Troglodon
Revered_Guardian
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Dont get mad at me mods
, but this thread should be stickied, I noticed the others falling behind in the thread...and it was all cluttered!
So First...
Core troops
Skink Skirmishers (thanks to CELTICFIRE!!!!)
Role
Screen - Deploy them in front of your battle line and have them absorb any Shooting and Magic.
Harassment - Deploy them on the flanks of your army and let have them pick off people from there. Moving them into terrain is useful for the protection it offers. From this point they may also become a screen or a redirector.
Redirection - This role is better suited for Ranked Skinks but can be done by Skirmishers as well. Deploy the closest visible Skink at the angle which you want to redirect the enemy unit. This can happen later in the game if you first use them as harassers.
(and Revered_Guardians addition-The Skink trap!)
------------Giant
-----------Skinks
Skinks -------------Skinks
The skinks are in a tight position, out of range for the most part, one unit moves up and fires at the giant, but only scores a few wounds...The giant charges the skinks, who flee, leaving the other 2 squads to have double shots at close range, without even moving....slaying the beast
-------Giant
Skinks------skinks
--------Skinks
Unit Size
10 - This size will work well for all roles.
12 - This also pretty common. This is mostly used if extra points are available as it makes the unit a bit bigger and more survivable. Also the boxes give you multiples of 12 so it ensures you use all the models purchased. (strewart)
13 - For 7 pts more you can make the unit take one more death before taking a panic test which is good. This size gives sturdiness to your unit.(Dumbledore)
Pros
-1 To Hit while being shot
Ignore difficult terrain
Blowpipes
Loose formation
Poison
Cons
No rank bonus
Loose formation
Average BS
More expensive than Ranked Skinks
Low Ld
Upgrades
Brave – Typically not worth it to have one attack at a slightly increased BS. Skink Skirmishers will usually require a 6+ To Hit enemies due to movement, range and Multi-Shot penalties and so rely on Poison to kill. This negates the need for a +1 BS. It is easy to forget about this guy as the battle progresses. I myself have forgotten every time I try.
Javelins and Shields - This is really personal preference: you can decrease your range to 8" and lose the Multi-Shot in order to lose the -1 penalty to Moving and Shooting and Long Range.
The Basics
Skirmishing - First, Skirmishers have a -1 to being shot, which is good as they have Ld 6. Second, and more importantly, they ignore difficult terrain. They depend on using terrain for hiding and surviving. Third, they do not use Movement to wheel, turn or any other positional changes. They can move their full movement in any direction or pattern, as long as they don’t exceed their Movement range. Fourth, they need only be within 1” of another model in their unit. This allows them to stretch into a long line, huddle into oddly shaped terrain, or even form a horse-shoe around an enemy unit to stay out of charge range.
This also makes it harder to position them for redirecting. I would suggest that you practice trying to set up the redirection a number of times before actually doing it in battle. Of course, if there is a battle that is geared for learning, then I couldn't think of a better time. They are also 2 points more each than Ranked Skinks, who are easier to use for redirection.
Blowpipes – Due to their longer range and their Multi-Shot, they are the perfect tool for taking out large amounts of low armor troops. With Poison they can take out high toughness enemies as well. Unfortunately, with only BS 3 they will almost always require 6s to hit.
Targets
Low armor targets
High Toughness targets with low armor ie:giants, Ogres, and the like
Fast Cavalry-these normally have a low armor save and can foul up your important Sarus if they hit in the flanks
Things To Avoid
you should not find yourself in combat often. You should be fleeing most charges, or Standing and Shooting to try to make athe enemy take a panic test.
High armor save Units like Knights of Chaos, Chosen, Grail Kights. you will do nothing to these units. (Barotok)
Saurus Warriors (snowy!)
The backbone of the Lizardmen army and the second-most elite core infantry in Warhammer Fantasy.
Upgrades:
Spears - Spears cost 1 point per model. Spears allow the models to attack in two ranks, when they have not moved that turn. Since Saurus Warriors have two attacks each, this gives you the potential for a massive amount of attacks. For example, if a unit of 10 Saurus Warrior in two ranks of five fight an enemy, they have a total of 20 attacks.
