8th Ed. ...to kill a Saurus Unit.

Discussion in 'Lizardmen Tactics' started by Hasnat, Apr 15, 2013.

  1. Hasnat
    Chameleon Skink

    Hasnat New Member

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    I would like to pose the following challenge to all the users of Lustria Onine:

    You are faced with a unit of 20 Saurus Warriors with Full Command. You must devise a strategy to theoretically destroy it outright in one turn, with the following limitations:
    • Your strategy must be devised within the framework of an 800 points competitive list that does not spend more than 200 points on characters in total
      The strategy cannot rely upon the casting of more than one spell
      The strategy cannot rely upon charging the Saurus Warrior unit on more than two fronts (e.g. no double flank charges and a frontal charge, etc.)

    This sounds completely random but there is method in my madness.

    Thank you.
     
  2. Kawell
    Skink

    Kawell New Member

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    Theres only 1 spell the goblins need. The curse of da bad moon. Large template, any model it passes over must take an iniative test or take a wound, no armour saves. So for our saurus on rolls of 1's they live.
     
  3. Hasnat
    Chameleon Skink

    Hasnat New Member

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    That is true. However, the reason I proposed this challenge was to assess the effectiveness of a Saurus-heavy list in a competitive environment at a low points level. Goblins can spam shamans... but any half-decent player will know to kill the Salamander first. Also, I'd field a Level 1 Skink Priest with Diadem of Power... so the goblin players will have to throw at least four dice at the spell... if not more. Also, the goblin spell needs to roll a 5+ on a D6 to make it an Initiative test. Thank you for your response.
     
  4. loq-gar
    Saurus

    loq-gar New Member

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    hmm... dwellers, heavy cav charge with numbers, full command and a bsb + IC and then an overrun.

    of course again dependent on dwellers i guess
     
  5. Rhodium
    Kroxigor

    Rhodium New Member

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    a) Charge it with a combat unit, it the magic phase put a big purple sun right through the middle from the side, kill the rest in combat, not steadfast, run down any stragglers

    b) A unit of 13 swordmasters and a High Elf Noble with a halberd, 7 wide
    22 attacks, hitting on 3's with a reroll, 19.5 hits,
    Wounding on 3's = 13 wounds,
    After Armour Save and Parry = 9 wounds,
    10 Saurus to hit back on 4's, Lets say 5 wide, 15 attacks, 7.5 hits
    Wounding on 3's = 5 wounds
    After Armour = 4.16 wounds
    So Saurus are steadfast so should Survive but if they take two more wound, they are not steadfast and have lost combat by 7 so double 1's

    The Helf player can take a GW Noble with a 4+ and a level one mage under 200 points, Using only signature spells:
    High: Shield of Saphery, 5+ ward on Swordies, only take 2.7 wounds, so they might have 2 ranks left so Saurus aren't steadfast so lose
    Beasts: Wyssams's Give them +1 S + 1T, so wounding on 2's now, 13.5 wounds after parry, 7 saurus left, 6 hits, wounding on 4's now 3.33 wounds after AS, Definitely not steadfast now, breaking on a double 1! dead Saurus
    Life : Earthblodd has similar effect to Shield of Sapphery so a chance of steadfast exists
    Shadow, Miasma, can reduce WS to 2, so 10 saurus hit back on 5's now, 5 hits, 3.33 wounds, 2.77 wounds, again possibly not steadfast
    Heavens, -1 to hit, similar effect as above, might be steadfast

    so 13 Swordies, a noble and a level 1 beasts mage with Wyssams will guarentee the death of the Saurus Block in one round unless you roll a double 1
     
  6. Rhodium
    Kroxigor

    Rhodium New Member

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    Surely this would be two turns?

    Cant Dwellers a unit already in combat, so even if you overun successfully with the knight bus, because the unit isnt already in a combat, the resulting combat will not occur until the next round therefore not destroy them in one round!

