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AoS First time 2K TL

Scar-Veteran

Just A Skink

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I'd appreciate any input or advice. Thanks.

Allegiance: Seraphon
- Constellation: Thunder Lizard
- Mortal Realm: Ghur
- Grand Strategy: Pillars of Belief

- Triumphs: Inspired

Leaders
Engine of the Gods
(265)*
- General
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
- Weapon: Skystreak Bow
- Mount Trait: Beastmaster
- Universal Prayer Scripture: Curse

Skink Priest (80)**
- Universal Prayer Scripture: Heal
Skink Starpriest (130)**
- Spell: Hand of Glory
Slann Starmaster (265)**
- Artefact: Itxi Grubs
- Spell: Stellar Tempest


Battleline
5 x Saurus Knights
(110)**
- Lances
5 x Saurus Knights (110)**
- Lances
30 x Skinks (225)***
- Meteoric Javelins Celestite Daggers & Star Bucklers
- Reinforced x 2


Units
6 x Kroxigor
(300)***
- Reinforced x 1

Behemoths
Bastiladon with Solar Engine
(235)*
Bastiladon with Solar Engine (235)*

Endless Spells & Invocations
Chronomantic Cogs
(45)

Core Battalions
*Linebreaker
**Warlord
***Hunters of the Heartlands


Additional Enhancements
Artefact


Total: 2000 / 2000
Reinforced Units: 3 / 4
Allies: 0 / 400
Wounds: 121
Drops: 10
 
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I'd drop the grub for amulet of destiny on the engine. You have invested a lot in it and without MW protection it goes down fairly easily.

I love supported skink blobs in TL but javelins are a lot worse than blowpipies. Love the krox, great stand alone unit.

Maybe switch out 5 knights for 5 guard, depending on how high you value keeping the Slann alive.

Double bastiladons and an engine might be too many units competing for double taps.
 
I'd drop the grub for amulet of destiny on the engine. You have invested a lot in it and without MW protection it goes down fairly easily.

I love supported skink blobs in TL but javelins are a lot worse than blowpipies. Love the krox, great stand alone unit.

Maybe switch out 5 knights for 5 guard, depending on how high you value keeping the Slann alive.

Double bastiladons and an engine might be too many units competing for double taps.
Thanks for the advice.

Not having boltspitters was a typo on my part. I forgot to change their weapons in the warscroll builder... or notice it here. :rolleyes:

I see your point about the Amulet of Destiny. I was just trying to bolster my casting. Still, that's a logical change.

I like bringing Guard, but I'm worried about not having enough bodies for objectives. To that point, and to your final suggestion, I could drop a Bastiladon and bring 5 guard and actually add a unit of Knights, too? Or I could drop a Basti and bring a Scar Vet on Carno for a bit of battlefield distraction?
 
I changed up this list fairly significantly, but it would have made little difference. I lost to Soulblight on turn 3 without my opponent even breaking a sweat. Typical poor play and rolling on my part, and typical excellent play and rolling on his part. My experiences are VERY different from actual competent players though. Here's what I tried.

Allegiance: Seraphon
- Constellation: Thunder Lizard
- Mortal Realm: Ghur
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired

Leaders
Saurus Scar-Veteran on Carnosaur (215)*
- General
- War Spear
- Command Trait: Prime Warbeast
- Artefact: Fusil of Conflaguration
- Mount Trait: Beastmaster
Slann Starmaster (265)*
- Artefact: Itxi Grubs
- Spell: Celestial Equilibrium
Engine of the Gods (265)**
- Artefact: Amulet of Destiny (Universal Artefact)
- Weapon: Skystreak Bow
- Universal Prayer Scripture: Curse
Skink Starseer (145)*
- Spell: Tide of Serpents
Skink Starpriest (130)**
- Spell: Hand of Glory
Skink Priest (80)**
- Universal Prayer Scripture: Heal

Battleline
5 x Saurus Guard (115)***
10 x Saurus Knights (220)***
- Lances
- Reinforced x 1
5 x Saurus Knights (110)***
- Lances
10 x Skinks (75)**
- Boltspitters Celestite Daggers & Star Bucklers

Units
5 x Chameleon Skinks (115)

Behemoths
Bastiladon with Solar Engine (235)

Endless Spells & Invocations
The Burning Head (20)

Core Battalions
*Command Entourage - Magnificent
**Warlord
***Hunters of the Heartlands

Additional Enhancements
Artefact
Artefact

Total: 1990 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 109
Drops: 12

My EotG was meh. It got off one lazer beam and one unnecessary heal roll. Curse was never in range.

Double shooting a Bastiladon (with +1 hit, re-rolling 1's and MWs on 6s) against a VLoZD is not an effective decision. It did do something like 6-7 wounds (with Basti & EotG shot) which were basically healed by the time he flew out to fight on his turn. Since you can only use the double shoot on just one Basti or EotG model, once per turn, it doesn't feel like THAT much extra. I guess using it on the EotG is the swing of hoping for an interesting roll? To the credit of the Bastiladon, it did just manage to wipe out a unit of 10 dire wolves on my last turn.

He teleported in Mannfred, one of his units of 20 Grave Guard and a Corpse Cart with casting and wound debuff into my backfield. I had moved a bit too far in hopes of trying to charge and fight for one of his objectives. He got off his charges and claimed the objective. Turn 3, he won priority again and burned 1 objective. He held the other 3. Done.
 
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