Hi Guys, Been having loads of fun playing Fantasy but still trying to work my head around proper equipment options for Saurus heroes. A lot of people I've spoken to (as well as anecdotal evidence) has suggested that the blocks of Saurus function better with heroes in them. So the question is, if you had to design a Saurus Scar-Veteran to go on foot to sit in a block of Saurus, what would you equip him with? My initial thought was: Scar-Vet - Shield, Gambler's Armor, Sword of Battle This sounds reasonable as it's T5 2+ / 6++ with 5 S5 attacks. However my regular opponents are looking to be Dark Elves and Vampire counts - my concern is that he's just going to die to all that ASF.
Since he is on foot, great weapons are indeed poor choices. VC means potentially lots of ethereals, so a magic weapon would be wise. The one time I ran a scar vet on foot, he was my only scar vet, with the following: Shield Gamblers armour Dawnstone Warrior bane Warriorbane was merely for allowing him to deal with the pesky ethereals, and the effect isn't useless against those vampires anyway. This gives him a 2+rerollable armour save + 6++ward. If you want to give him more of a punch, and avoid the ASF elves, throw the Egg of quango on him. Activates before combat (ie before ASF), so you wont get killed before you get to strike. Whatever else you give him doesn't really matter.
If it has to be a scar vet I suppose enchanted shield, light armour and Dawnstone. Maybe +1S sword for S6.
What about the Stegadon Helm? Impact hits happen before combat and it gives you an additional point of armour save (and +1 toughness?) - Dont have army book with me.
Egg of quango, sword of striking, enchanted shield. Great Weapon, armour of destiny. Stubborn crown, biting blade, enchanted shield. Stegadon helm, biting blade. Light Armour and mundane shields all where appropriate. Gor Rok is a pretty good bro to go in a block too.
I'm playing with the idea of using a Scar Vet with the ASF Sword, Potion of Strength, and the Enchanted Shield as a challenge taker in my Slann/Temple Guard unit. His ASF will cancel out the Elf ASF and give him an initiative advantage against anything else. The Potion of Strength can get him up to Strength 8 to punch through any armor the challengee might have. And he's got a 2+ armor save to boot. And the magic weapon will keep the Temple Guard from getting held up by ethereals. I've also got a crazy idea to build a Skink Chief with the MR(3) talisman and Iron Curse Icon (and maybe Lt Armor & Shield) and throw him in the Temple Guard unit as well to give them some pre-close-combat defense.
Im trying this guy in a tournament on sunday Scar-vet - 131 - Enchanted Shield - Light Armor - Luckstone - Potion of speed - Sword of anti-heroes He will go in my TG star and serves the purpose of tipping the scales in a Deathstar matchup. More or less the same idea as your HDC... not sure which is better.
IDK, can you fit Dualing blades, Stegadon helm, and the Other tricksters shard on one character? (also light armor, and a ward)
Not on a scar vet, but an Old Blood could rock that with a 6+ regen. I think i'd rather a 4+ ward (Armor of Destiny) than the +1 T from the Stegadon helm though. The 4+ ward offers 33% less wounds than the 6+ regen while the +1 T only offers 16% less wounds. So the 4+ ward saves you from 16% more wounds than the helm! (unless you're going up against the OTS in which case it still nets 9% less wounds than the +1T and 6+ regen combo)
Ohh I might have to steal this! I'd personally consider golden sigil sword with Dragonhelm and luck stone but either work well especial with Light.
Well if it went on an old blood wouldn't that bump the toughness to 6 (vs st3 elves)? (couldn't tell if thais was accounted for or not)
That is, in my opinion, the problem with the helm. It isn't worth it for the impact hits alone. And against S3, T6 doesn't matter - you'll stiill be wounded on 6s. I still love it though. A normal oldblood character I regularly use has this loadout: Cold one Steg helm Talisman of preservation Other tricksters shard GW 1+/4++ T6 S7, reroll those invuls The impact hits are just icing. tough as nails to kill, and hits like a truck. He doesn't need much help against most enemies he will face, because there is almost nothing that wounds him on 2+ aside from cannons, and 4++ usually takes care of that.
Gor-Rok is a very good Scar-Veteran. I've gotten good mileage out of the great white lizard for sure. The problem is he can't be cloned and put in every saurus block. I think my current configuration may be 2 x 20 blocks of Saurus - one with a BSB and the other with Gor-Rok, which should be enough to make the blocks tough enough. As for the Temple Guard, my thought is to give them an Old-blood, but that's a heck of an investment just to prevent them from getting blown out. At the moment it's almost 800 points and that feels really uncomfortable to dump even more points into that unit...
Neither can a standard Scar Vet. However, a 2+ and negates multiple wounds/kb/hkb on a 2+ makes him quite survivable, especially with T6. He is also very cheap for what he brings. Might just be me, but I'd never bring "clones" anyway. I'd much rather have diversity than more of the same. Though for that reason, I prefer the GW Cowboys - 1+ AS and S7 makes them very durable AND able to open cans at the same time.
I like gor-rok, but he lacks that extra piece of defence defence a regular scar vet can get. I mean, T6 is nice, but others can gain either some mind of ward or a rerollable armour. The nearest thing we can build, if we wanta stubborn block of saurus is enchanted shield, Crown of Command and maybe a luckstone. That would bring him at 2+ with a LA and have stubborn. He won't be T6 or reroll to hit though. If I were to field gor-rok I think it would be with a razor banner guard unit. His S5 will be good enough against most and AP will help against cavalry.
This old blood kit out has worked great for me. I put him in my templeguard sword of anti heroes, other tricksters shard, armour of destiny, and additional hand weapon. thats a 2+/4++ and if one character is in base with his unit he throws out 7 str 6 attacks.
Can you actually have an addtiional HW with a magic weapon? At any rate I think I'd rather just take a shield and get 1+. It makes a difference.
=> Actually, it's only 6 attacks. You cannot make use of the additional hand weapon. It's not a horrible idea to have it as a backup just in case your magic weapon gets destroyed, but until that happens, you cannot use the additional hand weapon at all.