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AoS 3.0 Carno Spam

Discussion in 'Seraphon Army Lists' started by Lizerd, Jul 2, 2021.

  1. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    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
     
  2. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    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
     
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  3. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    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
    upload_2021-7-3_0-10-32.png
    and against a hero
    upload_2021-7-3_0-10-51.png
    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
     
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  4. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    It also seems that scaly skin now reduces mortal wound damage by 1 as well, which is a nice buff for coalesced
     
  5. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    it used to, unless they released a new faq.
    last time checked though it didnt which is honestly heart breaking
     
  6. Tyranitar
    Ripperdactil

    Tyranitar Well-Known Member

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    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
     
  7. PabloTho
    Kroxigor

    PabloTho Well-Known Member

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    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.
     

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