Terradon
Tyranitar
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Hey all, here's a list I came up with exploring Koatl's Claw now that we've seen the new ghb rules as well as the change to Scaly Skin. I think Koatl's Claw indirectly gained a lot, I'll walk through some of that and some questions I have too.
- Army Faction: Seraphon
- Army Type: Coalesced
- Subfaction: Koatl's Claw
LEADERS
Lord Kroak (430)
Saurus Astrolith Bearer (140)
Saurus Scar-Veteran on Carnosaur (215)
- Celestite Warspear
- Artefacts of Power: Eviscerating Blade
- Mount Traits: Beastmaster
Skink Starpriest (130)
- Spells: Tide of Serpents
Skink Starpriest (130)
- Spells: Hand of Glory
Skink Starseer (145)
- General
- Command Traits: Master of Star Rituals
- Spells: Hand of Glory
BATTLELINE
10x Saurus Guard (230)
5x Saurus Knights (110)
5x Saurus Knights (110)
30x Saurus Warriors (315)
- Celestite Clubs
ENDLESS SPELLS & INVOCATIONS
1 x Chronomantic Cogs (40)
TOTAL POINTS: 1995/2000
General Thoughts:
-Scaly skin change means saurus units will hopefully play well into the meta if people run bounty hunters units as the Battalion bonus is negated
-saurus guard are potentially worth running in reinforced units now that they fight in two ranks and are galletian vets that are durable/ignore bounty hunter bonus damage, and a larger unit makes Kroak more attractive since he'll have the extra padding
-being able to aggressively advance kroak up the field with the extra guard is nice, hope is to get him in a central position and blast multiple infantry units to force battleshock tests
-saurus knights seem like good candidates for bounty hunters themselves due to high volume of attacks
-30 blob of saurus warriors w/ clubs is worth experimenting with for high damage potential and relatively durable anvil as well. Also galletian vets for missions that care
-starpriests to buff warriors or Knights w/ venom and hand of glory is great. 1 has Tide of Serpents for additional horde control
-starseer for -1 save spell and 3d6 charge on otherwise slow saurus warriors blob to get them where they need to be. Also General because KC command trait is weak with 3e command restrictions. Went +1 cast vs rerolls because cogs already gives rerolls
-scarnosaur to use KC artifact which is very good, and the CA is very good on saurus blob or a knight unit that charges as they get the +1 to hit from KC so don't need AoA anyway. Also roar support if needed with no more hunters battalion
-haven't run numbers but I'm sure 30x saurus charging 3d6 and buffed with starvenom, exploding 6's, rerolling 1's to hit and vs a -1 save target from starseer = tons of damage
-havent thought about battalions but I'd likely go with the Knights in bounty hunters and then decide between the extra models to cap objectives for warriors and guard, or grab an extra artifact
General Questions:
-is this just better as Thunder Lizard with an engine or bastiladon?
-is it worth trying to get in a Skink Priest with zero Skink units to target?
-would it be better cutting something to get the guard to 15?
Let me know what you think!
- Army Faction: Seraphon
- Army Type: Coalesced
- Subfaction: Koatl's Claw
LEADERS
Lord Kroak (430)
Saurus Astrolith Bearer (140)
Saurus Scar-Veteran on Carnosaur (215)
- Celestite Warspear
- Artefacts of Power: Eviscerating Blade
- Mount Traits: Beastmaster
Skink Starpriest (130)
- Spells: Tide of Serpents
Skink Starpriest (130)
- Spells: Hand of Glory
Skink Starseer (145)
- General
- Command Traits: Master of Star Rituals
- Spells: Hand of Glory
BATTLELINE
10x Saurus Guard (230)
5x Saurus Knights (110)
5x Saurus Knights (110)
30x Saurus Warriors (315)
- Celestite Clubs
ENDLESS SPELLS & INVOCATIONS
1 x Chronomantic Cogs (40)
TOTAL POINTS: 1995/2000
General Thoughts:
-Scaly skin change means saurus units will hopefully play well into the meta if people run bounty hunters units as the Battalion bonus is negated
-saurus guard are potentially worth running in reinforced units now that they fight in two ranks and are galletian vets that are durable/ignore bounty hunter bonus damage, and a larger unit makes Kroak more attractive since he'll have the extra padding
-being able to aggressively advance kroak up the field with the extra guard is nice, hope is to get him in a central position and blast multiple infantry units to force battleshock tests
-saurus knights seem like good candidates for bounty hunters themselves due to high volume of attacks
-30 blob of saurus warriors w/ clubs is worth experimenting with for high damage potential and relatively durable anvil as well. Also galletian vets for missions that care
-starpriests to buff warriors or Knights w/ venom and hand of glory is great. 1 has Tide of Serpents for additional horde control
-starseer for -1 save spell and 3d6 charge on otherwise slow saurus warriors blob to get them where they need to be. Also General because KC command trait is weak with 3e command restrictions. Went +1 cast vs rerolls because cogs already gives rerolls
-scarnosaur to use KC artifact which is very good, and the CA is very good on saurus blob or a knight unit that charges as they get the +1 to hit from KC so don't need AoA anyway. Also roar support if needed with no more hunters battalion
-haven't run numbers but I'm sure 30x saurus charging 3d6 and buffed with starvenom, exploding 6's, rerolling 1's to hit and vs a -1 save target from starseer = tons of damage
-havent thought about battalions but I'd likely go with the Knights in bounty hunters and then decide between the extra models to cap objectives for warriors and guard, or grab an extra artifact
General Questions:
-is this just better as Thunder Lizard with an engine or bastiladon?
-is it worth trying to get in a Skink Priest with zero Skink units to target?
-would it be better cutting something to get the guard to 15?
Let me know what you think!