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AoS Crazy Lists and weird ideas

Carnosaurs all day, they are the best monsters in the game for the price they’re at :D
 
Here's mine I did this morning:


++ **Pitched Battle** 2,000 (Order - Seraphon) [1,995pts] ++

+ Core Battalion +

Core Battalion: Battle Regiment

Core Battalion: Warlord: Extra Enhancement: Artefacts of Power

+ Leader +

Lord Kroak [430pts]: Warlord - 1-2 Commanders

Saurus Astrolith Bearer [150pts]: Fusil of Conflagration, Warlord - 2-4 Sub-Commanders

Saurus Scar-Veteran on Carnosaur [215pts]: Celestite Warspear

Skink Oracle on Troglodon [270pts]: 2. Cloak of Feathers, [The Thunder Lizard] Prime Warbeast, Battle Regiment - 1 Commander, Flaming Weapon, General

Skink Starseer [145pts]: 2. Hand of Glory, Warlord - 2-4 Sub-Commanders

+ Battleline +

Saurus Guard [115pts]: 5 Saurus Guards, Saurus Guard Alpha, Stardrake Icon Bearer, Wardrummer, Warlord - 1-2 Troops

Saurus Warriors [210pts]: 20 Saurus Warriors, Battle Regiment - 2-5 Troops, Celestite Club, Reinforced, Saurus Warrior Alpha, Stardrake Icon Bearer, Wardrummer

Stegadon [265pts]: Battle Regiment - 2-5 Troops, Skystreak Bow

+ Other +

Kroxigors [150pts]: 3 Kroxigors, Battle Regiment - 2-5 Troops

+ Allegiance +

Allegiance
. Allegiance: Seraphon
. . Coalesced: The Thunder Lizard

+ Game Options +

Game Type: 2000 Points - Battlehost

Grand Strategy: Beast Master

Triumphs: Inspired

+ Malign Sorcery +

Endless Spell: Chronomantic Cogs [45pts]

++ Total: [1,995pts] ++

The idea is to throw Trog melee and wreck with Celestial Deliverance. Scar-Vet because liked another monster and to check on Saurus, plus Starseer for that sweet -1 save on an enemy unit.
 
My Black Magic List:

Dracothions Tail

I played this Magic heavy Summoning list at a recent tournament and it did fairly well (2-1) Beating Nurgle and a Stormcast Chariot list. It's very fun and incredibly mobile with amazing reach and kill ability.

1 x Lord Kroak
1 x Slann Starmaster (garrisoning Realmshaper)
1 x Oracle on Troglodon (Tide of Serpents)
1 x Oracle on Troglodon (Aracne Tome - Hand of Glory and Tide of Serpents)
1 x Stegadon with Skink Chief - Skystreak Bow (Godbeast Pendant)
1 x Saurus Astrolith Bearer
2 x Saurus Guard Units
1 x Skinks - Boltspitter, Star Buckler

Command Entourage for the additional Artefact
All three battleline units are in Hunters of the Heartland

Total points 1995 (Feb 28, 2022)

The main idea would be to summon in a Salamander Hunting Pack each turn. Two D3 for Slann General and Astrolith Bearer and each Wizard then sacrifices a spell for an extra D3 each, total 6D3 (averaging 12 summoning points a turn). I gave the one Troglodon Arcane Tome so after sacrificing a spell for the CCP he can still cast Tide of Serpants. If he's out of reach of enemy then he can still Hand of Glory the Steg or Salamanders.

I position Lord Kroak and Slann Starmaster in opposite corners on my deployment zone each with a Suarus Guard unit, forcing the opponent to split forces or just commit to one.

Slann Starmaster primarily casts Stellar Tempest and controls the Realmshaper, Kroak casts Comets Call and then Celestial Deliverance twice through one of the Troglodons. The Astrolith Bearer sits near Kroak giving him and extra 6" range for Celestial Deliverance (16" total) measured from a Troglodon. Between all Global reach magic (or virtually global when measuring from the Troglodons) and teleporting/summoning Salamanders immediately within striking distance of targets makes for a very fun, motal wound filled game. Added Battle Tactic points for easy Ferocious Advance with 3 monsters turn one and savage spearhead with teleporting Troglodons/Stegadon later on is nice too, not to mention five dice rolls for command points on 4+ thanks to the two Slann. 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!

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.

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
 
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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. If he does get in range then it's a trade off unbinding each others spells, which keeps it balanced. I do my best to screen both Slann in the corners with the guard in a straight line and terrain when possible but I did get wrecked one game when I got double turned by Storm Cast fast moving Dragons and deep striking Annialators. The list does remain surprisingly threatening even after losing a Slann and an Oracle, the key is not to lose both Slann or both Oracles which is why they are all kept far apart in my games.
 
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.

yes, i was thinking more to shut down Teclis' magical phase, even with a +3 to dispel you will stop those automatic cast only a certain amount of time. And if Kroak wants to cast clestial deliverance, even through a vessel, he will probably be nearer.

