Saurus vs Temple Guard - Warhammer 40K Fantasy
 

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View Poll Results: Which is better to accompany a Slann?

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  • Temple Guard

    14 53.85%
  • Quetzl Saurus

    12 46.15%
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  1. #1
    Forward Kommander Blood_Blade's Avatar
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    82 (x3)

    Saurus vs Temple Guard

    I'm building my Lizardmen force to be magic heavy, and with that comes the mighty 2nd Generation Slann. My question is, is it better to stick him in a large squad (20 strong) of:

    a) Temple Guard because of: Sacred Duty and better WS

    or

    b) Quetzl Saurus Warriors because their: cheeper and equaly resiliant.

    Quote Originally Posted by MiketehFox View Post
    Ze KHADORANS vill Krush other puny factions into ze Dust! Then vill spread on Sandvich and eat! MMMMMmmmm...

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  3. #2
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    I think saurus with tlaztcotl should do the trick pretty good. Immune to psychology is nice. Temple guard units are just soooo expensive. All you should need is a unit of 16 either way. Remember the slann takes up some of those rank spaces.

  4. #3
    Son of LO
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    523 (x8)

    Saurus with Tlazcotl are a great bodyguard. But TG are stubborn, and they have two strength 5 attacks each :w00t:

    They are expensive but a lot of fun

    Ciao

    Stonehambey

  5. #4
    Member Destryphior's Avatar
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    Yup, Temple Guards are fun. Stubborn Cold Blooded Ld 9 with army standard, make that unit flee. Also I wouldn't deny 2 S5 attacks with higher WS. The 5+ Ward Sv against shooting isn't bad either...

  6. #5
    Son of LO
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    523 (x8)

    I don't think you can use the Slann's leadership if you want to use the stubborn rule, even though he is in the unit.

    Ciao

    Stonehambey

  7. #6
    Member GrayScale's Avatar
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    To be fair stubborns not all that usefull with a Ld 9 cold blooded army standard...unless you intend the squad to get the worst of the entire enemies attention. However, temple guard are still really nice. its just the points that makes me question their worth. Their meant to be a protector for those 500ish points of magic death, so killing things with them doesn't seem all that important
    "If a jobs worth doing, its worth dieing for"

  8. #7
    Senior Member nexus-star's Avatar
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    28 (x2)

    But they don´t need upgrades and if the unit gets in CC the last thing you want to happen is your regular saurus breaking and getting overrun with the slann still in the unit :ninja: , yes it costs but they are very good imao


    "I could calculate your chance of survival, but you won't like it."
    "Shut up! Sit your ass down in that chair and DRINK YOUR GODDAMN TEA!" - Cid FFVII

  9. #8
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    When taking temple guard you are begging the enemy to brake the unit, just assume that you have a 2nd Gen in the unit for a moment. Just how many victory points do we give away when this unit gets run down?

    500 for the Slann's cost (at least)
    200 for being 2ng gen
    100 for being the general
    100 for carrying the battle standard
    300ish for the temple guard
    100 for the bodyguard unit's standard

    1300 VPs for one unit...:x

    So if you do it which you should because they rock just cement into your opponent how much the unit gives away when it dies and he/she will case it across the board all game, a very juciy bait unit.

    Oh and if you do take temple guard make sure to give the Slann the default lore of beasts spell, 'the bears anger'. +2 strength and +3 attacks on the temple guard champion makes for a whopping 6 strength 6 attacks, form a champion...

    Cheers

    Origin

  10. #9
    Forward Kommander Blood_Blade's Avatar
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    82 (x3)

    Quote Originally Posted by Origin View Post
    Oh and if you do take temple guard make sure to give the Slann the default lore of beasts spell, 'the bears anger'. +2 strength and +3 attacks on the temple guard champion makes for a whopping 6 strength 6 attacks, form a champion...
    It's a good option, but since its a 'remains in play' spell I can't cast any other spells while it's in use (or I could re-cast it every turn...)

    At the moment I'm leaning towards Saurus... if only because they are cheeper ($$ wise). I may even give them 2 Sacred Spawnings...
    Quote Originally Posted by MiketehFox View Post
    Ze KHADORANS vill Krush other puny factions into ze Dust! Then vill spread on Sandvich and eat! MMMMMmmmm...

  11. #10
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    With the bears anger you should only be casting it if the unit is in combat and when casting, do it last. Then you still cast all your spells as normal and the enemy will be none the wiser until it happens.

    Considering that you are taking a 2nd Gen all you need to save is one power dice. Add the extra power dice and +1 to cast and you will a 4+ on 2d6. I think i remember terrminator armour used to be that hard.

    When taking sacred spawnings you are using crucial special and rare slots. Temple Guard are core. Lets say you take a Saurus Warrior unit with 2 spawnings. The unit is 20 lizards strong. Since they are escorting the Slann i would choose Tlazcotl and Quetzl. Add the cost of that to the cost of the unit and a saurus becomes 15 points each compared to the ** Temple Guard cost. Although far from a bad unit they are still not even in the same league as Temple Guard.

    For the * points extra you gain stubborn, WS4, the option between 3+ saves or strength 5 hits and the ability to contain a magic banner (2 warbanners anyone?).

    Temple Guard are exensive but none are better when protecting a Slann, Even if hit in the flank you will still have the ability to hold until the cavalry arrives something which even Tlazcotl Saurus cannot do. And when you are taking a unit that will give the enemy massive amounts of VP's the slightly more expensive Temple Guard are a good investment

    Cheers

    Origin

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