Jungle Swarm
StarJeff
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Hello there, fellow lizards!
I'll be playing at my LFGS this week-end and the person running the event wanted us to play some competitive lists so here's my attempt:
Allegiance: Seraphon
- Constellation: Koatl's Claw
- Mortal Realm: Ghur
- Grand Strategy: No Place for the Weak
- Triumphs: Inspired
LEADERS
Slann Starmaster (265)****
- General
- Command Trait: Arcane Might
- Artefact: Itxi Grubs
- Spell: Stellar Tempest
Skink Starseer (145)****
- Spell: Tide of Serpents
Skink Starpriest (130)****
- Spell: Hand of Glory
Saurus Scar-Veteran on Carnosaur (215)**
- War Spear
- Artefact: Eviscerating Blade
- Mount Trait: Beastmaster
Saurus Sunblood (125)**
- Artefact: Blade of Realities
Terradon Chief (80)**
UNITS
30 x Saurus Warriors (315)***
- Clubs
5 x Saurus Guard (115)***
5 x Saurus Knights (110)*
- Lances
5 x Saurus Knights (110)*
- Lances
2 x Salamander Hunting Pack (280)*
3 x Terradon Riders (105)**
- Sunleech Bolas
CORE BATTALIONS
*Bounty Hunters
**Warlord
***Expert Conquerors
****Command Entourage - Magnificent
Strategy is rather simple:
The 30 warriors are in the middle of the formation, babysitted by the Slann+Starseer+Guards
Carno + Knights + Starpriest are on one side, ready to bust some battleline hordes
Sallies will take care of high save targets on the other side
Terradons+Chief will snipe a key target turn 1
I'm not 100% sure about the Sunblood.
I kinda feel like he's overkill to buff either my warriors or my knights.
He seems to hit like a bus and I really like his +1 to wound command ability but I'm very temped to bench him and add more Terradons instead to really capitalize on the Terradons Chief ability...
Or I can keep him and get rid of the Saurus Guards... ?
But if I remove the Guards, I lose my "expert conquerors" battalion...
Not sure what is best
I'll be playing at my LFGS this week-end and the person running the event wanted us to play some competitive lists so here's my attempt:
Allegiance: Seraphon
- Constellation: Koatl's Claw
- Mortal Realm: Ghur
- Grand Strategy: No Place for the Weak
- Triumphs: Inspired
LEADERS
Slann Starmaster (265)****
- General
- Command Trait: Arcane Might
- Artefact: Itxi Grubs
- Spell: Stellar Tempest
Skink Starseer (145)****
- Spell: Tide of Serpents
Skink Starpriest (130)****
- Spell: Hand of Glory
Saurus Scar-Veteran on Carnosaur (215)**
- War Spear
- Artefact: Eviscerating Blade
- Mount Trait: Beastmaster
Saurus Sunblood (125)**
- Artefact: Blade of Realities
Terradon Chief (80)**
UNITS
30 x Saurus Warriors (315)***
- Clubs
5 x Saurus Guard (115)***
5 x Saurus Knights (110)*
- Lances
5 x Saurus Knights (110)*
- Lances
2 x Salamander Hunting Pack (280)*
3 x Terradon Riders (105)**
- Sunleech Bolas
CORE BATTALIONS
*Bounty Hunters
**Warlord
***Expert Conquerors
****Command Entourage - Magnificent
Strategy is rather simple:
The 30 warriors are in the middle of the formation, babysitted by the Slann+Starseer+Guards
Carno + Knights + Starpriest are on one side, ready to bust some battleline hordes
Sallies will take care of high save targets on the other side
Terradons+Chief will snipe a key target turn 1
I'm not 100% sure about the Sunblood.
I kinda feel like he's overkill to buff either my warriors or my knights.
He seems to hit like a bus and I really like his +1 to wound command ability but I'm very temped to bench him and add more Terradons instead to really capitalize on the Terradons Chief ability...
Or I can keep him and get rid of the Saurus Guards... ?
But if I remove the Guards, I lose my "expert conquerors" battalion...
Not sure what is best