8th Ed. Scar Vet Equipment

Discussion in 'Lizardmen Tactics' started by wbarobinson, Dec 26, 2011.

  1. wbarobinson
    Saurus

    wbarobinson New Member

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    If I am running a Scar Vet with Cold One, Light Armor, and Venom of the Firefly Frog should I give him a second hand weapon, a great weapon or an extra hand weapon?

    With the venom, it seems like getting through toughness with extra strength is not so necessary and the extra hand weapon would enable one more chance to wound despite toughness. The shield, of course makes our lizardman more survivable, and the great weapon makes him better vs. other high toughness things.

    If I am sticking him in a block of 30 SW, what do you think I would need more of?
    Vs. WS6/S5/T3/5+ units like swordmasters, the Scar Vet would probably prefer the extra hand weapon, seeing as his chance to wound is (.33*.83 + .17) per attack, so 1.75 vs. 2.25 wounds with extra hand weapon. Their attacks back are (.9*.5*.5) per attack, so maybe expect 9 attacks = 2 wounds vs. with shield, 1.33. With the shield, you stand a good chance of surviving! (Personally, I would never use my swordmasters to attack a scar vet in a unit, and rather decimate his troops, but there are arguments for both... 4.5 wounds just seems like better combat resolution, catch the scar vet fleeing later.)

    Vs. something like a Saurus Warriors, WS3/S4/T4/4+, you have with extra hand weapon 5*(.5*.66 + .17)*.83 = 2 wounds vs. great weapon 4*(.5*.83+ .17)= 2.3 wounds. BUT you get to attack them first with hand weapon, so probably still better. Attacks back, you have .5*.33*.66*number of attacks, so if they have 9 attacks, its less than one wound, shield wont make a big difference here...

    Vs. characters, does anyone want to suggest any? I assume that GW wins every time...
     
  2. n810
    Slann

    n810 First Spawning

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    How about something like:
    Scarvet
    Coldone
    VoFF
    Mameing Shield
    Light Armor
    Spear.

    for a few more points
    you get the same amount of attacks as 2 hand weapons,
    Still poisoned attacks
    +1 extra armor
    and +1 strength on the charge.
     
  3. wbarobinson
    Saurus

    wbarobinson New Member

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    That is a lot more expensive... For 11 points less, using the sword of battle and shield you get the same thing, but no +1 str on the charge... no one, I suspect, would ever think that was worth it. And I still would not get the sword of battle when there is a pirhana blade available. No, instead of wasting the 31 points on that upgrade, buy yourself 3 saurus warriors or half a salamander...

    Does the sword of striking benefit poison?! +1 to hit, in my head, means on 5 and 6 I poison.
     
  4. Questioner
    Saurus

    Questioner New Member

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    No, as Venom only works with mundane weapons- so, on a ScarVet, if you take a magic weapon there is no point in taking Venom.
     
  5. wbarobinson
    Saurus

    wbarobinson New Member

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    Thanks for that!

    In a mirror match, GW lets the other lizard with extra hand weapon hit first, 5*.5*.5*.5= less than a wound.
    Then Gw goes, 4*.5*.83*.83 = more than a wound, so GW even though forcing an asl, is a clear winner in a challenge.

    Vs. high elf noble with 5up ward save and 2up armor, 5*.5*.83*.5*.66=under a wound. With gw its 4*.5*.83*.83*.66= about a wound. Either way you arent klling the noble, so I wound stick with extra hand weapon... Cheaper anyway...
     
  6. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello,
    I have 3 options for my Cowboy (thats how we call Saurus on CO here:)
    1)la, charmed shield, burning blade, dawnstone
    2)la, gw, dragonhelm, venom, 2+ward On the first wound
    3)gw, armour of destiny

    they all have 1+ sv and some sort of protection from Cannon Balls:) And You can use all 3 at once:)
     
  7. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Intereseting builds there. Do you normally run those in a unit of cold ones or do they run solo?
     
  8. wbarobinson
    Saurus

    wbarobinson New Member

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    Except, if you have a choice between 3*113 point scar vets, co, la, sh, or 2*160, full kit, I would think the 3 is better for the same price.
     
