Saurian Starhost Tactics: Difference between revisions

From OPR Community Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 26: Line 26:


==Special Rules==
==Special Rules==
''Note: This section needs more content. You can help the wiki by expanding it.''
'''Beacon:''' Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6” of this model.
 
'''Deep Strike:''' The hero and its unit get the Ambush special rule.
 
'''Drop Bombs:''' Whenever this model moves over enemies, pick one of them and roll 1 die. On a 2+ it takes 3 hits with AP(1).
 
'''Good Shot:''' This model shoots at Quality 4+.
 
'''Heavy Shield:''' Attacks targeting units where all models have this rule count their AP as one step lower.
 
'''Pack Hunter:''' Once per activation, one friendly unit within 12” of this model may move by up to 6".
 
'''Predator:''' For each unmodified result of 6 to hit when attacking, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.
 
'''Primal Roar:''' Once per activation, pick 2 friendly units within 6” with Predator, which may roll extra attacks on results of 5-6 next time they attack.
 
'''Shield Wall:''' Enemies get -1 to hit when they attack units where all models have this rule.
 
'''Teleport:''' Once per activation, before attacking, place this model anywhere within 6”.
 
'''Vicious Attack:''' The hero and its unit get the Furious special rule.
 
'''Will of the Gods:''' The hero and its unit get +1 to AP, but you must pick whether it applies to shooting or melee
 
== Psychic Spells ==
== Psychic Spells ==
''Note: This section needs more content. You can help the wiki by expanding it.''
 
# '''Scrutiny (4+):''' Two enemy units within 12” get -1 to hit next time they fight in melee.
# '''Serpent Egg (4+):''' Enemy unit within 12” takes 5 hits. Better for swarm management.
# '''Energy Reservoir (5+):''' Two friendly units within 6” get +2" next time they Advance, or +4" next time they Charge/Rush.
# '''Jaguar Pounce (5+):''' Enemy model within 12” takes two AP(4) hits. Better left for heroes or to finish off a weakened Tough unit.
# '''Piranha Swarm (6+):''' Two enemy units within 6” take six AP(1) hits each.
# '''Transcend (6+):''' A friendly unit within 12” gets Regeneration next time it takes wounds.


== Unit Analysis ==
== Unit Analysis ==

Revision as of 19:47, 2 November 2022

Saurian Starhost
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Saurian
Version: v2.50

Note: as v2.50 is in constant development the following might not be accurate.

Why play Starhost

The Saurian Starhost are a melee focused faction with good mobility and devastating monsters. While there aren't many cheap and reliabe range units, most of the monster units have decent range options, which usually come at a hefty price.

Pros :

  • Decent quality and defense across the board
  • A lot of mobility, allowing those hard hitting unit to get into melee
  • A varaity of "vehicles" in the form of dinos, providing melee, support and ranged fire power
  • Tons of AP

Cons :

  • Lack of reliabe cheap range options
  • Relying on dinos for both deadly and blast

Special Rules

Beacon: Friendly units using Ambush may ignore distance restrictions from enemies if they are deployed within 6” of this model.

Deep Strike: The hero and its unit get the Ambush special rule.

Drop Bombs: Whenever this model moves over enemies, pick one of them and roll 1 die. On a 2+ it takes 3 hits with AP(1).

Good Shot: This model shoots at Quality 4+.

Heavy Shield: Attacks targeting units where all models have this rule count their AP as one step lower.

Pack Hunter: Once per activation, one friendly unit within 12” of this model may move by up to 6".

Predator: For each unmodified result of 6 to hit when attacking, this model may roll 1 extra attack. This rule doesn’t apply to newly generated attacks.

Primal Roar: Once per activation, pick 2 friendly units within 6” with Predator, which may roll extra attacks on results of 5-6 next time they attack.

Shield Wall: Enemies get -1 to hit when they attack units where all models have this rule.

Teleport: Once per activation, before attacking, place this model anywhere within 6”.

Vicious Attack: The hero and its unit get the Furious special rule.

Will of the Gods: The hero and its unit get +1 to AP, but you must pick whether it applies to shooting or melee

Psychic Spells

  1. Scrutiny (4+): Two enemy units within 12” get -1 to hit next time they fight in melee.
  2. Serpent Egg (4+): Enemy unit within 12” takes 5 hits. Better for swarm management.
  3. Energy Reservoir (5+): Two friendly units within 6” get +2" next time they Advance, or +4" next time they Charge/Rush.
  4. Jaguar Pounce (5+): Enemy model within 12” takes two AP(4) hits. Better left for heroes or to finish off a weakened Tough unit.
  5. Piranha Swarm (6+): Two enemy units within 6” take six AP(1) hits each.
  6. Transcend (6+): A friendly unit within 12” gets Regeneration next time it takes wounds.

Unit Analysis

Note: This section needs more content. You can help the wiki by expanding it.

List Building & Tactics

General Advice

Note: This section needs more content. You can help the wiki by expanding it.

Tactics

Note: This section needs more content. You can help the wiki by expanding it.

See Also

Saurian Starhost
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons