Skink
Salamander Tactics
Member
- Messages
- 27
- Likes Received
- 43
- Trophy Points
- 13
A pretty well-rounded force. It is a little heavy on Monstrous, large-model units which is to be expected from Seraphon/Lizardmen, but also has some multi-model units and a caster. Lots of synergy.
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Ghyran
Leaders
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
Slann Starmaster (260)
- Artefact: Prism of Amyntok
- Spell: Stellar Tempest
Saurus Oldblood on Carnosaur (230)
Battleline
5 x Saurus Guard (100)
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Units
4 x Razordon Hunting Pack (80)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Thunderquake Starhost (130)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 87
Basically the Stegadons lead the fight, each capturing a point, or two capturing a point. These are backed by Razordons to help deal with swarms. A contingent of Starseer Slann, Saurus Guards, and an Oldblood on Carno aids as a mobile support force to help the center, left or right flank. Both an Engine of the Gods and Bastiladon wih a Solar Engine can stay in the center area to provide fire-support. Saurus Guards help protect the Slann.The Slann likewise helps power the Engine of the Gods, to get better effects on average and avoid the dreaded 2-3 rolls.
Thunder-Lizard Constellation and Thunder-Strike Starhost really help. The Slann makes it so units in 18 inches heal D3 mortal wounds. This stacks with the standard Thunder-Lizard bonuses. Even if they are out of 18 inches of the Slann, which is likely to be rare - they still heal 1 wound.
LOTS of offensive Spell-Casting Potential/Artefact Damage, etc. Have the Comet, the Stellar Tempet, the Prism of Amyntok, Fusil of Conflaguration and Sunbolt.All of this deals D3+ Mortal Wounds, or something akin to that. This really adds up and is hard to negate.
Basically a well rounded army, leaning more towards the size of large model units vs multi-model units, but still keeping a balance. Able to take and hold objectives in order to score points and counter most threats without any glaring or obvious weakness.
The extra healing is essential, along with the extra-wounds as it helps negate the biggest weakness, which is an enemy focusing heavily on mortal wounds and/or anti-large damage. Of course the Slann can use spells like Mystical Shield to help here as well.
Allegiance: Seraphon
- Constellation: Thunder Lizard
Mortal Realm: Ghyran
Leaders
Engine of the Gods (260)
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
Slann Starmaster (260)
- Artefact: Prism of Amyntok
- Spell: Stellar Tempest
Saurus Oldblood on Carnosaur (230)
Battleline
5 x Saurus Guard (100)
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Units
4 x Razordon Hunting Pack (80)
Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Battalions
Thunderquake Starhost (130)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 87
Basically the Stegadons lead the fight, each capturing a point, or two capturing a point. These are backed by Razordons to help deal with swarms. A contingent of Starseer Slann, Saurus Guards, and an Oldblood on Carno aids as a mobile support force to help the center, left or right flank. Both an Engine of the Gods and Bastiladon wih a Solar Engine can stay in the center area to provide fire-support. Saurus Guards help protect the Slann.The Slann likewise helps power the Engine of the Gods, to get better effects on average and avoid the dreaded 2-3 rolls.
Thunder-Lizard Constellation and Thunder-Strike Starhost really help. The Slann makes it so units in 18 inches heal D3 mortal wounds. This stacks with the standard Thunder-Lizard bonuses. Even if they are out of 18 inches of the Slann, which is likely to be rare - they still heal 1 wound.
LOTS of offensive Spell-Casting Potential/Artefact Damage, etc. Have the Comet, the Stellar Tempet, the Prism of Amyntok, Fusil of Conflaguration and Sunbolt.All of this deals D3+ Mortal Wounds, or something akin to that. This really adds up and is hard to negate.
Basically a well rounded army, leaning more towards the size of large model units vs multi-model units, but still keeping a balance. Able to take and hold objectives in order to score points and counter most threats without any glaring or obvious weakness.
The extra healing is essential, along with the extra-wounds as it helps negate the biggest weakness, which is an enemy focusing heavily on mortal wounds and/or anti-large damage. Of course the Slann can use spells like Mystical Shield to help here as well.
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