I really like your list, I had totally forgotten the batallions in the ghb. I think a skink starpriest might be a good addition for it, with its Serpent staff ability.
Sword of Judgement from Ulgu is also pretty scary when equipped to an Oldblood on Carno.Fully buffed Saurus Warriors are really terrifying.
Here is an example list that could make the Sunclaw work (not maxed out as I want to take those heroes, but 40+40+10 Warriors).
Untested, but it makes me want to get some Saurus to try it.
Allegiance: Seraphon
Mortal Realm: Ulgu
Leaders
Saurus Sunblood (120)
- Artefact: Dimensional Blade
Skink Starpriest (80)
Skink Priest (80)
- Priestly Trappings
Saurus Astrolith Bearer (160)
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Saurus Oldblood on Carnosaur (260)
- Artefact: Doppelganger Cloak
Battleline
40 x Saurus Warriors (360)
- Spears
40 x Saurus Warriors (360)
- Spears
10 x Saurus Warriors (100)
- Spears
Battalions
Sunclaw Starhost (130)
Fangs of Sotek (70)
Endless Spells
Soulsnare Shackles (20)
Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 130
I really like your list, I had totally forgotten the batallions in the ghb. I think a skink starpriest might be a good addition for it, with its Serpent staff ability.
@Putzfrau I wouldn't count on that reroll tbh. 5+ is bad, they will remain a glass cannon no matter what so it's better to realise that early on and stop hoping that "it will hang around for a while". It will not. Bitter experience says that
And another thing that also hurt a lot to find out : 4+ does NOT come half of the time. It might overall but there 'll be fights that it 'll never be rolled. It happens and when you are counting on it it hurts. Finally if I d consider this, I would only consider it for the reroll of charges which is awesome idd !
Yeah, i use them a lot and they're never going to be super resilient. In a world of dice a 50% chance can't really be relied on but its certainly better than not being there
It's one of those things where when it goes off, it can really gum up the works for whatever plan your opponent is putting together.
Honestly the biggest thing i'm struggling with is that warriors really need a couple buffs to get going, and there's only so many points left over after filling out both battalions.
ATM i'm liking the EOTG over some combination of the scar vet on carno/priest/starpriest/astrolith bearer, but we will see!
Skink Starpriest and Saurus Astrolith Bearer will get you more point value out of your warriors. EotGs is also fantastic. In 2k FoS list I bring all three of these units, but I don't run maxed Sunclaw with FoS. I normally only have one unit of 40 warriors. My typical FoS list is as follows:
Allegiance: Seraphon
- Mortal Realm: Ulgu
LEADERS:
Slann Starmaster (260)
- General
- Command Trait : Great Rememberer
Saurus Oldblood on Carnosaur (260)
- Artefact : Sword of Judgement
Saurus Sunblood (120)
Saurus Astrolith Bearer (160)
Skink Starpriest (80)
Engine of the Gods (220)
UNITS:
40 x Saurus Warriors (360)
-Spears
10 x Saurus Warriors (100)
-Clubs
10 x Saurus Warriors (100)
-Clubs
3 x Razordons (120)
BATTALIONS:
Fangs of Sotek (70)
Sunclaw Starhost (130)
ENDLESS SPELLS:
Malevolent Maelstrom (20)
TOTAL: 2000/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 115
The two open artifacts slots vary based on what armies I think I might be facing. Sometimes I also bring a different endless spell. I like Malevolent Maelstrom atm because I often see Nurgle, Sylvaneth, and Death armies; all of which have heavy spell use. If they fail to unbind & dispel it then it can really throw a wrench into their plans.
Fully buffed Saurus Warriors are really terrifying.
Here is an example list that could make the Sunclaw work (not maxed out as I want to take those heroes, but 40+40+10 Warriors).
Untested, but it makes me want to get some Saurus to try it.
Allegiance: Seraphon
Mortal Realm: Ulgu
Leaders
Saurus Sunblood (120)
- Artefact: Dimensional Blade
Skink Starpriest (80)
Skink Priest (80)
- Priestly Trappings
Saurus Astrolith Bearer (160)
Slann Starmaster (260)
- General
- Trait: Great Rememberer
- Artefact: Incandescent Rectrices
Saurus Oldblood on Carnosaur (260)
- Artefact: Doppelganger Cloak
Battleline
40 x Saurus Warriors (360)
- Spears
40 x Saurus Warriors (360)
- Spears
10 x Saurus Warriors (100)
- Spears
Battalions
Sunclaw Starhost (130)
Fangs of Sotek (70)
Endless Spells
Soulsnare Shackles (20)
Total: 2000 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 130
You can mitigate some of those problems by using mobility abilities like LoSaT or the Oldblood on foot's command ability.Isn't placement a massive issue if you start playing with that many models? I wouldn't be surprised if a halfway capable opponent could easily avoid a significant part of your forces, and if they have some ranged firepower and a tarpit that'd allow them to relativly easily wittle you down even if the tarpit gets murdered in the proces.
Still, even with teleports and such, a capable opponent should be able to ruin your day fairly easily, especially if you have obstacles on the battlefield. A single unit of 40 is often already a pain to actually get into combat and utilizing more than half of its troops at any given time borders on a miracle. With 3 of those it just gets that much worse. To be honest, that is one of the aspects I least like about AoS. Grand battles with giant hordes are fun and all, but the requirement of keeping them (losely) in formation means that they take a huge amount of space. A squad of 20 saurus warriors already feels fairly bulky.You can mitigate some of those problems by using mobility abilities like LoSaT or the Oldblood on foot's command ability.
But yeah, maneuvering a horde or outmaneuvering a horde (if you face one) is a skill that is important.
I noticed that often when playing against Ironjawz, or when playing my Skeletons. Movement can make or break your game.