Lizardmen have been a secondary project I am now focusing on. I have 20 saurus warriors 50 skinks a skink priest an oldblood a skink chieftain and 8 saurus Calvary. I have two regiments of saurus warriors on the way (32 2x16). I want to start playing them and I wanted to ask the viability of fielding them without temple guard (I want a unit of 20 but price is a concern).
Temple guard are a really good bunker for a slann. But if you are not fielding one, those higher-point troops could better be put somewhere else imo. I never field TG if I do not use a slann. TG provide 1 additional ws and initiative all for 5 extra points over a saurus. The TG abillity to field a magical standard is what gives the unit flexability when used with a slann. Others may disagree with my opinion, but thought Id share how I use/view them. - Lord Cedric
Temple guard are just too expensive to take Unless you have a slann. The real benefit comes in with the temple guard's sacred warrior rule. That makes the slann go in the second rank. It also makes the unit stubborn as long as the slann is in there. With the models that you listed, you do not need the TG. You would do better using those points for more saurus (as you have more on the way) or get a few salamanders and some chameleons. Terradons would be good too. My 2 cents.
That is what I thought. Thanks for the replies. I will set it up so that once I get a slann I will get some temple guard at the same time
I have not been to a tournament, but I could see myself doing so... why would you not use them? cost?
IMO Templeguard are a double edged sword. Fantastic at conserving points and can carve through units. The problem is they are movement 4. At the end of the day a good player that can't deal with that much strength 5 will have no problem tieing it up and ignoring it for the game. It is just not flexible enough. So you will rarely loose a templeguard + slann block (especially on life) if you do then you are screwed if you don't it is likely to be taken out of the game by redirecting or feeding it rubbish. I've recently dropped it so I can try and pick up bigger wins through taking more chaff (used the points in terradons and single scar vets) which give me loads more room to dictate the battle.
I can only echo what everyone else has said. The Slann is what makes the TG good. Otherwise they are expensive Saurus and the benefit is not worth it IMO without the slann in the unit.
I LOVE Temple Guard. BUT... ..they have many problems. 1) they are not better than saurus, because you pay much for their upgrade (halberds, +1Ac,I and so on). 2) even saurus have Stubborn, against smaller units. Against bigger unit, either tis unit is strong, so you would lost all models, TG or SW it's the same, OR the unit is a horde of golin/skaven scum, and you HAVE to win against it with saurus as well. 3) last but not least, you MUST put the slann in the TG. So, if an enemy reduces the TG to less than 5 models, your slann has no more Look Out Sir, but it cannot run away to a bettere position. IMHO is better to use Skirmisher Skink/Skink with Kroxigor to protect the slann
It depends... Skaven with the Dread Thirteen (I don't know what is name is in english, sorry) Spell Every wizard with Shadow Pit/ Purple Sun... In addiction, using lore of Life is a defensive approach to the game, that I think will lead to draw the game, when not to lose it. Obviously, IMHO
Minor point I know, but just so you know: Skink + Krox units are Unique type units, so they have a different profile to a Slann (Unique vs Infantry). Thus, a Slann doesn't get a Look Out Sir for Skrox units. They do, however, get it from regular skink cohorts and skirmishers.
that's okay, but 1) unique means thirteenth skaven spell doesn't work (too many times I lost all the unit along with the slann T_T) 2) unique means you do not suffer Stomp or Thunder Stomp I use a Slann with Death lore. When i play against skaven, I use this unit in order to avoid thirteenth spell. Menawhile, I kill the greyseer (or the greyseers) and only then I'll move the slann to other unit to take the Look Out The only big problem is the Orb that make you take an iniziative test, but I can avoid it by blocking the movement spell Obviously, this is mainly fanta-warhammer, but sadly I have to admit that I cannot use Temple Guard in competitive games... And, living in Italy, almost all the games are competitive, sadly...
Since the Halbred is a 2h weapon do you get the shield armor save in CC still? Since their items are listed as Halbred, Shield, Hand Weapon, and Light Armor?
No, since you're using both hands to swing the halberd, the shields are not part of their armor in CC