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AoS Saurus Knights Usage

Discussion in 'Seraphon Tactics' started by gmoney, Oct 4, 2018.

  1. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I hope so, but I wouldn't hold my breath.
     
  2. Canas
    Skink Priest

    Canas Well-Known Member

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    I think it's basicly a guarantee… half our army needs buffs or overhauls to simply to deal with powercreep. We have stuff like temple guard that basicly can't do what it's supposed to due to the powercreep so yeah, not that much of a choice :p
     
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  3. nomis
    Cold One

    nomis Active Member

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    Is there likely to be another battletome?
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Well.... we do have an AoS Battletome already, (even though it is one of the oldest ones and everyone army that had such an old one got a new one by now), and our army is still decently playable, especially with the upgrades we got with the GHB 2017 and GHB 2018. So signs point to "no" IMO.

    And to be honest: As annoying as it is sometimes, I think other armies need Battletomes more urgently.
     
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  5. Canas
    Skink Priest

    Canas Well-Known Member

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    mwha… given the amount of outright wrong information that's in the battletome I'd say that at this point we might actually need it more than some who don't even have a tome yet… Needing to crosscheck god knows how many pdfs and books does rather make playing complicated. Which is rather bad..
     
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  6. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Our battletome is terribly outdated, because of the lot of changes appened through the last couple of years. Basically almost no one of the warscroll is still valid as written in the battletome.

    That said, yeah, we're pretty competitive as army, but mostly for the goodies we have in the GHB, not tnx to the battletome itself.
     
  7. Putzfrau
    Salamander

    Putzfrau Active Member

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    I would seriously doubt it. I don't think Seraphon should expect a new battletome or any buffs anytime soon, but who knows!
     
  8. WarbossLincoln
    Skink

    WarbossLincoln New Member

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    I've found them to be a decent alternative to Saurus Warriors as a basic midline troop. They're the same points per wound as warriors, get get more attacks, and have better movement. The only place they're weaker is against things that remove entire models. If you're gonna run mobs of warriors and the warrior battalion they're not bad on paper, but if I'm just looking to spend like 200 points to grab objectives and do a little fighting to support the bigger units I'd take a couple 5 man knight units.
     
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  9. dinoSTARZ
    Cold One

    dinoSTARZ Active Member

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    Good news for you as saurus knights are actually cheaper per wound than warriors now, so your idea of grabbing objectives and supporting is now only 180
     
  10. WarbossLincoln
    Skink

    WarbossLincoln New Member

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    Ah yes, you're right, thanks. 90 per 5 instead of 100 per 10. Warriors do get a horde discount for 40 brining them to 90 per 10. I think it's a good rule of thumb to always take knights over warriors unless you're running 30-40 warriors. Or if you're running a sunclaw with 1 40 man blob and 2 10's.

    The only downside to Knights is 1" range with a large base. I've found it hard to get 10 into melee at once, Warriors at least get a 2" spear range.

    As far as gear what's you guys' opinions on lances vs blades? I built mine with lances but I'm not sure.

    Lances are 4's then 3's, blades 3's then 3's. Lances on the charge have a 1/12 chance to get a mortal wound on the charge, and a 1/3 chance to wound overall. Blades get a 4/9 chance to wound overall.

    So Blades have a 1/9 better chance to wound, Lances get a 1/12 chance to do a mortal on the charge. I'm thinking maybe the chance at the mortal on lances is a little better, but at 1 attack each it probably doesn't matter.
     
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  11. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I use them with lances, because of the psychological effect. People fear those charges more than they mathematically should, especially if you play a Firelance.
     
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  12. dinoSTARZ
    Cold One

    dinoSTARZ Active Member

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    I use lances because the regular attacks get blocked so much anyway without rend that I just look for any place to add some wounds that will actually go through to help weaken a stormcast (my most regular opponents). In a firelance a 6 gets you two mortal wounds I believe :)
     
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  13. Canas
    Skink Priest

    Canas Well-Known Member

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    Lances are better on the charge against a save of 5+ or better, clubs are better in any other situation.

    The difference however is negliceable, and lances mostly win on account of the fact that 1 good charge can easily win you a game. Plus as @Aginor the fear factor is usefull. The fact that they can get Lucky and pump out a decent number of mortal wounds does mean most people will at least pay some attention to them, potentially leaving them open.

    Basicly the only reason to take clubs is if you never manage the charge.
     
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  14. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    and given that we have plenty of ways to do sufficiently reliable charges…
     
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  15. Canas
    Skink Priest

    Canas Well-Known Member

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    you probably have some bigger issues than which weapon is better in that case yeah :p
     
  16. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Yeah, I recall a game at a tournament, when i failed two consecutive charges against Tzeentch in the same round, the first I needed a 6+ with a Stegadon and the second I needed 5+ with a Dread Saurian. That costed me the game. :facepalm:
     
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