save, 6+ fnp
That's 14 buffs for those counting. Who likes buffs? We like buffs!
So I have a unit of 10 knights with 20wounds and a 3+ save, 2+ vs missiles, 6+ fnp, moving 8 inches with +4 to charge being able to charge from 18inches away on 3d6 who FLY! 2 spear attacks 3s/2s, 2dmg, 2 bites 4s/3s 1dmg, 4 mount bites 2s/3s 1dmg. Any natural 6s to hit are 2 hits and natural 6s to wound do 1mortal wound in addition to any normal dmg. Others have done the math, it's a lot of dmg.
So you give a unit of Knights every command ability in existence(well almost) and send it in turn 1 to do a lot of dmg. They kill some stuff, your opponent most likely takes them out, but there are situations where they will survive. Especially if you go 2nd and can pick off a valuable target( but that assumes for bad movement or deployment so best not to bank of that).
Turn 2, the other 2 units of Knight should be in position to charge, try to fully buff both units and run up AB and Sunclaw to support them. Carno can be sent in as well, but no reason to be too hasty. Even sending in 1 unit of knights turn 2 and maybe a carno will be a lot to deal with for your opponent. As always the objectives will mostly determine what happens after turn 1.
Remember tho, if the carno dies, our ability to spend crazy amount of CPs is basically cut in half. So try and get the most out of it and try not to lose the carno untill after at least turn 3 or all your knights are dead/whittled down.
Sending in 1 unit of knights a turn while skinks try and roadblock in-between waves will probably be a great strategy, but no plan survives contact with the enemy.
Kroak will be Dishing out mortal wounds the entire time. Turn 1 will be limted, but he can start focusing down some units. Skink starpriest can push up ahead of Kroak to increase range plus the extra 6inches from AB.
Turn 1 +1 to charge for the consolation, turn 2 could go the same or +1 attacks for carno if he is going in or +1 to cast if Kroak is in range to deliver some Celestial Deliverance.
Should be competitive against friends, local hobby stores and small tournaments. I have no experience at large events so no comment there.
I'd love any additional ideas for strategies with this list or ideas for replacements.
I really like the idea of bound endless spells, Gargantuan Jaws is only 40pts, is d3 mortal wounds, big base to block up the board, and -1 bravery (which we ignore). Carno terror, plus knights banner and Jaws nets -3 to bravery. Will at the very least force your opponent to use CPs to ignore battleshock (unless you know, they just don't take.battleshock...)
Stegadons are also dope. I don't have our fire lizards or I would highly consider those.
Also a unit of 40 or even 20 skinks getting the mortal wound buff turn 1 and shooting something could be good, cuz with all the other buffs that first omega unit of knights will probably pop what every they land into, mortal wounds will be needed against high save or other durable units.
I think I've rambled on enough. What are y'alls thoughts?
Edit: not sure where I want broche to sit. Maybe AB of Starseer.
Coalesced, Koatl 's claw, Hysh
LEADERS
Saurus Scar-Veteran on Carnosaur (210)
General - Dominant Predictor
- Warspear
-Eviscersating Blade
Saurus Astrolith Bearer (140)
-Aetherquarz Brooch
Saurus Sunblood (130)
Lord Kroak(320)
Skink Starpriest (120)
Skink Starseer (140)
UNITS
10 x Saurus Knights (200)
- Lances
10 x Saurus Knights (200)
- Lances
10 x Saurus Knights (200)
- Lances
10 x Skinks (60)
- Boltspitters & Star Bucklers
10 x Skinks (60)
- Boltspitters & Star Bucklers
BATTALIONS
Firelance Starhost (160)
1980pts, could grab bound maelstrom(have Kroak huck it down field towards enemy wizards, keep it away from your army eventually it will probably blow up) or bank it for possible triumph.
Skinks screen army and or zone out enemy teleports.
