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Warhammer Palace > Lizardmen > Hows best Kroxigor Saurus Cavalry


Title: Hows best Kroxigor Saurus Cavalry
Description: How knows for sure


Red Slayer Preyer - October 28, 2005 04:58 PM (GMT)
Now we all know that kroxigors and saurus cavalry are strong
But my question is witch one is better working when attacking?

Personnally I think Saurus Cavalry they actually have 3 A
The beast attack just as good as 1 Saurus attack... So one
unit of 5 delivers 15 Attacks and moves one further not to
mention the +1 strenght bonus

Dark Lord Jim - October 28, 2005 06:00 PM (GMT)
I think most people would say Kroxigor. Each one having multiple S7 attacks, causing Fear, with a higher-than-average movement and without being Stupid, they are first choice in many tournament lists I have seen. Don't forget their ability to charge through skinks. That's another advantage they have over Saurus Cavalry!

Cheers,
DLJ

Red Slayer Preyer - October 28, 2005 06:49 PM (GMT)
QUOTE (Dark Lord Jim @ Oct 28 2005, 01:00 PM)
I think most people would say Kroxigor. Each one having multiple S7 attacks, causing Fear, with a higher-than-average movement and without being Stupid, they are first choice in many tournament lists I have seen. Don't forget their ability to charge through skinks. That's another advantage they have over Saurus Cavalry!

Cheers,
DLJ

you are right but the Saurus Cavalry is just faster
accompenied by the Huanchi's blessed totem
It is a real real sneaky and good unit
The Cavalry got more attacks 6 more so i think
it is better it just causes fear just as Kroxigors
personaly I would go with both but when must
chose I go for cavalry dont forgot the BETTER PERSUE

farsight - October 28, 2005 07:53 PM (GMT)
QUOTE (Red Slayer Preyer @ Oct 28 2005, 04:58 PM)
Now we all know that kroxigors and saurus cavalry are strong
But my question is witch one is better working when attacking?

Personnally I think Saurus Cavalry they actually have 3 A
The beast attack just as good as 1 Saurus attack... So one
unit of 5 delivers 15 Attacks and moves one further not to
mention the +1 strenght bonus

well tbh i use kroxigor and believe that they fare much more better than saurus cavalry, this is mainly because of the fact that saurus cavalry cost 280pts for a unit of 8 without upgrades, also when i first brought my krox their were the other saurus cavalry which were not that brilliant.

it generally depends on what you are using or fighting, kroxigor are effective at smaller tough units such as for example my krox i find do well against grave guard ^_^ most of the time, and things such as minotaurs or ogres, it really depends, with the new models though i am tempted to buy some, but still kroxigor i would recomend ^_^

Red Slayer Preyer - October 28, 2005 08:42 PM (GMT)
QUOTE (farsight @ Oct 28 2005, 02:53 PM)
QUOTE (Red Slayer Preyer @ Oct 28 2005, 04:58 PM)
Now we all know that kroxigors and saurus cavalry are strong
But my question is witch one is better working when attacking?

Personnally I think Saurus Cavalry they actually have 3 A
The beast attack just as good as 1 Saurus attack... So one
unit of 5 delivers 15 Attacks and moves one further not to
mention the +1 strenght bonus

well tbh i use kroxigor and believe that they fare much more better than saurus cavalry, this is mainly because of the fact that saurus cavalry cost 280pts for a unit of 8 without upgrades, also when i first brought my krox their were the other saurus cavalry which were not that brilliant.

it generally depends on what you are using or fighting, kroxigor are effective at smaller tough units such as for example my krox i find do well against grave guard ^_^ most of the time, and things such as minotaurs or ogres, it really depends, with the new models though i am tempted to buy some, but still kroxigor i would recomend ^_^

i like kroxigors more two but if you really take a good look the saurus cavalry is just better... also the grave guards would also die by 10 attacks of strenght 5 and 5 attacks of strenght 4 ad once.. and the new pack has so many extras... Snakes for on the ground fire spitting banners skulls masks of old ones and more cool sh*t you would be suprised



Red Slayer Preyer - October 28, 2005 08:44 PM (GMT)
QUOTE (Red Slayer Preyer @ Oct 28 2005, 03:42 PM)
QUOTE (farsight @ Oct 28 2005, 02:53 PM)
QUOTE (Red Slayer Preyer @ Oct 28 2005, 04:58 PM)
Now we all know that kroxigors and saurus cavalry are strong
But my question is witch one is better working when attacking?

