8th Ed. Scar Vet Builds

Discussion in 'Lizardmen Tactics' started by Tlax, Jul 26, 2010.

  1. Tlax
    Saurus

    Tlax New Member

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    i did find a link for this but it was over a year old seeing as i always use a slaan as my general ive never used an old blood so i was wandering how people set up scar vets if like me you take a slaan, i normally play 2000 pts and go with the following.

    Scar vet on cold one w/ light armour, crown of command, charmed shield, luck stone and iron curse icon

    i normally include him in a unit of CoC with the standard of discipline so they are stubborn 9, this is great as most people expect cavalry to bounce off an infantry unit now.

    looking through the last points for magic items theres not that many great ones i decided to go with charmed shield discount the first hit on a 2+ along with luck stone re roll 1 failed armour save and iron curse icon 6+ ward agaisnt was machines also he has a 1+ save and works quite well.

    so what are people thoughts and what do you kit your scar vet out with
     
  2. Taipan
    Temple Guard

    Taipan Member

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    Too much one-use chancy crap on him. I am also unconvinced you need Leadership-boosting gear, given we have Cold-Blooded built into all Saurus. Most of the talismans and items are pretty meh. I generally stick to actual weapons and armour. Scar Veterans are already tough and capable fighters; tack a nasty magical weapon and decent armour on them, you're sweet. Their pathetic Initiative is harder to fix, but thats why I take Lore of Light.

    I run my two Scar-Vets like so. Enough armour to keep them alive, enough hitting power to make them a threat when challenging (I'm planning to buff with WS10/I10 from my Slann). They're set up to support Saurus blocks, but if you tack on a Cold One for a mount, they can work as Calvary support (which is what you'd be wanting with COR).

    Scar-Veteran w/Burning Blade of Chotec, Dragonhelm, light armour, shield

    I love the Burning Blade. Flaming attacks mean no silly Regen mucking up your hits, cavalry and Wood creatures Panic if you inflict a wound, and you're imposing -4 penalty on enemy armour saves. Defensively, he has a 2+ save, which is pretty good for a secondary hero. 2+ ward against flaming is always nice (as I suspect many people will be taking Lore of Fire).

    Scar-Veteran w/Piranha Blade, Enchanted Shield, light armour

    Another favourite of mine is the Piranha blade. In challenges it'll ensure (assuming you survive) that if you win, you win big. Same 2+ armour as the wyrm-hunter, so again he'll be shrugging off damage.
     
  3. Crimzzen
    Jungle Swarm

    Crimzzen New Member

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    I've been enjoying Gold Sigil Sword, Glittering armour, and an enchanted shield. I10, hit on 5s mostly, and 2+ armour save.
     
  4. Taipan
    Temple Guard

    Taipan Member

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    Gold Sigil Sword is nice, but you can always just buff them with magic to have higher Initiative. It still doesn't help against those annoying elves either, with their ASF shenanigans. Good for ninja'ing other heroes though.
     
  5. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    This is my current build:
    Scar Veteran
    BSB
    LA
    Shield
    Cold One
    Burning Blade of Chotec
    Luckstone

    I run him with an OB in a block of Saurus.
     
  6. Scarecrow
    Saurus

    Scarecrow New Member

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    A combo I've come up with, but have yet to use, is scar-vet on a cold one w/ light armor, Helm of Trickery (or what ever) and a great weapon. 4 str 7 attacks (+ cold one) w/ a 1+ AS where the enemy re-rolls successful wounds.
     
  7. vapor
    Razordon

    vapor New Member

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    I like:
    Lt armor/shield
    Sword of Strife
    Dragon helm

    6 str 5 attacks with a 2+ AS (and a 2+ ward against flaming attacks which not THAT great, but it can come in handy.)
     
  8. Crimzzen
    Jungle Swarm

    Crimzzen New Member

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    What about:

    Armour of Destiny, Shield, Halberd. 2+ save, 4+ ward, and 4 str 6 attacks. Seems pretty decent for accepting challenges or killing hordes.
     
