With most of the points leaked, and 3.0 right around the corner I thought it would be appropriate to release one of these. With the emphasis on mortal wounds, mobility and monsters trip carno all of a sudden moved from a dream to a force to be reckoned with Allegiance: Seraphon - Constellation: Koatl's Claw Leaders Saurus Scar-Veteran on Carnosaur (215) - General - War Spear - Command Trait: Dominant Predator - Artefact: Eviscerating Blade Saurus Oldblood on Carnosaur (270) - Artefact: Blade of Realities Saurus Scar-Veteran on Carnosaur (215) - Greatblade Slann Starmaster (265) - Spell: Stellar Tempest Skink Starpriest (130) - Spell: Hand of Glory Battleline 10 x Saurus Knights (220) - Lances 10 x Saurus Knights (220) - Lances 5 x Saurus Knights (110) - Lances 5 x Saurus Guard (115) 10 x Skinks (75) - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (75) - Boltspitters Celestite Daggers & Star Bucklers Endless Spells / Terrain / CPs Bound Geminids of Uhl-Gysh (70) Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 127 battalions used: Warlord (oldblood, slann, starpriest, guard) Battle regiment (scar vet warlord, knights and skinks) as always c&c welcome, im curious what you guys think should be swapped around
I certainly like the idea of it and I think the scarnosaur's seem like excellent value now. What do you think the benefit of an oldblood on carno is as opposed to just running a third scar vet since it's cheaper? The point hike on them seems outrageous, especially now that we got the errata and they didn't get a new command ability (it was a longshot but I was hoping). Another thing I want to try in KC is a sunblood, they seem much more appealing now. I'm not sure how I feel about geminids now, they seem somewhat odd, only turning off CA in the following move/shoot/charge phase, and on a 2+ which isn't guaranteed. Otherwise I like the list, I'll prob try something similar soon
The oldblood is there primarily as a damage platform, the sunstone spear can hit like a truck with a little love, finest hour +1 to hit and blade of realities make it hit like a train. against a 3+ save unit with aforementioned buffs and against a hero as for a sunblood, i could certainly see it working, you could easily get it to a 2+ and with scaly skin it will be next to impossible to push away. +1 to wound in KC is also not a bad idea, might be worth considering it with big blobs of knights or warriors
It also seems that scaly skin now reduces mortal wound damage by 1 as well, which is a nice buff for coalesced
it used to, unless they released a new faq. last time checked though it didnt which is honestly heart breaking
Well we're having a conversation about it in the new rumor thread. Also, in the article accompanying the new faq it says if errata was removed its because the rule is covered in the Core Rules. Page 16 mortal wounds are covered, and it says that mortal wounds inflict damage equal to the mortal wounds caused, and scaly skin reduces damage inflicted by 1. So that seems clear to me that Scaly skin will reduce damage inflicted by mortals
I can see the Oldblood with Blade of Realities being useful. It's important to bear in mind that in 3.0 you can just throw down an all-out defence and negate all the rend on the Oldblood's attacks, which is a big deal when stuff like the new Stormcast is floating around on natural 3+ to save. Oldie's pricetag is steep but he will indeed slap hard in KC on the charge if you give him the Heroic action for +1 to wound. The question is whether you're simply better off throwing a pair of Salamanders in there for 30 less points, a larger number of high-rend attacks and a shot at mortal wounds to boot.