Mind you: i'm not saying it can't be done or it won't be successful, but it becomes a balanced duel.
 
How about my very aggro dragon allys list?

This might lowkey have a lot of early board control.

Also stormdrake guard + starblood stalkers kit bash anyone?

- Army Faction: Seraphon
- Army Type: Coalesced
- Subfaction: Thunder Lizard
- Grand Strategy: Continuous Expansion
LEADERS
Skink Priest (80)*
- Prayers: Heal
Skink Starpriest (130)*
- Spells: Hand of Glory
Slann Starmaster (265)*
- General
- Command Traits: Arcane Might
- Artefacts of Power: Fusil of Conflagration
- Spells: Stellar Tempest
Terradon Chief (80)**
BATTLELINE
1 x Stegadon (265)*
- Skystreak Bow
5 x Saurus Guard (115)*
1 x Stegadon (265)**
- Skystreak Bow
BEHEMOTH
1 x Bastiladon with Solar Engine (250)*
OTHER
3 x Terradon Riders (105)**
- Sunleech Bolas
3 x Terradon Riders (105)**
- Sunleech Bolas
2 x Stormdrake Guard (340)**
- Drakerider’s Lance
TERRAIN
1 x Realmshaper Engine (0)
CORE BATTALIONS
- *Battle Regiment
- **Battle Regiment
TOTAL POINTS: 2000/2000
Created with Warhammer Age of Sigmar: The App
 
Question How may Terradon’s and Ripperdactyl’s can you fit in a legal 3000 point CoG army?


Answer below ⬇️


CORE BATTALION:

*Command Entourage

  • MAGNIFICENT: ADDITIONAL ARTEFACT OF POWER
LEADER

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?
 
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.
 
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.
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.
summoning lists are the personification of the sunk cost fallacy. 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.

While true, i was pondering on a starborne summoning list.
Kroak + Slann + Astrolith, will grant you 4d4 summoning points (which is good), and you'll still have excellent casting (5 spells with solid buffs). With 1155 spared points to insert whatever you want.
With an oracle you'll have a dino, a vassal and another d3 conjuration points.

The point of a list like this is that, apart from the slann+kroak, you bring the usual things you would bring to the table, the CCPs are a bonus.... so basically you are adding only 265 pts of Slann that alongside kroak can let you focus on offensive and defensive magic at the same time.
 
Just wanted to use all my Razordons together one last time before their possible removal from the future battletome.

- Army Faction: Seraphon
- Army Type: Starborne
- Subfaction: Fangs of Sotek
- Grand Strategy: The Astromatrix
- Triumph: Inspired
LEADERS
Saurus Astrolith Bearer (160)**
- Artefacts of Power: Serpent God Dagger
Skink Starpriest (140)**
- Spells: Hand of Glory
Slann Starmaster (290)**
- General
- Command Traits: Arcane Might
- Artefacts of Power: Gryph-feather Charm
- Spells: Stellar Tempest
- Aspects of the Champion: Fuelled by Ghurish Rage
Skink Priest (120)***
- Prayers: Curse
BATTLELINE
Skinks (240)*
- Skink Alpha
- Boltspitter, Celestite Dagger and Star-buckler
Skinks (80)**
- Skink Alpha
- Boltspitter and Moonstone Club
Skinks (80)***
- Skink Alpha
- Boltspitter and Moonstone Club
OTHER
Razordon Hunting Pack (200)*
Razordon Hunting Pack (200)*
Razordon Hunting Pack (100)***
Razordon Hunting Pack (100)***
Razordon Hunting Pack (100)***
Razordon Hunting Pack (100)***
ENDLESS SPELLS & INVOCATIONS
1 x Purple Sun of Shyish (90)
CORE BATTALIONS
*Galletian Sharpshooters
**Warlord
***Battle Regiment
TOTAL POINTS: 2000/2000
Created with Warhammer Age of Sigmar: The App
 
Draco Tail:

Slann *gen* CMD: Vast Intellect
SPELLS: Comets Call, Stellar Tempest, Drain Magic

Astrolith *hero*
ITEM: Arcane Tome

3x (msu) Skinks
6x Hunters of Haunchi (darts)
4x Spawn of Chotec
 
Question How may Terradon’s and Ripperdactyl’s can you fit in a legal 3000 point CoG army?


Answer below ⬇️


CORE BATTALION:

*Command Entourage

  • MAGNIFICENT: ADDITIONAL ARTEFACT OF POWER
LEADER

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!
 
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Would it be a good or bad idea to drop 5 spawns of chotec 9" away from your enemy, if you could have a terradon chief with arcane tome making it a node run 22" ? there is enough points available to spawn spawns every turn if you start with 4. Draco tail of course. is this possible?
 
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!

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.
 
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.
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?
 
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