Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I know its kind of a vague question but do people actually find that its worth taking units of saurus in their armies, and when they do just how do they get the most out of them?
I used to field one unit just to accompany my Slann instead of temple guard and have never really found a need for more than just that unit. It’s a similar situation with other Lizardman armies in my local GW. They go Slann heavy backed up with a saurus/ temple guard escort, followed up with skinks and dino’s.
For a change I want to take an Oldblood , not yet sure if on foot, coldone or carnosaur, but I was planning on taking maybe 2 saurus units and have little experience in using them offensively, what spawnings to take, or what units to take to back them up with to get the best results.
What works for you in games?
In my experience, no, they're not worth it. Actually I've been fielding my Slann without a unit at all, and it's been working fine. (Admittedly, he's never been charged, only shot at, and a 2+ ward save tends to discourage missile fire.)
I'd never play a game with Lizardmen where I didn't use 2 units of 20 with full command and possibly some spawnings. Saurus are possibly the best infantry unit in the game along with chaos warriors. In my opinion, not using them limits how you can play significantly.
I do find Saurus are worth it but definetily not if you use them like another armies infantry unit. In my opinion 60 points is just too much for a rank where most other armies can get the same for 30 points or less (Skaven, OK, Empire, Brettonians, Orcs and Goblins, Beasts of Chaos and Hordes of Chaos). Saurus best serve in a MSU (multiple small unit) role supporting the kroxigors, salamanders etc. with few ranks to maximize the points spent per attack (this means wide frontages people, sometimes I have seven in a rank if I'm feeling daring) the unit gets in combat as the saurus cannot compete in static combat resolution but excel at getting kills.
An exception to this is to defend a Slann where it pays to have a large combat unit to defend him (although I have read a tactica involving putting you Slann alone with some jungle swarms protecting him giving him improved mobility and saving lots of points, its a bit risky though).
On a side note. Kroxigors (RAWR! KROXIGORS!!) and Saurus cavalry are both better then the Saurus in a MSU army as they are both harder hitting and faster (and harder to kill).
I have found that they are a great unit but it really depends on what kind of armies you are going up against... I play against very cheesy shooty armies (WE, Dwarves, Empire all maxed out on artillery or guns and bows) and my SW haven't had much luck. It really hurts to watch an expensive unit of 20 dwindle down while trying to make it across the table.... but on the other hand I also play against a VC and with the spawning that makes them immune to psych my sw have taken down a charging black coach, a unit of black guard with some hero in it, and a unit of zombies all in the same turn ( gotta love that crumble and the guy had some bad rolls and I have never rolled so many sixes lol)... It really comes down to personal preferance, are they a great model and addition to the army...yes... will they make back their points... usually if you play them right...
I think 600 points slann is too risky not to have a bodyguard. Plus with the BSB and the unit he becomes a very effective anvil unit (esp with TG!) as well as a potent magic force.
I have played games (large ones) where I have used five 20-strong blocks of them, using only Skinks and Terradons to screen. Sure, they're not super-fast, but they're not exactly Dwarfs either. If missile fire is kept away from them, by the time they reach the enemy, it's all over.
They're not great in MSU games, where a threesome of Kroxies is preferable, but large (expensive) blocks of them are fearsome.
Like everything in the Lizardmen's list, they are effective as cogs in a machine. (The Old Ones wouldn't have had them spawn if they were useless, right?)
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
In smaller games I've been fielding a 20 strong block with spears, immune to psych, and led by a scar vet. Next to maybe Chosen, I'd say they're the best infantry in the game. They're great for tar pitting cavalry and other nasties because they're so hard to break. Just make sure to protect them from missile fire and flanks.
Last edited by TetrisHermit; December 20th, 2007 at 04:11.