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AoS Nearly invincible Saurus Guard, Maybe?(just for fun)

Discussion in 'Seraphon Discussion' started by Gloridruinelyn, Aug 20, 2019.

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  1. Random Lizard
    Cold One

    Random Lizard Well-Known Member

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    Precisely why i rarely use the guards and prefer knights
     
  2. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Same here. I really really want to like Guards, I love how they look and like tanky lists, and the Eternity Warden is a great model (even though he is resin and I almost went crazy building him). Very often they are just not worth it though.
     
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  3. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    So are guard at all worth it? From what i see they would be better replaced by knights or a big block of saurus warriors, both of which can deal similar damage but I could be missing something
     
  4. Random Lizard
    Cold One

    Random Lizard Well-Known Member

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    In small numbers saurus warriors can't do nearly as much damage as guards do.. At least not in the games i played.
     
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  5. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Definitely, saurus that are in small units and are not supported are garbage, but when you get a sunclaw or some large numbers (or both) and a buff or two they are terrifying
     
  6. InBennyWeTrust
    Skink

    InBennyWeTrust New Member

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    Honestly, what kind of buff do you think the guards need to be viable in the future? I’d like something similar to the spell the archmage casts where on a 6+ mortal wounds/wounds would be negated but that could be OP. Maybe a skink priest with a similar spell would be v good in our army?
     
  7. Canas
    Slann

    Canas Ninth Spawning

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    They are worthwhile when summoning. For example in situations like this: If your opponent's wizard is standing on objective A, summon some guards on objective B. You will know control objective B unless he brings his wizard all the way over in which case you can grab objective A.

    This works quite well as units used for grabbing objectives will have trouble even with unbuffed guard. Have them followed around by a hero and they'l be excellent for holding and stealing objectives as even outside a starhost and with minimum support they're basicly only threatenend by mortal wounds. So they can be usefull for forcing your opponent to go on a wild goose-chase.

    They need 2 wounds minimum, our shields should work against all levels of rend & they need some form of protection against mortal wounds. Also these need to be base-line abilities, not external buffs or given by the battalion. In exchange the battalion can be entirely re-worked as we'd need longer need the +1 to save and the D3 damage.
     
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  8. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i would love this all this and a 40 point increase would still be great value
     
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  9. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I think if all our Saurus got an additional wound that would make them a lot more viable.
    For guards I think they should become really elite, with stat lines comparable to Orruk Brutes (although a bit less offense, more defense) or Stormcast Paladins.
    @Canas's suggestion sounds pretty great.
     
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  10. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    Guard dream stats:

    5" move, 10 bravery, 3 wounds, 3+ save

    Celestial pole axe 2A/3+/3+/-/1
    Jaws and shield 1A/4+/4+/-/1

    10"> of an friendly Eternity warden: +1 save rolls, +2 bravery

    On your turn if Saurus guard didn't move, celestial polearm gets -1 rend and damage becomes D3

    Banner: -1 bravery to enemy units < 12" away
    Drums: same rule

    Eternal star host buffs: (same requirements)

    10"> of friendly Seraphon hero : 3+ FNP, +1 attack with Celestite Polearm

    5 - 20 unit size 160 points (compare to troglodon points)

    What do you guys think? Clearly this would be building them as a true elite, and in the world in which they get a 3rd wound is the same magical Christmas land in which Saurus warriors have a 2nd wound
     
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  11. Schwaaah
    Saurus

    Schwaaah Active Member

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    Soooo, your current suggestion is that their baseline stats become what they are within the current starhost, but they get +2 wounds each and their points are only doubled?

    And in the new starhost, for 770 points, you'd have 45 wounds worth of guard with 2+/3++ saves? So, to down even one guard, the opponent would need to inflict around 18 normal wounds or 9 mortal wounds? This is way too strong. To put it into numbers, that's about 14 points per wound once the eternity warden is removed from the equation, and that is incredibly cost efficient for how sturdy these guys are. For reference, the current guard in the battalion are 26 pts/wound if you ignore the eternity warden.

    What you are suggesting leaves little room to play anything else frankly. I'd definitely run at least 3 units of 10 in a 2000 pt match and laugh as my opponents fail to do much of anything as even mortal wounds fail to stick against the 90 wounds in my army are essentially untouchable.
     
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  12. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    i was going to say somthing along these lines but you beat me to it wile i ran numbers with the above stat line we would be tankeirer then fireslayers and as killy as eels this would be the best battleline in the intire game
     
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  13. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    you say this, but
    Fyreslayers Hearthguard Berzerker
    2 wounds, 4" 5+ 8 bravery

    Poleaxe 2" 2A/3+/3+/-/1, on 6 to hit inflict 2 MW and continue attack sequence
    alpha gets an extra attack
    if Fyreslayer hero <10" FNP goes from 6+ to 3+

    and they are only 120 for 5 with a full unit discount of 5 models so 25 and 30 models cost the same.

    that hero for the FNP boost, you make it a runesmiter, and now they have a 4+ save, 4+ FNP, deep strike and can run and charge in the same turn

    in their battalion... they can attack first or attack twice I forget which and am at work

    I want something... ONE FREAKING unit, that is comparable, that doesn't need a battalion and 5 buffs to be competitive.
     
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  14. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    If they were expensive enough I'd like that. 220 points or so.
     
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  15. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    they are not killier than eels. they are intended to be tankier than Fyreslayers
     
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  16. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    oh and the Fyreslayers have a ranged attack I forgot.
     
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  17. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    really becouse eels cost more have less models and do 3.55 damage per model on the charge or 15.93 points per wound.
    these do 2.92 per model and even with the battalion cost are 14.38 points per wound that's better damage in every way.
    and they arnt just tankeyer then the most durable unit in the game they are tankyer by 61.12%. i do wan't a powerful guard unit but this makes them worse then plague monks
     
    Last edited: Aug 23, 2019
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  18. Schwaaah
    Saurus

    Schwaaah Active Member

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    Sure, I get that zerkers are great, but there is a monumental difference between a 2+ save and a 3+ save. Not only that, but tacking on an extra wound per model is huge.

    120 points for 10 wounds with a 4+ save and a 3++ gives you a unit with an effective 60 wounds (2 pts/w)

    210 points (160 base unit + 1/3 battalion costs) for 15 wounds with a 2+ save and a 3++ FNP gives you a unit with an effective 270 wounds. (0.77 pts/w)

    Sure, the guard would cost almost double, but would be capable of soaking up more than 4x the damage. The guard would also miss out on the mortal wounds or the ranged attack that zerkers get, but they have better movement, better bravery and just tank better. What you have suggested is too good to the point of broken.

    Edit: Thinking about this, all that this discussion has convinced me of is that zerkers may need a slight point bump.
     
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  19. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    I mean I play Fyreslayers as my secondary army and that's what I was using for a basis, I wanted the guard to be better. lol. but if they are undercosted as well, then my point basis is moot

    thanks for the input.
     
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  20. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    well we cant be worse than plague monks can we.... although tbh our guard are supposed to shred those stinky spawn pool defilers
     
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