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AoS NEW *rumor*

This exactly. Coalesced jaws could also effect Ripperdactyl bites. Perhaps a Trog and Ripper heavy FoS list run as coalesced could have some fun potential.
I believe that the new subfactions will be locked depending on which type of lizards you play, such as the Starborne get 3 and the coalesced have 3. So I suggest we wait and see exactly what we get before we make any great plans
 
Skink is the Skink keyword. So at the moment that would be Bastiladons, Terradons, Ripperdactyls, Engine of the Gods, Skinks, Chameleon Skinks, Skink Handelers, Skink Priest, Skink Starpriest, & Skink Starseer.

Suddenly this list isn't look so bad is it?


As someone who played Greentide orks in 40k 7th edition (which sucked majorly). I would run that. Is there a rule of three in age of sigmar or is that just 40k?
 
Regarding new Saurus Warriors.
As they now have rend on the clubs and Cohort for 15 models (which is great, now in block of 20 SW there is a buffer of 5 models to prevent losing a +1 bonus Attack) and I was thinking - which one is better, clubs or spears? I run a little probability test on a dice calculator and here is the results:
20 models of Saurus Warriors
With clubs, each has 2 attacks but due to a range of 1" only 10 SW with clubs can attack.
Against Save 4+
View attachment 67202
Against Save 5+
View attachment 67203
Against Save 6+
View attachment 67204

Now the same 20 SW but with Spears. Now with range of 2" all 20 models can attack with their weapons, so - 40 attacks. But considering that new Ordered Cohort rule says nothing about +1 bonus to hit for more models, I considered that Spears now have 4+/4+/-/1.
Old
View attachment 67206
New
14fd4332.jpg

Against Save 4+
View attachment 67207

Against Save 5+
View attachment 67208

Against Save 6+
View attachment 67209

As you can see, there is still a little reason to go into clubs, rather than spears. On Save 4+, 20 attacks from clubs performing very similar to 40 from spears, so maybe against higher save targets they're better. Funny thing is that they're the same in terms of dmg against Save 3+.
Clubs
View attachment 67210
Spears
View attachment 67211
Their viability is still to be considered regarding point costs. If they now will be 80pts for 10 models (and Guards are some 5 models for 100pts with buffs and other stuffs), so 20 SW with clubs are actually not a bad thing. They can hold and even take the objective.

Maybe it's not very interesting to many people here, as the skinks are in mind and hearts of many people, but I'm very pumped for a new Saurus buffs :D

Pardon me for not understanding. But doesnt it show that spears always outperform clubs in this setup?

4.4 vs 5
5.6 vs 6.7
6.7 vs 8.9

Or is that what you meant and do I misinterpret the sentence “still a little reason”?
 
Pardon me for not understanding. But doesnt it show that spears always outperform clubs in this setup?

4.4 vs 5
5.6 vs 6.7
6.7 vs 8.9

Or is that what you meant and do I misinterpret the sentence “still a little reason”?
Oops! :eek:Yeah, still a little no reason. Thanks!

They now become a little bit better, considering rend and +1 Jaws, so maybe I will try a 20 SW with clubs for a test run. Maybe they're now even a good alternative for Guards in small games, such as Meeting Engagement.
But still - spears are better than clubs.
 
Last edited:
Regarding new Saurus Warriors.
As they now have rend on the clubs and Cohort for 15 models (which is great, now in block of 20 SW there is a buffer of 5 models to prevent losing a +1 bonus Attack) and I was thinking - which one is better, clubs or spears? I run a little probability test on a dice calculator and here is the results:
20 models of Saurus Warriors
With clubs, each has 2 attacks but due to a range of 1" only 10 SW with clubs can attack.
Against Save 4+
View attachment 67202
Against Save 5+
View attachment 67203
Against Save 6+
View attachment 67204

Now the same 20 SW but with Spears. Now with range of 2" all 20 models can attack with their weapons, so - 40 attacks. But considering that new Ordered Cohort rule says nothing about +1 bonus to hit for more models, I considered that Spears now have 4+/4+/-/1.
Old
View attachment 67206
New
14fd4332.jpg

Against Save 4+
View attachment 67207

Against Save 5+
View attachment 67208

Against Save 6+
View attachment 67209

As you can see, there is still a little no reason to go into clubs, rather than spears. On Save 4+, 20 attacks from clubs performing very similar to 40 from spears, so maybe against higher save targets they're better. Funny thing is that they're the same in terms of dmg against Save 3+.
Clubs
View attachment 67210
Spears
View attachment 67211
Their viability is still to be considered regarding point costs. If they now will be 80pts for 10 models (and Guards are some 5 models for 100pts with buffs and other stuffs), so 20 SW with clubs are actually not a bad thing. They can hold and even take the objective.