  9. Ejpok
    Temple Guard

    Ejpok New Member

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    @Arli
    there are a lot of more interesting thing in special than to take COC, so i Try to run them Solo:)
     
  10. Taipan
    Temple Guard

    Taipan Member

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    Great weapon is unnecessary kneecapping. Venom is gimmicky and unreliable, if you want poison take Skink blowpipes. You have a 50pt magic budget and I3, use it.

    Sword of the Hornet/Sword of Swift Slaying solve your average Initiative problem, and are cheap. Also, as they do the same thing, you can take both and get two ninja Scar-Vets to attach where needed.

    Halberd is cheap, and S6 is fine for most things. It also keeps him cheap, and you get to use his I3. Tack on some light armour or magic armour/talisman, and you're good to go.

    Piranha Blade and Burning Blade are both excellent magic weapon options, and both are still not overly expensive (Burning Blade in particular is a steal). Which you take depends on your regular opponents (you can always take both on two different Scar-Vets). If you face heavy cavalry a fair bit (Bretonnians, Empire), Burning Blade is hilariously powerful (effective -4 to enemy armour, Flaming attacks). Piranha Blade comes into its own when you're fighting monstrous infantry (Ogres, Beastmen Minotaurs etc), and in challenges (you can kill most characters in the game with just two unsaved wounds getting past their saves).
     
  11. n810
    Slann

    n810 First Spawning

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    Actually the really reason to take the venom is not the poison,
    but rather that it gives a magical attacks to a mundane weapon,
    therefore getting around a lot of defensive items that other armies use,
    like ethereal, and can only be harmed by mundane weapons,
     
  12. wbarobinson
    Saurus

    wbarobinson New Member

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    For ten more points, burning blade seems a lot better for magical attacks...
     
  13. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello
    Yes, But the point of building a Scar vet is to keep him cheap, and for 10 points you can have 2 skinks, or buff up another hero. I like Burning Blade, and i use it alot, but this is rather a specialist Scar Vet (for Hydra and abomination attacks with potion of speed). When it comes to attacking heroes, let me put it this way : Dragonhelm and Dragonbane gem... Those items are cheap and therefore are omnipresent on many heroes, so who cares that you have -4 to AS when he has a 2+WS?:/
    Cheers
     
  14. Taipan
    Temple Guard

    Taipan Member

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    Not really. Ward saves can always be taken regardless of the attacks qualities. There are only two models worth upgrading the defences of anyway; the General (usually fighty, so he gets the 4+ ward talisman as he should have enough points for other armour options) and the BSB (who is usually in Armour of Destiny, as they often don't have good armour options and 50pts limits them anyway). Maybe on the General you'd see the anti-flame talisman, but no one is taking Dragonhelm over Armour of Destiny (you only get one magic armour selection). 4+ against everything (especially Death magic or Killing Blow) is much more useful.

    -4 to armour saves and Flaming isn't just good against lesser characters, it's great against units reliant on Regen and cavalry (Flaming causes Fear and makes the save they paid for a 5+ or 6+). For the price you pay, Burning Blade is amazingly potent.
     
  15. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello,
    Well, if You Get AoD on one guy and 4+ ward Talisman on the other, and you are playing empire or Woch you can take Chaos armour / Full pate armour and get dragonhelm for 10 points:)
    I personally use Dragonhelm almost all the time:) And I use burning blade too, but as I earlier said, I use it vs Monsters or Heavy horsemen:)
    Cheers.
     
  16. Taipan
    Temple Guard

    Taipan Member

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    Empire would probably put it on their Grandmaster, but a Tzeentchian Sorceror Lord will already have a 3+ ward against everything (Armour of Destiny/Talisman of Preservation and his Mark bonus).

    I've been redoing my own Scar-Vets (shifting points around for some more arcane gear elsewhere), and I've decided to not bother giving them ward saves. They only have two wounds, and against any Lord-level combat hero they'll die regardless. One is rolling with Piranha Blade and Potion of Speed (anti-character and monster assassin), the other is Burning Blade and Dragonhelm (his background is he killed a young Fire Dragon in single combat, wears its skull and wields one of its teeth).
     

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