Personnally I think Saurus Cavalry they actually have 3 A
The beast attack just as good as 1 Saurus attack... So one
unit of 5 delivers 15 Attacks and moves one further not to
mention the +1 strenght bonus

well tbh i use kroxigor and believe that they fare much more better than saurus cavalry, this is mainly because of the fact that saurus cavalry cost 280pts for a unit of 8 without upgrades, also when i first brought my krox their were the other saurus cavalry which were not that brilliant.

it generally depends on what you are using or fighting, kroxigor are effective at smaller tough units such as for example my krox i find do well against grave guard ^_^ most of the time, and things such as minotaurs or ogres, it really depends, with the new models though i am tempted to buy some, but still kroxigor i would recomend ^_^

i like kroxigors more two but if you really take a good look the saurus cavalry is just better... also the grave guards would also die by 10 attacks of strenght 5 and 5 attacks of strenght 4 ad once.. and the new pack has so many extras... Snakes for on the ground fire spitting banners skulls masks of old ones and more cool sh*t you would be suprised

owww i forgot you need to compare 3 kroxigors with 5 saurus cavalry that is the same point value
the rest is just a enlarging of this

LordChilipepa - October 28, 2005 08:48 PM (GMT)
Kroxigor...

1. Pack S7
2. Are significantly cheaper
3. Are not Stupid
4. Have the Skink Skirmish rule
5. Are far, far tougher (3 wounds apiece, so you need to take 3 wounds before you lose any combat potential: extremely different from Saurus Cav, who only have a 3+ save - damn poor for heavy cavalry).

Kroxigor every time. Saurus Cav are too easy to kill, too close to Saurus in their attack potential to fill a different role in the army, and too cumbersome to compete against most enemy cavalry, whereas Kroxigor are possibly one of the best choices in their field: only Dragon Ogres can really outclass them. And even then, I'd say Krox are more cost-effective than Dragon Ogres. If you take Cav, you're just trying to fight a cavalry battle against your opponent in which he has an immense advantage. If you take Krox, you are bolstering your excellent infantry forces with some of the hardest monster infantry in the game, and giving yourself the ability to ignore the opponent's cavalry: after all, what cavalry unit short of fully-ranked Grails is going to go anywhere near the beautiful S7ness that is a Kroxigor unit?

Red Slayer Preyer - October 28, 2005 09:02 PM (GMT)
QUOTE (LordChilipepa @ Oct 28 2005, 03:48 PM)
Kroxigor...

1. Pack S7
2. Are significantly cheaper
3. Are not Stupid
4. Have the Skink Skirmish rule
5. Are far, far tougher (3 wounds apiece, so you need to take 3 wounds before you lose any combat potential: extremely different from Saurus Cav, who only have a 3+ save - damn poor for heavy cavalry).

Kroxigor every time. Saurus Cav are too easy to kill, too close to Saurus in their attack potential to fill a different role in the army, and too cumbersome to compete against most enemy cavalry, whereas Kroxigor are possibly one of the best choices in their field: only Dragon Ogres can really outclass them. And even then, I'd say Krox are more cost-effective than Dragon Ogres. If you take Cav, you're just trying to fight a cavalry battle against your opponent in which he has an immense advantage. If you take Krox, you are bolstering your excellent infantry forces with some of the hardest monster infantry in the game, and giving yourself the ability to ignore the opponent's cavalry: after all, what cavalry unit short of fully-ranked Grails is going to go anywhere near the beautiful S7ness that is a Kroxigor unit?

1. You have M7
2. You have 15 attacks
3. you have 4 WS
4. 3+ is better the 4+
5. May except banners (Huanchi's banner)
6. Do not have too strike ALWAYS last
7. That points like 1 point difference is so litlle
8. May persue with 3 dice instead of two

Saurus cavalry on the charge is unstoppable if the enemy only thinks of running they will be persued and get no escape. Dont try to compare this cavalry with other cavalry it is kroxigor and saurus cavalry. They hit more and attack with more. You notice with the cold blooded rule actually nothing of stupidity. They are much more cooler and you can bring muisician and banners what can make the little difference of loosing or winning. I have more the idea that it is fast then with kroxigors.Also i thought that kroxigors are great in disadvantage i mean everybody has strenght in this army but some have weapon skill. What the saurus cavalry haves. Also S 5 comes near strenght 7 not completly but it is a start. Also the kroxigors have 4 attacks les. Difference saurus cavalry has 4 attacks more have much higher inintive and have 1 weapon skill more. Only 3 or 2 strenght less still wiling to give that up for three les points... KROXIGORS ARE THEY SKIRMISHERS>>?>?<>?

@ztech - October 28, 2005 09:08 PM (GMT)
QUOTE
KROXIGORS ARE THEY SKIRMISHERS>>?>?<>?


