Phatmotha-phucka said:
I love Templeguard..sadly they never seem to live up to my expectations.
They woop regular infantry...sure..but so do Saurus.
They GET wooped by most elite infantry...as do Saurus
my experience is that they dont do well for their cost, compared to other Elites in the same price range, and that regular Saurus do the same job cheaper.
____The following could be qualified as an off-topic rant. read at own account__________
When I look through the HE book and see that White Lions comes at the same price I get a sad feeling.
HE players usually defends their "good" units by saying "we pay for them!" claiming their units are expensive for what they do.
Compare a TG to a WL and tell me how that works out.
Gets to strike first with a GW
Stubborn (without a slann)
also +3 vs shooting
higher WS
same S
T3 (but that dosnt matter here really)
but AHA! WL only have 1 attack!.......but fights in an extra rank so it kinda evens out...and has smaller base-size which means they can get more guys in contact.
_____________End of Rant___________________
Can anyone tell me what a suitable matchup for these guys is? and please let it be one that a normal block of Saurus couldnt take care of?
I can see that you don't like temple guard, but lets put them into perspective:
Temple guard have access to magic banners, namely, the armor piercing and +1 movement banners.
Strenth 5 means that even if what they are fighting has a 1+ armor save they can punch through it twice as much as regular saurus (or 3x as much if they take the armor piercing banner), or if they are fighting something with Toughness 6, they can wound it twice as often as regular saurus and reduce the armor saves by a larger margin.
This means that they are significantly better vs heavy Cavalry, monsters, chariots, etc. With the armor piercing banner and a str 7 old blood in the unit, they will kill a steam tank in 2 rounds; without the OB, they will still manage to kill a stank in 3-4 rounds, while Saurus will sit there flailing against it for the entire game.
They are stubborn with cold blooded: They are as close to unbreakable as you can get without the unbreakable rule.
They are ITP; this gives them immunity to certain spells and effects.
Vs Elite infantry, such as white lions, they will lose without buffs, but unlike regular saurus, they will win if they do get buffs, and other armies do not have nearly as much access to buffs as Lizardmen, due to the High magic lore attribute allowing you to take Miasma, Wyssan's, Iceshard Blizzard, and Earth blood automatically, while already having Hand of Glory from high magic.
A few weeks ago I had a depleted unit of ~20 temple guard take on a unit of 36 or so Bestigors. For the second round I reformed to 12 wide and killed off so much of his unit that he didn't do enough damage, despite his great weapons, Strength 6, and re-rolls to hit, so the bestigors fled and were run down.
And again on sunday I had a unit of 35 Temple guard take on a unit of 43 White lions (I had killed 15 with Fiery convocation and 2 with some Saurus that had PF charged into the unit), with an Annointed, lvl 4, and BSB in it. After getting off Miasma and Earth blood for the second round, the temple guard were able to kill off the entire white lion unit despite completely fluffing the first round (he fluffed the second to balance it out, though the first round is arguably more detrimental). After killing off his wizard in the second round (before he could cast spells to buff his ward save), the combat was a straight win for the Temple guard. Once the White lions lost too many models, they completely lost combat effectiveness and were wiped out.
If you get 1-2 spells off (which is highly likely), then Temple guard will actually go toe to toe with White lions and grind them down.
Comparing Temple guard to white lions isn't really a fair comparison:
Temple guard are Toughness 4 and have a better armor save: This makes them more resilient to both magic and shooting. Sure, they are marginally less effective in combat, but they still take less damage in the majority of instances.
Temple guard have 2 attacks apiece, which means they get a larger benefit from running wider than their opponent, and they do not begin to lose attacks as early in a fight, which means they retain combat effectiveness longer (WL lose combat effectiveness once they are brought down to 1-2 ranks, while Temple guard retain combat effectiveness with at least 1 rank)
White lions must be taken in relatively large units because they fight in an extra rank; you can't horde them without taking at least 50, or you lose attacks/combat effectiveness too early, whereas temple guard can be an effective horde with as few as 36, or even slightly smaller, since the Slaan takes up 4 spots. Granted, he also causes a loss of 4 attacks, but that isn't a big deal in the grand scheme of things, as most of the attacks are in the front rank.
Temple guard give protection to the Slann, which is still the best wizard in the game, something that no other unit in any army can do to the same effectiveness.
Seeing people pointing out that Special is hotly contested: By what? Bastiladons aren't particularly effective. Terradons aren't great; baby stegs are vastly inferior to ancients, Rippers are generally not worth running, Kroxigors are decent, but temple guard are better... The only other unit that is really always worth taking in special is Chameleons, and if you are running more than 10 or 15 you are probably taking too many.
For rare there are Ancient stegs and Salamanders, and Stegadons have the problem of being cannonball magnets if you don't have enough target saturation with Carnosaurs or other stegadons.
The only time I wouldn't go temple guard is in a monster mash, because they are far superior to regular saurus in the current book. At 8ss in the old book they were a bit too pricey, but now they are almost too good.
With soul of stone, and the ability to put the Slaan on the edge of the unit (so only 8 TG are in b2b rather than 12), and the Slaans 50mm base, miscasts really aren't that dangerous. The 5-6(4-6 with SoS) is the same for the Temple guard as the 7 (ignored with SoS), while 8-9(7-10 with SoS) has almost no effect. 10-12 (11-12 with SoS) isn't nearly as bad when you can swap out your spells for better ones, and the chance of rolling a 2-4(2-3 with SoS) is cut in half.
I didn't run cupped hands with the old book and took 36 temple guard and various lores of magic (generally light). All of which proved to be effective. The only miscast results that ever really hurt me THAT badly were the 2-4 and 10-12, because the loss of a crucial spell or the slann and/or 10+ temple guard was game breaking, though I still managed to pull out wins after one of those results happened on turn 1 a number of times.