    Also dwellers (and final trans) on a 20 saurus block kills 6-7 on average, not enough to guarantee a destruction, pit or purple sun is better


    This is a valid tactic, but it relies on the caster getting the spell which is he tricky part,
    The boosted version gives large template and allows you to choose the attribute so you arent relying on a 5+ for initiative,
    So 6 dice and a free mushroom on a big curse of the bad moon, looking for either double 6 or 7d6 adding up to 24 plus one for the wizard, average = 24.5, no much you can do to stop that, and will kill most of the saurus and can be cast to hurt units in combat
     
  7. david l
    Chameleon Skink

    david l New Member

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    The spell can be boosted so the caster picks the stat affected, and any goblin shaman will happily 6-dice that spell to kill 20 Saurus, because killing the Saurus is a lot more important than keeping the caster alive.
     
  8. Pofadder
    Cold One

    Pofadder Member

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    True dat...Lvl1 gobbo shaman , and 6 dice cast got IF off, 24 saurus warriors died that sad day from a unit of 35. I rocked a couple of 1's at least:D

    With 8th ed magic even a lvl1 can put out the hurtin'.

    A week ago my lvl1 scroll caddy skink priest destoyed half a 3000p list nearly because he went IF with chain lightning 2 rounds in a row.

    Not building a strategy based on this because getting chain lightning was pure luck so was the fact that I never missed a roll to jump to the next unit:D

    But its nasty what magic can do in this edition, even in the hands of a lvl1. The skink priest lived through the miscasts unscathed and I have dubbed him Robin van Persie after that...
     
  9. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Ah yes, Swordmasters. However, it is likely that a 13-man unit will take some casualties before it reaches (I'm thinking Salamanders here).

    If the goblin shaman dies casting the spell, that spell is no longer there. Usually, the 20-man Saurus unit would not be alone.
     
  10. Rhodium
    Kroxigor

    Rhodium New Member

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    Yeah if you could get a sallie to line up a shot that would cause a hurting, even with wyssans off,

    However, Sallies ruin Helfs and any high elf player worth his salt will remove them as soon as possible,

    thinking about an 800 point list:
    Noble
    Mage
    18 Archers
    13 Swordmasters
    Bolt Thrower
    2 eagles,

    basically 800 with a wee bit of equipment to add,

    The eagles can charge the sallies, with wildform on them
    Hitting on 3's, wounding on 3's
    Sallie hits back on 4's wounds on 4's
    Handlers hit on 5's wound on 6's
    Eagles can stomp, so it would be a close run thing but reckon eagle should win

    Use archers and bolt thrower to remove skinks or anything else around, if not, take a saurus or two a turn off with the bolt thrower

    I reckon Dark Elves might give you a good run as well but at work without my dark elf book so ill look later
     
  11. Myster2
    Saurus

    Myster2 New Member

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    I'll let you know an really easy way to kill it fast, get charged by ogres. I'm not sure how many can be fielded for 800 points but impact hits plus stomps plus CC = large amounts of saurus dead and then they run away.

    I know i lost two units of 40+ saurus in one round from two huge units of ogres.
     
  12. Stonecutter
    Terradon

    Stonecutter Member

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    16 witch elves (a mere 160 points) + mindrazor - will yield 32 attacks with poison and re-rolls to hit. Details as follows:

    1) Hits - 8/9 chance of hitting (3s with re-rolls) x 32 attacks (8 across & 2 deep) = 28.4 hits

    2) Wounds - average of ~5 hits are poison, which leaves 4 missed to wound rolls = 24 wounds

    3) Saves - 4 parry saves on average = 20 dead saurus
     
  13. Rhodium
    Kroxigor

    Rhodium New Member

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    I knew dark elves could do it, I was trying to get witch elves with cauldron and banner of murder, couldnt get past the toughness 4 and AS, forgot about mind razor duh!!

    DE can get a level 2 with three spells for 150, who can throw unlimited number of dice , not guaranteed to get mindrazor but good chance, good call stonecutter
     

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