Cold One
snowywlf
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Saurus Warriors
The backbone of the Lizardmen army and the second-most elite core infantry in Warhammer Fantasy.
Upgrades:
Spears - Spears cost 1 point per model. Spears allow the models to attack in two ranks, when they have not moved that turn. Since Saurus Warriors have two attacks each, this gives you the potential for a massive amount of attacks. For example, if a unit of 10 Saurus Warrior in two ranks of five fight an enemy, they have a total of 20 attacks.
(2 Attacks X 5 models in Rank 1) + (2 Attacks X 5 models in Rank 2) = 20 Attacks
The Spear is also listed as “additional equipment”. This means if you take this upgrade, you still also have the Hand Weapon. This gives you the strategic choice of whether to use Spears or Hand Weapons in combat. Spears obviously give you a great number of attacks. Hand Weapons will give you an additional +1 Armor Save in close combat with your Shield.
Champion – The Champion upgrade costs 12 points. The only statistical bonus of the Champion is an additional attack. The other advantage of a Champion is that they may accept and initiate Challenges. This can be useful if you are protecting a Character in the unit from Challenges.
Most players will recommend against a Champion unless you are specifically using it to protect a Character. The reason is this:
1 Champion for 24 pts:
3 Attacks, 1 Wound, 1 Unit Strength
2 Saurus Warrior for 24 pts:
4 Attacks, 2 Wound, 2 Unit Strength
The same amount of points in two Saurus Warriors instead of one Champion will net you +1 Attack, +1 Wound and +1 Unit Strength.
Musician – Cheap. Unless you are very crunched for points, this can be a handy piece. Musicians aren’t terribly powerful, but for the scant points they can make your opponent take a Break test if you tie in combat resolution. And while it really shouldn’t be necessary, the +1 bonus to Rallying attempts is simple icing on the cake. Often a Musician will be taken simply to counter an opponent's Musician in the case of a tie.
Standard – Very worthwhile. Combat Resolution is a huge part of close combat, and that is exactly where your Saurus Warriors are going to be spending their time. Most every Saurus Warrior unit can benefit from a Standard.
Unit Size:
10 Saurus Warriors are required for a unit and the most frequent unit sizes are as follows:
10 – 5 models per rank, 2 ranks. This provides a 125mm front with 20 attacks (assuming spears) and is as cheap as Saurus Warriors come. This provides +1 Combat Resolution due to the second rank.
12 – 6 models per rank, 2 ranks. This provides a very large line at 150mm with a potential of 24 attacks (assuming spears). This unit is going to have a harder time maneuvering than its 5 model wide brother. However, it is also going to be a great stopping block if you are trying to protect units behind it. This provides +1 Combat Resolution due to the second rank.
15 – 5 models per rank, 3 ranks. Same as 10 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 20 attacks.
18 – 6 models per rank, 3 ranks. Same as 12 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 24 attacks.
20 - 5 models per rank, 4 ranks. This provides the maximum total +3 Rank bonus to Combat Resolution. The benefits are very similar to the 15 model unit. Many opposing units will be 20 models in size, allowing this particular unit to not be outnumbered.
Units larger than this are not terribly common. It is often better to split a very large unit of Saurus Warriors into two smaller units. Saurus Warriors tend to have great survivability which counters the need to take a massive unit. In addition, the more front ranks you provide, the more attacks you will be able to make.
Uses:
The Saurus Warrior units form the primary beef of your army. In the very common Hammer and Anvil approach, a Saurus Warrior unit serves as an excellent Anvil. They have good Toughness and Armor and many attacks back. What makes them exceptional at this role is their 8 Leadership combined with Cold Blooded. These ferocious dinosaurs will hold in combat for a very, very long time.
Due to the traits listed above, Saurus Warrior units also make excellent charge recipients. Their slow speed means they usually won’t get a charge in. However, you can set them up to receive a charge and they most likely will still be around afterward to bog that enemy unit down. This allows our potent hitters (see Stegadons or Cold One Riders) to have free range of the battlefield and wreck havoc.
While difficult due to their limited mobility, a small unit of Saurus Warriors also make excellent flankers. Their massive amount of Strength 4 attacks combined with the ability to remove rank bonus means they will grind through enemy units very quickly.
Things to Be Wary Of:
A Saurus Warriors weakest link in close combat is their very mediocre Weapon Skill of 3. Usually their high volume of attacks helps to compensate, but against elite infantry this can be a large handicap. Saurus Warriors excel at holding out, make sure you have something nearby to make the final kill.
With an Initiative of 1, you will always be attacking last (unless you manage a lucky charge). This usually isn’t a major issue due to the great survivability of the Saurus Warrior. However, be very conscious of this fact when fighting very high damage enemies. If you are in combat against a high Strength enemy with multiple attacks, you have to remember that each Saurus Warrior he kills does not get to attack back when it is finally their turn. Again, the answer to this issue is typically to have those Saurus Warriors hold the enemy still while you bring in a strong flank to wipe them out.
Pit of Shades. If this spell is ever attempted against your Saurus Warriors, do whatever it takes to dispel it. Our Initiative of 1 means many, many deaths.
----------------------
This information is gathered from many posters' experience. Thanks to Stewart, Barotok, Caneghem, and many others.
