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AoS Battletome discussion: saurus knights

Discussion in 'Seraphon Discussion' started by WizardinWinter, Mar 16, 2020.

  1. WizardinWinter
    Skink

    WizardinWinter Member

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    Hey lustria, checking in on what your thoughts are on the loadout for knights?
    Pre book, I ran mine with blades, but with the damage 2 perk on the charge, I'm considering swapping a few over.
    Looking at the math, (without ca's and celestite explosions) you should get about 50% more wounds suffered on the charge, which should balance out with the blades at 3rd combat round.

    My style will likely be coalesced, but what are you all thinking for factions/builds for your knights?
     
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  2. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    always go lances knights wont last long enough in combat to make clubs worth it
     
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  3. LizardWizard
    Skink Priest

    LizardWizard Grand Skink Handler Staff Member

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    I agree with @Erta Wanderer. Lances are always the safe bet.

    I think clubs have a place if you are running Saurus Knights to screen and enable your warriors or other units to dictate the charge. In those chases the knights will almost certainly be removed before they get to swing. However, I can understand equipping units of screening knights with blades in the event they live long enough to retaliate.
     
  4. Asamu
    Temple Guard

    Asamu Well-Known Member

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    Always lances now. Saurus have access to multiple +1 to hit buffs that are easy to obtain, which makes the +1 to hit advantage for clubs pointless if you're running Koatl's Claw.
     
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  5. Just A Skink
    Ripperdactil

    Just A Skink Well-Known Member

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    If GW had given the blades Rend -1 (similar to Warriors) would that have changed the equation?
     
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  6. LizardWizard
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    LizardWizard Grand Skink Handler Staff Member

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    I would always take the blades. At that point they are basically cheaper slower Chaos Knights.
     
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  7. Just A Skink
    Ripperdactil

    Just A Skink Well-Known Member

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    Maybe that's why they didn't go that route? That, and to help Warriors be more unique and usable.
     
  8. LizardWizard
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    LizardWizard Grand Skink Handler Staff Member

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    Along that vein, I would rather them be what they are at 100MPP than to have rend on their Blades and cost 140-160MPP.
     
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  9. Asamu
    Temple Guard

    Asamu Well-Known Member

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    I think that would have been fine. On the charge, lances still would have been better, but off the charge, clubs would perform better by enough that it's not entirely clear which is better.
     
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  10. Lizerd
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    Lizerd Well-Known Member

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    At this point, there is little point to taking blades, so almost always go with the Lance as that damage two is devastating, especially as you can have the koatl’s claw command ability that allows a unit to count as if it charged, which gives us little points to taking blades
     
  11. WizardinWinter
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    WizardinWinter Member

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    0.0 I didn't even think of that...
     
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  12. Lizerd
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    Lizerd Well-Known Member

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    In a command point machine it can get pretty terrifying pretty quick :D
     
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  13. LizardWizard
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    LizardWizard Grand Skink Handler Staff Member

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    Sadly the command ability specifically says the unit counts as having charged for the purpose of Koatl's Claw +1 to hit. So it won't trigger the lances for rules as written.
     
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  14. Lizerd
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    Lizerd Well-Known Member

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    So reading the rules “that unit counts as having made a charge move in that turn for the purposes of the savagery incarnate ability” I’m guessing it’s specifically calling out the rule to clear confusion on if savagery incarnate gets triggered by the ability. I’m still curious if the “counts as having made a charge” still could play into the Lance stuff though, most likely we will see this FAQed
     
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  15. Shocksem
    Saurus

    Shocksem Active Member

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    I would load them right into the trash. Knights and Troglodon got done dirty.
     
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  16. Imrahil
    Carnasaur

    Imrahil Well-Known Member

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    Can you elaborate why?

    Because I yield towards them as viable units.

    Grrr, Imrahil
     
  17. Erta Wanderer
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    Erta Wanderer Well-Known Member

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    knights? ya they are fine warriors are just better generalists. the trog? he costs as much as a slann and more then a carnasuar but is far less useful then either he isn't a bad unit just way to expencive
     
  18. Shocksem
    Saurus

    Shocksem Active Member

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    Try are slow for calvary, they have no rend, poor attack profile, large bases, poor range, I can’t think of a reason to take them over saurus warriors, they don’t really have good battalion benefits either. Even with the mortal wounds on 6 to wound with the battalion you can’t get the volume of attacks needed to really make a dent in anything with a moderately decent save. They just plain under perform.
     
  19. Nart
    Stegadon

    Nart Well-Known Member

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    Which are even slower, have rend only on weapons with 1'' range, harder to get wholly within heroes to receive buffs, more vulnerable to anti-horde spells and battleshock and lose bonuses, when depleted under certain number. Yes, charging with knihgts in the block of petrifex mortek or hearthguard berzerkers won't yield you much, but neither will chagring with warriors. Leave this job to salamanders.

    Both knights and saurus have advantages and disadvantages. The choice depends on what you need to be done.
     
  20. LizardWizard
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    LizardWizard Grand Skink Handler Staff Member

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    Both Firelance battalions are pretty solid unit buffs.

    I do wish the Temple-Host and Starhost were swapped though. Dropping a unit of Saurus Knights 9" away with +3" to charge (+5" with cogs) and rerolling for drums were be great.
     

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