Here's my thoughts on a decent sunclaw list for 2k. Double teleport large blocks of warriors up to aggressively pressure objectives. Mystic shield one, starlight the other. Slann grants rerolls to all saves against shooting, double priests increase chance of bubble reroll saves in combat. Astrolith buffs magic and bubble rerolls to big blocks of Saurus. Small units of skinks and Saurus to hold objectives, large unit of skinks to reclaim lost objectives or put more pressure on enemy. Astrolith, starpriest and skink priests could all potentially be summoned to reduce drops and summon Astrolith in range of big blocks of aggressive Saurus that have teleported in. I think it synergises really well! Thoughts and criticism welcome And yes I am working on painting this many Saurus and skinks haha
This list seems like a LOT of fun. My suggestions through experience : Keep the teleport as an awesome way to do many things. Do NOT be like " ok, game started, where am I going to tp my warriors ?? " At the start of GH2 I was overly excited and pretty much did that. Played some of my worse games * without even mentioning the 1s *. This is really important, I can't comment on it enough. Focus on the game, not on the teleport ! And play the blob with movement, teleport ONLY if it really will give you a huge advantage / steal objective. Don't do it "just because you can " !
Yeah that's a very fair call! I think I've been getting overly excited about the possibility of teleporting lately hahaha I guess the reason for the double teleport is being aggressive from turn one, turning the opponents attention away from capturing my objectives to defending his. But yeah more subtle use of the teleports, and not doing what is expected is smart. I like your thoughts here.
Oh one more thing to remember : Our Warrior blob is NOT a blob that we want it to get charged. If it will then so be it, but it severely hurts it. We want it to charge them instead !
Yeah that's true! Makes sense to probably move it up into position normally/ march when you're far away. But even still it seems hard to have much control on whether you get the charge before they do. Your range is mostly the same or less than many opponents
Seraphage is right on the money. Any Warrior caught out of the fight really hurts their damage output. Spears don't make it all that much better, since their Jaws attacks (don't underestimate how important these are) only have a 1" range. And, the Warriors want to charge so they can control positioning and get their Jaws attacks in. I think that the teleport is a great reason to use clubs over spears in a 40-model Saurus Warrior unit. The spears have no advantage over clubs if every model is within 1" of an enemy unit, and any Saurus in the "third rank" is missing out on its Jaws attacks. Line those Saurus Warriors on the edge of the 9" bubble, then charge! Throw in a Saurus Scar-Veteran on Cold One for good measure. I think you'll have to gauge the worst possible counter-charge, but a Saurus Oldblood can do wonders to get everyone stuck into a fight.