198
Ventala Skirmishers [30] 2x2
Tempered Steel [3]
Hedge Shroud [2]
Total Unit Cost: 35
Deepwood Archers [30] 2x2
Tempered Steel [3]
Greenwatch Herald [3]
Rallying Starling [4]
Hunters Guile [4]
Total Unit Cost: 44
Prince Faolan [36] 1x1
Malcornes Bequest [6]
Etharyon of the Ailatar [5]
Total Unit Cost: 47
Aymhelin Scions [42] 2x2
Pathwalkers Amulet [3]
Fertile Soil [5]
Total Unit Cost: 50
Leonx Riders [18] 2x1
Rank Discipline [4]
Total Unit Cost: 22
This is still my favorite Latari list. @Jukey played it against Church and put up a BatRep several months ago, so it isn't exactly a new list.
Range is a key theme, and I think something I've seen underdeveloped in the game, courtesy of it sometimes just not being very good, or even with Uthuk taking forever to get their Viper Legion. Still, one of the most powerful benefits of ranged units is forcing the opponent to come up into your melee units. When you've got a Scion as both melee and ranged, that makes it an extremely powerful unit.
I also built this list with an awareness of Uthuk. Granted, I'm the only one in the area who plays Uthuk, but I always try to keep myself honest by asking what I would do against some of the big ideas that I like to try. Here, I think Latari love Green runes, and several upgrades in the list are built to capitalize on Green runes. You also have the option of rolling toward Green or Blue depending upon whether it would benefit your Ventala or Scions on a given turn.
What I like most if the flexibility of the list. Everything synergizes well and is a pretty important tool. You can pick and choose what order to deploy units based on your opponent's list. You can set Ventala against units with Mortal Strikes that might threaten the Scions, or set the Ventala where they won't be overwhelmed by multiple attacks.
Key theme: Green Rune control.
I don't think any faction does rune control better than Latari. You don't see the Daqan upgrade as often, and it isn't quite as effective as being able to make the second reroll after seeing the results of the first. This is definitely a very anti-red rune list, so it helps shut down so many Uthuk abilities that cue off of red runes. Any Fire Rune strategy that hasn't brought its own Rune Manipulation is hurting. But even if the opponent does have some kind of Rune manipulation, red is still considerably weakened, and you're still in a decent place to have some green on the table, and to be able to manipulate whether you want blue or not. It does make contests where you both have rune manipulation really random, with an advantage to whoever rolls second.
Unit breakdown:
Scions/Ventala: These have to be introduced together because they are the core to the list. They are both ranged, but also effective blockers and melee units. Ventala really want to be played with the idea that they are ranged to the point of engagement, but melee thereafter. The dial incentivizes this kind of play, and Hedge Shroud also supports it. Both units complement each other well, and they probably want to be near each other as the core of your line. At that point, if the opponent goes after one, they other can likely pick up a flank die, and if the opponent has a couple of units moving across in a line, you've got a unit to hold up each of them. The list also offers a lot of flexibility in the order of your deployment, and it is possibly to save both of these units until last. This gives you a chance to see where the opponent has put some of their forces, and thus you can better mitigate any weaknesses, for example, by putting the Ventala opposite the Death Knights or anything with Mortal Strikes. Or if you see your opponent can easily concentrate an area of the field down, you probably don't want the Ventala trying to block in that spot, as Hedge Shroud will become overwhelmed. As both melee and ranged units, you almost force the opponent to come up and engage on your terms, as your three units together are likely to outshoot any light range, and are enough to chip away and destroy anything short of the really big 3x2 Archer trays.
Hedge Shroud/Tempered Steel: Greenwatch Herald pretty much ensures that you can always trigger Hedge Shroud, and Rune manipulation is bound to allow you to pick up a second or third point of armor on one critical attack. Rallying Starling resets whichever upgrade needs reset, and Faolan's starting Inspiration helps with the other, not to mention any other inspiration that you bank. Since you're at the mercy of your surge icons whether you can trigger Tempered, I find that having two exhaust upgrades is not a problem.
Pathwalker's/Fertile Soil: Scions might be the best spot for Pathwalkers. First, you can pretty much always discard it to save one health. In some rare circumstances, you can discard it with 3 Green runes to save your 2 armor Scions 2 health on a 6 damage attack, but the you're really just counting on the one damage. That damage can be the difference between losing a tray or not, which impacts how effective your unit is, whether you get rerolls at all or simply a single die. That's huge by itself. Beyond that, the upgrade combo simply serves to keep your Scions up and fighting for as long as possible. Pathwalker's might be the difference between whether Fertile Soil triggers or not, which means at the end of a round, it might have effectively saved you two damage. You've already got a surge ability, so taking Tempered for more damage interferes with that. And even if you don't like Fertile Soil, saving a single damage with Pathwalker's is still a pretty good buy. I see this as more of a "when you need it, its gold." You might not have your Scions attacked in one game, but in another game, the damage prevention is clutch.
Deepword Archers: Greenwatch Herald pretty much ensures that you have access to overgrowth when you need it. The reroll is also deceptive. Yes, it is an exhaust and you might only get the one reroll. On the other hand, you're rerolling precisely because you didn't get the damage that you wanted, but you really want that damage, so you're effectively aiming to create 2 more damage out of that reroll, so solid. Rallying Starling is another key upgrade. There are enough bane lists out there that I find it useful to have bane removal. This list has enough exhaust cards that the Rallying Starling becomes doubly useful. The redundancy is helpful to keep everyone at peak efficiency. And if it costs you the surge modifier, that's ok, you're still rolling blue dice and will probably have a critical moment to trigger TS. Hunter's Guile: I admit that I don't like this upgrade, but it has a key benefit here: it is reducing variance in the archer attack by substituting a white die for a less reliable blue one. It isn't just about higher average damage, but the fact that it allows you to do 4 or 6 damage more frequently and reliably, and against key targets, that's the difference between damage and no damage.
Prince Faolan: He's mostly here to hang back and trigger his abilities. I have played plenty of games where he either engaged late or not at all. He makes a good early deployment since his one tray footprint doesn't interfere much with where other units go, especially ones that want to come forward. And naturally, his readjustment of position can make a huge impact on how you set your dials, since you can shift your Scions/Ventala/Archers into range where they might just make an attack, or shift them to where they win the charge. You've got a lot of options.
Leonx: This is one of the most cost effective tray formations in the game. I saved them for last because I had in my mind Hammer and Anvil tactics. The Ventala/Scions act like a wall. The Leonx can often be held back and can only strike when the opponent has left a clear flank. An extra die makes these guys very happy. The key is to be patient with them. They are cheap enough that the opponent really wants to ignore them, but dangerous enough that if left unchecked, they can absolutely wreck a force's day. I find that they make a good first deployment, since they can reposition and travel at speed to get to where they need to be. So the opponent sees very little of your plan based on where they go.
Echelon's and refused flanks work very well with this army composition. The ranged makes it flexible enough that if you have any room at all to deny contact, you can just end up chewing stuff to pieces with your ranged.
I could see a few variations of the list, but I'm find that amounts to pulling upgrades in order to add 2 trays somewhere, and that the net effect is that one unit is slightly more consistent while another unit becomes slightly less so.
Thoughts?