I think only man-sized models can skirmish, though I'm not so sure about that. Anyway, I doubt there is a -1 malus to hit them with shooting.

Hey, if I write one more post, I'll become an Ultimate Warrior!

Red Slayer Preyer - October 28, 2005 09:10 PM (GMT)
owww nice i am here for two days
and i am general
owww it has to do with your post cool

LordChilipepa - October 28, 2005 09:19 PM (GMT)
QUOTE
1. You have M7


And so you are suddenly in competition with everyone else's cavalry... who are anywhere from M7 to M10. Saurus Cav are at the bottom of the range as far as movement goes, whereas Kroxigor, as infantry, are at the top of the range with M6.

QUOTE
2. You have 15 attacks


At S5, or S4 outside the charge. No match for S7: our Saurus units can already provide us with S4/5 attacks in bulk, it's the Kroxigor's great weapons that allow them to perform different roles (i.e. opening tin cans) and thus make them valuable.

QUOTE
3. you have 4 WS


But you are charged a hell of a lot for it. To put things in context: the game's best cavalry, Grail Knights, cost 3pts more than Saurus Cav. They are faster, better-armoured, ward-saved, carry lances, have magical attacks, the lance formation, and are WS5. What do we have in return? Cold-blooded. A rule that stops you from breaking after you have lost the combat: that's not what you want to be hearing from a cavalry unit. Again, for a unit of elite heavy cav, Saurus cavalry at at the bottom of the range: almost all of their rivals have WS4 M7, and most are significantly cheaper and better armoured.

QUOTE
4. 3+ is better the 4+

Not when each wound you take equates to one casualty. The Kroxigor have to fail 3 of their 4+ saves before they lose any of their combat punch: if I inflict 2 wounds from shooting on either unit, then the Kroxigor will still be putting out 9 S7 attacks, while the Saurus cav are down to 6 S5 attacks and 3 S4 attacks. Opponents know this, and they choose their targets accordingly: if you've played them both, you'll know that cav tend to attract a LOT more missile fire than Krox, even if they're being played in separate armies: people know that missile fire against ogre-types is usually a bit of a waste, whereas against expensive, 3+ save heavy cavalry, it is deadly.

QUOTE
5. May except banners (Huanchi's banner)

It's the saddest thing about cavalry that the only time they are worth taking is with the Banner of Huanchi. Yes, the banner is great, but it's the banner that's doing the work there, not the unit! A unit of Silver Helms would be pretty damn deadly if it could irresistably impel itself into people's flanks in the magic phase: a magic item they have access to does not make the unit good, it makes the magic item good. I might also mention that I have had considerable success using a Cold-One riding BSB with the banner of Huanchi in a unit of 3 Kroxigor...

QUOTE
6. Do not have too strike ALWAYS last

It seldom matters: with their excellent movement value, Kroxigor are almost always charging, and the only troops that can generally get the drop on them are light troops who cannot inflict the 3 wounds needed to reduce the number of attacks back. If your Kroxigor are in a situation where the striking last becomes an important disadvantage, you're probably using them wrong.

QUOTE
7. That points like 1 point difference is so litlle

3 Kroxigor (a good, useful unit) = 174pts
5 Cold One Riders, Musician, Standard Bearer, Banner of Huanchi (a useful unit) = 245pts

Admittedly, I could run 5 naked COR, but the unit I listed there is what I consider to be the minimum requirements for a unit of COR: without those upgrades, you are paying far too much for what you get, and it's only the addition of normally-costed command figures and a cost-effective banner that you get something near your points' worth.

QUOTE
8. May persue with 3 dice instead of two

You have to break the enemy first. I'll take my chances with Kroxigor any day: at least I'll be making pursuit rolls, rather than flee rolls.

Red Slayer Preyer - October 28, 2005 09:55 PM (GMT)
QUOTE (LordChilipepa @ Oct 28 2005, 04:19 PM)
QUOTE
1. You have M7


And so you are suddenly in competition with everyone else's cavalry... who are anywhere from M7 to M10. Saurus Cav are at the bottom of the range as far as movement goes, whereas Kroxigor, as infantry, are at the top of the range with M6.

QUOTE
2. You have 15 attacks


At S5, or S4 outside the charge. No match for S7: our Saurus units can already provide us with S4/5 attacks in bulk, it's the Kroxigor's great weapons that allow them to perform different roles (i.e. opening tin cans) and thus make them valuable.