(2 Attacks X 5 models in Rank 1) + (2 Attacks X 5 models in Rank 2) = 20 Attacks
The Spear is also listed as “additional equipment”. This means if you take this upgrade, you still also have the Hand Weapon. This gives you the strategic choice of whether to use Spears or Hand Weapons in combat. Spears obviously give you a great number of attacks. Hand Weapons will give you an additional +1 Armor Save in close combat with your Shield.
Champion – The Champion upgrade costs 12 points. The only statistical bonus of the Champion is an additional attack. The other advantage of a Champion is that they may accept and initiate Challenges. This can be useful if you are protecting a Character in the unit from Challenges.
Most players will recommend against a Champion unless you are specifically using it to protect a Character. The reason is this:
1 Champion for 24 pts:
3 Attacks, 1 Wound, 1 Unit Strength
2 Saurus Warrior for 24 pts:
4 Attacks, 2 Wound, 2 Unit Strength
The same amount of points in two Saurus Warriors instead of one Champion will net you +1 Attack, +1 Wound and +1 Unit Strength.
Musician – Cheap. Unless you are very crunched for points, this can be a handy piece. Musicians aren’t terribly powerful, but for the scant points they can make your opponent take a Break test if you tie in combat resolution. And while it really shouldn’t be necessary, the +1 bonus to Rallying attempts is simple icing on the cake. Often a Musician will be taken simply to counter an opponent's Musician in the case of a tie.
Standard – Very worthwhile. Combat Resolution is a huge part of close combat, and that is exactly where your Saurus Warriors are going to be spending their time. Most every Saurus Warrior unit can benefit from a Standard.
Unit Size:
10 Saurus Warriors are required for a unit and the most frequent unit sizes are as follows:
10 – 5 models per rank, 2 ranks. This provides a 125mm front with 20 attacks (assuming spears) and is as cheap as Saurus Warriors come. This provides +1 Combat Resolution due to the second rank.
12 – 6 models per rank, 2 ranks. This provides a very large line at 150mm with a potential of 24 attacks (assuming spears). This unit is going to have a harder time maneuvering than its 5 model wide brother. However, it is also going to be a great stopping block if you are trying to protect units behind it. This provides +1 Combat Resolution due to the second rank.
15 – 5 models per rank, 3 ranks. Same as 10 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 20 attacks.
18 – 6 models per rank, 3 ranks. Same as 12 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 24 attacks.
20 - 5 models per rank, 4 ranks. This provides the maximum total +3 Rank bonus to Combat Resolution. The benefits are very similar to the 15 model unit. Many opposing units will be 20 models in size, allowing this particular unit to not be outnumbered.
Units larger than this are not terribly common. It is often better to split a very large unit of Saurus Warriors into two smaller units. Saurus Warriors tend to have great survivability which counters the need to take a massive unit. In addition, the more front ranks you provide, the more attacks you will be able to make.
Uses:
The Saurus Warrior units form the primary beef of your army. In the very common Hammer and Anvil approach, a Saurus Warrior unit serves as an excellent Anvil. They have good Toughness and Armor and many attacks back. What makes them exceptional at this role is their 8 Leadership combined with Cold Blooded. These ferocious dinosaurs will hold in combat for a very, very long time.
Due to the traits listed above, Saurus Warrior units also make excellent charge recipients. Their slow speed means they usually won’t get a charge in. However, you can set them up to receive a charge and they most likely will still be around afterward to bog that enemy unit down. This allows our potent hitters (see Stegadons or Cold One Riders) to have free range of the battlefield and wreck havoc.
While difficult due to their limited mobility, a small unit of Saurus Warriors also make excellent flankers. Their massive amount of Strength 4 attacks combined with the ability to remove rank bonus means they will grind through enemy units very quickly.
Things to Be Wary Of:
A Saurus Warriors weakest link in close combat is their very mediocre Weapon Skill of 3. Usually their high volume of attacks helps to compensate, but against elite infantry this can be a large handicap. Saurus Warriors excel at holding out, make sure you have something nearby to make the final kill.
With an Initiative of 1, you will always be attacking last (unless you manage a lucky charge). This usually isn’t a major issue due to the great survivability of the Saurus Warrior. However, be very conscious of this fact when fighting very high damage enemies. If you are in combat against a high Strength enemy with multiple attacks, you have to remember that each Saurus Warrior he kills does not get to attack back when it is finally their turn. Again, the answer to this issue is typically to have those Saurus Warriors hold the enemy still while you bring in a strong flank to wipe them out.
