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AoS Battletome discussion: saurus knights

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Hey lustria, checking in on what your thoughts are on the loadout for knights?
Pre book, I ran mine with blades, but with the damage 2 perk on the charge, I'm considering swapping a few over.
Looking at the math, (without ca's and celestite explosions) you should get about 50% more wounds suffered on the charge, which should balance out with the blades at 3rd combat round.

My style will likely be coalesced, but what are you all thinking for factions/builds for your knights?
 
Hey lustria, checking in on what your thoughts are on the loadout for knights?
Pre book, I ran mine with blades, but with the damage 2 perk on the charge, I'm considering swapping a few over.
Looking at the math, (without ca's and celestite explosions) you should get about 50% more wounds suffered on the charge, which should balance out with the blades at 3rd combat round.

My style will likely be coalesced, but what are you all thinking for factions/builds for your knights?
always go lances knights wont last long enough in combat to make clubs worth it
 
I agree with @Erta Wanderer. Lances are always the safe bet.

I think clubs have a place if you are running Saurus Knights to screen and enable your warriors or other units to dictate the charge. In those chases the knights will almost certainly be removed before they get to swing. However, I can understand equipping units of screening knights with blades in the event they live long enough to retaliate.
 
Always lances now. Saurus have access to multiple +1 to hit buffs that are easy to obtain, which makes the +1 to hit advantage for clubs pointless if you're running Koatl's Claw.
 
At this point, there is little point to taking blades, so almost always go with the Lance as that damage two is devastating, especially as you can have the koatl’s claw command ability that allows a unit to count as if it charged, which gives us little points to taking blades
 
At this point, there is little point to taking blades, so almost always go with the Lance as that damage two is devastating, especially as you can have the koatl’s claw command ability that allows a unit to count as if it charged, which gives us little points to taking blades

0.0 I didn't even think of that...
 
Sadly the command ability specifically says the unit counts as having charged for the purpose of Koatl's Claw +1 to hit. So it won't trigger the lances for rules as written.
So reading the rules “that unit counts as having made a charge move in that turn for the purposes of the savagery incarnate ability” I’m guessing it’s specifically calling out the rule to clear confusion on if savagery incarnate gets triggered by the ability. I’m still curious if the “counts as having made a charge” still could play into the Lance stuff though, most likely we will see this FAQed
 
Can you elaborate why?

Because I yield towards them as viable units.

Grrr, Imrahil
Try are slow for calvary, they have no rend, poor attack profile, large bases, poor range, I can’t think of a reason to take them over saurus warriors, they don’t really have good battalion benefits either. Even with the mortal wounds on 6 to wound with the battalion you can’t get the volume of attacks needed to really make a dent in anything with a moderately decent save. They just plain under perform.
 
I can’t think of a reason to take them over saurus warriors

Which are even slower, have rend only on weapons with 1'' range, harder to get wholly within heroes to receive buffs, more vulnerable to anti-horde spells and battleshock and lose bonuses, when depleted under certain number. Yes, charging with knihgts in the block of petrifex mortek or hearthguard berzerkers won't yield you much, but neither will chagring with warriors. Leave this job to salamanders.

Both knights and saurus have advantages and disadvantages. The choice depends on what you need to be done.
 
Both Firelance battalions are pretty solid unit buffs.

I do wish the Temple-Host and Starhost were swapped though. Dropping a unit of Saurus Knights 9" away with +3" to charge (+5" with cogs) and rerolling for drums were be great.
 
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