This list is something quite unique to me and it is a very stupid list… one of many I have made and taken to tournaments. But, to my joy, I am noting more and more people noticing that the principle behind it – the concept that “Dragons are Awesome and nobody needs more than 25 models ish”– is catching on in various ways.
Similar lists have performed well at big events but most are too sensible for my liking and are not acknowledging the elephant in the stormchamber – and that elephant is wielding Ghal Maraz and that elephant can FLY and do all sorts of tricks.
The Celestant prime is like Dumbo and Rambo had a beautiful child that they gave to Sigmar to raise as his own and that is just heart-warming.
- This list is 4.0which takes into account the GHB 2020 points changes.
- This list is an earlier variant of Starcast (see my other rundowns).
- You can swap the judicators for liberators and free up enough points to swap the 2 x 2 concussors/fulminators for 6 x Desolators.
We are making use of the SC allegiance abilities. They’re good (watch out for Total Commitment ofc).
Things to note:
The Prime – deploys separately and doesn’t need to come down BR3 and doesn’t count towards the number of units in the celestial realm. Can use Orrery of fates to choose an alpha charge from 9″-12″ so might get a lot of guaranteed use out of Shock and Awe.
The Castellant – Or rather, the gryph hound – counts as another drop on the table meaning you can setup another unit in the celestial realm.
Artefacts, Command Traits & Abilities
The LCoSD is a massive, prickly, unkillable (to all but a bunch of mortal wounds – RIP Ignax) and beautiful unit when used correctly.
But the CA is kind of average. It’s “worth it” with 2 extra Dracothian Guard (just my opinion) and that’s the main reason they are there. What is really strong with it is that you have no range limitation, it’s just ON for all lizards. Which is nice. If you haven’t needed a command point for a run, charge reroll or battleshock (which is very, very unusual with this list) then feel free to use it if you have Drake and Dracoths in combat. Even just the Dracoths (the Drake alone is seldom worth it – but I have squeezed out a few extra wounds this way to take out a key piece fast).
Plate of Perfect Protection (hello GHB 2020 realm artefact changes) with Staunch Defender, Warding Lantern and Azyrite Halo means you want your LCoSD into combat with large units (more than one at one time) with as many attacks with max 1 rend, as possible:
With rend 0 or 1, saves work out as follows:
1 – reroll
2 – Save
3 – Save
4 – Save
5 – Save & heal 1 wound taken
6 – Save and 1 mw to the attacking unit & heal 1 wound taken
1 – Fail
2 – Save + 1 mw to all units within 3″
3 – Save + 1 mw to all units within 3″
4 – Save + 1 mw to all units within 3″
5 – Save + 1 mw to all units within 3″ & heal 1 wound taken
6 – Save + 1 mw to all units within 3″ + 1 mw to attacking unit & heal 1 wound taken
The above is for combat phase & shooting phase.
Lord Celestant on Stardrake
I love this model. Have done since I bought and painted it on release. I’ve been playing it since before it was strong and i cannot leave it behind. My model is wardamaged and has had so many tournament accidents that I’m tempted to buy a new one and I’ll probably try to run two in a list (cough, cough, oh who wrote this?)
This model is durable and reflects many mortal wounds. It can also reach out and touch buffing characters that thought they were oh so safe.
In melee it’s so-so but can put out hurt against some units with hammer and claw. The bites are the best fun. Target banners, musicians and leaders of note in enemy units. You often want to let your opponent activate first (when safe to do so) and pile in so you can bite through their coherency and they lose half their unit.
Opponents who have limited to middling experience with drakes think they’re OP as F. Opponents who know what they are doing will try to pin it (note Heraldor in list) or ignore it and kill the rest of your list. It’s your job to distract them.
Pay attention to the wholly within buff ranges of Azyrite Halo and Warding Lantern. It’s easy to lose those if you aren’t careful.
