Slann
Scalenex
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So my favorite way to try to grasp table toptop gaming tactics is to break things up into individual pieces and look at the pie I’m trying to get into Age of Sigmar now. My favorite way to try to grasp table toptop gaming tactics is to break things up into individual pieces and look at the pieces. So, let's talk Saurus Warriors. I have over 100 of them looking down at me from my shelf. They yearn for Age of Sigmar action.
I’m going to lay down some theoryhammer but it’s been influenced heavily by my 8th edition experience, and people who actually have played games can pick
What are Saurus Warriors for?
You win battles by securing objectives or depleting the enemy, so some combination of the two.
Saurus Warriors are for depleting the enemy ranks. Skinks are faster so they can grab empty or lightly defended objectives better. Saurus Guard die slower, so they can hold contested objectives better.
How Many Units?
Zero Saurus Warrior Units: Why are you even reading a thread about Saurus Warriors?
One Saurus Warrior Unit: We have to take some battleline units. This way one of the battlelines can fight a straight up slug fest. The rest can give you speed and ranged attacks
Two Saurus Warrior Units: For a more aggressive hard hitting battleline.
Three Saurus Warrior Units: The Sunclaw Starhost abilities are pretty appealing. You need three Saurus Warrior Units to qualify for a Sunclaw Starhost. I cannot imagine spending so many points on Saurus Warriors and not spend the relatively small amount of extra points to get the Starhost.
Four Saurus Warrior Units: No point. Everything good has a point of diminishing returns. Battleline minimums are not particularly hard to fill. If you need more units take some Skinks or borrow from another army since that’s pretty easy to do in Age of Sigmar.
The way I see it, we should take one or three. I see little appeal in two. It’s so close to three, why not take three? Maybe I’m overvaluing the Sunclaw Starhost, but I like it.
How Big Are the Units?
Ten Saurus Warriors
Pros: It doesn’t cost a lot of points and you can fill up your Battleline minimum requirement with 10 Saurus Warrior units. The cheapest way to qualify for the Sunclaw Starhost the is three units of 10.
Cons: The minimum size unit cannot take a lot of hits before it’s destroyed.
Forty Saurus Warriors
Pros: Lots of bodies to take hits and inflicts. Good for taking ground.
Cons: Big units costs more points. Big units can be unwieldy on a crowded table.
Twenty or Thirty Saurus Warriors
Pros: You mitigate the disadvantages of the other two options.
Cons: You don’t enjoy the full advantage of the other two options.
Spears or Handweapons?
I know they are called Celestite Clubs and Celestite Spears but I’m not making a Celestite Thread on a Celestite laptop so I’ll call them what they are.
In 8th edition spears were better in some situations and hand weapons were better in other situations, but the situations where hand weapons were better were far more commonly encountered.
My sincerest hope is that experienced Age of Sigmar players will tell me that both hand weapons and spears are equally valid choices for different reasons, but I suspect one is better. Handweapons wound the enemy easier than spears. Spears have reach giving you more attacks. Is one of these traits better?
Theory One: Spears are better in the vast majority of situations.
Given Professor Ixt’s excellent Tactica on formations, the basic principle of melee tactics formations seems to be that you want to maximize the number of friendly models that can attack while minimizing the number of enemy models that can attack. Spears accomplish this.
Theory Two: Spears are better in large units, hand weapons are better in small units.
A large unit of Saurus Warriors benefits from the extra reach of spears. This means fewer Saurus in the back ranks have unused attacks. Conversely, small units have less probably getting more or all of the unit into contact with the enemy. When you have fewer models and fewer attacks, you want to make each attack you have count.
Theory Three: I am wrong. It’s rare but it has happened before.
Anyway please pick apart my theory based assumptions. I feel like one should cover battlefield integration with other units. I do not feel confident to type up assumptions on how they play with others except in the very broadest sense.
