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AoS Thunder Lizard vs Ossiarch Bonereapers (2,000 points)

That works. I do have some recommendations though. The only battalion that lowers your drops is the battle regiment, so this list is still 7 drops. I think most lists this edition are going to be either 1 drop or 3-4 drop. At 5+ you aren't really competing in this space, so you're better off not bothering with the battle regiment and instead looking into one of the other battalions for a benefit.

You think I'm bad. I just saw a list on another discussion board site (one more broadly focused on AoS in general) in which I counted THIRTEEN drops! I've also seen chatter there that number of drops in 3.0 won't matter as much as in 2.0 but I don't recall any of the arguments supporting that notion.
 
So for the steg chief in your list give him prime warbeast command trait and cloak of feathers artifact so he's 14" move with fly. You can potentially alpha strike with him by deploying a priest next to him and using their run/shoot/charge buff on the chief during hero phase. If you're planning to alpha, use the Great Drake asterism on the chief for +1 to all attacks as well as the skink priest's CA for +1 to hit. Also, take hand of glory on your starpriest and cast that on the steg chief as well. You could also use Finest Hour for +1 to wound rolls and stack a further +1 save depending on what you're targeting. In the combat phase use the chief's own CA to give himself +1 to all attacks. All in, you end up with this and everything is hitting and wounding on 2+, rerolling 1's to hit...
14" fly move with run/shoot/charge
4 skystreak bow attacks
5 metoric spear attacks
5 massive horn attacks
6 grinding jaws attacks
8 crushing stomp attacks
I think it's good for around 30 damage to a target with a 4+ save. And he'll have a 3+ save ignoring the first rend if anything survives to attack back :D You're stacking a ton here and it might be a bit overkill depending on the target, but you could just move a few of the buffs elsewhere, it depends what you're up against. It'll also cause impact hits on the charge, and I'd recommend going for roar to prevent the opponent from using all out defense.

As for drop counts, they will still matter as determining turn one priority is still very valuable. You just have to decide if you want low drops or am extra enhancement basically, and then build your list accordingly. I think this list is fine for giving up turn 1 priority. If the opponent gives you turn 1 you can execute the chief alpha charge and still have decent ranged attacks to use with the skystreak bow and double shooting bastiladon. If they take first turn you're pretty durable to resist alphas, can get off some counter charges with big dinos, and have a potential double turn.
 
So for the steg chief in your list give him prime warbeast command trait and cloak of feathers artifact so he's 14" move with fly. You can potentially alpha strike with him by deploying a priest next to him and using their run/shoot/charge buff on the chief during hero phase...

Thanks, @Tyranitar! I'm now dealing with the fact that I have one too many leaders in the list as is. I'm idly considering dropping the Ghur Battlemage, which will free up 120 points, and so fielding a Salamander Hunting Pack. Mainly because I have one painted up already!
 
I have to turn my attention to other things for the next couple of weeks before my first “practice” game on Sunday, July 18th. So I’m calling this my final draft (draft 7!) of my roster. I’ll only make changes if y’all spot something outright illegal or if it’s something simple like being able to convince me to change an Enhancement.

This list is based on the following, ranked in order of importance to me: (1) uses units I find cool for some reason—looks, wacky powers, lore, whatevs; (2) uses models I already have built and painted or mostly painted; (3) uses models I think I can get built, but probably not painted, in the next week and a half; (4) uses models I’ll probably use the next time I play, two weeks after my practice game; and (5) is at least moderately competitive.

2,000 point Coalesced Seraphon Thunder Lizard Army

Warlord Battalion
Skink Oracle on Troglodon (Leader, Behemoth:Commander)
—General
—Combat Trait: Prime Warbeast
—Artefact of Power: Cloak of Feathers
—Spell Lore: Hand of Glory
Saurus Scar-Veteran on Carnosaur (Leader, Behemoth: Commander)
Skink Starpriest (Leader: Sub-commander)
—Spell Lore: Fiery Convocation
Skink Priest (Leader: Sub-commander)
—Prayer Scripture: Heal
Stegadon with Skystreak Bow (Battleline: Troops)

Battle Regiment Battalion (that’s weird to type)
Saurus Oldblood on Carnosaur (Leader, Behemoth: Commander)
—Artefact of Power: Fusil of Conflagration
Skink Priest (Leader: Sub-commander)
—Prayer Scripture: Guidance
Salamander Hunting Pack (—: Troops)
Saurus Knights x 10 (Battleline: Troops)
Saurus Knights x 5 (Battleline: Troops)
Bastiladon with Solar Engine: (Behemoth: Monster)

Leader Units: 6
Battleline Units: 3
Behemoth Units: 4
Artillery Units: 0
Endless Spells and Invocations: 0
Reinforced Units: 1
Allied Units: 0

Faction Terrain: Realmshaper Engine
Grand Strategy: Beast Master
Triumph: Bloodthirsty
Total Points: 1,995
Total Wounds: 114
Total Drops: 6
Total Units: 11
Models: 28 (including Faction Terrain and three Skink handlers)

Now to build and build and build and hopefully paint. (The two battlements and FIVE pieces of GW terrain I ordered are winging they're way here now--well, they're driving their way to the local GW shop, but you know what I mean!)
 
Hi @Christopher

Not that it changes anything, as you're allowed to have them in your battle regiment, but I'm pretty sure Salamanders is Artillery.
 
Hi @Christopher

Not that it changes anything, as you're allowed to have them in your battle regiment, but I'm pretty sure Salamanders is Artillery.

