A fun list for BOBO based on the charge of the light brigade. A list I decided on seeing literally how many saurus knights I could take and see if they’re not completely pointless.
*Edit: So after playing this list I’ve found it a lot of fun. It performed way more than I expected it to racking up two major wins and a minor win and honesty it could have gone 4-1 if it wasn’t for my inexperience playing the game. Where it suffers is going last in fights. It doesn’t seem to have the sustainability against FEC/Slaanesh. I didn’t think I would be playing this list again but I’ve kinda fell in love with it. Below I have just put some more edits about how I feel the different parts of the list worked*
Teleporting around the board. Not guaranteed but can be useful for grabbing objectives and sneaky flanking.
*This was something I relied on more than I would have liked and didn’t pay off more than I would have hoped. Still it was a good ability to get me challenging backfield objectives*
Artefacts, Command Traits & Abilities
Verdant Mantle for the extra free dispel of endless spells freeing up my casters to attempt to cast still.
*I like this. It didn’t dispel all the time but it helped with dispelling my own endless spells to then cast again*
Gyhrstrike to help the damage output of my greatblade attacks on the Scar veteran.
*I think this helped the effectivness of my Scar veteran in combat just helping ensure the greatblade would hit and wound as it only has 3 attacks*
Coronal shield – Even though its only on a 4+ it’s that extra chance of putting -1 to hit at the start of the fight phase on an enemy unit before they even get to strike which should help keep him and any Saurus knight units with him alive a little bit longer. Gives me another chance to -1 to hit alongside spells.
*I forgot to use this so many times and I don’t think I got it’s effect off. I still like the idea of getting that bonus -1 to hit*
*Overall I think I’ll try out Ulgu with Doppleganger cloak on the carnosaur, betrayers crown on the cold one scar vet and sword of judgement on a skink priest to throw people off with it potentially throwing mortal wounds around*
Two Star priests for endless spell casting and buffing of units with their staffs giving extra damage on bites on rolls of 6’s
*As spell casters these guys weren’t great but for buffs of -1 to hit and the damage on the cold ones pulled together some nice synergy with the scar vet on cold one giving the cold ones an extra bite
The carnosaur scar vet is a bit of damage output but also there to help damage output of other units with 6’s to hit causing additional attacks.
*Again this buff was great on the units of 15 making the most of the extra bites and lance attacks on the charge. I forgot to use his coolest ability though, the roar where modeksrun away ?*
Cold one Scar vet is the best buff unit for saurus knights as his command ability allows re-rolling of 1’s for charge rolls and hit rolls additionally cold ones get and additional attack. He just has to stay close making him vulnerable
*I was surprised at how tanky this guy could be. With 7 wounds and a 4 up he was good at surviving, Not so good on damage output though. His ability was brilliant on the cold ones as expected*
Saurus knights. The only other unit in the list. Pretty bang average on hitting and wounding. Not great damage output or very survivable without buffs but with mortal wound potential on the charge and with being able to march double movement with drummers makes them somewhat maneuverable.
*These were great objective grabbers, The banners were great for making just that one extra guy run away and generally when buffed these guys could take the hits. The real star of this unit though is the shields. Ignoring -1 rend is fantastic! Damage output was hit and miss. The larger units of 15 obviously out in more work and did enough for the most part. We’re susceptible to large amount of attacks due to the 5+ save *
The firelance starhost allows Saurus knights an additional 3″ charge when within 10″ of the Scar veteran and they also do 2 mortal wounds instead of 1 from the lances on the 6’s to wound.
*So the +3″ worked so well with cogs and got me in combat when I needed to be. The double mortal wounds didn’t go off that often but when it did it was doing 8-10 mortal wounds. Most of the time though it was 2-4 mortal wounds as you would expect*
Magic, Endless & Realm Spells
Summon starlight -1 to hit if cast on an enemy unit and also D3 mortal wounds against Chaos units. If cast on a Seraphon unit then they are -1 to be hit
Cogs for the extra cast or an additional 2″ move & charge if needed.
Geminids for the stacking debuffs
Swords because mortal wounds and I had the spare 20 points
*All these put in a shift and were useful when I needed them. the issue I had was just trying to get them on the board*
Basically work by hit and run tactics. Buffing a unit or two and debuffing enemy units and then hittting them in combat and hoping the buffs help minimize losses. The smaller units can be used for cheap objective grabbers.
*had decent mortal wound output. I think I’ll tinker with dropping the endless spells and a skink priest and taking a sunblood instead potentially or taking a slann which is generally a must in Seraphon lists*
Kill the biggest monsters