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=== Core Units === * '''Saurus Warriors:''' The almighty blue lizard that could. Saurus Warriors are probably at their best in this edition, despite being at their worst point and statwise. Charging gets around their pitiful Initiative score, shields and hand weapons give +1 save (which means they are still 4+ in melee despite their scaly skin being 6+) and their 2 str 4 base attacks are very scary to deal with (3 on the charge with Sotek, mighty is he!). Because you want to charge so badly, pikes are a little less attractive than hand weapons: they cost 2 points each, you can't use them on the charge, they forfeit your save increase, and Saurus have a very funny special rule made especially to make sure rear rank Saurus with pikes only get to attack once (thanks GW); however this IS 6th ed, where you can choose to not use pikes and switch to hand weapons if needed. Figure it out: pikes are better when charged, hand weapons are better on the charge. Obviously the sore points here are initiative and movement. 4 movement infantry is somewhat lacklustre in 6th edition, doubly so when it is a unit who desperately needs to charge in order to make an impact. If you field Warriors, consider investing into Lore of Shadows with your Slann to enhance their mobility and combat prowess through Fear. * '''Temple Guard:''' Halberd wielding Saurus with light armor on top of scaly skin, but shields come at one extra point. Halberds are pretty good on the charge as no one wants to trifle with 2 attacks at strenght 5 and WS 4. Having a Slann in the second rank makes the unit Stubborn, pretty handy to make sure a skewed round of combat doesn't cost you your BSB. Also they fulfill core tax, freeing space for Spawning Warriors. Remember they are 0-1 per Slann you field, so you can only take them with one and if you take them they HAVE to stick together. * '''Skink Skirmishers:''' 6 points each, 7 if Scouts. Blowdart or javelin&shield, both poisoned. No cohorts, no second rank kroxigors, no shortbows, no poison on melee weapons. And NO scaly skin. Are they still good? Oh old ones yes. You probably won't go about nabbing swarms of them for double your whole core allowance like in later editions but you'd be a fool not to show up with multiple small units of them considered how cheap and deadly they can be. Just beware for they are very vulnerable to shooting, having no armor save at all unless armed with javelin and shield, which is probably better on your screening units because of quick to fire, unlike the blowdart which should be reserved for scouts. * '''Jungle Swarm:''' Ahh, not really? Sure it's leadership 10 and a swarm, so it's impossible to break, but it's kind of easy to just slaughter through. Would be more passable as a tarpit if each didn't cost as much as 2 whole cold one riders. They don't even break line of sight, so screening is better done through skinks. Hard pass.
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