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AoS Battletome discussion: saurus knights

Knights are pretty excellent imho. They may not have lighting speed but they can get an easy +3 to run and charge with a firelance. Also on coalesced they make 7 attacks a model. Popping a starpriest on them with koatls claw makes them downright terrifying


yes, this is the way

(well, not the only one, but probably the most efficient we have to utilize knights at their full potential. Rend would have been nice, but even without it with a minimal buff from a single hero, you'll have a 200 pts unit able to deliver 70 attacks, rerolling 1s, dealing double damage on charge and MWs on each 6s to wound. Sounds pretty good to me).


As one of our Slanns once said, Knights are not slow cavalry, they are fast heavy infantry.

was it me? i think so… :p
 
yes, this is the way

(well, not the only one, but probably the most efficient we have to utilize knights at their full potential. Rend would have been nice, but even without it with a minimal buff from a single hero, you'll have a 200 pts unit able to deliver 70 attacks, rerolling 1s, dealing double damage on charge and MWs on each 6s to wound. Sounds pretty good to me).




was it me? i think so… :p
The slann has awakened and he has spoken
 
I had two games this weekend with a few friends where I fielded one 10 model unit with blades and one 5 model unit with warspears.

The first game was against Orruk Warclans, and they caught me completely off guard and managed to get their Brutes into my carnosaur riding Oldblood general turn one and kill him, as well as get within 3 inches of one of the models from the large Saurus Knights unit. These were just 1000 point games, so that was half my army gone or locked up right there.

That was a rather rough start and I was pretty sure the game had already been decided, but the five knights with warspears charged the rest of his army from the side and surprised us both with the damage they could put out. When the larger force of knights eventually chewed through the Brutes, they wiped the rest of his army.

The next game was against Ossiarch Bonereapers. Confident in the power of my knights from my first game, I used the larger unit to hold an objective and ended up fighting three Necropolis Stalkers. The complete lack of rend made it damn near impossible to kill them, and I had to divert my second unit of knights back to that objective just to be able to hold it. Even with 15 v 3 I barely managed to secure my hold of that objective by the end of round 4.

In the end I won that game as well, and my impressions on our knights are as follows:

Both blades and warspears are good, but I personally favor the blades. The better chance to hit makes them more independent and able to function without much support. The amount of attacks either of them can dish out is amazing (I was playing Coalesced). With support, preferably from a Scar-Vet and a Skink Starpriest, they become truly terrifying.

A really awesome unit. They only struggle against really tanky targets due to not having any rend. Now if only they could get some better looking models...
 
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Honestly, one of the command abilities or spells (or other abilities) we have should've been able to give them (and potentially others) rend. The unmounted and mounted versions of scar-vets & oldbloods sharing command abilities is kind of a waste of potential that's noticeable here.
Might also give a bit more of a reason to bring the minor versions, like the oldblood on foot, or the scar vet on cold one if they had a selling point besides just being cheaper than those mounted on a carnosaur. Similarly a sunblood doesn't exactly bring anything game-changing that makes him a top pick either.
 
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