QUOTE
3. you have 4 WS


But you are charged a hell of a lot for it. To put things in context: the game's best cavalry, Grail Knights, cost 3pts more than Saurus Cav. They are faster, better-armoured, ward-saved, carry lances, have magical attacks, the lance formation, and are WS5. What do we have in return? Cold-blooded. A rule that stops you from breaking after you have lost the combat: that's not what you want to be hearing from a cavalry unit. Again, for a unit of elite heavy cav, Saurus cavalry at at the bottom of the range: almost all of their rivals have WS4 M7, and most are significantly cheaper and better armoured.

QUOTE
4. 3+ is better the 4+

Not when each wound you take equates to one casualty. The Kroxigor have to fail 3 of their 4+ saves before they lose any of their combat punch: if I inflict 2 wounds from shooting on either unit, then the Kroxigor will still be putting out 9 S7 attacks, while the Saurus cav are down to 6 S5 attacks and 3 S4 attacks. Opponents know this, and they choose their targets accordingly: if you've played them both, you'll know that cav tend to attract a LOT more missile fire than Krox, even if they're being played in separate armies: people know that missile fire against ogre-types is usually a bit of a waste, whereas against expensive, 3+ save heavy cavalry, it is deadly.

QUOTE
5. May except banners (Huanchi's banner)

It's the saddest thing about cavalry that the only time they are worth taking is with the Banner of Huanchi. Yes, the banner is great, but it's the banner that's doing the work there, not the unit! A unit of Silver Helms would be pretty damn deadly if it could irresistably impel itself into people's flanks in the magic phase: a magic item they have access to does not make the unit good, it makes the magic item good. I might also mention that I have had considerable success using a Cold-One riding BSB with the banner of Huanchi in a unit of 3 Kroxigor...

QUOTE
6. Do not have too strike ALWAYS last

It seldom matters: with their excellent movement value, Kroxigor are almost always charging, and the only troops that can generally get the drop on them are light troops who cannot inflict the 3 wounds needed to reduce the number of attacks back. If your Kroxigor are in a situation where the striking last becomes an important disadvantage, you're probably using them wrong.

QUOTE
7. That points like 1 point difference is so litlle

3 Kroxigor (a good, useful unit) = 174pts
5 Cold One Riders, Musician, Standard Bearer, Banner of Huanchi (a useful unit) = 245pts

Admittedly, I could run 5 naked COR, but the unit I listed there is what I consider to be the minimum requirements for a unit of COR: without those upgrades, you are paying far too much for what you get, and it's only the addition of normally-costed command figures and a cost-effective banner that you get something near your points' worth.

QUOTE
8. May persue with 3 dice instead of two

You have to break the enemy first. I'll take my chances with Kroxigor any day: at least I'll be making pursuit rolls, rather than flee rolls.

as i already said this is about kroxigors and SAURUS CAVALRY not about kroxigors saurus cavalry and the heavyest cavalry you can find. If you just use 5 saurus cavalry and 3 kroxigors it is one point differents and you can still both take a champ or something. Ill set up a fair odd

5 Saurus cavalry vs 3 Kroxigors
the cavalry move more and have the charge



Saurus Cavalry turn

The Saurus goes for the attack

10 attacks WS4 against WS3
3+ to hit 33.4% will mis

7 attacks S5 against T4
3+ to wound 33.4% will not wound

5 attacks S5 against 4+ armour save
6+ to save 16.7% will be saved
this will probaly do 4 wounds enough to kill one kroxigor

Cold Ones attack

5 attacks WS4 against WS3
3+ to hit 33.4% will mis

3 attacks S4 against T4
4+ to wound 50% will not wound

2 attacks S4 against 4+ armour save
5+ to save 33.4% will be saved
this will probaly do 1 wound enough to give the second kroxigor 2 wounds


Kroxigors turn

6 attacks WS3 against WS4
4+ to hit 50% will not hit

3 attacks S7 against T4
2+ to wound 16.7% will not wound

3 attacks S7 against 3+ armour save
N+ to save 0% will be saved
this will probaly do 3 wounds enough to kill three of the Saurus Cavalry

Results
you may do the combat resulation
how do you think will win huh?
now this is the most likely outcome
i dont say it must be like this
hahaha

LordChilipepa - October 28, 2005 10:12 PM (GMT)
So, Saurus cavalry charge, do 4 wounds… Krox kill 3 in return.

CR:

Cavalry – 4
Krox – 4 (two Krox left, that means they have US6 to the Saurus cavalry’s US4, therefore the outnumber bonus).

Draw.

Next phase.

Cavalry:
4 x 2/3 x 1/2 x 2/3 = 8/9, enough to finish off that wounded Kroxigor.
Cold Ones:
2 x 1/2 x 1/2 x 2/3 = 1/3, not enough to do a single wound.

