Cold One
Khelandros
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You need at least 20 warriors to get the first unit size bonus, and this can only happen on an 11+ roll on 2D6. If your opponent shoots even one of them dead before your next turn, there goes the bonus because our units can't consolidate like Zombies. Personally, I prefer small units of Kroxigors, especially with Moon Hammers, for getting into melee combat.I think that Saurus Warriors with spears are better in terms of aggression, because you can summon them faster, they get bonuses in groups, their spears let more attacks in, and they don't get bonuses from having characters nearby so they can be marched towards the enemy with a much greater freedom because you don't have to worry about covering your characters. Good for aggressive players.
Phoenix Guard and Plaguebearers can certainly give them a run for their money in terms of defense. Especially with characters like the High Elf Mage or Epidemius in those armies, respectively. Temple Guard seem to have a good balance of offense and defense.Temple Guard are the single best defensive unit in the game.
Skinks are practically zombies with javelins/blowpipes this iteration. The only reason to take vanilla Skinks in any AoS game is because you could not bring a comparable number of Chameleon Skinks to the table or really wanted to take advantage of their "Wary Fighters" ability to stall an enemy unit(s).Is there any reason to take a different 1 wound troop over these guys? I usually have played with a wound cap. This means if I have 20 Temple Guard vs. 20 skinks, they "cost" the same, but the Guard are significantly better. I have 40 to 50 skinks but all I find I'm using out of that are my 10 chameleons and the priest(s).
Does anyone else use MSRP per model instead of wounds?