I'm pretty sure that they were in previous editions of the General's Handbook, but in the Pitched Battle Profiles 2021 the Battlefield Role column is blank for the Sallies!
 
You're absolutely right, just looked in up in my ghb2021 pitched battle profiles.

Wondering if that is to prevent them for being part of a Grand Battery battalion, as they are already pretty good.
 
You should at least make either the Scar vet or oldblood on carnosaur the general for prime warbeast, the extra attacks are wasted on the trog as its profile is pretty terrible and you generally don't want it in combat. The additional bite on a carnosaur is far superior
 
You should at least make either the Scar vet or oldblood on carnosaur the general for prime warbeast, the extra attacks are wasted on the trog as its profile is pretty terrible and you generally don't want it in combat. The additional bite on a carnosaur is far superior
Okeydoke!
 
So for the steg chief in your list give him prime warbeast command trait and cloak of feathers artifact so he's 14" move with fly. You can potentially alpha strike with him by deploying a priest next to him and using their run/shoot/charge buff on the chief during hero phase. If you're planning to alpha, use the Great Drake asterism on the chief for +1 to all attacks as well as the skink priest's CA for +1 to hit. Also, take hand of glory on your starpriest and cast that on the steg chief as well. You could also use Finest Hour for +1 to wound rolls and stack a further +1 save depending on what you're targeting. In the combat phase use the chief's own CA to give himself +1 to all attacks. All in, you end up with this and everything is hitting and wounding on 2+, rerolling 1's to hit...
14" fly move with run/shoot/charge
4 skystreak bow attacks
5 metoric spear attacks
5 massive horn attacks
6 grinding jaws attacks
8 crushing stomp attacks
I think it's good for around 30 damage to a target with a 4+ save. And he'll have a 3+ save ignoring the first rend if anything survives to attack back :D You're stacking a ton here and it might be a bit overkill depending on the target, but you could just move a few of the buffs elsewhere, it depends what you're up against. It'll also cause impact hits on the charge, and I'd recommend going for roar to prevent the opponent from using all out defense

I can't get the math to match up. I'm pretty sure finest hour is only for the Hero not the mount, based on the core rules. Same goes for the Great Drake, it says +1 attacks to melee attack with that hero, which would only be the warspear. Overall I get the following number of attacks

3 skystreak bow attacks
5 metoric spear attacks
3 massive horn attacks
4 grinding jaws attacks
6 crushing stomp attacks

Based on the buffs you listed that will end up averaging 19 damage on a unit with 4+ save, you can chose to exchange Monstrous Rampage from "Roar" to "Stomp" for an additional D3 mortal wounds.

Edit: Re-reading the core rules it actually doesn't restrict the Heroic Actions regarding mounts, same for Great Drake, so your initial numbers are correct and the average damage would be 34 against a save of 4+
 
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I can't get the math to match up. I'm pretty sure finest hour is only for the Hero not the mount, based on the core rules. Same goes for the Great Drake, it says +1 attacks to melee attack with that hero, which would only be the warspear. Overall I get the following number of attacks

3 skystreak bow attacks
5 metoric spear attacks
3 massive horn attacks
4 grinding jaws attacks
6 crushing stomp attacks

Based on the buffs you listed that will end up averaging 19 damage on a unit with 4+ save, you can chose to exchange Monstrous Rampage from "Roar" to "Stomp" for an additional D3 mortal wounds.

Edit: Re-reading the core rules it actually doesn't restrict the Heroic Actions regarding mounts, same for Great Drake, so your initial numbers are correct and the average damage would be 34 against a save of 4+

OK, I knew great drake added to mount attacks in addition to hero, wasn't sure on Finest Hour. Thanks for clearing that up!
 
Wouldn't he be move 12"? 8" base plus 4" for cloak of feathers?
 
Do I have it right this time? Probably not! But I'm getting there!
-------
Coalesced Seraphon Thunder Lizard Army (Draft 5)


Warlord Battalion
Saurus Scar-Veteran on Carnosaur (Commander)
Saurus Oldblood on Carnosaur (Commander)
Skink Starpriest (Sub-commander)
--Spell Lore: Fiery Convocation
Skink Priest (Sub-commander)
--Prayer Scripture: Heal
Skink Priest (Sub-commander)
--Prayer Scripture: Guidance
Saurus Knights x 5 (Troops)

Battle Regiment
Skink Oracle on Troglodon (Commander)
--General
--Command Trait: Prime Warbeast
--Artefact of Power: Cloak of Feathers
--Spell Lore: Hand of Glory
Ghur Battlemage (ally) (Sub-commander)
--Spell Lore: Levitate
Stegadon with Skystreak Bow (Troop)
Saurus Knights x 10 (Troops)
Bastiladon with Solar Engine (Monster)

Faction Terrain: Realmshaper Engine
Grand Strategy: Beast Master
Triumphs (very unlikely, but anyway)—Bloodthirsty

Total Points: 1,990
Total Wounds: 114
Total Drops: 2
Units: 11
Models: 24 (including Faction Terrain)


I think there are too much beemoths. It seems you can include just 4 of them...
 
Just got back from this game, which I won when my opponent conceded halfway through the third battle round. I'll put up a more complete battle report later, but you guys! There is so much going on all the time in 3.0!

He basically lost because he forgot the Realms of Ghur rule where the second person to go in Round Three removes one objective. I offered to let him switch turns when he expressed surprise at this but he demurred. We forgot so much. I was running five monsters and not once did I remember to do the Monstrous stuff at the end of the charge phase! Which is why I didn't feel too bad about burning the only objective he was controlling.

Edit to add: It was a lot of fun!
 
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