Kroxigor hits back:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills one saurus cavalryman.

CR:
Cavalry – 1
Krox – 2 (One krox remains to one cavalryman, that means US3 to US2)

Kroxigor win.

Next phase.

Cavalry:
2 x 2/3 x 1/2 x 2/3 = 4/9. Not even 1 wound.
Cold One:
1 x 1/2 x 1/2 x 2/3 = 1/6. Again, not even 1 wound.

Kroxigor:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills the last saurus cavalryman.

Kroxigor one, Saurus Cav nil. And the Kroxigor never even had to take a break test.

HOWEVER, this analysis is utterly flawed: we are trying to analyse their strengths as units, yes? Not their strengths in a head-to-head slugging match between the two. The Kroxigor are superlative support/combat infantry, which is why I keep harping on about their M6 being great and the Saurus’ M7 being terrible: you have to evaluate them in their roles. Saurus cavalry CANNOT COMPETE with most heavy cavalry out there, but Kroxigor kick a**e compared with most ogre-type infantry out there. This is a far more valuable and relevant method of analysis, as it’s what actually matters in-game: not whether they could beat each other, but how well they do their job in comparison to the enemy’s troops. After all, it’s the enemy you’re trying to beat.

Perhaps a better comparison would be between Kroxigor and a unit of Ironguts, and between Saurus Cavalry and a unit of Chaos Knights.

Of course, you’re already making a huge mistake when you skip straight to combat: half the qualities of these units come down to manouvreing, which you cannot afford to ignore. You need to think about wheel arcs, Stupidity, and the relevance of the Skirmish screen rule: these are just as important as their combat power once they actually get there. You also need to think about their ability to evade missile damage, as I’ve touched on already: it’s no good your unit being able to drub the enemy one-on-one if by the time you reach them 9/10ths of your unit are lying in the dust, filled full of arrows. Kroxigor beat Cavalry in all these fields, which is why I consider them to be the better choice.

Red Slayer Preyer - October 29, 2005 02:20 PM (GMT)
QUOTE (LordChilipepa @ Oct 28 2005, 05:12 PM)
So, Saurus cavalry charge, do 4 wounds… Krox kill 3 in return.

CR:

Cavalry – 4
Krox – 4 (two Krox left, that means they have US6 to the Saurus cavalry’s US4, therefore the outnumber bonus).

Draw.

Next phase.

Cavalry:
4 x 2/3 x 1/2 x 2/3 = 8/9, enough to finish off that wounded Kroxigor.
Cold Ones:
2 x 1/2 x 1/2 x 2/3 = 1/3, not enough to do a single wound.

Kroxigor hits back:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills one saurus cavalryman.

CR:
Cavalry – 1
Krox – 2 (One krox remains to one cavalryman, that means US3 to US2)

Kroxigor win.

Next phase.

Cavalry:
2 x 2/3 x 1/2 x 2/3 = 4/9. Not even 1 wound.
Cold One:
1 x 1/2 x 1/2 x 2/3 = 1/6. Again, not even 1 wound.

Kroxigor:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills the last saurus cavalryman.

Kroxigor one, Saurus Cav nil. And the Kroxigor never even had to take a break test.

HOWEVER, this analysis is utterly flawed: we are trying to analyse their strengths as units, yes? Not their strengths in a head-to-head slugging match between the two. The Kroxigor are superlative support/combat infantry, which is why I keep harping on about their M6 being great and the Saurus’ M7 being terrible: you have to evaluate them in their roles. Saurus cavalry CANNOT COMPETE with most heavy cavalry out there, but Kroxigor kick a**e compared with most ogre-type infantry out there. This is a far more valuable and relevant method of analysis, as it’s what actually matters in-game: not whether they could beat each other, but how well they do their job in comparison to the enemy’s troops. After all, it’s the enemy you’re trying to beat.

Perhaps a better comparison would be between Kroxigor and a unit of Ironguts, and between Saurus Cavalry and a unit of Chaos Knights.

Of course, you’re already making a huge mistake when you skip straight to combat: half the qualities of these units come down to manouvreing, which you cannot afford to ignore. You need to think about wheel arcs, Stupidity, and the relevance of the Skirmish screen rule: these are just as important as their combat power once they actually get there. You also need to think about their ability to evade missile damage, as I’ve touched on already: it’s no good your unit being able to drub the enemy one-on-one if by the time you reach them 9/10ths of your unit are lying in the dust, filled full of arrows. Kroxigor beat Cavalry in all these fields, which is why I consider them to be the better choice.

why wont you just loose one discussion from me
i know you are not grumpy but this is just unfair
In my army i will still do both and not two times krox
also i sill like cavalry you know they are attacking as
heavy cavalry but the rest is normal cavalry but points in
heavy cavalry...

