Skink
Time of Madness
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Call me crazy, but I've decided to try something completely different in my next game. The pure Saurus list will get it's first go around in the 8th edition. Here's what I've come up with so far.
CHARACTERS
Saurus Oldblood (General)
- Carnosaur
- Shield
- Sword of Bloodshed
- Armour of Fortune
- Potion of Speed
= 461pts
Saurus Scar-Vet (BSB)
- Shield and great weapon
- Armour of Destiny
= 169pts
CORE
24 Saurus Warriors
- Full Command
- Spears
= 318pts
24 Saurus Warriors
- Full Command
- Spears
= 318pts
SPECIAL
19 Temple Guard
***BSB HERE***
- Full Command
- Warbanner
- Curse-charm of Tepok
= 384pts
5 Saurus Cavarly
= 175pts
5 Saurus Cavarly
= 175pts
TOTAL POINTS = 2000pts
So there it is, an all Saurus list. The list features 3 pretty tough anvil units supported by 3 faster flanking type units to be used as hammers.
The two characters are tough as nails. The general features a 1+ save with a 5+ ward save. On top of that he comes in with 8 S5 attacks followed up by the carnosaurs attacks and the thunderstomp. The potion of speed really helps against elves and WoC (Swordmasters/chaos warriors).
The bsb is a fairly standard build and has a 2+ save followed up by a 4+ ward. He provides the temple guard with a bit of staying power.
Speaking of the temple guard I really struggled with what banner to give them. I initially had given them the plaque of dominion for some added magic protection. The plaque is not as good anymore with so many bsb's about allowing LD re-rolls, so I settled for the warbanner. Eventually I'd like to try out the standard of disipline. The extra +1 LD with the re-rolls would really solidify the unit in my opinion.
The 2 units of saurus warriors with spears are pretty tough for most opponents to deal with.
The 2 units of cav have gotten a lot worse this edition as I2 really makes it tough to not lose any models. However the cold ones provide some excellent flank support for my anvil type units and hopefully will get to make at least a few attacks.
I thought about dropping the helm of fortune on my general for the shield of mirrored pools. This would give my general some extra magic prtection. Obviously the lists weakest feature is a lack fo magic protection. Luckily in 2000pt games I have generally done pretty well with magic defense with the base dice.
Any thoughts or improvements on the list? Without breaking up the theme?
Time of Madness
CHARACTERS
Saurus Oldblood (General)
- Carnosaur
- Shield
- Sword of Bloodshed
- Armour of Fortune
- Potion of Speed
= 461pts
Saurus Scar-Vet (BSB)
- Shield and great weapon
- Armour of Destiny
= 169pts
CORE
24 Saurus Warriors
- Full Command
- Spears
= 318pts
24 Saurus Warriors
- Full Command
- Spears
= 318pts
SPECIAL
19 Temple Guard
***BSB HERE***
- Full Command
- Warbanner
- Curse-charm of Tepok
= 384pts
5 Saurus Cavarly
= 175pts
5 Saurus Cavarly
= 175pts
TOTAL POINTS = 2000pts
So there it is, an all Saurus list. The list features 3 pretty tough anvil units supported by 3 faster flanking type units to be used as hammers.
The two characters are tough as nails. The general features a 1+ save with a 5+ ward save. On top of that he comes in with 8 S5 attacks followed up by the carnosaurs attacks and the thunderstomp. The potion of speed really helps against elves and WoC (Swordmasters/chaos warriors).
The bsb is a fairly standard build and has a 2+ save followed up by a 4+ ward. He provides the temple guard with a bit of staying power.
Speaking of the temple guard I really struggled with what banner to give them. I initially had given them the plaque of dominion for some added magic protection. The plaque is not as good anymore with so many bsb's about allowing LD re-rolls, so I settled for the warbanner. Eventually I'd like to try out the standard of disipline. The extra +1 LD with the re-rolls would really solidify the unit in my opinion.
The 2 units of saurus warriors with spears are pretty tough for most opponents to deal with.
The 2 units of cav have gotten a lot worse this edition as I2 really makes it tough to not lose any models. However the cold ones provide some excellent flank support for my anvil type units and hopefully will get to make at least a few attacks.
I thought about dropping the helm of fortune on my general for the shield of mirrored pools. This would give my general some extra magic prtection. Obviously the lists weakest feature is a lack fo magic protection. Luckily in 2000pt games I have generally done pretty well with magic defense with the base dice.
Any thoughts or improvements on the list? Without breaking up the theme?
Time of Madness