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Tutorial Matched Play List GHB2019

I wanted to ask how does DT and SS-based lists fare in current meta of activations wars. I'm looking at taking DT to my next big tournament, but I really fear good screens and things that can kill rippers/scar-vet before they can do their job (oldblood will be safe for one turn).
 
I wanted to ask how does DT and SS-based lists fare in current meta of activations wars. I'm looking at taking DT to my next big tournament, but I really fear good screens and things that can kill rippers/scar-vet before they can do their job (oldblood will be safe for one turn).
Well, you can't alpha strike Slaanesh unless they misdeploy. Otherwise they do fine.

Generallay there is a bit of a stalemate between Eels from Idoneth and Rippers with both opponent's waiting to drop their hitters. My experience with Idoneth is largely vs Pashby (who is one of top ranked Idoneth players globally). Both players need a bit of luck and some flawless play to pull off a win.

Dok and Skaven both explode and fall over vs the DT/SS list in my experience. Their saves are just too low to protect them from all the Razordons, Rippers, and Oldblood. The version with the AB and extra Knights is also good against both of these armies.

Gloomspit Spell editions requires strong movement phase planning. It is pretty damn hard to get 60 Stabbas with -3 to be hit off an objective. So try to stop them from reaching it to begin with.

Flesh-Eater Courts are very vulnerable to alphastrikes after their changes.
 
Thank you for the reply!

I have a couple more question, if you don't mind.

First of all, how do you play if tournament pack contain Total Commitment battle plan? The thing is, at our tournament missions will be announced before each round, so I don't know if TC will be there or not. I'm afraid that if I take DT and there will be TC, this will be an auto-lose round for me.

And the second - how much CP do you usually invest on Oldblood attack? Do you keep some for rerolls or use Scar-Vets ability for reroll 1's on charges?
 
How do you conduct deployment with the DT with SS list to ensure your Slaan has the most amount of protection from being targeted at range.

Also what determines on whether you are you taking first turn or second turn?
 
How do you conduct deployment with the DT with SS list to ensure your Slaan has the most amount of protection from being targeted at range.

Also what determines on whether you are you taking first turn or second turn?
You should Check out the Q&A linked to my DT Shadowstrike list. It answers your questions to a minimal extent. In the next couple days I can provide a more thorough answer. Just supper busy today :(
 
For DT/SS any ideas on what to replace 3 razordons with? Maybe another starpriest and a command point?
It needs to be something with reach and punch. I would go with 3 Terradons. You will also need to be more positionally aggressive with your Knights as you will lose the Razordon speed bump.
 
Which one of your Meeting engagement tournament lists do you prefer to play? There will be a small tornament at the local club next month. Im looking for inspiration for my list, to what works and what don't.
 
Which one of your Meeting engagement tournament lists do you prefer to play? There will be a small tornament at the local club next month. Im looking for inspiration for my list, to what works and what don't.
Double carno is the most fun. Eternal Starhost seems to be the most successful. Saurus Guard, Chameleon Skink, Terradons, and Carnosaurs are all great in Meeting Engagement from my experience.
 
Double carno is the most fun. Eternal Starhost seems to be the most successful. Saurus Guard, Chameleon Skink, Terradons, and Carnosaurs are all great in Meeting Engagement from my experience.
Agreed where Saurus Guard are concerned. Meeting Engagement as a game type really hampers your ability to field horde units due to both board size and unit size limitations, so apart from 10-skink objective grabbers the best units to take are really your elites and heroes.
 
Double carno is the most fun. Eternal Starhost seems to be the most successful. Saurus Guard, Chameleon Skink, Terradons, and Carnosaurs are all great in Meeting Engagement from my experience.
Agreed where Saurus Guard are concerned. Meeting Engagement as a game type really hampers your ability to field horde units due to both board size and unit size limitations, so apart from 10-skink objective grabbers the best units to take are really your elites and heroes.
Thanks I think that I will go the Saurus Guard route then. :)

One thing I noticed in your Shadowstrike list is that you can only increase the number of models in battleline units in the Main Body, so you will have to move the Terradons and Chameleons to the Rearguard.
 
