2,000pts.
Allegiance: Seraphon
Starborne: Dracothion's Tail
Leader
Slann Starmaster (260 points)
Mystical Unforging
Ancient Knowledge: Stellar Tempest
General
Godbeast Pendant
Saurus Scar-Veteran on Carnosaur (210 points)
Blade of Realities, Celestite Warspear
Engine of the Gods (260 points)
Incandescent Rectrices
Battleline
5 Saurus Knights (100 points)
Warspear
5 Saurus Knights (100 points)
Warspear
5 Saurus Knights (100 points)
Warspear
Behemoths
Bastiladon (220 points)
Solar Engine
Bastiladon (220 points)
Solar Engine
Other
12 Salamander Hunting Pack (240 points)
Battalions
Thunderquake Starhost (130 points)
Firelance Starhost (160 points)
Total: 2,000pts
There's not common to see Starborne lists with those two battalions, but I though that this could be an interesting list. The Thunderquake battalion ability makes dinos durable. While Firelance allows you some minor MW extra damage, it's mainly there to get you fewer drops, an extra CP, an artefact and to cover for the battleline tax. Also becuse I am a weirdo and I think the knights are cool models
.
The idea behind this list is creating two blocks, one static to mainly sit on objectives and try to heal itself as much as possible (the Thunderquake dinos arround the Slann) and one more mobile (the Firelance) to mainly try to attack controlled objectives or engage the enemy in their own deployment zone.
The 3 drops make very probable to get the first turn, so everything is build around that, if you don´t go first then you'll probably struggle.
Depending on the scenario it will be interesting to alternate between setting Knights and Scar-vet or Thunderquake's big dinos in reserve:
- Firelance if you want to try a charge from deep-strike (66% success chance with "The hunter steed" and re-rolling charges for the war drums). In average a couple of the knights units should make it turn 1. The Scar-vet has 41% chance but also 66% if you use a command point.
- Thunderquake if you need all your dinos to be somewhere in the table turn 1. Just LoSaT the Slann to them to get the bonuses from the battalion and the EotG. The Salamanders should probably be deployed in reserve for hero-snipping anyways.
The low body count is probably the main issue of this list, you need to get lucky with the rolls for CCP to put some extra skinks on the table. You'll average 4CCP per turn for as long at the Slann lives.
As you need summoning, teleportation and deep-striking to compensate for some of this list's weaknesses makes Dracothion's tail sense in this instance.
The other big issue IMO is the this list relies in the randomness of the EotG, CCP and healing rolls.
You should roll 2d6 for the EotG when your main need is healing (66% chance) and 3d6 if possible when what you need is to put out MW (48%) or get some extra saurus bodies on the table (25%).
If you manage to snipe out the table some of your opponent MW potential in the first rounds then potentially healthy bastilladons that can heal furthert will be quite difficult to deal with for your opponent.
Slann, and EotG are key pieces in the list and need to survive. The artefacts they wear can bring them back with full health 50% of the time or maybe discourage your opponent on focus on them as primary targets since targeting them become a risk of wasting output.
Alternate lists:
If you change the Scar-vet on carnosaur for one on cold one then you get 100 points to spend somewhere else such as 10 skinks + Balewind Vortex, or maybe other endless spell.
If you change the Scar-vet on carnosaur for one on cold one, and drop 1 hunting pack, then you'll manage to get enough points for an astrolith bearer and the Vortex, being able to increase your summoning, use astrolith's aura to get some MW defence and eventually use him for some board control, as you can LosT him to summon reinforcements where you need them without the Slann abandoning the dinos.
Allegiance: Seraphon
Starborne: Dracothion's Tail
Leader
Slann Starmaster (260 points)
Mystical Unforging
Ancient Knowledge: Stellar Tempest
General
Godbeast Pendant
Saurus Scar-Veteran on Carnosaur (210 points)
Blade of Realities, Celestite Warspear
Engine of the Gods (260 points)
Incandescent Rectrices
Battleline
5 Saurus Knights (100 points)
Warspear
5 Saurus Knights (100 points)
Warspear
5 Saurus Knights (100 points)
Warspear
Behemoths
Bastiladon (220 points)
Solar Engine
Bastiladon (220 points)
Solar Engine
Other
12 Salamander Hunting Pack (240 points)
Battalions
Thunderquake Starhost (130 points)
Firelance Starhost (160 points)
Total: 2,000pts
There's not common to see Starborne lists with those two battalions, but I though that this could be an interesting list. The Thunderquake battalion ability makes dinos durable. While Firelance allows you some minor MW extra damage, it's mainly there to get you fewer drops, an extra CP, an artefact and to cover for the battleline tax. Also becuse I am a weirdo and I think the knights are cool models
The idea behind this list is creating two blocks, one static to mainly sit on objectives and try to heal itself as much as possible (the Thunderquake dinos arround the Slann) and one more mobile (the Firelance) to mainly try to attack controlled objectives or engage the enemy in their own deployment zone.
The 3 drops make very probable to get the first turn, so everything is build around that, if you don´t go first then you'll probably struggle.
Depending on the scenario it will be interesting to alternate between setting Knights and Scar-vet or Thunderquake's big dinos in reserve:
- Firelance if you want to try a charge from deep-strike (66% success chance with "The hunter steed" and re-rolling charges for the war drums). In average a couple of the knights units should make it turn 1. The Scar-vet has 41% chance but also 66% if you use a command point.
- Thunderquake if you need all your dinos to be somewhere in the table turn 1. Just LoSaT the Slann to them to get the bonuses from the battalion and the EotG. The Salamanders should probably be deployed in reserve for hero-snipping anyways.
The low body count is probably the main issue of this list, you need to get lucky with the rolls for CCP to put some extra skinks on the table. You'll average 4CCP per turn for as long at the Slann lives.
As you need summoning, teleportation and deep-striking to compensate for some of this list's weaknesses makes Dracothion's tail sense in this instance.
The other big issue IMO is the this list relies in the randomness of the EotG, CCP and healing rolls.
You should roll 2d6 for the EotG when your main need is healing (66% chance) and 3d6 if possible when what you need is to put out MW (48%) or get some extra saurus bodies on the table (25%).
If you manage to snipe out the table some of your opponent MW potential in the first rounds then potentially healthy bastilladons that can heal furthert will be quite difficult to deal with for your opponent.
Slann, and EotG are key pieces in the list and need to survive. The artefacts they wear can bring them back with full health 50% of the time or maybe discourage your opponent on focus on them as primary targets since targeting them become a risk of wasting output.
Alternate lists:
If you change the Scar-vet on carnosaur for one on cold one then you get 100 points to spend somewhere else such as 10 skinks + Balewind Vortex, or maybe other endless spell.
If you change the Scar-vet on carnosaur for one on cold one, and drop 1 hunting pack, then you'll manage to get enough points for an astrolith bearer and the Vortex, being able to increase your summoning, use astrolith's aura to get some MW defence and eventually use him for some board control, as you can LosT him to summon reinforcements where you need them without the Slann abandoning the dinos.
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