Pit of Shades. If this spell is ever attempted against your Saurus Warriors, do whatever it takes to dispel it. Our Initiative of 1 means many, many deaths.
Strategies:
From Lounge_Lizard - I personally use mine in 18 large blocks, with a Scar-Vet on Cold One and a frontage of 5 (granting full +3 Rank bonus). The unit gains Fear and 2 Unit Strength but is subject to Stupidity. The Scar-Vet dishes out 6 attacks (Sword of Battle + Maiming Shield or Scimitar of the Sun Resplendent) while maintaining 1+ Armor Save. Needless to say this makes a VERY scary looking anvil.
Spears Vs. Hand Weapons
Spears provide the ability to fight from two Ranks when the unit is stationary. Hand Weapons provide an extra +1 Armor Save in Close Combat.
Spears give the ability to win Combat Resolution from Wound generation, while sacrificing survivability. This means you will see a wider range of results. Hand Weapon and Shield users will see a smaller range of results in combat. However, they won't do better than Spears until being charged by narrow frontage units (monsters, characters, etc) or extremely high armored units (Chaos Knights).
Hand Weapons will increase your survivability of course. This is most important when fighting extremely elite close combat enemies. The more elite the enemy, the more dramatic the survivability difference between Spears and Hand Weapons.
The following information was provided by Caneghem. For this data, the Saurus Warriors are assumed to have been charged. Losses from striking second are calculated.
Caneghem also includes some excellent commentary
http://www.lustria-online.com/viewtopic.php?f=15&t=1819&p=14519#p14519
FAQ:
1) Can Saurus Warriors assembled with Spears still be fielded as if they just had Hand Weapon, taking WYSIWIG into account?
If you are playing in a strict tournament, then technically this wouldn't be ok. What You See Is What You Get would demand the Spear upgrade. You could still use them as Hand Weapon + Shield (as was discussed above), but you'd still need to technically purchase the Spear upgrade.
Now, if you are playing with friends or in any non-tournament setting, it should be just fine. I'd make a note of telling your opponent before battle (same as anything else that doesn't match WYSIWYG).
More to be added when I find the saurus and skink cohort/swarms tacticas, now on to the rest!
So First...
Core troops
Skink Skirmishers (thanks to CELTICFIRE!!!!)
Role
Screen - Deploy them in front of your battle line and have them absorb any Shooting and Magic.
Harassment - Deploy them on the flanks of your army and let have them pick off people from there. Moving them into terrain is useful for the protection it offers. From this point they may also become a screen or a redirector.
Redirection - This role is better suited for Ranked Skinks but can be done by Skirmishers as well. Deploy the closest visible Skink at the angle which you want to redirect the enemy unit. This can happen later in the game if you first use them as harassers.
(and Revered_Guardians addition-The Skink trap!)
------------Giant
-----------Skinks
Skinks -------------Skinks
The skinks are in a tight position, out of range for the most part, one unit moves up and fires at the giant, but only scores a few wounds...The giant charges the skinks, who flee, leaving the other 2 squads to have double shots at close range, without even moving....slaying the beast
-------Giant
Skinks------skinks
--------Skinks
Unit Size
10 - This size will work well for all roles.
12 - This also pretty common. This is mostly used if extra points are available as it makes the unit a bit bigger and more survivable. Also the boxes give you multiples of 12 so it ensures you use all the models purchased. (strewart)
13 - For 7 pts more you can make the unit take one more death before taking a panic test which is good. This size gives sturdiness to your unit.(Dumbledore)
Pros
-1 To Hit while being shot
Ignore difficult terrain
Blowpipes
Loose formation
Poison
Cons
No rank bonus
Loose formation
Average BS
More expensive than Ranked Skinks
Low Ld
Upgrades
Brave – Typically not worth it to have one attack at a slightly increased BS. Skink Skirmishers will usually require a 6+ To Hit enemies due to movement, range and Multi-Shot penalties and so rely on Poison to kill. This negates the need for a +1 BS. It is easy to forget about this guy as the battle progresses. I myself have forgotten every time I try.
Javelins and Shields - This is really personal preference: you can decrease your range to 8" and lose the Multi-Shot in order to lose the -1 penalty to Moving and Shooting and Long Range.