Start the game with 2CP, In your hero phase roll 4 dice any 4+ is a CP and roll one more if it's a 5+ gain a CP. Any command points spent by the Scarvet on carno are refunded on a 4+ and as long as AB is alive another CP on a 5+. This should net a near infinite amount of CPs. Use the generals command abilities first to fish for extra CPs. Even if you only have 1CP but have a command ability the general can still use, he has a 50% chance of getting it back and then a 33% chance after that.
Turn 1 general gives every buff he can to all the Knights, himself and if CPs are still high sunblood can get buffed too. If rolls are really unlucky this can change. Turn 1 I plan on sending a fully buffed unit of knights into something juicy. So the general will dump everything he can into at least 1 unit. If nothing juicy is avaible to charge turn 1 spread the buffs with what is most important same probably goes for turn 2.
Knights fully buffed - +1 to save,+1 to save from missiles, +1 bite attacks, +1 to hit, +1 wound(won't be active turn 1 due to range), spears dmg 2 on charge, 3d6 charge and can roll from 18 inches, +3inches to the charge, +1 inches to the charge, can fly, nat 6s to hit count as 2 hits, mortal wounds of nat 6s to wound, reroll 1s to hit, reroll 1s to save, 6+ fnp
That's 14 buffs for those counting. Who likes buffs? We like buffs!
So I have a unit of 10 knights with 20wounds and a 3+ save, 2+ vs missiles, 6+ fnp, moving 8 inches with +4 to charge being able to charge from 18inches away on 3d6 who FLY! 2 spear attacks 3s/2s, 2dmg, 2 bites 4s/3s 1dmg, 4 mount bites 2s/3s 1dmg. Any natural 6s to hit are 2 hits and natural 6s to wound do 1mortal wound in addition to any normal dmg. Others have done the math, it's a lot of dmg.
So you give a unit of Knights every command ability in existence(well almost) and send it in turn 1 to do a lot of dmg. They kill some stuff, your opponent most likely takes them out, but there are situations where they will survive. Especially if you go 2nd and can pick off a valuable target( but that assumes for bad movement or deployment so best not to bank of that).
Turn 2, the other 2 units of Knight should be in position to charge, try to fully buff both units and run up AB and Sunclaw to support them. Carno can be sent in as well, but no reason to be too hasty. Even sending in 1 unit of knights turn 2 and maybe a carno will be a lot to deal with for your opponent. As always the objectives will mostly determine what happens after turn 1.
Remember tho, if the carno dies, our ability to spend crazy amount of CPs is basically cut in half. So try and get the most out of it and try not to lose the carno untill after at least turn 3 or all your knights are dead/whittled down.
Sending in 1 unit of knights a turn while skinks try and roadblock in-between waves will probably be a great strategy, but no plan survives contact with the enemy.
Kroak will be Dishing out mortal wounds the entire time. Turn 1 will be limted, but he can start focusing down some units. Skink starpriest can push up ahead of Kroak to increase range plus the extra 6inches from AB.
Turn 1 +1 to charge for the consolation, turn 2 could go the same or +1 attacks for carno if he is going in or +1 to cast if Kroak is in range to deliver some Celestial Deliverance.
Should be competitive against friends, local hobby stores and small tournaments. I have no experience at large events so no comment there.
I'd love any additional ideas for strategies with this list or ideas for replacements.
I really like the idea of bound endless spells, Gargantuan Jaws is only 40pts, is d3 mortal wounds, big base to block up the board, and -1 bravery (which we ignore). Carno terror, plus knights banner and Jaws nets -3 to bravery. Will at the very least force your opponent to use CPs to ignore battleshock (unless you know, they just don't take.battleshock...)
Stegadons are also dope. I don't have our fire lizards or I would highly consider those.
Also a unit of 40 or even 20 skinks getting the mortal wound buff turn 1 and shooting something could be good, cuz with all the other buffs that first omega unit of knights will probably pop what every they land into, mortal wounds will be needed against high save or other durable units.
I think I've rambled on enough. What are y'alls thoughts?
Edit: not sure where I want broche to sit. Maybe AB of Starseer.
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