I was thinking it would be awsome if there could be a topic or even subsection on the attributes (up´s, down´s, when to use, when not to use, and other) of the lizardmen and their commanders. Unfortunatly i don´t have the power to create a section or subsection on this so here it is in "topic" form. What will happen is that i will say each week a man or commander of the lizardmen which will be discussed for the next week or so, saying the up´s, down´s, when to use, when not to use, and other things about them. At the end of the week i will post a summary of the discussion done during the week along with the results of the poll, and the new man or commander to be discussed. The men will all be from the same catagory (Core, Special) untill there are none left. When there are none left, at the end of that week i will post a major summary of everything discussed in that section along with the other stuff. If there are any questions please post them also and i will reply. P.S. I will do all my writing in green. to make it clear what´s mine, please don´t type in green. P.P.S. After only two days, 150 people have viewed this, but only 15 have replied and 18 (including me) have replied to the poll. Everybody, please respond to the poll and make a small coment no matter the importance or whether it has already been said, just restate and emphisise the point. CATAGORY BEING DISCUSSED = CORE MAN DISCUSSING = SAURUS WARRIORS
A good idea, however, this is already being done in the Tactics section. You can see the index here. Unfortunately, it has lost a lot of momentum and a lot of it was made before 8th edition came out so it is a little bit out dated in places, but if you are keen, then give it a read and feel free to start making threads to fill in the gaps! For the record, saurus are definitely very very good and well worth their points. I think you will be hard pressed to find a list that doesn't use them, however, all skink lists definitely are possible and do exist for those that want to take that route.
Saurus are one of the best core units in 8th. Tough, can dish out a lot of damage, and cold-blooded gives them great leadership.
Saurus Warriors are amazing troops and make up the backbone of the Lizardmen army, I usually take as many as I can.
This is true but the descriptions are in lots of detail and do not use information from everybody What i would do would make what everybody on Lustria online that answers this thinks and what all of them have come up with not one person. If people will answer, i will do it, if not then i will use what i have from the nice people that answered and what i know to fill in the gaps. If i get almost no replies then i will continue with the polls and publish the results of the polls at the very end but will not do the rest. (that is only if only like 3 or less people answer, unless of couse somebody replies in depth without copying from the link above (in the Quote Thanks for the people that have already replied, you are awsome.)).
Saurus effectively have leadership 10 or 11 with the cold blooded rule. 2 S4 attacks, a 4+ armor save and a 6+ ward (only for S&S) in combat is super sick for their points cost. Their T4 makes em tough to take down with magic. the main drawback is an I of 1. This makes them VERY susceptible to Pit of Shades and the Peneumbral Pendulum from Shadow, and the Purple Sun of Xereus from the lore of death. To defend against this I arm my slann with either a dispel scroll (in 1500 pts) or the Becalming Cogitation. the 1 I essentially also means they will always strike last. the lore of Light is especially good to combat this with 2 spells that make your Saurus super sick in combat. The speed of Light and Birona's timewarp seem like they were talior made for our dudes, and Pha's protection can help protect a solo slann and Saurus if they are close enough. Life also can make them very difficult to kill. I prefer Light. Another way to offset the low I is to put a Scar vet in the unit with either the sword of the hornet or Gold Sigil Sword (my personal preference). The Scar vet can challenge away champs or weak heroes then bash the unit for an average of 2-3 wounds taking away usually 3-4 attacks total. Then the Saurus clean up. I like to put this SV in with Spears cuz they dont get the 6+ parry ward save. Regardless, their save and T make them very formidable in CC, even without Magics or a hero. I take 2 units of 20-25 always. 1 with spears and one without. If I had more models, I would take a 3rd unit. They are that good.
Thankyou VERY MUCH guitarhero The info. you have given is really good. I agree with almost everything. It also sets a good example to everybody reading this, though not as lengthy and detailed comments are required; a small coment or statment would help alot from all readers, even if it is just restating and emphisisng what has already been said. P.S. I can´t spell P.P.S. I can´t find my fantasy rule book and i was just wondering, do saurus get an extra attack because of a hand weapon and sheild, maybe not, but if they do that makes them completely awsome for the 11pts you pay
Take away attacks? Not in 8th ed... Units can step up straight away, or models effectively now removed from the back of the unit not the front so until you are only facing ~10 models, it won't reduce any attacks at you. That was the intention of them. Someone started with their opinion, then all the replies gave everyone elses opinions. Several of the threads contain vastly different opinions. The opening post didn't have to be as long as they actually were, people just chose to write that much to start with. It was meant to be a community project where everyone added information.
@ STEWART: WHOA DUDE. THAT MIGHT BE THE BIGGGEST RULE CHNAGE EVER. I TOTALLY MISSED THAT. That makes Saurus SO MUCH BETTER!!!! the fact that you NO MATTER WHAT will get 15 Attacks (16 with Champ) or 20 attacks (with spears, 21 with champ) is AMAZING! SAURUS EVEN BETTER AND Initiative doesnt MATTER AT ALL! WHO CARES!?? JUST TAKE A BIG UNIT! I Can't believe how thorughly they changed the rules... I 've been skipping over paragraphs assuming it's the same... NO MORE.. WHOOOAAAA!!!!
As i said before, i´m missing my rule book and i wasn´t sure whether sheilds count as addtional hand weapons in combat, meaning that saurus get 3 attacks instead of the normal 2 attacks with a sword and sheild, not sure. Can someone please answer this, i don´t wanna be making my saurus have 1 less attack than they should. THanks for all the replies, exept for stewart because he´s being extremely negative (please cheer up stewart and answer with some possitive comments, that would be helpful)
Another lost rulebook thing, do spears give an extra strength on the charge as well as the extra row having the ability to attack. Thanks for the responses so far guys; i wouldn´t be able to post for the next 5 or so days though, but the overview of the suarus will still come-out, don´t worry. P.S. please still post the answer to the question, i should be able to check it if it is posted within 10 hours
Spears only give an extra rank attacks if the models are on foot, if you are mounted then you get the extra strength on the charge. I don't think strewart was being negative, he was just saying that if you look hard enough on the forums you will find overviews of the Saurus Warriors already posted in great depth. Just look through the Lizardmen Tactics threads and you will find loads of tacticas on what is useful, if spears are worth it, what situations do Saurus shine in, and so on.. Besides, Strewart is a Champion.. AND he protects my Slann Mage Priest!!
Um... nobody has replied to this in like 4-5 days is it still happening or is it kinda dead. please tell me so i don't waste heaps of time and energy. Also, if it continues, the topic will go until next Sunday, to make it easier for me. (11 days, not 7) POLL RESULT: 19/20 like Saurus ( 18/19 use them often) 1/20 don't like Saurus (retard) OVERVIEW: Saurus = leadership 10 or 11 with the cold blooded rule. 2 S4 attacks, a 4+ armor save and a 6+ ward (only for S&S) in combat = awesome Their T4 = tough to take down the main drawback is an I of 1 but is overcome but the 4+ save, T4, and large amounts of men for cheap costs. Lore of light also helps counter-act the problem. Giving them spears = good and cheap option, allowing bigger squads more attacks. SQUAD OF THIS WEEK = SKINKS, INCLUDING SKIRMISHERS P.S. no more polls, to difficult.