The Basics
Skirmishing - First, Skirmishers have a -1 to being shot, which is good as they have Ld 6. Second, and more importantly, they ignore difficult terrain. They depend on using terrain for hiding and surviving. Third, they do not use Movement to wheel, turn or any other positional changes. They can move their full movement in any direction or pattern, as long as they don’t exceed their Movement range. Fourth, they need only be within 1” of another model in their unit. This allows them to stretch into a long line, huddle into oddly shaped terrain, or even form a horse-shoe around an enemy unit to stay out of charge range.
This also makes it harder to position them for redirecting. I would suggest that you practice trying to set up the redirection a number of times before actually doing it in battle. Of course, if there is a battle that is geared for learning, then I couldn't think of a better time. They are also 2 points more each than Ranked Skinks, who are easier to use for redirection.
Blowpipes – Due to their longer range and their Multi-Shot, they are the perfect tool for taking out large amounts of low armor troops. With Poison they can take out high toughness enemies as well. Unfortunately, with only BS 3 they will almost always require 6s to hit.
Targets
Low armor targets
High Toughness targets with low armor ie:giants, Ogres, and the like
Fast Cavalry-these normally have a low armor save and can foul up your important Sarus if they hit in the flanks
Things To Avoid
you should not find yourself in combat often. You should be fleeing most charges, or Standing and Shooting to try to make athe enemy take a panic test.
High armor save Units like Knights of Chaos, Chosen, Grail Kights. you will do nothing to these units. (Barotok)
Saurus Warriors (snowy!)
The backbone of the Lizardmen army and the second-most elite core infantry in Warhammer Fantasy.
Upgrades:
Spears - Spears cost 1 point per model. Spears allow the models to attack in two ranks, when they have not moved that turn. Since Saurus Warriors have two attacks each, this gives you the potential for a massive amount of attacks. For example, if a unit of 10 Saurus Warrior in two ranks of five fight an enemy, they have a total of 20 attacks.
(2 Attacks X 5 models in Rank 1) + (2 Attacks X 5 models in Rank 2) = 20 Attacks
The Spear is also listed as “additional equipment”. This means if you take this upgrade, you still also have the Hand Weapon. This gives you the strategic choice of whether to use Spears or Hand Weapons in combat. Spears obviously give you a great number of attacks. Hand Weapons will give you an additional +1 Armor Save in close combat with your Shield.
Champion – The Champion upgrade costs 12 points. The only statistical bonus of the Champion is an additional attack. The other advantage of a Champion is that they may accept and initiate Challenges. This can be useful if you are protecting a Character in the unit from Challenges.
Most players will recommend against a Champion unless you are specifically using it to protect a Character. The reason is this:
1 Champion for 24 pts:
3 Attacks, 1 Wound, 1 Unit Strength
2 Saurus Warrior for 24 pts:
4 Attacks, 2 Wound, 2 Unit Strength
The same amount of points in two Saurus Warriors instead of one Champion will net you +1 Attack, +1 Wound and +1 Unit Strength.
Musician – Cheap. Unless you are very crunched for points, this can be a handy piece. Musicians aren’t terribly powerful, but for the scant points they can make your opponent take a Break test if you tie in combat resolution. And while it really shouldn’t be necessary, the +1 bonus to Rallying attempts is simple icing on the cake. Often a Musician will be taken simply to counter an opponent's Musician in the case of a tie.
Standard – Very worthwhile. Combat Resolution is a huge part of close combat, and that is exactly where your Saurus Warriors are going to be spending their time. Most every Saurus Warrior unit can benefit from a Standard.
Unit Size:
10 Saurus Warriors are required for a unit and the most frequent unit sizes are as follows:
10 – 5 models per rank, 2 ranks. This provides a 125mm front with 20 attacks (assuming spears) and is as cheap as Saurus Warriors come. This provides +1 Combat Resolution due to the second rank.
12 – 6 models per rank, 2 ranks. This provides a very large line at 150mm with a potential of 24 attacks (assuming spears). This unit is going to have a harder time maneuvering than its 5 model wide brother. However, it is also going to be a great stopping block if you are trying to protect units behind it. This provides +1 Combat Resolution due to the second rank.
15 – 5 models per rank, 3 ranks. Same as 10 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 20 attacks.
18 – 6 models per rank, 3 ranks. Same as 12 except a total of +2 Combat Resolution with the additional rank bonus. The major bonus of this unit is that if you take wounds (especially getting to close combat) you will still have two full ranks to fight with. This maintains your 24 attacks.