The backbone of the Lizardmen army and the second-most elite core infantry in Warhammer Fantasy.
Upgrades:
Spears - Spears cost 1 point per model. Spears allow the models to attack in two ranks, when they have not moved that turn. Since Saurus Warriors have two attacks each, this gives you the potential for a massive amount of attacks. For example, if a unit of 10 Saurus Warrior in two ranks of five fight an enemy, they have a total of 20 attacks.
(2 Attacks X 5 models in Rank 1) + (2 Attacks X 5 models in Rank 2) = 20 Attacks
The Spear is also listed as “additional equipment”. This means if you take this upgrade, you still also have the Hand Weapon. This gives you the strategic choice of whether to use Spears or Hand Weapons in combat. Spears obviously give you a great number of attacks. Hand Weapons will give you an additional +1 Armor Save in close combat with your Shield.
Champion – The Champion upgrade costs 12 points. The only statistical bonus of the Champion is an additional attack. The other advantage of a Champion is that they may accept and initiate Challenges. This can be useful if you are protecting a Character in the unit from Challenges.
Most players will recommend against a Champion unless you are specifically using it to protect a Character. The reason is this:
1 Champion for 24 pts:
3 Attacks, 1 Wound, 1 Unit Strength
2 Saurus Warrior for 24 pts:
4 Attacks, 2 Wound, 2 Unit Strength
The same amount of points in two Saurus Warriors instead of one Champion will net you +1 Attack, +1 Wound and +1 Unit Strength.
Musician – Cheap. Unless you are very crunched for points, this can be a handy piece. Musicians aren’t terribly powerful, but for the scant points they can make your opponent take a Break test if you tie in combat resolution. And while it really shouldn’t be necessary, the +1 bonus to Rallying attempts is simple icing on the cake. Often a Musician will be taken simply to counter an opponent's Musician in the case of a tie.
Standard – Very worthwhile. Combat Resolution is a huge part of close combat, and that is exactly where your Saurus Warriors are going to be spending their time. Most every Saurus Warrior unit can benefit from a Standard.
Unit Size:
10 Saurus Warriors are required for a unit and the most frequent unit sizes are as follows:
10 – 5 models per rank, 2 ranks. This provides a 125mm front with 20 attacks (assuming spears) and is as cheap as Saurus Warriors come. This provides +1 Combat Resolution due to the second rank.
12 – 6 models per rank, 2 ranks. This provides a very large line at 150mm with a potential of 24 attacks (assuming spears). This unit is going to have a harder time maneuvering than its 5 model wide brother. However, it is also going to be a great stopping block if you are trying to protect units behind it. This provides +1 Combat Resolution due to the second rank.
15 – 5 models per rank, 3 ranks. Same as 10 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 20 attacks.
18 – 6 models per rank, 3 ranks. Same as 12 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 24 attacks.
20 - 5 models per rank, 4 ranks. This provides the maximum total +3 Rank bonus to Combat Resolution. The benefits are very similar to the 15 model unit. Many opposing units will be 20 models in size, allowing this particular unit to not be outnumbered.
Units larger than this are not terribly common. It is often better to split a very large unit of Saurus Warriors into two smaller units. Saurus Warriors tend to have great survivability which counters the need to take a massive unit. In addition, the more front ranks you provide, the more attacks you will be able to make.
Uses:
The Saurus Warrior units form the primary beef of your army. In the very common Hammer and Anvil approach, a Saurus Warrior unit serves as an excellent Anvil. They have good Toughness and Armor and many attacks back. What makes them exceptional at this role is their 8 Leadership combined with Cold Blooded. These ferocious dinosaurs will hold in combat for a very, very long time.
Due to the traits listed above, Saurus Warrior units also make excellent charge recipients. Their slow speed means they usually won’t get a charge in. However, you can set them up to receive a charge and they most likely will still be around afterward to bog that enemy unit down. This allows our potent hitters (see Stegadons or Cold One Riders) to have free range of the battlefield and wreck havoc.
While difficult due to their limited mobility, a small unit of Saurus Warriors also make excellent flankers. Their massive amount of Strength 4 attacks combined with the ability to remove rank bonus means they will grind through enemy units very quickly.
Things to Be Wary Of:
A Saurus Warriors weakest link in close combat is their very mediocre Weapon Skill of 3. Usually their high volume of attacks helps to compensate, but against elite infantry this can be a large handicap. Saurus Warriors excel at holding out, make sure you have something nearby to make the final kill.
With an Initiative of 1, you will always be attacking last (unless you manage a lucky charge). This usually isn’t a major issue due to the great survivability of the Saurus Warrior. However, be very conscious of this fact when fighting very high damage enemies. If you are in combat against a high Strength enemy with multiple attacks, you have to remember that each Saurus Warrior he kills does not get to attack back when it is finally their turn. Again, the answer to this issue is typically to have those Saurus Warriors hold the enemy still while you bring in a strong flank to wipe them out.
Pit of Shades. If this spell is ever attempted against your Saurus Warriors, do whatever it takes to dispel it. Our Initiative of 1 means many, many deaths.
----------------------
This information is gathered from many posters' experience. Thanks to Stewart, Barotok, Caneghem, and many others.
