Hi all, I really want this to work, but I had a game last night where it didn't particularly go well (more to the point, steadfast's a bitch). The theory is: 2 units of 5-6 Cold Ones and 2 mounted characters (an Oldblood 1+/1+, Great Weapon, Steg Hat, Scarvet 1+/5++ luckstone, Great Weapon). Eject characters out of the units into combat and position units for flanking or threatening other units. This would give one the ability to threaten 2 different units without giving up the ability to threaten another 2 units next turn if you don't break the opponent in round 1. It also splits the enemy's forces. The problem I had was that the scarvet took too long to break through a unit of 27 slaves (i know... not the best target for tactic testing, but it was the smallest unit which wasn't Rogres or HPA) and Queek Headtaker got lucky and didn't die first round against the oldblood, prompty negating my tasty 1+/1+. Unlucky that I couldn't do 3 wounds with 7 attacks, but meh. I'd like to hear some thoughts on this theory and any successes or failures and ideas anyone else has! If all else fails, then I could merge the 2 units of cold ones and place both characters in it for a tunnel of death, but that takes away from the multi-threat idea... Thoughts, my Lustrian friends?
Why only 2 characters? In 2200pts I fit in 2 Oldbloods, a scarvet and a scarvet BSB. This works really well. Here is a link to the list: http://www.lustria-online.com/viewtopic.php?f=8&t=15029
Only 2 because I have to have a Slann because with cold ones and Stegs the only other combat unit I can get is saurus and they suck arse. Magic is important, so only 2. Also I need a bsb and I wanted to take a chief on terra with the egg to add extra threats.
ok. I find with Tetto that I get enough magic in and to be honest, those 4 Saurus characters do so much heavy lifting that I don't need any other combat units. Seriously. Everyone's play style is different though so I respect your decision to only go with 2. If you want to take on proper targets then I would suggest running them in one cold one unit of 5. Keep the other unit to take on chaff and to keep your opponent guessing where you will deploy your saurus characters.
That's fair enough. How do the saurus characters make a serious dent in the opponents units though? They have 6-7 attacks and effectively 3 unsaved wounds per round, so they dont seem to be able to take serious targets by themselves. How do you go about picking targets for them and which turns do you charge etc?
They are best at taking out high-value, low-model-count units. Sending them at a cheap tar-pit unit plays into your opponent's hands.
Still, in some situations (like tournaments or prefered rules) you can't take special cahracters. What would you suggest to do?
Well... I've had 3 Saurus characters grind down 2 units of 40+ Gor with characters and +1S banner and a razorgor chariot in about 4-5 combat rounds. I know they don't really have saves but that shows the volume of attacks they can put out. They are especially powerful with harmonic convergence cast on them. I know "don't bank on magic" but when you do get it then they wreck face like little else for their points cost. As per high strength/toughness opponents... Those 3 characters + 5 more Cold ones took care of Throgg and 7 Trolls in 2 combat rounds. You are just going to have to test them yourself...