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AoS Crazy Lists and weird ideas

Why so many Knights on the first unit? You'll barely make more than 8 fight. I'd put 10+10+5. An also Terradons... I despise unit of 9, unless you're doing a conga-screen, you won't place the 9 bombs; you are just paying a tax to make sure 6 does.

If that has been your experience I totally understand where you are coming from. I haven't had any issue getting 15 knights in combat on the charge or getting 9 terradons to drop bombs so thats what I like to use.
 
I have a quite crazy idea. Carnosaur Jaws 6/3+/3+/-3/5:

Allegiance: Seraphon
- Constellation: Thunder Lizard

Leaders
Slann Starmaster (260)
- Spell: Stellar Tempest
Saurus Oldblood on Carnosaur (230)
- General
- Command Trait: Prime Warbeast
- Artefact: Blade of Realities
Saurus Scar-Veteran on Carnosaur (210)
- War Spear
- Artefact: Fusil of Conflaguration
Skink Starseer (140)
- Spell: Tide of Serpents
Skink Starpriest (120)
- Spell: Hand of Glory

Battleline
5 x Saurus Guard (100)
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Saurus Knights (200)
- Lances
20 x Saurus Warriors (180)
- Clubs
20 x Saurus Warriors (180)
- Clubs
20 x Saurus Warriors (180)
- Clubs

Battalions
Sunclaw Temple-host (140)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 140

  • Stick together your Slan, guard and a unit of Saurus to grab any objetive.
  • Stick your Oldblood, one Saurus and Starseer together to demolish anything. Saurus, if intact, having 2/3+/3+/-2/1 is a good upgrade. If your target is tough enough so your Saurus won't kill it or they can't get there ('cause you rolled 3 ones) charge with your Oldblood but give him the Great Drake asterism on the beggining
  • Skinks as a screen for your Knights so they aren't charged and they can next turn. Buff them with Starpriest (staff and spell) and your Scar-Vet for sweet exploding. Saurus to grab the third objetive.
I played a game this week and my Knights obliterated a Durthu and my Olblood ate Alarielle and a Treelord when got charged next turn.
Dryads are some MF to deal with but in the end I won.

If you can deal a wound with the Fusil, your Scar-Vet can run and charge.
 
  • Stick together your Slan, guard and a unit of Saurus to grab any objetive.
  • Stick your Oldblood, one Saurus and Starseer together to demolish anything. Saurus, if intact, having 2/3+/3+/-2/1 is a good upgrade. If your target is tough enough so your Saurus won't kill it or they can't get there ('cause you rolled 3 ones) charge with your Oldblood but give him the Great Drake asterism on the beggining
  • Skinks as a screen for your Knights so they aren't charged and they can next turn. Buff them with Starpriest (staff and spell) and your Scar-Vet for sweet exploding. Saurus to grab the third objetive.
I played a game this week and my Knights obliterated a Durthu and my Olblood ate Alarielle and a Treelord when got charged next turn.
Dryads are some MF to deal with but in the end I won.

If you can deal a wound with the Fusil, your Scar-Vet can run and charge.

Fusil isn't actually an attack so you can't run and charge after it.

the extra rend you're adding to everything, is that assuming the starseer spell? (saurus at rend 2, carnosaur jaws at rend 3).

In terms of your list, I'd just run it as koatl's claw. The 2 extra attacks you're getting from prime warbeast don't outweight the cp regen you get from KC command trait, and +1 to hit on all your saurus models is really, really good. Thunder lizard needs a basti or an engine to be worth IMO.

Either way, always nice to see some saurus punchy lists :)
 
Sorry, it's been so long since I played I forget it wasn't normally -2, like it seems it should be.
 
Yes, but he's posting it as rend -3 so i'm assuming he's rolling the starseer spell up into that.
Yep, al bonus accounted: battalion and Starseer, although,the later can fail his spell. If he fails, you still have 4/2+/3+/-2/3 with your Oldblood (spending 1 CA for +1 to hit), which is pretty decent.

Sorry, it's been so long since I played I forget it wasn't normally -2, like it seems it should be.
Yeah, it seems poor design or something. Carno should have -1 on claws at least and -2 on jaws. We lack a lot of rend on our units. I bet giving us more rend and a point increase if needed, you'd see more Saurus around.

Knight's profile hurts to see. Only after spending more than 200 points on them and making them charge, you're seeing some damage.

Fusil isn't actually an attack so you can't run and charge after it.
Shit, you just shattered my dreams.