2000pt Thunderquake Starhost

Allegiance: Seraphon
- Mortal Realm: Shyish

LEADERS:
Slann Starmaster
(260)
- General
- Command Trait : Great Rememberer
- Artefact : The Ragged Cloak

Engine of the Gods (240)
- Artefact : Ethereal Amulet
Saurus Astrolith Bearer (160)
Skink Starpriest (80)

UNITS:
3 x Razordons (120)
3 x Skink Handlers (40)
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers
10 x Skinks (70)
- Boltspitters & Star Bucklers

BEHEMOTHS:
Bastiladon
(280)
Bastiladon (280)

BATTALIONS
Thunderquake Starhost
(120)

ENDLESS SPELLS / TERRAIN:
Balewind Vortex
(40)
Chronomatic Cogs (80)

TOTAL: 1980/2000
EXTRA COMMAND POINTS:1
WOUNDS: 95

This is a pretty standard Thunderquake Starhost. Shoot and focus fire down key enemy units while hiding behind your big dinos. The Cogs, BwV, and Astrolith should provide enough Celestial Conjuration points to keep the army functional in the late game.

Thunderquake requires you to always plan a turn in advance. Due to how critical your Astrolith's rerolls are to the army you cannot afford to LoSaT your Astrolith to act a beacon for placing summoned units. This means the units you summon will have to wait a turn to be placed more ideally in most instances.

Due to the Etheral Amulet all three of the army's behemoth will be unrendable. Combined with rerolls to saves and healing D3 per your herophase the list is remarkably durable.

Plan your turn sequencing carefully if you win the roll off or are able to dictate first turn. This army's teeth are in the shooting phase and your first shooting phase will be without the benefits of rerolls to wound.

Quick Guide:
  • Get two 10xSkink units to objectives asap
    • LoSaT is ideal for this
  • Choose Savage in your first charge phase
  • Use Bastiladons to soak attack from units with high rend
  • Keep the Battalion in range of both the Slann and Astrolith Bearer.

Changes from GHB2018 to GHB2019:
  • Lost 1x Razordon
  • Lost 20x Skinks
  • Gain Chronomatic Cogs
This list got hit particularly hard with points changes. Fitting a second EotGs is all but impossible.
Return to Index

If you want to keep the battalion in range for the Slann, shouldn't you move the Slann? Which you cannot because of the vortex. Or how do you mean to do that?
 
You can LoSaT a Slann on balewind vortex. Teleport does not count as move and it has been FAQed that you can do it.


Oh, yes I know that. It just never occurred to me to use LoSaT to move the Slann to stay in the the range of the rest.

I always use it to teleport units or the Slann to replace him for summoning
 
Hey,
I just registered because of your great guides und lists. Tank you. Excuse my bad english please but i am asking myself a question i cant answer:
In the DT batalion:
I call my troops 18' around the slann (After losat and cogs) and 9' away from any enemy. Even with cogs the succesfull charge of SV on Cold one / Knights / carno seems risky to me.
Excuse my noob question. Am i missing something? They have to roll 7+ or am i wrong?
 
You
Hey,
I just registered because of your great guides und lists. Tank you. Excuse my bad english please but i am asking myself a question i cant answer:
In the DT batalion:
I call my troops 18' around the slann (After losat and cogs) and 9' away from any enemy. Even with cogs the succesfull charge of SV on Cold one / Knights / carno seems risky to me.
Excuse my noob question. Am i missing something? They have to roll 7+ or am i wrong?
You can command point reroll the charge and constellations has a 1/3 chance of giving +1 to charge
 
Hey,
I just registered because of your great guides und lists. Tank you. Excuse my bad english please but i am asking myself a question i cant answer:
In the DT batalion:
I call my troops 18' around the slann (After losat and cogs) and 9' away from any enemy. Even with cogs the succesfull charge of SV on Cold one / Knights / carno seems risky to me.
Excuse my noob question. Am i missing something? They have to roll 7+ or am i wrong?

Hello, welcome aboard

Regarding your question, not only what @Erta Wanderer said (a 7+ / 6+ rerollable is sufficiently reliable), but keep also in mind that if you are using the saurus knights from the firelance starhost, then a charge is trivially easy.
 
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