Absolute best use of the LCoSD buff to the 9s, send into massive units, and let the opponent have a double turn (but only when safe).
You will like scenarios where Heroes/behemoths hold objectives.
There for the lantern (most often on the drake). Share lantern to Prime (can surprise opponents), Fulminators even.
If you absolutely must you can do 1mw /d3 mw to a chaos / chaos demon unit instead. I think I’ve done this precisely one time in my AoS career.
This model exists to buff the general in 99.9% of the hero phases you will play with this list. Watch out for the wholly within range of the lantern. The drake has a big base.
Enjoy the free gryph hound! In this list the warning cry is of minimal use but use this gryph hound to run interference and complete daring charges into the biggest units you can find to pin down.
It’s like Mission Impossible starring a bird-dog.
Mr (or Mrs) Toots. Great for mobility. Let your Fulminators and Stardrake run free.
Be wary of the horn blast as the range must wholly cover the terrain piece (it’s a wholly within ability the b*stards).
Another buff source for the LCoSD. Also pretty decent statline all round. Can kill stuff if charged. As survivable as all SC heroes.
Source of the amazing autounbind.
Please, please use this unit like I did once and kamikaze your knight incantor into 20 sequitors while smashing spiritflasks all over yourself. I did 8 mortal wounds that day. It was so, I dunno, Mad Max and totally worth losing the buff in the final round or two.
Warscroll spell is surprisingly ok.
The golden swiss army knife, Sigmar’s shiny ballsack!
It’s a mind-bending addition to the list. A true wildcard in some matchups. Keeps your opponent on their toes.
You’re almost certainly better off taking another incantor, a comet or something.
But when you use the Prime right, you’re unstoppable. It is an insane compliment to the Stardrake.
Mobile, flying, long, long threat ranges in charge and shooting phase.
You’ve got so many options – artillery combined with rain of stars, heraldor and a couple of dracoth bad breaths; assassin in the late game to cement a win; guaranteed alpha strike (true guaranteed – I pick 12″ baby) vs backfield characters.
I’ll be honest the latest I’ve left this guy off is BR3, I think BR5 is a ballsy move and the damage – a huge spike – is surely just a novelty, surely?
Don’t forget you can roll for everything first and THEN choose to use Orrery to change the roll (my favourite part of the warscroll).
Don’t forget you can do that your turn and your opponent’s turn (albeit on their turn it is save, hit or wound roll only).
Don’t forget -2 enemy bravery when you deploy via lightning (fuck total commitment again!)
Don’t forget +1 SC bravery.
Don’t forget you can run and shoot (and charge with heraldor assistance).
Don’t forget that if you put all the Drake buffs on the Prime your opponent will make mistakes in utter confusion (you also might lose both models)
Always remember that this model and your stardrake are 800 points together 😀
All TWO of the OTHER UNIT types in the army
Sit on objectives and actually be useful. Upgraded from Liberators in lists 3.0 and lower after GHB 2020 points changes.
The eternal teases, temptress beings, harlots of the dice. Never in your life has 3+ 3+ resulted in more 1s and 2s than- … oh forget it they just did 30+ wounds. Never mind.
You don’t mind being charged and you can mess with units pile ins but you have no bonus save against shooting and don’t have the potential to do many damage 3 attacks.
What are we? A Phalanx? Skyborne? No way.
Where we’re going, we don’t need allies.
Magic, Endless & Realm Spells
You’re mostly going to cast Azyrite Halo (pay attention to potential defensive uses of the Incantor’s warscroll spell mind you).
If you liked you could tweak this list to take geminids, the everblaze comet and maybe another Incantor (more extensive tweaking) as the SD gives that sweet +1 cast and SC spells are criminally easy to get off (contrast to say, Nurgle).
May expand at a later date – when I truly feel I can play the list in most matchups.
Where possible just take the objective to keep your artefact bearing SD alive. There’s potential for destroying enemy units too.