In terms of your list, I'd just run it as koatl's claw. The 2 extra attacks you're getting from prime warbeast don't outweight the cp regen you get from KC command trait, and +1 to hit on all your saurus models is really, really good. Thunder lizard needs a basti or an engine to be worth IMO.

You may be right I just tested the Thunder Lizard against Sylvaneth and I turned out right, although Saurus are more for grab an objetive and screening than to kill something, and they had lots of trouble against Dryads.

I'm not having a game where I can play TL or KC till next week so I have plenty of time to modify the list.
 
Either way, always nice to see some saurus punchy lists :)

I keep wishing for bloodclaw to get updated to AoS 2. Changing it to something like saurus heroes getting to use their command abilities for free once would help them out so much. Youd have so much extra cp for re-rolls. It would be glorious.
 
What if a list was built that utilizes Lord Kroak as a melee unit as well as a speel machine. You would run Saurus Guards in bulk so that even in melee they could absorb damage that us done to Kroak. They have 2 wounds each, great melee and 2 attacks per is good. Kroak also has a decent melee if he makes it in against a horde army. It might be too far fetched by what if.
 
Ive run 20 guard before with kroak and astolith in the middle of them. Looks cool on the table and is genuinely not that bad as a combat block
 
The idea im wondering about is taking multiple astrolith bearers and running them alongside 20 guard blocks and 40 saurus warrior blocks in coalesced. 4+ save with a 6+dpr and -1 damage.

Allegiance: Seraphon
- Constellation: Koatl's Claw
Saurus Astrolith Bearer (140)
Saurus Astrolith Bearer (140)
Saurus Astrolith Bearer (140)
20 x Saurus Guard (400)
40 x Saurus Warriors (320)
- Spears
40 x Saurus Warriors (320)
- Spears

Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 138

Then you add in kroak and flavor with endless spells.
 
Id rather have more guards or knights than warriors, big warriors blocks dont do it for me. They are worse than guards and knights.
Only advantage is bodies early on before they start dying
 
So there is stegaggedon.... But what about bastilaggedon?
I was just messing around in warscroll builder :troll: anyone that have tried a similar list? Any insights?

Allegiance: Seraphon
- Constellation: Thunder Lizard

Leaders
Skink Starpriest (120)
- General
- Command Trait: Master of Star Rituals
- Artefact: Fusil of Conflaguration
- Spell: Hand of Glory
Skink Starpriest (120)
- Spell: Bind Endless Spell

Battleline
20 x Skinks (120)
- Boltspitters Celestite Daggers & Star Bucklers
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow

Behemoths
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine

Endless Spells / Terrain / CPs
Bound Ravenak's Gnashing Jaws (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 98
 
If you switch out one of the Stega and pick up about 40 more skinks or hero's, you'll have good screening and more hero's to use the command ability off of.

The only issue I see is not having enough MW output in some cases. Could always throw in a purple sun too with some fiddling.
 
I feel like you want a slann really. Maybe drop a steg so you can make full use of the bastiladons
 
I see what you're getting at. of course this is not a list I will be building, I where just curious if anyone have tried some 4 bast lists and with what success ;)
 
Allegiance: Order
Skink Starpriest (120)
Saurus Scar-Veteran on Carnosaur (210)
- War Spear
- Artefact: Relic Blade
Skink Starseer (140)
- General
- Command Trait: Inspiring
Scinari Cathallar (140)
Scinari Loreseeker (160)
40 x Saurus Warriors (320)
- Spears
20 x Vanari Auralan Sentinels (280)
20 x Vanari Auralan Wardens (240)
5 x Vanari Bladelords (120)
10 x Saurus Knights (200)
- Lances
Purple Sun of Shyish (50)

Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 142


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I just wanted to mash my two armies together lol

Although, as far as Grand Alliance lists go, I feel like this hits a bit of a sweet spot where all the units can *kinda* do their jobs without their allegiance abilities. Most of the important stuff for this list is in the warscrolls themselves
 
Hey guys I’m a bit new here but I’m looking at creating a big Dino focus army any lists or ideas to help me out?

first of all, welcome aboard!

you should create a thread in this very subsection of the forum ("Seraphon army lists"). On the right there's a red button "Post new thread".
clarify what dino models do you have. Your best bet would be to run a Coalesced list.
 
Welcome to Lustria!

Everything is about to change with 3rd edition. I would wait to start buying your list until mid July once all the new rules and points changes have been introduced.
 
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