My scar vet: cold one armor of fortune great weapon luck stone gives him a 5+ward, a 1+ armor(rerollable once), and s7 it doesn't matter that he strikes last with the grt wpn because of the low initiative anyways
When you take enchanted shield is that pretty much a +2 to the as giving him a 3+ and then for having a shield a 2+ as?
It's a actually a 2+ save. Although it's illegal because you can't have two peices of armour. The rules clearly state that you can only take one item from each selection type. However I'd add light armour to whichever armour selection you choose.
also, dragon helm is better than the enchanted shield usually. its cheaper, gives a ward save and you can still add a normal shield for +2 to your save, jsut as the enchanted shield
Scar-Vets have to bring some utility for my liking. I find that heroes don't make great killing machines these days. For the points of a tooled-up Scar-Vet I'd rather take an extra Salamander and unit of skink skirmishers/chameleon skinks, or another 12 Saurus Warriors - they'll kill more than a single hero could. However, for buffing purposes I'll regularly take a Scar-Vet with the Crown of Command; Light Armour, Shield, Dragon Helm, Crown of Command, and Good Luck Stone Gives a 2+ save (with 1 re-roll), 6+ Ward (parry) and 2+ ward against flaming attacks He adds a few extra, stronger attacks to the front rank of a unit, and most importantly makes it stubborn on Cold Blooded Ld 8. I usually place him in a block of 30 HW/S Saurus Warriors and can hold pretty much anything for a few turns (long enough to pile a Stegadon into the side). He makes a nice BSB too if you're not using a Slann (or don't want to risk loosing a Slann BSB if he flees)
Actually an old blood setup I use, Amulet of quetzal? The -1 to hit one And the glittering armor, also -1 to hit, At best you looking at 5's to hit in CC Remember scar vets can't take heavy armour in their profile so they can't take a magical one,
they don't need to be able to take heavy armour, they need to be able to take any kind of armour. i think even shields is enough to get acces to the magic armour list
I don't think that is even a rule. The Magic Armor rules just say that wizards can't take magic armor unless they can take normal armor.
Im gonna try this one out: Scar Vet: Great Weapon, Glittering Scales, Venom of the Fire Frog. Got 15p left. Any ideas? - Im gonna use him in my Slann list where he is to take on challenges and maybe scratch some of the big guys if they charge his unit. He is harder to hit, and with T5 it gives him an advantage, and with abit of luck he survives his low Init, and Kills off the stuff with 4 S7 hits. And with poisond and magical it gets eaiser and I got a chance in HTH against even undead ghosts.