You know what is funny, put one saurus warrior on a saurus scar veterans cold one and is just as expensive as a saurus cavalry

Red Slayer Preyer - October 29, 2005 02:26 PM (GMT)
QUOTE (Red Slayer Preyer @ Oct 29 2005, 09:20 AM)
QUOTE (LordChilipepa @ Oct 28 2005, 05:12 PM)
So, Saurus cavalry charge, do 4 wounds… Krox kill 3 in return.

CR:

Cavalry – 4
Krox – 4 (two Krox left, that means they have US6 to the Saurus cavalry’s US4, therefore the outnumber bonus).

Draw.

Next phase.

Cavalry:
4 x 2/3 x 1/2 x 2/3 =  8/9, enough to finish off that wounded Kroxigor.
Cold Ones:
2 x 1/2 x 1/2 x 2/3 = 1/3, not enough to do a single wound.

Kroxigor hits back:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills one saurus cavalryman.

CR:
Cavalry – 1
Krox – 2 (One krox remains to one cavalryman, that means US3 to US2)

Kroxigor win.

Next phase.

Cavalry:
2 x 2/3 x 1/2 x 2/3 = 4/9. Not even 1 wound.
Cold One:
1 x 1/2 x 1/2 x 2/3 = 1/6. Again, not even 1 wound.

Kroxigor:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills the last saurus cavalryman.

Kroxigor one, Saurus Cav nil. And the Kroxigor never even had to take a break test.

HOWEVER, this analysis is utterly flawed: we are trying to analyse their strengths as units, yes? Not their strengths in a head-to-head slugging match between the two. The Kroxigor are superlative support/combat infantry, which is why I keep harping on about their M6 being great and the Saurus’ M7 being terrible: you have to evaluate them in their roles. Saurus cavalry CANNOT COMPETE with most heavy cavalry out there, but Kroxigor kick a**e compared with most ogre-type infantry out there. This is a far more valuable and relevant method of analysis, as it’s what actually matters in-game: not whether they could beat each other, but how well they do their job in comparison to the enemy’s troops. After all, it’s the enemy you’re trying to beat.

Perhaps a better comparison would be between Kroxigor and a unit of Ironguts, and between Saurus Cavalry and a unit of Chaos Knights.

Of course, you’re already making a huge mistake when you skip straight to combat: half the qualities of these units come down to manouvreing, which you cannot afford to ignore. You need to think about wheel arcs, Stupidity, and the relevance of the Skirmish screen rule: these are just as important as their combat power once they actually get there. You also need to think about their ability to evade missile damage, as I’ve touched on already: it’s no good your unit being able to drub the enemy one-on-one if by the time you reach them 9/10ths of your unit are lying in the dust, filled full of arrows. Kroxigor beat Cavalry in all these fields, which is why I consider them to be the better choice.

why wont you just loose one discussion from me
i know you are not grumpy but this is just unfair
In my army i will still do both and not two times krox
also i sill like cavalry you know they are attacking as
heavy cavalry but the rest is normal cavalry but points in
heavy cavalry...

You know what is funny, put one saurus warrior on a saurus scar veterans cold one and is just as expensive as a saurus cavalry

kroxigors loose first round of combat resulation you forgot cold one did als do one wound so they win with two. The kroxigors had 5 wounds and saurus 2 so the outnumbering bonus also dissapeard. Kroxigors will surely run and be caught HAHAHHAH I have finnaly won hahaha

You know i hate kroxigors ever since a goblin wolf rider unit charged 3 kroxigors with 5 cavalry and let it break and they where caught will runing by a goblin wolf rider unit

Red Slayer Preyer - October 29, 2005 02:30 PM (GMT)
QUOTE (Red Slayer Preyer @ Oct 29 2005, 09:20 AM)
QUOTE (LordChilipepa @ Oct 28 2005, 05:12 PM)
So, Saurus cavalry charge, do 4 wounds… Krox kill 3 in return.

CR:

Cavalry – 4
Krox – 4 (two Krox left, that means they have US6 to the Saurus cavalry’s US4, therefore the outnumber bonus).

Draw.

Next phase.

Cavalry:
4 x 2/3 x 1/2 x 2/3 =  8/9, enough to finish off that wounded Kroxigor.
Cold Ones:
2 x 1/2 x 1/2 x 2/3 = 1/3, not enough to do a single wound.

Kroxigor hits back:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills one saurus cavalryman.

