So, got Kroq-gar, and one of my badland's lists has an Old Blood carnosaur in it, with a Piranha blade. So how should i use it. The players are as follows, Dwarves, Ogres, High Elves, Deamons, Warriors of Chaos (khorne), Warriors of Chaos (slannesh). Against Dwarves, I know it's dead. The list it'll be in, will be Saurus heavy (I don't have a lot of skinks, or the money for them), and probably have a Steg or two. So, deploy on the flank, and go for supporting of the Saurus, or go up the middle on the less shooty armies and hit the rank and files and try to issue challenges to lords and heroes? Carnos have Thunderstomp as well correct? I know the multiwound goodness will be very bad for the ogre player though, if I can make contact with possibly a flank. How do you think he'd do against units of 4 mournfang though? As far as I can tell, this is as kitted out for bear as I can go.
Keep in mind that Ogres have arguably the best cannon in the game. Be wary of that. Also make sure he doesn't get charged by the Mournfang as they might just kill him with Impact Hits. I'd keep him on the flank in all instances. While he is probably better at killing RnF than most of our Lords/Heroes, his support on the flank will be of the most value. Plus if you go in the middle he might get flanked. Don't want that happening now do we? Carnies have Thunderstomp, yes.
Charmed shield on the oldblood should be a must, disregard the first cannon shot (does this protect the whole model or just the old blood?) If you play with fences on the table they are a great place to stand the carnosaur behind. If the cannon ball lands infront of the fence and bounces through it, stops and destroys the fence. If your rolling chamo skinks/terradons you could just hide the carnosaur behind buildings until he can make a break for it. Also skink priest with iceshard blizzard for the 4+ no shoot would help. Multiple priests could cast it multiple times on the cannons. The carno is best on the flank of course but if you can get a combined front charge of with RnF, move the RNF first to fill the fronatge and then tag the carnosaur on the corner so hes barely in base contact and stomp away.
Rules never carry over from rider to mount, or vice versa, unless they say they. Charmed Shield says nothing of the kind, so provides no protection to the Carnosaur.
I know in two of the Ogre player's 3 badlands lists there isn't a cannon, but I haven't seen his last one, so I don't know about that one. But thanks, guys. The list is out in my car, but I think I have Piranha blade, the armor with the 4+ ward, and enchanted shield, for a 1+ save I was looking at the stats for greater demons today and I feel like he can give most of them a fight, unless they solely focus on killing the carno out from under him. How do carnos work against steam tanks, and hell pit abominations?
Carnosaurs are can openers with legs, once the tank starts taking wounds it becomes much weaker. Skaven could get 2 HPAs for the price of one carnosaur + naked old blood and the hpa is so random I dont know who "should" win. Who has higher initiative, carno or hpa?
There more wounds in the combined carnosaur oldblood and both are wounding on 2+ so I'd put my money in the carno/oldblood. If it stands back up though that would be a rough scene.
Okay, was just curious. Used the carno in his first game yesterday, he fought a bretonian lord and the green knight. He did one wound the whole game, and it was from a thunder stomp. It was a little underwhelming and extremely below average, since he would just whiff all his attacks every turn lol.
Yeah 4 attacks hitting on 4 can be underwhelming, plenty of time you'll only hit once. But once you get a wound remeber the carnosaur gets an extra attack every time after that from blood frenzy.
The Carnosaur can indeed be a bit random at times. Im a big supporter of the big dinosaur though, and always prefer him over the Slaan, since it leads to more dynamic and challanging gameplay. My carno can sometimes behave like a spoilt child, refusing to do anything I tell him to, and at other times be an absolute death machine. His more memorable moments was killing four ogre ironguts out of a unit of six before they got to strike back, tear open a Star Dragon in one round of combat and, my favorite, munch a bloodthirster after the BT reduced him to one wound. In my opinion, the carnosaurs biggest weakness (apart from warmachines, which all monsters suffer against) is his lack of toughness 6, and I would not say no to 3+ save either. Having toughness 5 makes him somewhat voulnerable to str 4 infantry, unfortunately, not to mention str 4 shooting (Glade guard come to mind).
when I said did one wound earlier with just the thunderstomp, I forgot to mention the old blood was whiffing all his attacks every single round as well. they were able to charge a bret lord, do one wound with the thunderstomp, he broke and ran, i pursued, he ran off table. Carno reforms, wanders about, gets in charge range, green knight appears, they fight, old blood whiffs twice, and carno can't hurt it. Games ends with the carnosaur dead and the old blood refusing to hit.
I've had mixed results with Carnosaurs, but the trick is to use them properly. My very first Warhammer game, i got a harsh lesson when a Dwarf Lord kicked the snot out of the Lord/Carnosaur combo because I assumed that it would be enough to fight off a Lord and his Hammerers unit all by itself . A Carnosaur will devastate regular infantry and anything that's large. It's biggest flaw is it's horrible Weapon Skill compared to most Lords (and even Monsters), making it weaker in a challenge. Also, it's harder to take in a 3,000 point game because Slann/TG are such a "default" choice that your cost goes WAY up, leaving you with only 120 points for both Lords to get bonuses (BSB, Magic Items, etc.). By default, I think I can only use him in larger games unless I want to go more bare-bones with my Characters.