Maybe it's not very interesting to many people here, as the skinks are in mind and hearts of many people, but I'm very pumped for a new Saurus buffs :D
this is about what i expected
 
Skink is the Skink keyword. So at the moment that would be Bastiladons, Terradons, Ripperdactyls, Engine of the Gods, Skinks, Chameleon Skinks, Skink Handelers, Skink Priest, Skink Starpriest, & Skink Starseer.

Suddenly this list isn't look so bad is it?
I still feel that list shouldn't include knights :p

Regarding new Saurus Warriors.
-snip-
The main advantage the rend for clubs brings is that 10 man units of saurus are now actually usefull. It's nothing amazing, but now a MSU of saurus can actually fight a msu of say liberators and do more than scratch the paint on their armour.

Also, it opens up the possibility of bringing a couple of 20 man units with clubs. It has a small enough buffer that they become a very attractive target to quickly knock of some wounds to reduce their effectiveness significantly. Allowing them to soak up damage more reliably. And since they're so easy to knock off you might as well stick with clubs as they're unlikely to keep their double ranks for long.
 
Regarding new Saurus Warriors.
As they now have rend on the clubs and Cohort for 15 models (which is great, now in block of 20 SW there is a buffer of 5 models to prevent losing a +1 bonus Attack) and I was thinking - which one is better, clubs or spears? I run a little probability test on a dice calculator and here is the results:
20 models of Saurus Warriors
With clubs, each has 2 attacks but due to a range of 1" only 10 SW with clubs can attack.
Against Save 4+
View attachment 67202
Against Save 5+
View attachment 67203
Against Save 6+
View attachment 67204

Now the same 20 SW but with Spears. Now with range of 2" all 20 models can attack with their weapons, so - 40 attacks. But considering that new Ordered Cohort rule says nothing about +1 bonus to hit for more models, I considered that Spears now have 4+/4+/-/1.
Old
View attachment 67206
New
14fd4332.jpg

Against Save 4+
View attachment 67207

Against Save 5+
View attachment 67208

Against Save 6+
View attachment 67209

As you can see, there is still a little no reason to go into clubs, rather than spears. On Save 4+, 20 attacks from clubs performing very similar to 40 from spears, so maybe against higher save targets they're better. Funny thing is that they're the same in terms of dmg against Save 3+.
Clubs
View attachment 67210
Spears
View attachment 67211
Their viability is still to be considered regarding point costs. If they now will be 80pts for 10 models (and Guards are some 5 models for 100pts with buffs and other stuffs), so 20 SW with clubs are actually not a bad thing. They can hold and even take the objective.

Maybe it's not very interesting to many people here, as the skinks are in mind and hearts of many people, but I'm very pumped for a new Saurus buffs :D
Pretty close to what I expected. Glad to see the actual numbers though. Thanks for taking the time to run sims.
 
As someone who played Greentide orks in 40k 7th edition (which sucked majorly). I would run that. Is there a rule of three in age of sigmar or is that just 40k?
No rule of 3. Instead there is a separate set of limits. At 2kMPP you can only bring 6 Heores, 4 Behemoths, and 4 Artillery. You must include 3 Battleline and at least 1 hero.
 
The main advantage the rend for clubs brings is that 10 man units of saurus are now actually usefull. It's nothing amazing, but now a MSU of saurus can actually fight a msu of say liberators and do more than scratch the paint on their armour.
Wow, I've done another little test. 10 SW with clubs are quite good now.
Against Liberators (with shields, reroll 1s on save).
New SW - clubs
upload_2020-3-4_14-1-57.png
Jaws (+1 attack for ability)
upload_2020-3-4_14-2-33.png
3,43 dmg combined. Almost 4 dmg from attack with clubs and jaws against 4+ save and reroling 1. Impressive.

And let's take a look at old SW.
Old SW - clubs
upload_2020-3-4_14-5-33.png
Jaws - 1 attack only
upload_2020-3-4_14-6-1.png

2,08 dmg combined.

Liberators either lost 2(new SW) models in their 5 man squad or 1(old SW).
 
Wow, I've done another little test. 10 SW with clubs are quite good now.
Against Liberators (with shields, reroll 1s on save).
New SW - clubs
View attachment 67220
Jaws (+1 attack for ability)
View attachment 67221

3,43 dmg combined. Almost 4 dmg from attack with clubs and jaws against 4+ save and reroling 1. Impressive.

And let's take a look at old SW.
Old SW - clubs
View attachment 67227
Jaws - 1 attack only
View attachment 67228

2,08 dmg combined.

Liberators either lost 2(new SW) models in their 5 man squad or 1(old SW).
well ya 1 to 1 clubs have always been better but thats not the problem biger then 10 you still need to get every one in
 
Its funny to watch the contrast of this forum and my friends reaction to the anouncement.

Have a friend who plays sylvaneth who thinks our new rules are super broken
they aren't (yet) a few are good a few are bad there is potential for broken shenanigans but nothing so far over all we are sitting in the fat middle
 
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