Hello fellas! i am playing a little turney between my and my friends. and i decided to use a lot of Saurus Knights. The main theme of the army is a combo wombo kill anything if i charge. i could use a little input as im a little worried it might just crumble under shooting or hero sniping. that said, i am playing against Sylvaneth and Khorne bloodbound. A quick overview of the Army. Heroes. Saurus Scar-vet on Coldone w/ relic blade - 100p Skink Star-priest - 100p Skink Starseer - 100p Battleline. 15 Saurus Knights w/ Firelances - 360p 5 Saurus Knights w/ Blades -120p 5 Saurus Knights w/ Blades -120p Artillery Razordon - 60p Razordon - 60p Razordon - 60p Behemoths Bastilidon w/death beam - 300p The Combo wombo is this. Scarvet uses command ability to give the main attack force ( 15 knight unit) their cold ones an extra bite - making them at 3 bites base. ( along with reroll 1 to hit and charge +3) Starpriest lowers his staff making any bite on a 6 do double the damage. casting starlight to protect them aswell. Starseer does his Curse or mystic shield Protection or offence- This totals in 45 Cold one Bite attacks. Rerolls 1 - any 6 on wounds does 2 damage. The Knights themselves are nothing to scuff at either - hopefully putting in a few mortal wounds. To protect the combo wombo i place a tanky bastilidon at a flank or rear. and the Razordons kan skirmish around the force. this is an attempt to make firelances good. i accept any input and i am eager to hear if anyone has tried similar tactics.
bolded for convenience. Be careful with Sylvaneth if they use the tactic of spamming sylvaneth wyldwoods. Those terrains tend to kill models that charge through, so focus on the knights that charge, the starseer's "curse of fate" and rerolls, to avoid casualties.
Thanks for the input, on the matter on charging-running-charging. is this a valid tactic to optimise damage? at first glance it look to be detriemental as your damage output will be halted for a round. opening up to a possible counter charge ? - Also? any ideas for Commander Traits / Artifacts? i was thinking the legendary fighter ( +1 attack) along with the relic blade on the Scar-vet could result in a - lot of damage, with rerolling the special ability ( the one that let's him attack again) using insight. since i'm bringin a battalion i can bring an extra artifact to one of my heroes. but i am unsure on what to use. thanks for the Tip on the Wyldwoods. are they "Deadly" passively?
It is a valid tactic. What you do is use multiple, alternating units. One unit charges in. The other retreats. This stops the counter charge and while it limits damage a bit it makes up for with the ability to deal with low save units because of the mortal wound chances.
Yes, any model that charge through will die 1 on six (monsters are immune). there's also another nasty effect that kicks in if you cast near a wyldwood, but I don't remember how it works. the good thing about "curse of fate" on the charging unit, is that the +1 works both for charge and for attacks (a 5 for a lance that becomes a 6 means nice damage)
2 units of knights working in Tandem. First unit charges does their round of combat. Next turn retreat and the second unit of knights charges in. Gives you the charge bonus every turn. Roll another dice after casting. On a 5 or 6 every unit within 1 inch takes D3 mortal wounds. Sylvaneth units are not affected.
I would roll basty with the Ark of sotek. It has the potential for 24 mortal wounds per turn. As it activates per combat phase. Keep it close to your knights to draw attention away from them. and always run it first turn as the Ark's range is only 8". battle shock bonus's from banners will help you out alot. if you upgrade to a vet on carnosaur. his command is very helpful as well any hit rolls of 6 generate an extra attack. Also read blood roar as he cause's units to flee up to 8". I have caused lots of havoc with a similar list. as even units with high bravery must take the battle shock test roll.