What can someone say about saurus lord on carnosaur? Is he better solo, or in a unit of Cold ones? Now we are playing on 1000-1500, but soon we start 2000-point games.
the problem with that guy is that it means you cant use a slann. i would always go for the slann except possibly against ogres (d3 wounds becomes very very powerful against them)
Currently I prefer to put my Old Blood on a Cold One rather than a carnosaur, although it is still hard to take both an old blood and a slann at less than 3000 points.
I know most people on this forum always fun a slann rather than a carnasaur. But I find carnasaur's are more fun to use, and they are the bane of a steam tank! I give the Old Blood +1 strength NA Saves allowed and 5+ ward save. They can be pretty beefyif used properly, and especially if you use the EOTG to give the carny a ward against ranged attacks it should make it in one piece.
I also prefer the carn (more fun to get in someone's face and bite them than to hover on your rascal in the back and toss spells). I am taking one to the Northstar in a few weeks. I run him solo, and just run headfirst into the fray. If your chameleon skinks can't take out their cannons fast enough, then there isn't really anything you can do to stop warmachine shooting these days, so in combat is the safest place to be. I usually give him the dawnstone, burning blade, potion of speed, and armor of destiny. The biggest issue you will have is people hitting the carn out from under you, but there isn't much you can do to stop that. I also run a steg, so that the war machines have to make a choice (they usually pick the carn though). Anyway, good on ya for running the underdog lord.
I have had a lot of success taking a Carney Lord instead of Slann to tourneys. There is far to many warmachines and shadow magic to be real comfortable in going 5-0, but I have pulled a couple of 4-1's. I find playing with the carney lord much more enjoyable. It emphasizes movement over magic, a phase that is much more challenging to dominate but also more rewarding. Goodluck at the Northstar, I will be taking a Carney to the Alamo the same weekend. Hinge
How did the Alamo go? I scored highest points for any lizardman player at Northstar, good old Carn did some great damage, and my skink priests were enough defense magically against everything but Skaven, my only loss. I'm going to try running this list more, try to bring the Carno back to the tourney scene .
This is interesting as I am going to take a carny over a slann to a 2000 point game and then a tourney. Here is the build I have: (cap is 500) Old Blood Enchanted Shield Gamblers Armor Great Weapon Luck Stone Carnosaur Thoughts?
The old-blood on Carnosaur I fielded last night (and worked well) looks like this Old Blood - Dawn Stone - Venom of Firefly Frog - Great Weapon - Armor of Fortune - Carnosaur He's slightly more expensive (3 saurus worth), but I find that one re-roll isn't going to save him. On top of that, you'll want a magic weapon on him (I used to use the no armor save or +1 str or +1 attack weapons, but like the GW/VoFF better now - mostly from a price perspective) to protect him from getting tied up with something he can't fight (ethereal models, slann w/ Consciousness.
You can't take both an Enchanted Shield and Gambler's Armour. But the Enchanted Shield isn't doing you any good anyway, at least as long as the Carnosaur is alive. You could change that to a normal shield and use the saved points for Venom of the Firefly Frog. For +1 point, you still have a 1+ AS and now you have a magical, poisoned weapon.
The Carn Lord I run is armor of Destiny, Burning Blade, dawnstone, and potion of speed. I like the burning blade over the great weapon venom firefly because I find that the carn dies too easily, and it really helps to get some hits first against monsters. The potion of speed is strictly for hellpit abominations, oh do I hate them, but can be useful other times as well.
For an upcoming league (2500 points), I'm considering running an Old Blood on a Cold One along with a bare bones Slann. The Old Blood build I'm thinking of is: Old Blood Mount: Cold One Ogre Blade (+2 Strength) Charmed Shield Talisman of Endurance (5+ Ward Save) The Charmed shield should protect him from a turn 1 Cannon Shot if I run him without a unit of Cold Ones, and his 1+ Armor Save and 5+ Ward should let him stay alive for a while in combat. The Ogre Blade is more expensive than Great Weapon/Venom, but I want to avoid "Always Strikes Last"; Init 4 isn't great, but will still let him hit first against some opponents which is important in an all-comers league. It seems pretty effective for 250 points, and I'm hoping the fact that he is not on a Carnosaur may make him seem like less of a threat. I'll also include a cheap Slann (probably just 1 discipline and the Plaque of Protection - no Temple Guard), primarily for magic defense. Although it may not be optimal, I want to take something other than Life or Light - I'm thinking about Beasts to make the Old Blood a real monster. I also love the idea of 5 Strength / 5 Toughness Saurus with the signature spell. What do you think of this Lord build? I haven't play tested it yet, but if nothing else, I think I can have fun with it.
This my be a good opportunity to test the "lone-slann-with-beast"-tactic.. Put the discipline on him that makes him invulnerable to all but magical attacks, then use the beast spells on the slann it self and run it like a real beast of war I've herd it to be really effective.
It went great. It was a total blast, fun players, some serious hard drinking and best yet, my Carney led force went 4-0-1 and took home Best Overall. The Carney died in every game yet none of my opponents were able to score any points, since the general survived in every game as well. I think this is a hidden strength of the Carney. Its actually a pretty good point denial unit. For the record, the Carney has compiled a 15-3-2 tourney record, now has two Best Overall awards (Socal Slaughter and Alamo) and a Best General (Grand Waagh). I can tell you that you can build a highly effective tourney list with out a slann. The Northstar is a tourney I would like to attend, especially after meeting a number of the usual particpants at Adepticon. Unfortunatly it always falls on the same weekend as the Alamo. Hinge
If you're going to take a Carnosaur Lord, you need to give him adequate protection. If you're not packing a ward save, cannons, Death/Metal magic etc are just going to snipe you off your mount. Seeing as the Carnosaur has the 'killing multi-wound models at I2' area covered (so he'll chew through the chaff, even Ogre blocks, without much difficulty), I'd tool up the Old-Blood for character assassination. Old-Blood w/Sword of the Hornet, Dragonhelm, Talisman of Preservation, Other Tricksters Shard, Carnosaur (450 points) Going first in combat is huge, and if you can get re-rolls (if they have their Initiative reduced by 'Miasma' from a Shadow Slann), so much the better. Against Death magic and cannonballs, you have the 4+ ward, and against Metal spells or flaming attacks you have 2+ ward. Tricksters Shard is important for assassination, because most people are taking 'Armour of Destiny' or 'Talisman of Preservation' if they can on their combat Generals.
I've got a 5K vs VC coming up and I'm going to try this: Saurus Oldblood, Carnosaur, LA Sword of Anti-Heroes The ohter Trickster's Shard Talisman of Preservation Charmed Shield to try and deal with the vamp general and any other vamp lords Samuel
if i were to use a carnosaur i cant really see any reason not to use armour of destiny + dawnstone for the best overall save avaliable. for the other 25 magic points i would give him either venom (if i thought i needed magical attacks) or other tricksters shard. a normal great weapon will provide all the ofensive capabilities needed. if you think you wont face either ward saves or etherals, the carnosaur pendant is viable to boost his offense i guess. so: Old Blood + Armour of Destiny + Dawnstone + Other Trickster's Shard / Venom of the Firefly Frog / Carnosaur Pendant + Great Weapon Carnosaur 1+ rerollable armour save and a 4+ wardsave. 5(or 6) S7 attacks (with a little bit of extra Vodka in them) and when he is done, the Carnosaur takes over if you have anything left standing. GG