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AoS Dread Saurians new list W.I.P

Stegadon

Dread Saurian

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With the unnecessary nerfing of my unit I will only be running one from now on. On the bright side I opened up 545 points of enjoyable aztek dinosaur goodness
Let's begin

Allegiance: Seraphon
- Constellation: Thunder Lizard
- Mortal Realm: Ghur
- Grand Strategy: Savage Spearhead
- Triumphs: Bloodthirsty

Battallion: Warlord
LEADERS:
Saurus Scar-Vet on Carnosaur (215)
- General
- Command Trait: Prime Warbeast
- Artefact: Amulet of Destiny
Weapon: Spear
Slann Starmaster (265)
Spell: Apotheosis
Skink Priest (80)
- Prayer : Heal (gotta heal the big nastys)
Saurus Astrolith Bearer (150)

Troops:
Saurus Guardx5 (115)

Battallion: Hunters of the Heartlands
Troops:
Saurus Knightsx5 (110)
-Weapons: Lances
Saurus Knightsx5 (110)
-Weapons: Lances

Battallion: Linebreaker
Leader:
Skink Starseer (145)
- Spell: Hand of Glory
- Artefact: Fusil of Conflaguration
Behemoths:
Dread Saurian (545) (Its me you knew I was gonna have one)
Bastiladon w/ Solar engine (250)


Endless spells/invocations
Emerald Lifeswarm (60)
Realmshaper Engine (free)


Total cost 1985/2000
Wounds 109

Alright lads here we are my idea hasn't changed much in terms of a general playstyle. It's fast its in yo face and it's ready to party
 
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So far this is a fun beat em up army that I can swap out spells like Apotheosis for tempest
 
4 total games played so far.
tabled archaon/tzeench turn 4 (1-0)
got wiped out by an archer heavy LL turn 5 (fuck unleash hell) (1-1)
lost by points due to my negligence against deepkin (1-2)
obliterated a stormcast army turn 3 (2-2)

i swapped out blade of realities for amulet of destiny after the Lumineth game

This is out of date no longer using thunder lizard
 
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Forgot slanns can cast 3 spells so I just decided to add Tempest to Spell list for em because Mortal wounds are needed as well
 
I am going to join this one!

I've made a list mostly for fun, but i'm probably gonna test it this weekend against Kharadron.

Coalesced - Koatl's Claw

LEADERS
Slann 265
- general: arcane might
- spells: (shield), comet's call, celestial apotheosis, ghost mist
Astrolith bearer 150
ScarVet on Carno w. warspear 215
- artefact: eviscerating blade
Starpriest 130
- spells: (shield), blazing starlight
Starseer 145
- artefact: cloak of feathers
- spells: (shield), control fate

TROOPS
10 x S. Knights 220
5 x S. Guards 115
10 x Skinks 75

OTHER
5 x chama skinks 115

BEHEMOTHS
Dread Saurian 545

ENDLESS SPELLS:
- burning head 20

total: 1995


basically, i want to form 2 main groups:

1) Scarvet on Carno + 10 S. Knights + Starpriest
(the starpriest will use the staff on the knights and shield on the Carno, the Carno will buff the knights w saurian savagery for explodin 6s)

2) DS + Slann, Guards, Astrolith and Starseer
(magical battery to fuel the DS and 3d6 charges on the DS or the buffed knights, plus massive damage reduction tnx to coalesced and astrolith. slann and starseer will buff defense of the DS and / or attacks, subtracting 1 to saves to a enemy target)

the group of skinks will stay hidden in the backfield for obj control, the chama skinks will give me that little teleport to threaten unguarder obj.


edit: interestingly, the KO units embarked on their ships, are garrisoned. This should mean that the burging head or the DS' obliterating charge, should hit also the units aboard...
 
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Ahh you're doing the Duracell dread saurian as well. I like your style but what made ya chose koatls?
 
Ahh you're doing the Duracell dread saurian as well. I like your style but what made ya chose koatls?

Well, usually i'm a fan of thunderlizard, but i've got only two behemoths and +2 wounds is nice but not that much of a bonus.
Leaving home the stegadon chief I'm not playing skinks, so no bastiladon or EotG to enjoy the TL command ability to shoot twice.
The +1 to hit on charges at least will be useful for the knights and the Scarvet (which hopefully will also make good use of the mandatory eviscerating blade)
 
Well, usually i'm a fan of thunderlizard, but i've got only two behemoths and +2 wounds is nice but not that much of a bonus.
Leaving home the stegadon chief I'm not playing skinks, so no bastiladon or EotG to enjoy the TL command ability to shoot twice.
The +1 to hit on charges at least will be useful for the knights and the Scarvet (which hopefully will also make good use of the mandatory eviscerating blade)
What are the pros and cons of eviscerating blade over Amulet of destiny?
 
What are the pros and cons of eviscerating blade over Amulet of destiny?

Well, eviscerating blade is the first mandatory artefact for koatl. :p

More seriously, on nat 6s to hit you deal 2 MWs in addition to normal damage, so with 6 attacks is not bad and i want my scarvet to join the fray anyway.

Edit: i don’t think we actually have a viable Dread Saurian build other than "duracell". As much as i like the fun idea of teleporting my DS with starborne, we absolutely need durability and increased hitting power.
 
Well, eviscerating blade is the first mandatory artefact for koatl. :p

More seriously, on nat 6s to hit you deal 2 MWs in addition to normal damage, so with 6 attacks is not bad and i want my scarvet to join the fray anyway.

Edit: i don’t think we actually have a viable Dread Saurian build other than "duracell". As much as i like the fun idea of teleporting my DS with starborne, we absolutely need durability and increased hitting power.

Yeah Duracell really is the best option for the ds atm. I see why everyone goes eviscerating blade the raw damage chance for spiking is out of this world.
 
Swapped out Amulet of Destiny for eviscerating blade when @Killer Angel pointed out the raw damage potential is too much to ignore
 
This army is harder to run than the other one but my monsters are substantially more durable
 
@Killer Angel For Kotl's Claw don't you have to take their command trait vice Arcane might or something else? Their "app" gives me errors when I try to make the Slann the general. Also what battalions do you use? New to 3.0 just getting back in after long break. Things have changed so much lol.
 
@Killer Angel For Kotl's Claw don't you have to take their command trait vice Arcane might or something else? Their "app" gives me errors when I try to make the Slann the general.

That's weird, it shouldn't.
RAW you are not forced to use a saurus as general, and arcane might is mandatory only with a saurus general.
 
. Also what battalions do you use? New to 3.0 just getting back in after long break. Things have changed so much lol.

Our battletome' battalions are no more legal for matched play. You must use the ones included in the 3.0 core rules or the ones specific for seraphon, which were included in a recent issue of White Dwarf.
 
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