CR:
Cavalry – 1
Krox – 2 (One krox remains to one cavalryman, that means US3 to US2)

Kroxigor win.

Next phase.

Cavalry:
2 x 2/3 x 1/2 x 2/3 = 4/9. Not even 1 wound.
Cold One:
1 x 1/2 x 1/2 x 2/3 = 1/6. Again, not even 1 wound.

Kroxigor:
3 x 1/2 x 5/6 = 1 and ¼ wounds, so he kills the last saurus cavalryman.

Kroxigor one, Saurus Cav nil. And the Kroxigor never even had to take a break test.

HOWEVER, this analysis is utterly flawed: we are trying to analyse their strengths as units, yes? Not their strengths in a head-to-head slugging match between the two. The Kroxigor are superlative support/combat infantry, which is why I keep harping on about their M6 being great and the Saurus’ M7 being terrible: you have to evaluate them in their roles. Saurus cavalry CANNOT COMPETE with most heavy cavalry out there, but Kroxigor kick a**e compared with most ogre-type infantry out there. This is a far more valuable and relevant method of analysis, as it’s what actually matters in-game: not whether they could beat each other, but how well they do their job in comparison to the enemy’s troops. After all, it’s the enemy you’re trying to beat.

Perhaps a better comparison would be between Kroxigor and a unit of Ironguts, and between Saurus Cavalry and a unit of Chaos Knights.

Of course, you’re already making a huge mistake when you skip straight to combat: half the qualities of these units come down to manouvreing, which you cannot afford to ignore. You need to think about wheel arcs, Stupidity, and the relevance of the Skirmish screen rule: these are just as important as their combat power once they actually get there. You also need to think about their ability to evade missile damage, as I’ve touched on already: it’s no good your unit being able to drub the enemy one-on-one if by the time you reach them 9/10ths of your unit are lying in the dust, filled full of arrows. Kroxigor beat Cavalry in all these fields, which is why I consider them to be the better choice.

why wont you just loose one discussion from me
i know you are not grumpy but this is just unfair
In my army i will still do both and not two times krox
also i sill like cavalry you know they are attacking as
heavy cavalry but the rest is normal cavalry but points in
heavy cavalry...

You know what is funny, put one saurus warrior on a saurus scar veterans cold one and is just as expensive as a saurus cavalry

you lost you are wrong. The cavalry did 5 wounds first turn so the outnumbering bonus doesnt count also they will run and get caught will runing away

I hate kroxigors eversince my unit of three got caught by the charge of goblin wolf riders. They charged and because of a muisician they ran they got caught on there way. pretty darm sh*tty kind of poor actually 5 goblin wolf riders.

oright i could the message i will try more to use it alright
i am sorry where i am i dubbel posting
what i am editing cant you see dude
i have done nothing wrong
dude like i am not double posting
yeah how am i double posting this is edit right
what i am saying here is because edit right??

LordChilipepa - October 29, 2005 03:23 PM (GMT)
You're right there about the 5 wounds... I missed the Cold One's wound, 'tis true. But you're wrong about everything else...

The Kroxigor unit stays US6 until they've lost two models, which they haven't: you need to get up to the 6th wound to finish the second Kroxigor, and it's only 5. That means the Krox only lose by one. Ld6 Cold-blooded: that means they only have a 31.00% chance of breaking. So in all likelihood, they're not going to flee, and the combat progresses as I predicted, with all the Saurus cav being wiped out at the end of the third phase but a single Kroxigor remaining.

Again, can you please try to keep what you have to say in single posts. If something occurs to you after you've posted, use the Edit button at the top of your post. Give me a minute and I'll give you a screenshot, in case you haven't noticed it.

EDIT: Here you go. The button I've circled should appear at the top of every one of your posts (the reason the screenshot shows it appearing at the top of mine is because it was me taking the screenshot... you can't edit other peoples' posts, obviously...).

user posted image

Lord of Nonsensical Crap - October 29, 2005 06:09 PM (GMT)
Dude, you're double-posting again.
Seriously, if you need to add on to what you said, just hit the "edit" button and add on to your already-existing post. Otherwise, it just gets annoying.
EDIT: (just notices Chili beat me to the punch) Wow Chili, how did you do that?

LordChilipepa - October 29, 2005 09:13 PM (GMT)
Simple: press "Prt Sc", go onto MS Paint, click "paste," crop to correct size, add arrow and text using paint tool, save, go to my free trial account at picturetrail.com, upload the pic, right click once it's in the album, copy the URL of the pic, come back here, put said URL in [img][/img] tags...

