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Grand Design of The Old Ones
LIZARDMEN TACTICS - BY MARK HAVENER


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SAURUS CAVALRY
Saurus Cavalry Now we move out of the characters and Core units into the Special and Rare choices. The first among these is Saurus Cavalry. Lizardmen players were clamouring for years for a cavalry unit, and were given Skink Cold One riders (in fact you can still take these in a Southlands army, or as a Dogs of War unit). However, a Toughness of 2 and a mediocre Armour Save (for what was supposed to fill the role of heavy cavalry) meant that the Skinks didn't really cut it. Then came Saurus Cavalry. Wow. Saurus with a decent Movement is nice, but lots of Strength 4 attacks and the ability to cause Fear (without having to resort to a 75-point banner) makes them a nice 'sledgehammer' unit — a unit that can move at the enemy quick and hard, smashing foes in front of them. A Movement of 7 puts them just into the 3D6" pursuit (and flee) range, which has definite advantages as well. And Stupidity when you are Leadership 8 and taking the lowest 2 dice out of 3 is not as much of a worry as it would be for other units.

Main disadvantage: Cost (is there an echo in here?). Okay really, they are a very hard unit, but 35 points per model is very high, even for good heavy cavalry. They also only have a 3+ save, which is not very impressive for heavy cavalry in this game — it means that they are more susceptible to enemy attacks (both shooting and close combat), particularly of the Strength 4+ variety. They cannot take Sacred Spawnings either... okay, they effectively have the Blessed Spawning of Itzl, and are the only troop type that can have this spawning, but it sure would be nice to be able to give them the Blessed Spawning of Chotec (roll an extra dice when pursuing and discard the lowest). Boo-yah... watch the enemy fall then! Oh well, not gonna happen, but I can still dream...

Next: Kroxigors
Previous: Temple Guard

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