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8th Ed. Scar Vet Builds

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

  1. MasterSlann
    Cold One

    MasterSlann New Member

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    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 :p
     
  2. Hookadoodle
    Saurus

    Hookadoodle New Member

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    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?
     
  3. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    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.
     
  4. Bibamus
    Bastiladon

    Bibamus New Member

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    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
     
  5. venom_x51
    Saurus

    venom_x51 New Member

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    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)
     
  6. Bibamus
    Bastiladon

    Bibamus New Member

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    a 30 strong saurus unit will usually be steadfast
     
  7. Ilnar3
    Chameleon Skink

    Ilnar3 New Member

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    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,
     
  8. Bibamus
    Bastiladon

    Bibamus New Member

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    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
     
  9. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    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.
     
  10. Ilnar3
    Chameleon Skink

    Ilnar3 New Member

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    Quite right,
    It wasn't in the last edition either,
    Serious edition hangover there
    :D
     
  11. Dinesen
    Skink

    Dinesen New Member

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    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.
     

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