Actually, maybe it's not that simple :wacko:

farsight - October 30, 2005 11:09 AM (GMT)
right i hate to seem rude and i dont mean it to but red slayer can you please stop with the double posting, you dont know how annoying it is. also it is true what chilli said that kroxigor are much better than saurus cavalry as he has mentioned multiple times. plus the rule skirmish screen means that kroxigor can hide behind skinks from shooting "skirmish screen" and they can also charge through skinks. so they get a better defence against shooting, while saurus cavalry will be likely to panic from one turn of shooting, bye-bye ^_^ .

kroxigor are better thn dragon ogres aswell, look at the dragon ogre models ^_^ . i understand what you mean red when you say that the saurus cavalry box comes with lots of extra bits but TBH i dont really need them so its not that important.

still good luck gaming with whatever you choose to game with :thumb:

Red Slayer Preyer - November 2, 2005 02:33 PM (GMT)
i got one question is this actually a site where you need to pay money for the time in log in

LordChilipepa - November 2, 2005 04:52 PM (GMT)
No, 'tis free.

Red Slayer Preyer - November 4, 2005 04:47 PM (GMT)
ok chill
and Chilli
hee what do you guys think of my new army
.... I am still strugeling with the leaders

16 Saurus Warriors+full com+Quetzl spawn
16 Saurus Warriors+full com+Quetzl spawn+Tepok
2 Jungle Swarms
3X10 Skinks in units of ten

3 Terradons+Brave
5 Saurus Cavalry+Jaguar standard+champion
3 Kroxigors+Ancient

1 Salamander

now I only need to pick my lords and heroes this is 1434 points pretty good I thought right? Oright it is no fat on the bone but I think by combinig these many differents of attacks you can get a good output. Also I tried to take Saurus Cav only real good point and make that as best as possible 4 dices on the persue!!!

farsight - November 5, 2005 07:42 PM (GMT)
QUOTE (Red Slayer Preyer @ Nov 4 2005, 04:47 PM)
ok chill
and Chilli
hee what do you guys think of my new army
.... I am still strugeling with the leaders

16 Saurus Warriors+full com+Quetzl spawn
16 Saurus Warriors+full com+Quetzl spawn+Tepok
2 Jungle Swarms
3X10 Skinks in units of ten

3 Terradons+Brave
5 Saurus Cavalry+Jaguar standard+champion
3 Kroxigors+Ancient

1 Salamander

now I only need to pick my lords and heroes this is 1434 points pretty good I thought right? Oright it is no fat on the bone but I think by combinig these many differents of attacks you can get a good output. Also I tried to take Saurus Cav only real good point and make that as best as possible 4 dices on the persue!!!

the only problem with this list is it's illegal, as one unit of saurus has two blessed spawning and you also have a salamander= two rare units. im not sure if this is a 2000 pt list without characters which is why you have 2 rare units, if it is i apoligise but otherwise only 1 rare unit is allowed under 2000pts.

IMO do not give your terradons a brave as the opponent is likely to challenge you which will reduce the attacks on the unit the terradons have, this may not be seen as a problem but mostly they are used for charging small units and hopefully killing enough, if not fly away to fight another way (just like the skaven ^_^ ) i would also say the same for the krox for the above reason, lowly champions will challenge you absorbing all your attacks while the other attacks do not kill many ordinary troops, still this is only my opinion so up to you :thumb:

Red Slayer Preyer - November 6, 2005 03:35 PM (GMT)
you are right chilli warned me also, this is 1434 cause the rest is for characters no slann mage i thought out. Pretty nice begin do but i am running low on magic defense. Tepok spawn i know you may give two spawnings two one unit and this is going to be 2000p so the salamander can come also but i am going to use 2 Salamander

farsight - November 6, 2005 06:22 PM (GMT)
QUOTE (Red Slayer Preyer @ Nov 6 2005, 03:35 PM)
you are right chilli warned me also, this is 1434 cause the rest is for characters no slann mage i thought out. Pretty nice begin do but i am running low on magic defense. Tepok spawn i know you may give two spawnings two one unit and this is going to be 2000p so the salamander can come also but i am going to use 2 Salamander

unless youve already done so i would recomend the mark of tepok on your saurus characters, it is damn effective for only 20pts i believe.

just so you know a good amount of magic defence in 2000pts in 5 dispel dice and 2 scrolls, this should allow you to prepare for most armies, you may not have enough to stop heavy magic armies for example but who is, just wait till they miscast ^_^ .

basically use your skink priest as a scroll caddy, give him to scrolls and hide him behind and to the side of a large unit of saurus, this way he still has line of site for forked lighting and thunderbolt while being in a safe place, just watch out for flyers.




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