  9. Slothmasta
    Skink

    Slothmasta New Member

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    It's only a 3+ AS in close combat as the halberd "requires two hands". Same issue Temple Guard have :(
     
  10. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    2 Magic armour = illegal selection. You can only have one item of each type (ie weapon, armour, arcane etc).

    I like Scar Vet w/

    Ogre Blade
    Dragon Helm
    L. armour & shield

    4 x str 7 attacks and a 2+ AS w/ 2+ ward vs flaming attacks, give him a cold one and now he's 0+ AS
     
  11. asrodrig
    Carnasaur

    asrodrig New Member

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    Two of my favorites are:
    Shield, Sword of Anti-Heroes, and Gambler's Amor
    and:
    Light Armor, Shield, and Ogre Blade.
     
  12. Slothmasta
    Skink

    Slothmasta New Member

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    I like this build.

    I'm also trying

    1x Saurus Scar-Veteran
    - Dragonhelm
    - Enchanted Shield
    - Sword of Might
    - Potion of Speed

    2+ AS, 2+ WS vs Flaming, 4 S6 Attacks and I6 for a turn although gaining +3 I for one turn and losing +1 strength doesn't seem profitable. Alot can still have equal or higher Init.
     
  13. Cougmeister
    Skink

    Cougmeister New Member

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    To let you know you can't take both the Dragonhelm and Enchanted Shield. You're only allowed to pick one item from each magic item category (weapon, armour, enchanted etc.)
     
  14. the-graven
    Kroxigor

    the-graven New Member

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    I've been thinking about a unit support scar-vet, this is what I came up wiht:
    Scar-vet
    -Ironcurse Icon
    -Obsidian Amulet(dunno wich obsidian thing it was, but I'm talking about the MR2 thing)
    -Dragonhelm
    -LA, Shield
    (perhaps BSB)

    He gives the unit: 6+ ward vs warmachines, 5+ward vs magic , he has a 2+AS and 2+ward vs flaming attacks, he's meant to survive, though his 4 S5 attacks help a lot.
    I took Dragonhelm and normal shiedl instead of enchanted shield because it gives the same save for the same points, but also gives 2+ ward vs flaming, just in case of and i left me with 5 points extra to spend on magic stuff.
     
  15. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Looks like a decent all commers protection. A little bit of everything to help protect him, which will help. However unless he's going out by himself you shouldn't have to worry too much with all that. He generally won't be able to be picked out of a unit with magic and he get's a "look out, sir!" roll from war machines. There isn't a lot of stuff that grants units ward saves or helps negate against shooting, which is always a big score.
     
  16. Chaq Mundi
    Saurus

    Chaq Mundi New Member

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    A build I use a lot is this:
    Scar Veteran
    -Armor of Fortune
    -Gold sigil sword
    -Shield

    Or maybe:
    Scar Veteran
    -BSB
    -Great Weapon/Halberd
    -Armor of Destiny
     
  17. Elmquasmash
    Razordon

    Elmquasmash New Member

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    Question: are you able to take the Dragon Helm or any of the helms from the magic list and still combine them with Light Armour? I didn't see any rules stating that helms cold do that except in our own army book with the Stegadon Helm..
     
  18. Cougmeister
    Skink

    Cougmeister New Member

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    Sure can, it says it increases it's save by one so Dragon Helm + LA is +5 save. If it were normal armor it would state it as Light/Heavy/Chaos etc
     
  19. Elmquasmash
    Razordon

    Elmquasmash New Member

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    Sweet, thanks :) I'd been wanting to use the Trickster's Helm but I wasn't sure if I'd still be able to grab some Light Armour
     
  20. Loq-Gor
    Jungle Swarm

    Loq-Gor New Member

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    I play against VC a lot and my main opponent likes to bring a magic heavy vamp with a Wight King bodyguard with the 5+ killing blow sword so I like

    Halberd
    Light Armour
    Trickster's Helm

    decent 3+ save and he has to re-roll wounds
     

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