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7th Ed. Saurus Scar-Vet Tactica (updated 9/27/09)

Discussion in 'Lizardmen & Saurian Ancients Tactics' started by Celticfire, Aug 28, 2009.

  1. Taipan
    Temple Guard

    Taipan Member

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    There are really three ways to go with Scar-Vets. You can add a Cold One Mount to any of these if you want a higher armour save and more mobility (you can max out their armour with just generic upgrades and a mount)

    Budget Hackface:

    Scar-Vet w/halberd, light armour
    (94 points)

    Easily spammed, hits at S6, 4+ armour save.

    Ninja Assassin:

    Scar-Vet w/Sword of the Hornet, light armour, shield, Other Tricksters Shard
    (133 points)

    A tad more expensive, this guy specialises is going first with a lot of attacks to overwhelm his opponent. S5 is still pretty hard-hitting, and 3+ armour save is handy.

    Tank:

    Scar-Vet w/halberd, Talisman of Preservation, Potion of Speed
    (139 points)

    Hits as hard as budget Vet, but has a 4+ ward and 3+ armour. Potion is for helping him out versus faster opponents and insurance if your Slann doesn't hex the enemy/buff the Scar-Vet to go first.


    The Ninja can be duplicated by using Sword of Swift Slaying (although 'Shard' is one per army, so maybe 'Dragonhelm' or something instead)
    The Tank can be duplicated by dropping the Potion and taking Armour of Destiny instead.
     
  2. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello,
    this topic is a litte dusted but i will whipe it of of it:)
    I use 2 Scar vets:

    1)
    Scarvet on a Cold one mount with dawnstone Sword of might and charmed shield (with LA) T5 and 1+ AS.
    2)
    Scar vet, LA, Shield, Dragonhelm, Burning Blade of Chotec, Seed of Rebirth, potion of Speed.
    They are highly specialized but they fufill thier work.
     
  3. carno
    Skink

    carno New Member

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    try a horned one. it limits what other magical items you can bring but there is a lot of good magical items for 15 points.

    :pigeon: :pigeon: :pigeon: :pigeon:
     
  4. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    I thought I read in the FAQ that a horned one doesn't count to your magic item point allowance, nor does it take up the enchanted item slot. Instead, it just takes up the regular "mount" slot.

    Here we go:
     

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