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AoS How many saurus warriors to get (and weapon mix)?

Discussion in 'Seraphon Tactics' started by FullParagon, Mar 29, 2021.

  1. FullParagon
    Jungle Swarm

    FullParagon New Member

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    I'm just getting started with a Seraphon army, and assembling kits. I started off with two of the Saurus Start collecting kits, a saurus guard kit, lord kroak, and a skink start collecting. I'm wondering just how many saurus warriors I'll want for a more saurus focused list, and what the weapon mix should be. I watched the video from Caleb on saurus warriors and how in big blobs, it's better to use the spears over the clubs. Is it still worth it to assemble some with clubs, and just how many warriors should I be looking at? I know I want to get at least one box of just warriors, but will only 40ish be enough or should I aim for more?

    Thanks for any help.
     
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  2. ArtoriusaurusRex
    Skink

    ArtoriusaurusRex Member

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    I'd reckon it depends whether you want to run a Sunclaw Star/Templehost or not.

    If you don't, 40 with spears is a nice single blob. If you do, probably want a few more.
     
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  3. Erta Wanderer
    Skink Priest

    Erta Wanderer Well-Known Member

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    anything 30 and up you want spears 20 or less you want clubs. you always want to take them in a sunclaw and i have found they work best in starborn, rend 2 clubs and rend 1 spears is tasty.
     
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  4. ArtoriusaurusRex
    Skink

    ArtoriusaurusRex Member

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    Is the rend that good? It sounds tasty, I just don't know how to weigh it against Koatl's Claw
     
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  5. Erta Wanderer
    Skink Priest

    Erta Wanderer Well-Known Member

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    it really is and teleports counter warriors biggest weakness being that they are so slooooow
     
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  6. Tav
    Temple Guard

    Tav Well-Known Member

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    them being a horde unit on 32mm bases is their main downside for me. makes them easily tagged and hard to get a lot of them fighting and moving around the board, so yes teleport is very useful to help them out.
    in coalesced i would say knights are definitely better every time, even guards as well
     
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  7. NecridHydra
    Cold One

    NecridHydra Active Member

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    Actually mathwise, Starhost is worse than Templehost.
     
  8. Tav
    Temple Guard

    Tav Well-Known Member

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    40 with spears in starhost, 2 rows of 10 fighting with spear, 1 with jaws.
    8.88 damage from spears
    0.83 damage from jaws

    Templehost
    6.66 damage from spears
    2.22 damage from jaws.

    at the base from only battalion buffs (and coalesced jaws for the templehost) starhost is slightly better

    i think only once you drop below 15 does the extra rend on jawz become better ( because you are increasing rend on 2 attacks still whereas at less than 15 the celestite weapons become only 1 each)
     
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  9. Erta Wanderer
    Skink Priest

    Erta Wanderer Well-Known Member

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    yep and that is without the other things starborn gives you.
    to expand on the temple host spears fighting 10 wide 2 deep with out buffs gets you
    6-12 damage
    starhost gets you
    8-13

    all with enemy having a 4+ save
    all chances are within the 80% medium
     
    Last edited: Mar 31, 2021
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  10. ArtoriusaurusRex
    Skink

    ArtoriusaurusRex Member

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    Does that math change much when you factor in a +1 to hit for a Koatl's Claw Temple Host?
     
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  11. Erta Wanderer
    Skink Priest

    Erta Wanderer Well-Known Member

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    all of that was unbuffed but is we ignore that then it does (average 2-3 points) but at that point your comparing a +1 to hit on the charge to deep strikes. so it's up to what you think is more valuable
     
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