Temple Guard
Dreamkeeper
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yep, lame. I wish they let us choose - 10 SW, 20 Skinks or 5 SG/3 flying units.EotG just can summon a 10 Saurus unit, if rolling 13-17
yep, lame. I wish they let us choose - 10 SW, 20 Skinks or 5 SG/3 flying units.EotG just can summon a 10 Saurus unit, if rolling 13-17
Same. I rarely charge with them though. Unless I just need to ping a round. Now they will will be scary in combat though.Never underestimate the lowly razordon in melee. I had one finish off a Keeper of Secrets in the fight round after it had charged into my lines. Got overwatched, dropped to like 1-2 wounds, then the razor slapped his cheeks.
Likewise. 10 Saurus isn't bad though. 32 is a decent footprint to each up space and they will be better screens than skinks now if Wary Fighter is gone.yep, lame. I wish they let us choose - 10 SW, 20 Skinks or 5 SG/3 flying units.
Gotcha, I didnt even look at that honestly haha
That would be a sweet unit!Guess ill buy more Blood Bowl sets for Sauras 10 man units.
Well, 40 per when you took them in max units. And 40 per back in GHB2018. But then you take them as a unit of 4. Which seems to be a thing again, but you have to bring the handlers too.
looks like they are not all out shooting anymore. And if it is true they have 6 wounds now, I can understand the 80 points.
For 240 points you have the same shooting as before, but 1.5 times the wounds. And melee time 4 or so?
Also, can it looks like it auto shoots when getting charged. But just 1d6 instead of 2.
lAnd if it is true they have 6 wounds now, I can understand the 80 points..
but thats still bad it is better but still bad. it makes them the same as liberators and they are badAlso about saurs guard. Looks like they got a 2nd wound, but lost the +1 save. Effectively a unit went from 5 times 3+ = 15 to 10 times 4+ = 20.
And for mortal wounds their defense just got doubled. So i looks bad at first sight,. but if they didnt change and just gave them a 4+ mortal wounds save, that would have been worse.
Yeah, that is what I am thinking. Now my 16 Razordons might be useful againProbably still 3 razordons. when accounting 3 handlers. You get to 12 with 3 of them. Wondering if you take a unit of 3+9 handlers.. you can kill all handlers first, before removing the razordons. That would be huge. I'm quite optimistic about them to be honest!
Very true. Liberators are kinda the baseline for a not chafe unit. So much for being demigods of the storm.but thats still bad it is better but still bad. it makes them the same as liberators and they are bad
but thats still bad it is better but still bad. it makes them the same as liberators and they are bad
I don't.
Their price is doubled, the wounds have been doubled, but the damage output is more or less the same.
they even hit as hard as liberators dang thats depressingVery true. Liberators are kinda the baseline for a not chafe unit. So much for being demigods of the storm.