Temple Guard
Gothmog Lord of Balrogs
Active Member
- Messages
- 238
- Likes Received
- 135
- Trophy Points
- 43
So as anyone playing TOW knows, there is a problem with infantry in the edition. They are just generally underwhelming (I actually think they get better the bigger games you play, but still they aren't optimal in any case)
This post though isn't about that, or how to fix the general problem with infantry.
Even if the core infantry rules were addressed, Saurus would underwhelm in every way. This list below also largely refers to TG, so just lumping all saurus infantry together
They are too slow compared to all our monsters and skinks. At M4 they just don't gel with pretty much any other unit in the army list there.
They are way low initiative. Even if we get off a charge, they are probably simultaneously fighting, or even going 2nd still (looking at High Elfs there)
They die easily. Sure T4, 4+ is good, but it's not what it once was. Alot of AP in this edition.
They are too low of LD. This wouldn't be an issue if cold blooded worked like it used to. But right now it is.
Their characters are underwhelming. An.old blood will always be on a carno... and likely a scar vet too these days. Gone are the days of cowboys. Foot scar vets are incredibly underwhelming for all the same reasons above, only amplified because you should be able to tool them up and there isn't alot you can do.
They are too expensive. We are paying alot for a second attack we rarely get to use.
In the end Suaurs just don't fill a good role suitably in the army. They aren't tough enough to be a good anvil. They aren't fast enough to be a good hammer. They are too combat focused and expensive to be a redirector.
There is a reason they were made mandatory, because if they weren't, no one would take them.
So how to fix them? Below isn't a comprehensive checklist, but a combination of some of this would go to great lengths IMO
1- Fix Cold Blooded or +1 LD. Not really much to say there. But unrelenting tools of the Old Ones should feel unrelenting.
2- access to a magic banner, and add a banner to cause fear. 8 foot tall crocodile men should cause you to crap your pants. I understand why game balance wise just giving them fear isn't a Great idea, but there should be a path to them having fear. Since fear is tied to Unit Strength, it would encourage a large block of saurus as well.
3- predatory fighter, and it works for supporting attacks. If were always going to be fighting second, we need a way to pump the attack numbers up
4- sacred spawning. Ways that allow you to tailor your suaurus to your list needs more. Suggestions for TOW
-chotec- +1M and/or +1I
-sotek- +1WS and/or +1A
-tlazcotl- +1 LD and stubborn or just immune to psych
-tepok- MR -2 and/or 6+ ward
-tzunki- open order option and move through cover
-quetzl- +1T and/or regen 6+
5- allow slann to join TG again. So many spells require you to be part of a unit. Would go a long way to making the TG more viable (and the slann too)
6- cut points. If nothing else changed, they need to be cheaper by a lot. 14 points, 15 with a spear is too much. And 7 for the champion, musician and standard is also too much. Maybe 11, 12 with spear, and 5 for each upgrade.
This post though isn't about that, or how to fix the general problem with infantry.
Even if the core infantry rules were addressed, Saurus would underwhelm in every way. This list below also largely refers to TG, so just lumping all saurus infantry together
They are too slow compared to all our monsters and skinks. At M4 they just don't gel with pretty much any other unit in the army list there.
They are way low initiative. Even if we get off a charge, they are probably simultaneously fighting, or even going 2nd still (looking at High Elfs there)
They die easily. Sure T4, 4+ is good, but it's not what it once was. Alot of AP in this edition.
They are too low of LD. This wouldn't be an issue if cold blooded worked like it used to. But right now it is.
Their characters are underwhelming. An.old blood will always be on a carno... and likely a scar vet too these days. Gone are the days of cowboys. Foot scar vets are incredibly underwhelming for all the same reasons above, only amplified because you should be able to tool them up and there isn't alot you can do.
They are too expensive. We are paying alot for a second attack we rarely get to use.
In the end Suaurs just don't fill a good role suitably in the army. They aren't tough enough to be a good anvil. They aren't fast enough to be a good hammer. They are too combat focused and expensive to be a redirector.
There is a reason they were made mandatory, because if they weren't, no one would take them.
So how to fix them? Below isn't a comprehensive checklist, but a combination of some of this would go to great lengths IMO
1- Fix Cold Blooded or +1 LD. Not really much to say there. But unrelenting tools of the Old Ones should feel unrelenting.
2- access to a magic banner, and add a banner to cause fear. 8 foot tall crocodile men should cause you to crap your pants. I understand why game balance wise just giving them fear isn't a Great idea, but there should be a path to them having fear. Since fear is tied to Unit Strength, it would encourage a large block of saurus as well.
3- predatory fighter, and it works for supporting attacks. If were always going to be fighting second, we need a way to pump the attack numbers up
4- sacred spawning. Ways that allow you to tailor your suaurus to your list needs more. Suggestions for TOW
-chotec- +1M and/or +1I
-sotek- +1WS and/or +1A
-tlazcotl- +1 LD and stubborn or just immune to psych
-tepok- MR -2 and/or 6+ ward
-tzunki- open order option and move through cover
-quetzl- +1T and/or regen 6+
5- allow slann to join TG again. So many spells require you to be part of a unit. Would go a long way to making the TG more viable (and the slann too)
6- cut points. If nothing else changed, they need to be cheaper by a lot. 14 points, 15 with a spear is too much. And 7 for the champion, musician and standard is also too much. Maybe 11, 12 with spear, and 5 for each upgrade.