The following is am army list I came up with based primarily around the batallion boxed set. It is revised from an orginal army list based on advice from players. Any advice, tips or possible changes would be great! Hero Saurus Scar-Veteran 85 Shield 3 Light Armour 5 Cold One 20 Sword of Striking 25 Skink Priest 65 Level 2 Upgrade 35 Dispell Scroll x2 50 Core 18 Saurus Warriors 198 Musician 6 Standard 12 Spears 20 10 Skink Skirmishers 70 Brave 6 Special 5 Cold One Riders 175 Standard 20 Musician 10 10 Temple Guard 160 Full Command 35 Total 1000
There are a couple of things I see. First you don't have an army standard. Consider taking your current general and making him your army standard. This will make it so your priest has to be your general; however, this doesn't hurt you to much because only one unit in your army would actually benifit from using his leadership. Secondly, I personally am not a fan of temple guard without a slann. This is a debated point and is really your call. Lastly, if you could find the points to take a 6th Saurus cold one rider it would help. The most common unit you will be charging is a 5 wide 20 mm unit. A 6 man Saurus Cav unit maximizes the amount of models you can get in base to base. Best of Luck.
Ok thanks for the advice, i'll look to do that with the CoR then and also look into the battle standard. Yep I know about the temple guard, its just ive got the batallion box so quite limited in terms of troops atm. Any advice on what I could replace the TG with (even if i have to buy it extra)? Or what I could possibly get next: Steg? Sally? More skins/saurus? Cheers
I'd drop the TG and beef up your sarus unit to 20 and also add another unit of skink skirmishers. These little guys are really usefull. Also, you could consider adding another unit of rank and file skinks (Skink Cohorts). They're cheap and can be great to redirect charges and generally harrass the enemy. I think you'll probably enjoy the new stegadon kit the most. However, there is much to be said for skinks and sarus. I'd say that sarus are near the top of the list as far as infantry is concerned, and most of my opponents hate skinks with a pashion. I'd also look into Terradons as your list expands. Razordons are definitely cool, but did get some 'rule clairifying' nerfs in the recently released FAQ produced by GW so most players will probably steer away from them in favor of salamanders. For bigger games (2k+), you'll probably want to pick up a Slann mage at some point, as they're arguably one of the best casters in the game. Hope this helps, and may the Old Ones bless you in battle, with what ever units you choose next.
i think you should get some more saurus so u can place 2 blocks of 20 and about the skinks 20 should be enough under 3000 ( if you don't put them together with kroxigors but as skirmishers ) and good luck
Ok great thanks, so the general feeling seems to be that until I am playing 2000 point games and have a Slann, TG are a no-go and that im better of with more saurus. Just another question related to this, saurus natually have 2 attacks each, does this mean that with spears they fight in two ranks (when not onthe charge) with each rank getting in its two attacks e.g. 5 front unit gets 20 attacks (5x2)x2? Also if i choose to give them spears (presumably in addition to hand weapons) can i choose whether i use the spears or hand weapons when in combat (i.e. gain the extra parry save or extra attacks)? Cheers again
Great questions in regards to the Sarus. I'll go ahead and give you the short answers to each of your questions and refer you to the thread where this subject is being discussed more at length. Using Temple Guard with the abscense of a Slann has also been discussed recently with various opinions surfacing to support both sides. I'd say that when you are just beginning to play, you probably will find better use for your points than to try and figure out new ways to use a unit that has generally seen a very predefined role (to protect the Slann) at this point. I have provided a link to this thread as well as you may find the discussion usefull in determining wether or not they will be usefull for you at your points level and play level. http://www.lustria-online.com/threads/are-temple-guard-worthwhile-without-a-slann.1473/ You are absolutely correct. The first two ranks of spear sarus are able to fight. They each have 2x attacks and when fighting with spears so a unit 5 wide that fights in the front when not charging will generate 20 attacks! As a little background, in the previous incantation of the rules (6th Edition), Sarus were only able to fight with 1 attack from the 2nd rank. I think that the reasoning behind this rule, called Predatory Fighters, was to represent the fact that one of the attacks represnted a 'Bite attack' (if you've ever played LM in the Mordheim campaign setting you'll see evidence of this). I think from a rules perspective, simplifying the rules makes the game run smoother and faster for the most part. Now the sarus are just like any other troop armed with spears (given the HE exception. If you pay the points for the spears, your sarus keep the hand weapons available. You may choose to use the spears or hand weapons. However, keep in mind that you must make the selection at the beginning of combat and the unit may not change weapon styles in the middle of combat. http://www.lustria-online.com/threads/to-spear-or-not-to-spear-that-is-the-question.1656/ If I may offer a comment in regards to adding 2x blocks of 20 Sarus. This seems a little infantry heaving for anything below 2000 points. You'll have a lot of exposed flanks that will need to be protected. Since you'll have a lot less support units (since your points are tied up in sarus blocks), you'll have to play those support units very carefully. I wouldn't advise this play style if you're still learning the game, how your army plays or how the average opponent army plays. Let us know if you have any other questions and may the dice gods smile upon you.