I was reading through the Lizardmen 7th edition armybook, when I realised how I could make a killer Oldblood, thanks to several items that grant attacks. Saurus Oldblood 145pts Light Armour +10pts Scimitar of the Sun Resplendant +50pts The Maiming Shield +30pts Carnosaur Pendant +20pts Total =255pts M WS BS S T W I A LD 4 6 0 5 5 3 4 5(8) 8 So, as you can see, our Oldblood has 8 attacks, and with the Carnosaur Pendant, as soon as he inflicts a wound, he is subject to Frenzy, which he will NEVER lose. This gives him a total of 9 ATTACKS! Please tell me what you think, and perhaps post your own combinations. Thank you! :-D
The biggest problem with this combo is that the oldblood will be limited to str. 5. This means that opponent's armour save will only be reduced by 2, which is not really that helpful when it comes to cavalry. Granted that he will make a mess of t3 light armour and shield troops, but you would really like your oldblood to be hacking knights and other characters. Sheer number of attacks alone will not win you the battles, but it is the correct distribution of your resources that will.
Yes, good advice! Another thing I like to do is give my Scar-vets great weapons, and pitching them against my friend's annoying Tomb King Chariots!
One thing to keep in mind about the Carnosaur/Old Blood though is that it's true which strength five will not negate much armour. However there is something to be said about making your enemy take 8-9 armour saves from a single character. He/she is bound to fail some of those checks. Otherwise why would be take skinks against high toughness things like giants? We're hoping for those 6s on our dice roles.
Rather than the carnosaur pendant, I'd probably mount him on a cold one and then give him a bane head. Overall the cost is 5 points more... but now you can double your wounds on a character, have an extra 6" charge range and +2AS, be fear causing (at US2) and not worry about getting frenzy baited. The only downside is one of your attacks is at WS3Str4 instead of WS6Str5, and potentially botching a stupidity roll.
Its actually one of the most common setups... But definitely drop the carno pendant. If you look at the psychology rules, you will see that they actually transfer from mount to rider and vice versa. This means as soon as the carnosaur gets his frenzy, the Old Blood gets frenzy anyway so don't bother with the pendant. Enchanted shield or the 5+ ward save item would be very handy instead..
I do on occasion take the Carnosaur Pendant and carnosaur both, for two reasons. 1) The Oldblood strikes before it on initiative order, so the carnosaur should get it's extra frenzy attack that first round- it could mean one less TK chariot. 2) Everybody wants to kill the carnosaur ASAP, and it's nifty to have the Oldblood frenzied (and thus ITP) when he bails off the dead dinosaur and goes seeking vengeance. Granted, I never set aside points for it, but if I've got 20 I just cant seem to find a place for, it's an option. One thing I've been wondering is why there seem to be so few Oldblood builds using the Blade of Revered Tzunki. It looks good on paper, especially against knights and the like, and I've run it a couple of times to mild success, but it just never seems to get brought up in serious discussion. Any thoughts?
My current carno build includes the blade of revered tzunki. I have my first practice game this evening and I'll let you know how it goes
For the can-opener Oldblood, it's probably just as effective to go with the Burning Blade, plus then you have more points for other items.. But let us know how it goes.
The blade of tzunki does seem a bit redundant when you mount him on a carnasuar. The carny can do tons of damage with high strength attacks at d3 wounds already, so its great for high toughness monsters, armored cavalry and the like. It always seemed to me like the blade of tzunki would be overkill in that case. Much better spent on the scimitar of the sun and a maiming shield for mass attacks to work on lower toughness/armor enemies in larger numbers, something the carny might have trouble with.
Good point Flint! To tell you the truth, I din not get to use the Blade after all (we stopped at turn 2 due to time restrictions ) However, Flint's reasoning is top notch and I am considering changing the build and use the Scimitar + MShield and get the carno stcuk into a unit of troops.
I tend towards balance like that. For some reason, people tend to avoid the blade of tzunki and go with either the scimitar of the sun, or the blade of realities. Admittedly i havn't figured that one out yet. Another thing I tend to avoid is the Blade of Realities on a Carnasaur oldblood. The blade of realities is made to character/monster hunt, as is the carnasaur (in part). True, that BOR + Carnasaur oldblood will mow through characters and big monsters, but the BOR is such a massive use of points and has a comparatively niche use, it doesn't seem as justified when the carny can do character/monster killing effectively by himself. Its a really popular build to go the way of the scimitar and maiming shield to pile on attacks, especially after the carnasaur's frenzy, giving... 14? between the two of them. Now if he were mounted and in a unit of cold one cavalry, the blade of tzunki would be a great choice. Your cav can destroy light/medium infantry like noone's business, but struggle(ish) with things that have a higher toughness or armor (or both). Its a good feeling of points well spent to see your oldblood carve through some chaos knights or iron breakers or something that otherwise would have given you alot of trouble. Anywho, let us know how using the blade of tzunki works out for you when you do get to try it.
I was playing a capture and hold scenario against deamons recently and plonked my 15 strong Tg with oldblood with blade of realities etc on the hill, needless to say his greater deamon of korne swanned over and smugly offered a challenge two hits with my oldblood later he wasn't best pleased when he failed that LD test . . . priceless, should have brought the magic weapon to mundane
You can create a Scar Veteran for 169 points that wrecks people's hobbies. Scar Veteran - 169 BSB Hide of the Cold Ones Great Weapon Hand Weapon and Shield Statline M: 4 WS: 5 St: 7 T: 6 W: 2 I: 3 A: 4 Ld: 8 AS: 2+/3+ Uhhh, yes please?
Why not? He is a hero with an upgrade, he can be given a great weapon. If you are worried about the two handed aspect, it was the case in 6th edition that BSB could not carry one but they got rid of the restriction from the High Elf book onward.