Professor Killer Angel classifed them as "aggressive" in his tactica. We have other units for speed and sneaky stuff. We have powerful characters and mighty dinosaurs for concentrated raw power. I see Saurus Warriors as being destined for slow and steady advances. Not for holding ground, not for stunning blitzkriegs, not for unexpected tricks.
I’m going to lay down some theoryhammer but it’s been influenced heavily by my 8th edition experience, and people who actually have played games can pick
What are Saurus Warriors for?
You win battles by securing objectives or depleting the enemy, so some combination of the two.
Saurus Warriors are for depleting the enemy ranks. Skinks are faster so they can grab empty or lightly defended objectives better. Saurus Guard die slower, so they can hold contested objectives better.
How Many Units?
Zero Saurus Warrior Units: Why are you even reading a thread about Saurus Warriors?
One Saurus Warrior Unit: We have to take some battleline units. This way one of the battlelines can fight a straight up slug fest. The rest can give you speed and ranged attacks
Two Saurus Warrior Units: For a more aggressive hard hitting battleline.
Three Saurus Warrior Units: The Sunclaw Starhost abilities are pretty appealing. You need three Saurus Warrior Units to qualify for a Sunclaw Starhost. I cannot imagine spending so many points on Saurus Warriors and not spend the relatively small amount of extra points to get the Starhost.
Four Saurus Warrior Units: No point. Everything good has a point of diminishing returns. Battleline minimums are not particularly hard to fill. If you need more units take some Skinks or borrow from another army since that’s pretty easy to do in Age of Sigmar.
The way I see it, we should take one or three. I see little appeal in two. It’s so close to three, why not take three? Maybe I’m overvaluing the Sunclaw Starhost, but I like it.
How Big Are the Units?
Ten Saurus Warriors
Pros: It doesn’t cost a lot of points and you can fill up your Battleline minimum requirement with 10 Saurus Warrior units. The cheapest way to qualify for the Sunclaw Starhost the is three units of 10.
Cons: The minimum size unit cannot take a lot of hits before it’s destroyed.
Forty Saurus Warriors
Pros: Lots of bodies to take hits and inflicts. Good for taking ground.
Cons: Big units costs more points. Big units can be unwieldy on a crowded table.
Twenty or Thirty Saurus Warriors
Pros: You mitigate the disadvantages of the other two options.
Cons: You don’t enjoy the full advantage of the other two options.
Spears or Handweapons?
I know they are called Celestite Clubs and Celestite Spears but I’m not making a Celestite Thread on a Celestite laptop so I’ll call them what they are.
In 8th edition spears were better in some situations and hand weapons were better in other situations, but the situations where hand weapons were better were far more commonly encountered.
My sincerest hope is that experienced Age of Sigmar players will tell me that both hand weapons and spears are equally valid choices for different reasons, but I suspect one is better. Handweapons wound the enemy easier than spears. Spears have reach giving you more attacks. Is one of these traits better?
Theory One: Spears are better in the vast majority of situations.
Given Professor Ixt’s excellent Tactica on formations, the basic principle of melee tactics formations seems to be that you want to maximize the number of friendly models that can attack while minimizing the number of enemy models that can attack. Spears accomplish this.
Theory Two: Spears are better in large units, hand weapons are better in small units.
A large unit of Saurus Warriors benefits from the extra reach of spears. This means fewer Saurus in the back ranks have unused attacks. Conversely, small units have less probably getting more or all of the unit into contact with the enemy. When you have fewer models and fewer attacks, you want to make each attack you have count.
Theory Three: I am wrong. It’s rare but it has happened before.
Anyway please pick apart my theory based assumptions. I feel like one should cover battlefield integration with other units. I do not feel confident to type up assumptions on how they play with others except in the very broadest sense.
Professor Killer Angel classifed them as "aggressive" in his tactica. We have other units for speed and sneaky stuff. We have powerful characters and mighty dinosaurs for concentrated raw power. I see Saurus Warriors as being destined for slow and steady advances. Not for holding ground, not for stunning blitzkriegs, not for unexpected tricks.
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