Chameleon Skink
Tokek
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I am still on a quest to make Saurus Knights good and I wondered if the ability to stack command abilities with CP might give them enough punch to be good.
So the basic idea would be to take a large unit of them and on a turn when they are in a position to charge use 3 (or possibly more) CP to really beef up their number of attacks with a Scar Vet on Cold One. Add in a Serpent Staff and maybe an Astrolith Bearer (but they are re-rolling 1's already so that may be just garnish) for a really substantial number of attacks that mostly hit.
15 Knights would then have 16 Spear attacks, 15 bite and shield attacks and 75 cold one bite attacks with 3 CP. The unit itself is 270 points (cheaper than 6 rippers) and the Scar Vet is another 100 but could be usefully adding another 9 attacks so they are not lost points. At that number of attacks pretty much anything vulnerable to non-rending damage will go away quite fast.
By its nature I think this only works as a turn 1 attack in a Firelance Starhost but I think it might also work pretty well as a second wave of attack behind a Shadowstrike set of Rippers. Knights reliably move 14" if they are not attacking so they can position quite well for a turn 2 charge, if you take the Cogs (as I probably would) they move 18" on turn 1 and then 9" plus a charge with extra 2" on turn 2.
Compared with Ripperdactyls they are less compact and less hard hitting on that location with the toad but they are also less limited by the toad positioning and they are a lot more durable with 30 wounds vs 18. They lose a lot less offensive output on the opponents turn which combined with their greater durability makes them a lot less appealing to counter-charge.
So the basic idea would be to take a large unit of them and on a turn when they are in a position to charge use 3 (or possibly more) CP to really beef up their number of attacks with a Scar Vet on Cold One. Add in a Serpent Staff and maybe an Astrolith Bearer (but they are re-rolling 1's already so that may be just garnish) for a really substantial number of attacks that mostly hit.
15 Knights would then have 16 Spear attacks, 15 bite and shield attacks and 75 cold one bite attacks with 3 CP. The unit itself is 270 points (cheaper than 6 rippers) and the Scar Vet is another 100 but could be usefully adding another 9 attacks so they are not lost points. At that number of attacks pretty much anything vulnerable to non-rending damage will go away quite fast.
By its nature I think this only works as a turn 1 attack in a Firelance Starhost but I think it might also work pretty well as a second wave of attack behind a Shadowstrike set of Rippers. Knights reliably move 14" if they are not attacking so they can position quite well for a turn 2 charge, if you take the Cogs (as I probably would) they move 18" on turn 1 and then 9" plus a charge with extra 2" on turn 2.
Compared with Ripperdactyls they are less compact and less hard hitting on that location with the toad but they are also less limited by the toad positioning and they are a lot more durable with 30 wounds vs 18. They lose a lot less offensive output on the opponents turn which combined with their greater durability makes them a lot less appealing to counter-charge.