Saurian Augurs are not wimpy :)

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toms
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Post by toms »

Hmm... the best killer for augurs are IMO all mages.(even other augurs)
They do well against the defense and have fire or cold, so they do much damage.

[/counter_strategy]
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Skizzaltix
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Post by Skizzaltix »

"Plans are everything, until the battle begins."

It's a nice strategy, but as EP and Toms have been pointing out, if you do this you're enemy tends to outnumber your main army 5 to 1 or worse--With Saurians you can almost get away with this, but you still need a map like Castle Hopping Isle, with plent y of spare keeps to run to. And eventually, the enemy will have an amry so big there's nowhere for you to run to ;)

Remember that Saurians had 7 base movement back in 1.0.2 or 0.9, I can't remember which, so the Devs must have removed it ofr a reason--Although, maybe we could convince them to raise both price and movement. It was fun outrunning Loyalist cavalry :)

So if people want to try it, I'd be happy to go along.
Yogin
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Post by Yogin »

I figure I'd post a few thoughts.

People are right that you can't devote an attack force of 5 units to pick off lone villages. Their superior numbers elsewhere will quickly outnumber you.

However, that being said, it is true that augurs can play a critical role in grabbing outlying villages. avg. of 12 damage/night/augur is nothing to sneeze at. 2 Augurs regularly do 24, and sometimes 30 damage to garrisoned units. Bringing in a skirmisher to finish up will kill many fortified units in one turn. Even if it takes 2 turns to kill a garrissoned unit and grab the village, it is well worth it, as long as your main force (+ leader, usually) can repel opponents and sustain on defense. For example, 2 augurs which attack a lone garrisoned unit from good terrain can deal out EV ~ 54 damage over first and second watch. That's enough to kill almost all first level units even with 8hp of healing in between. If they're adjacent to each other, they'll also heal each other in between turns. It's a tactic that can't be used nearly as effectively with mages/adepts due to their movetype.

I also agree that augurs, and saurians in general (with their 10% pierce resist), are fantastic vs. elves. A couple augurs and a couple skirmishers are a great combo to use vs. elves as drakes. The skirmishers are critical though, as their skirmishing allows you to _surround_ elves and finish them off despite good defensive positioning. 60 def saurians which heal 4hp per round from augurs do survive quite a long time in favorable terrain, even forest (vs. elves). Remember defensive positioning though. A saurian on open ground dies immediately. A saurian which can be attacked by 3 or more units even in good terrain will likely die. So position accordingly, and don't forget traits.

And yes, any other type of caster hanging around will absolutely skewer your saurians. So stay away. Even a mage @ night can kill an augur in one turn.

Oh, obUseSauriansVsLoyalists.
CuddleFish
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Post by CuddleFish »

the only casters that drakes will ever face is the dark adept or augurs....

no one ever recruits mages against drakes... they wont spend 20 gold just for killing a 22 hp saurian
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Wintermute
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Post by Wintermute »

CuddleFish wrote:the only casters that drakes will ever face is the dark adept or augurs....

no one ever recruits mages against drakes... they wont spend 20 gold just for killing a 22 hp saurian
I would spend 20 gold to kill 3 22 hp saurians, which together are worth more than double the 20 gold I paid for a mage.
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CuddleFish
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Post by CuddleFish »

well... anyways.... no mages will ever reach the saurians before getting killed anyway.. 5 movement is nothing to be proud of... especially on the "bad terrain" maps
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Thrawn
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Post by Thrawn »

CuddleFish wrote:well... anyways.... no mages will ever reach the saurians before getting killed anyway.. 5 movement is nothing to be proud of... especially on the "bad terrain" maps
unless you play people not as smart as you, or let them come to you and play a semi-waiting game with them, but other-wise a valid point.
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MCP
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Post by MCP »

people are so funny.

It always depends on the other player what you're gonna end up doing anyways so it doesn't matter too much to discuss strategies and counter strategies, except maybe to waste time.
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Thrawn
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Post by Thrawn »

MCP wrote:people are so funny.

It always depends on the other player what you're gonna end up doing anyways so it doesn't matter too much to discuss strategies and counter strategies, except maybe to waste time.
the point of my stategy thread--I agree with you completely
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
unsung
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Post by unsung »

I'm pretty sure loyalist calvalry and horsemen could easily pick of fighters and agughurs- especially when you don't bother with village guards-and I don't unles it's near the fighting.

Gliders equal free level upf for my units or whomevers units beat me to them.
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Kunga
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Re: Saurian Augurs are not wimpy :)

Post by Kunga »

I agree with OP, it is a valid tactic specially vs elves. It might even force a losing elf player to recruit mages to get rid of your saurians at which point you recruit some drake fighters and smeckledorf em' good. OP tactic

Edit: i recently had a game where this exact tactic was used, not aware it was described here in the forums till now. Maybe i can upload the replay somehow if you guys are interested.
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