Kroxigor
Bartuk
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In this thread i want to collect as much usefull information as possible for meeting engagements, wich has some gamechanging limitations.
In this post i would like to collect topics to touch on. I appriciate every help / criticism.
Consider everything as work in progress.
Table of Content:
1. Unit Limits:
- 1000 Points
- You must split your army into 3 contigents Spearhead, Mainbody, Rearguard each contigent must have at least 1 unit.
Further restrictions are:
- Everything must be in minimum unit size
- you are allowed a maximum of 2 units of the same warscroll (excluding battalions)
- you are allowed 1 Battalion, 1 endless Spell, 1 allied unit in min size, 1 CP
Spearhead:
- No: doublesized Unit / Artillery / Behemoth
- 0-1: Leader, Battleline
- 0-2: Other units
Main Body:
- No: Artillery
- Only Battleline can be double sized
- 1-2: Leader
- 0-1: Behemoth
- 1+ : Battleline
- 0+ : Other Units
- 0-1 :Behemoth
Rearguard:
- Any unit can be double-sized
- 0-1: Leader
- 0-1: Behemoth
- 0-2: Artillery, Battleline, Other units
2. Order of appearence / Contigents / Setup
The 3 contigents arrive at different times wholly within 3" of that contigent's arrival edge all depending on the battle plan. (-> no screening)
Example below:

This is one of the most important parts of (list buildung for) meeting engagements. Your double-sized unit of Salamanders / Terradons has to be in the Rearguard and may arrive after turn 2. Which means only 2 rounds of action for a big chunk of our 1000 Points. (ME's only last 4 rounds.)
There are 6 battleplans with the following order of appearence:
Start / After turn 1 / After turn 2
S / M / R
S / M / R
M / S / R
M / R / S
R / M / S other player S / M / R
S / M / R
Your modells may overlap their arrival edge of the board, but they must have as much of their base on the board as possible. The smallest possible deployment zone is 10" x 3" consider this while splitting your army into the 3 contigents.

Below are some pictures. Of course a regular table is much bigger, but the deployment zone is marked on the paper. I will take better pictures someday.
.
Here is an example of a Slann and 10 Knights. (460 Points) You can see how stacked the deployment zone is.

If you deside to bring some buffing characters with your 10 Knights unit you can easily see the problem. (There may be a solution and you are not allowed 3 Leaders. I just try to point out what i am talking about.
) You have to solve the puzzle how to line up your deployment before you start deploying.
Below you can see an impressive example of a carno with some Saurus / Guard.
Conclusions:
- Never put your most important / most expensive units in your Rearguard. They will be only 1 out of 12 games your starting force and will arrive 9 out of 12 games AFTER turn 2.
- Keep your synergies together in one contigent. (They may arrive on completely differnt edges of the board. See the above image.)
- Get look out sir for your skink heroes if the enemy has any deepstrike because you can't screen them out.
- Think about base sizes while dividing your army into the contigents.
- If in doubt, place the biggest base last.
3. Victory Points
There is one more major difference to normal pitched battles. The game is no longer won by only capturing objectives.
At the end of each battle round, you add up the Wounds characteristics of all enemy models that were slain during that battle round. The player with the higher total scores 2 victory points.
You score 3 victory points for having the main / most objectives.
There are 20 victory points to gather at max.
Conclusions:
- Objective play is still more important than killing your enemy but much less then in pitched battles.
- This is why, skinks were bad before the new battletome and is a concern for me looking at Terradons / Skinks again.
- You have to kill at least one model turn one because your enemy will do so.
4. Listbuilding (Examples)
List 1: Shooting Dracothion's Tail
List 2: Stegadon Spearhead Thunderlizards
List 3: Kroak competetive
Things i consider important for this topic:
(Not sorted)
- small table (objectives 9 - 18" from starting edge - Screening objectives first turn / cleering screens)
- threatrange vs 24-42 starting distance comets call / skystrikebow 32" / carno 10 + run + 12TL Fusil (+ Hunters steed)
- 4 rounds instead of 5
- Triumph for having less points
- no / less hordes due to limitations
- buffing is weaker
- Salamanders weaker (only 2x1 or 2x2 arrive after 2 rounds)
I will try to explain every topic in future posts.
In this post i would like to collect topics to touch on. I appriciate every help / criticism.
Consider everything as work in progress.
Table of Content:
- Unit Limits
- Order of appearence / Contigents / Setup
- Victory Points
- Building your list (examples)
- Realmshaper engine
- Common strategies
- ...
1. Unit Limits:
- 1000 Points
- You must split your army into 3 contigents Spearhead, Mainbody, Rearguard each contigent must have at least 1 unit.
Further restrictions are:
- Everything must be in minimum unit size
- you are allowed a maximum of 2 units of the same warscroll (excluding battalions)
- you are allowed 1 Battalion, 1 endless Spell, 1 allied unit in min size, 1 CP
Spearhead:
- No: doublesized Unit / Artillery / Behemoth
- 0-1: Leader, Battleline
- 0-2: Other units
Main Body:
- No: Artillery
- Only Battleline can be double sized
- 1-2: Leader
- 0-1: Behemoth
- 1+ : Battleline
- 0+ : Other Units
- 0-1 :Behemoth
Rearguard:
- Any unit can be double-sized
- 0-1: Leader
- 0-1: Behemoth
- 0-2: Artillery, Battleline, Other units
2. Order of appearence / Contigents / Setup
The 3 contigents arrive at different times wholly within 3" of that contigent's arrival edge all depending on the battle plan. (-> no screening)
Example below:

This is one of the most important parts of (list buildung for) meeting engagements. Your double-sized unit of Salamanders / Terradons has to be in the Rearguard and may arrive after turn 2. Which means only 2 rounds of action for a big chunk of our 1000 Points. (ME's only last 4 rounds.)
There are 6 battleplans with the following order of appearence:
Start / After turn 1 / After turn 2
S / M / R
S / M / R
M / S / R
M / R / S
R / M / S other player S / M / R
S / M / R
Your modells may overlap their arrival edge of the board, but they must have as much of their base on the board as possible. The smallest possible deployment zone is 10" x 3" consider this while splitting your army into the 3 contigents.

Below are some pictures. Of course a regular table is much bigger, but the deployment zone is marked on the paper. I will take better pictures someday.
Here is an example of a Slann and 10 Knights. (460 Points) You can see how stacked the deployment zone is.

If you deside to bring some buffing characters with your 10 Knights unit you can easily see the problem. (There may be a solution and you are not allowed 3 Leaders. I just try to point out what i am talking about.

Below you can see an impressive example of a carno with some Saurus / Guard.
Conclusions:
- Never put your most important / most expensive units in your Rearguard. They will be only 1 out of 12 games your starting force and will arrive 9 out of 12 games AFTER turn 2.
- Keep your synergies together in one contigent. (They may arrive on completely differnt edges of the board. See the above image.)
- Get look out sir for your skink heroes if the enemy has any deepstrike because you can't screen them out.
- Think about base sizes while dividing your army into the contigents.
- If in doubt, place the biggest base last.
3. Victory Points
There is one more major difference to normal pitched battles. The game is no longer won by only capturing objectives.
At the end of each battle round, you add up the Wounds characteristics of all enemy models that were slain during that battle round. The player with the higher total scores 2 victory points.
You score 3 victory points for having the main / most objectives.
There are 20 victory points to gather at max.
Conclusions:
- Objective play is still more important than killing your enemy but much less then in pitched battles.
- This is why, skinks were bad before the new battletome and is a concern for me looking at Terradons / Skinks again.
- You have to kill at least one model turn one because your enemy will do so.
4. Listbuilding (Examples)
List 1: Shooting Dracothion's Tail
Allegiance: Seraphon
Constellation: Dracothion's Tail
SPEARHEAD
Skink Priest (70)
4 x Razordon Hunting Pack (80)
4 x Salamander Hunting Pack (80)
MAIN BODY
Slann Starmaster (260)
- General
- Command Trait : Ancient Knowledge
- Artefact : Godbeast Pendant
- Spell : Stellar Tempest
- Ancient Knowledge Spell : Mystical Unforging
Skink Starpriest (120)
- Spell : Hand of Glory
10 x Saurus Warriors (90)
- Clubs
4 x Razordon Hunting Pack (80)
REARGUARD
8 x Salamander Hunting Pack (160)
ENDLESS SPELLS
Bound Purple Sun of Shyish (60)
Constellation: Dracothion's Tail
SPEARHEAD
Skink Priest (70)
4 x Razordon Hunting Pack (80)
4 x Salamander Hunting Pack (80)
MAIN BODY
Slann Starmaster (260)
- General
- Command Trait : Ancient Knowledge
- Artefact : Godbeast Pendant
- Spell : Stellar Tempest
- Ancient Knowledge Spell : Mystical Unforging
Skink Starpriest (120)
- Spell : Hand of Glory
10 x Saurus Warriors (90)
- Clubs
4 x Razordon Hunting Pack (80)
REARGUARD
8 x Salamander Hunting Pack (160)
ENDLESS SPELLS
Bound Purple Sun of Shyish (60)
Spearhead first:
- The hunting packs provide Look out Sir for the Priest if you don't go first.
- If you go first, buff one of your packs in your hero phase und LoSaT it to snipe the enemy hero first turn. (Get the DoT summon Hero, the lone Terrachief, the single wizard ...)
Mainbody first:
- Protect your Starpriest and Slann with Look out Sir.
- Kill something with comet call and your LoSaT Razordon.
- You can keep the Warrios off the table, if you are confident your Slann is going to survive if you don't go first.
- The hunting packs provide Look out Sir for the Priest if you don't go first.
- If you go first, buff one of your packs in your hero phase und LoSaT it to snipe the enemy hero first turn. (Get the DoT summon Hero, the lone Terrachief, the single wizard ...)
Mainbody first:
- Protect your Starpriest and Slann with Look out Sir.
- Kill something with comet call and your LoSaT Razordon.
- You can keep the Warrios off the table, if you are confident your Slann is going to survive if you don't go first.
List 2: Stegadon Spearhead Thunderlizards
Allegiance: Seraphon
- Mortal Realm: Ghyran
- Constellation: Thunder Lizard
SPEARHEAD
Slann Starmaster (260)
- Spell : Stellar Tempest
Stegadon (240)
- Weapon : Skystreak Bow
- Seraphon Battleline (Constellation: Thunder Lizard)
MAIN BODY
Saurus Scar-Veteran on Carnosaur (210)
- General
- Command Trait : Prime Warbeast
- War Spear
- Artefact : Fusil of Conflaguration
Skink Starpriest (120)
- Spell : Hand of Glory
5 x Saurus Knights (100)
- Lances
REARGUARD
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Buckler
990/1000
- Rearguard first: tbd
- Mortal Realm: Ghyran
- Constellation: Thunder Lizard
SPEARHEAD
Slann Starmaster (260)
- Spell : Stellar Tempest
Stegadon (240)
- Weapon : Skystreak Bow
- Seraphon Battleline (Constellation: Thunder Lizard)
MAIN BODY
Saurus Scar-Veteran on Carnosaur (210)
- General
- Command Trait : Prime Warbeast
- War Spear
- Artefact : Fusil of Conflaguration
Skink Starpriest (120)
- Spell : Hand of Glory
5 x Saurus Knights (100)
- Lances
REARGUARD
10 x Skinks (60)
- Boltspitters Celestite Daggers & Star Buckler
990/1000
- Rearguard first: tbd
Allegiance: Seraphon
- Constellation: Fangs of Sotek
SPEARHEAD
Lord Kroak (320)
- General
- Spell : Stellar Tempest
5 x Saurus Guard (100)
3 x Kroxigor (140)
4 x Salamander Hunting Pack (80)
MAIN BODY
Skink Starpriest (120)
- Spell : Hand of Glory
- Artefact : Serpent God Dagger
20 x Skinks (120)
- Boltspitters Celestite Daggers & Star Bucklers
REARGUARD
4 x Salamander Hunting Pack (80)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Balewind Vortex or Quicksilver Swords
TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 59
- Constellation: Fangs of Sotek
SPEARHEAD
Lord Kroak (320)
- General
- Spell : Stellar Tempest
5 x Saurus Guard (100)
3 x Kroxigor (140)
4 x Salamander Hunting Pack (80)
MAIN BODY
Skink Starpriest (120)
- Spell : Hand of Glory
- Artefact : Serpent God Dagger
20 x Skinks (120)
- Boltspitters Celestite Daggers & Star Bucklers
REARGUARD
4 x Salamander Hunting Pack (80)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Balewind Vortex or Quicksilver Swords
TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 59
Things i consider important for this topic:
(Not sorted)
- small table (objectives 9 - 18" from starting edge - Screening objectives first turn / cleering screens)
- threatrange vs 24-42 starting distance comets call / skystrikebow 32" / carno 10 + run + 12TL Fusil (+ Hunters steed)
- 4 rounds instead of 5
- Triumph for having less points
- no / less hordes due to limitations
- buffing is weaker
- Salamanders weaker (only 2x1 or 2x2 arrive after 2 rounds)
I will try to explain every topic in future posts.
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