20 - 5 models per rank, 4 ranks. This provides the maximum total +3 Rank bonus to Combat Resolution. The benefits are very similar to the 15 model unit. Many opposing units will be 20 models in size, allowing this particular unit to not be outnumbered.
Units larger than this are not terribly common. It is often better to split a very large unit of Saurus Warriors into two smaller units. Saurus Warriors tend to have great survivability which counters the need to take a massive unit. In addition, the more front ranks you provide, the more attacks you will be able to make.
Uses:
The Saurus Warrior units form the primary beef of your army. In the very common Hammer and Anvil approach, a Saurus Warrior unit serves as an excellent Anvil. They have good Toughness and Armor and many attacks back. What makes them exceptional at this role is their 8 Leadership combined with Cold Blooded. These ferocious dinosaurs will hold in combat for a very, very long time.
Due to the traits listed above, Saurus Warrior units also make excellent charge recipients. Their slow speed means they usually won’t get a charge in. However, you can set them up to receive a charge and they most likely will still be around afterward to bog that enemy unit down. This allows our potent hitters (see Stegadons or Cold One Riders) to have free range of the battlefield and wreck havoc.
While difficult due to their limited mobility, a small unit of Saurus Warriors also make excellent flankers. Their massive amount of Strength 4 attacks combined with the ability to remove rank bonus means they will grind through enemy units very quickly.
Things to Be Wary Of:
A Saurus Warriors weakest link in close combat is their very mediocre Weapon Skill of 3. Usually their high volume of attacks helps to compensate, but against elite infantry this can be a large handicap. Saurus Warriors excel at holding out, make sure you have something nearby to make the final kill.
With an Initiative of 1, you will always be attacking last (unless you manage a lucky charge). This usually isn’t a major issue due to the great survivability of the Saurus Warrior. However, be very conscious of this fact when fighting very high damage enemies. If you are in combat against a high Strength enemy with multiple attacks, you have to remember that each Saurus Warrior he kills does not get to attack back when it is finally their turn. Again, the answer to this issue is typically to have those Saurus Warriors hold the enemy still while you bring in a strong flank to wipe them out.
Pit of Shades. If this spell is ever attempted against your Saurus Warriors, do whatever it takes to dispel it. Our Initiative of 1 means many, many deaths.
Strategies:
From Lounge_Lizard - I personally use mine in 18 large blocks, with a Scar-Vet on Cold One and a frontage of 5 (granting full +3 Rank bonus). The unit gains Fear and 2 Unit Strength but is subject to Stupidity. The Scar-Vet dishes out 6 attacks (Sword of Battle + Maiming Shield or Scimitar of the Sun Resplendent) while maintaining 1+ Armor Save. Needless to say this makes a VERY scary looking anvil.
Spears Vs. Hand Weapons
Spears provide the ability to fight from two Ranks when the unit is stationary. Hand Weapons provide an extra +1 Armor Save in Close Combat.
Spears give the ability to win Combat Resolution from Wound generation, while sacrificing survivability. This means you will see a wider range of results. Hand Weapon and Shield users will see a smaller range of results in combat. However, they won't do better than Spears until being charged by narrow frontage units (monsters, characters, etc) or extremely high armored units (Chaos Knights).
Hand Weapons will increase your survivability of course. This is most important when fighting extremely elite close combat enemies. The more elite the enemy, the more dramatic the survivability difference between Spears and Hand Weapons.
The following information was provided by Caneghem. For this data, the Saurus Warriors are assumed to have been charged. Losses from striking second are calculated.
Caneghem also includes some excellent commentary
http://www.lustria-online.com/viewtopic.php?f=15&t=1819&p=14519#p14519
FAQ:
1) Can Saurus Warriors assembled with Spears still be fielded as if they just had Hand Weapon, taking WYSIWIG into account?
If you are playing in a strict tournament, then technically this wouldn't be ok. What You See Is What You Get would demand the Spear upgrade. You could still use them as Hand Weapon + Shield (as was discussed above), but you'd still need to technically purchase the Spear upgrade.
Now, if you are playing with friends or in any non-tournament setting, it should be just fine. I'd make a note of telling your opponent before battle (same as anything else that doesn't match WYSIWYG).
More to be added when I find the saurus and skink cohort/swarms tacticas, now on to the rest!