8th Ed. Saurus Hordes

Discussion in 'Lizardmen Discussion' started by RipperDerek, Aug 29, 2013.

  1. RipperDerek
    Razordon

    RipperDerek Active Member

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    I've been working on a new list, and want to know what people think of the viability of a Saurus horde.

    In a 2500 point game, 55 Saurus with a musician and standard = 625 points, exactly your core requirement. The unit would be 10 wide and 6 deep, with the final row a few models short. In my test list I've also added a Saurus Scar-Vet BSB.

    The reason this unit is interesting is because of the huge number of attacks it generates. If you charge a block of infantry that is 6 wide, you get 16 attacks from your front rank, 8 from your second rank (support attacks), 8 from your third rank (spears), 8 from your fourth rank (horde). That makes 40 attacks, with the first 16 also generating Predatory Fighter rolls, for an average of 42 to 43 S4 attacks. Also, you only need one successful casting of Wildform to make the whole unit really terrifying, and it takes a whole lot of shooting to make it panic.

    I'm not actually sure it would work out, though. What does everyone else think of the viability of a Saurus Horde? Is it even worth trying?
     
  2. n810
    Slann

    n810 First Spawning

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    It can work but you realy have to build the rest of your army around them. :meh:
     
  3. Knight Errant
    Saurus

    Knight Errant New Member

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    I hope you don't roll blood and glory (<--- seems to be a theme)
     
  4. Lord Kroxti
    Skink

    Lord Kroxti Member

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    ive been a fan of the saurus block, but I also never ran Temple Guard with my Slann. I would stick him in there with a big group of them in the corner, and then abandon ship if I thought it was about to die. The unit is really resilient, but of course that was under lorelmaster life Slann. With the new slann being able to give them WS and I, I feel this unit is even better. Granted it is still a tarpit, and should never give up its victory points unless by that point the game is so over it doesn't even matter, so I believe it is a good choice. And it gets even better if the FAQ comes out and declares we get our additional attacks in the other ranks, and if not it is still a scary unit.
     
  5. nathanbomb6
    Saurus

    nathanbomb6 New Member

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    If you get jungle swarm and the 'They're everywhere!' Rule comes into place with them, that would make some scary, scary saurus.
     
  6. Mr Phat
    Skink Chief

    Mr Phat 9th Age Army Support

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    Now add scavenpelt banner !
     
  7. MarchoftheStegs
    Saurus

    MarchoftheStegs New Member

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    I've done it. It is a truly fun sight to put on the board as you know your opponents attention must be focused on it. That said it suffers horribly in terms of maneuverability It can work but you some real hard hitters who can also tarpit to complement it.

    And as mentioned Blood and Glory becomes your nemesis.

    I recommend adding stegadons and stirring well. Although a skavenpelt BSB doesn't sound so bad either.
     
  8. Pulstar
    Skink

    Pulstar New Member

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    I would think that Temple Guard would do the horde better the just saurus.

    The one thing out of th Tomb kings books that sort of works is a hoards of Tomb Guard. Temple guard have the same stat line, but with an extra attack and they can march. For only 1 more point.

    40 STR 5 attacks = not nice. And 40 TG is less points then 55 SW and can take a magic banner. (AP banner for -3 AS)

    Of course they come out of special, but if you fill your core with a horde, then you have to use your special points to get your chaff and chaff removers. Both those jobs can be filled by skinks. And the skinks give you somewhere to put your beast priest. Because a Wildform'ed horde is even less nice.

    Add in a bastadon for +1 init and it gets even better.

    Temple Guard...not just for Slann body guard duty anymore...
     
  9. olderplayer
    Chameleon Skink

    olderplayer New Member

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    A horde has a lot of limitations in terms of being baited and redirected and delayed (especially with the PF special rule). Thus, you really need units to deal with chaff/redirectors and certain threats. I also agree that, for the points cost, Temple Guard are now much better (+1WS, +1I, +1 S with Hal, +1 AS to shooting and magic, +1 LD and magic banner options). Cutting the horde down a bit and running a few units of skinks, both skirmiishers and small ranked cohorts for poison shooting and redirettion would be appropriate and improve the function of the unit and army in an all-comers list If you run a large block of these guys, then getting off wyssan's and Hand of Glory become important. +1S and +1T makes this unit so much more potent. and resilient in combat. Boosting I and M to make the unit faster to get into combat and becomes important when facing shadow and death magic, and boosting WS makes a difference in combat with that many attacks (increasing hit rate or reducing rate of getting hit in most combats with WS3 or WS4 being most common in opposing units).

    With LM armies, I think you want min core because your hero, lord and special points are so much better value.

    With spears, I actually like the option of running the unit narrower (six wide, or even five wide) with ranks for steadfast in some battles.

    Of course, purple sun and pit of shades are a huge issue with this unit and tht argues for other chaff and specialized units to counter those issues as well as potenitally using high magic to boost the WS and I of the unit. A Daemon Prince with lore of death flying onto a flank and casting purple sun is a big issue for LM and Ogre armies in our metagame.
     

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