With only two wounds they are pretty vulnerable. How often do you guys find your Scar Vets in your Saurus block gets targeted and killed off? I wanted to get a great weapon (4 attacks at 7 str sounds great) and a pricey weapon. Is it better to go cheaper magic sword and some armour/shield for more saves?
Its worth thinking about magic armour if you have a vet on foot and if I do have one on foot I like giving them the armour of destiny or hide of the cold one and a great weapon. The armour of destiny gives a 3+ armour and 4+ Ward and the hide gives a 3+ armour and T6 so less wounds get through. If I'm trying to get a really safe vet I'm go with light armour and enchanted shield plus a ward save/dawn stone.
How about the halfway of Sword of Swift Slaying, Enchanted Sheild and Gamblers Armour for a total of 50 points. Gives a 1+ armour save (5+ scaly, 2 more for heavy armour, 2 for shield) 6+ Ward save and ASF?
Shield only gives +1 to armour so that vet only has 2+. Shield combined with hand weapon will also give a 6+ ward save as "parry save".
I believe the total is 55 points (remember we have to use the cost from the Lizardman Army Book for the enchanted shield), but it doesn't matter because you can't take both magic armour and a magic shield. In my opinion, the nice thing about taking a Great Weapon is that you can use your full magic item allowance for armour or magic protection. So if you go with a GW, consider one of the more expensive armours (Destiny, Hide of the Cold Ones, Silvered Steel). Or use a less expensive armor, but pick up a talisman with a Ward Save to protect the whole unit. If you are willing to consider a mounted Scar Vet, I really like Glittering Scales and the Dawnstone on a Cold One. If you also take a Great Weapon, you have 4 S7 attacks, 2+ rerollable Armour Save, and -1 to be hit in close combat. Sure you strike last, but with I3, you'll be striking last most of the time anyway.
Light Armor Shield Dragonhelm Piranha Blade 2+ AS, wounds caused are doubled (meaning you only have to slide one through on most heroes)-- combined with his lord-level statline and buffs from either Light or Life and he'll live through just about anything. The best defense is a good offense.
Thanks for the rules clear up. So if I get ASF Sword, Enchanted Shield, Light Armour I'd have a 2+ Save And if I take any talisman that gives me a ward save and the whole unit gets the same ward save? By the notion, Temple Gaurd with the slann share his 4+ ward save?
Units do not share the ward save that a character has unless the item specifically says so like the 6+ wardsave vs artillery, forget name offhand. Units do share magic resist though.
This is incorrect. Units do not share the same ward save as characters in them (the exception being items that specifically state that it is shared such as the Ironcurse Amulet, and loremaster's cloak for high elves). Also, in one of the previous builds you included both the Gambler's Armour and the Enchanted Shield, which doesn't work as they are both magic armours, and you can only take one item from each grouping (Weapon, Armour, Arcane (only wizards), Enchanted, and Talisman). ~Grant
Like others said, Ward Save amulets don't effect the whole unit. When I typed that, I meant Magic Resistance - can I call it a brain typo? Sorry for the confusion.
what do you think of: GW Gamblers Armour Dawnstone (cold one?) i think basically the question here is, is dawnstone with 'only' a 3+ save worth it? or are you better taking a cold one? as i read the rules, there doesnt seem to be any real 'penalty' for being on a cold one; as per pg98 'different sized bases' looks to me like he can slot nicely into the unit with no penalty?
the only penalty would be the loss of Look Out Sir! that is if he is in an infantry unit. Without the Cold One it is a good set up but just keep the scar vet out of challenges with lord level characters (unless they are mages of course)
hmm, that does seem to make him rather dead to cannonballs... probably better on foot then imo, unless you expect to fight a lot of S6+ opponents. ofc bearing in mind a lot of players wont even bother attacking him in the first place. i think the next question is, where to put him? saurus with HWS? spears? TG?
Scar Vetran, Cold One, Light Armour, Charmed Shield, Dragonbane Gem, Burning Blade of Chotec Minus 4 to armour save, Burning attacks, Quick to move, People with cannons often try to cannonball him first so ignores first hit on 2+, 1+ armour save, 2+ ward to flaming (great for dealing with bloodthirsters, flamers etc) Great all rounder coming in at 140 points.
I like these: Scar vet, armour, shield, blade of Chotec and Dragonhelm – a great lifeslaan guard with his 2+ armour and flaming protection (to protect from that enemy character with a flaming item) and flaming attacks of his own to deal with regenerators (even better due to his init being higher than TG). Scar vet, GW, any BRB heavy armour and frog venom – cheap(ish) unit bolstering Scar vet, shield, Gambler's Armour and Sword of the hornet – 2+/6+ ASF. Scar vet, armour, Charmed Shield and Sword of Swift Slaying – 2+ (add seed of rebirth if you really want a 6+ too) ASF, works well teamed up with the previous build both are usefull for general unit bolstering and challenges. Scar vet, cold one, GW, any BRB heavy armour and frog venom – High spead facecrusher. Scar ver, armour, shield, sword of strife and Dragonhelm – chaff shredder with good armour, sort of expensive. Scar vets with no magic items are good too for cheapness.
i use a SV with: shield, hide of the cold once and that is prity much it, where to put him? i use this build to make the unit and himself imume to spygology (stupidity) if you have a slann with bsb near or if he is in combat this does not matter and even if they are not LD8 and cold blooded they also cause fear so exualy i just use him to boost up a unit of saurus warriors and hope he stays alive, if i rifuse a chalanges he they will still have there bonussess so don't put them in a TG unit because they are immume to psygology anyway. sorry for the bad english to lazy to corect it today i am sure you guys will understand what i mean (correct me if a am wrong on this one.
When talking about equpping character the main question is where you want to use him and what do you want to do with him. And how he fits with rest of your army. Answering for these question's usually determinates what you should equip him (This rule applies to all character's). Imo Scar veteran is strong character even thou you dont take any magical items. Just taking Light armor, shield and extra weapon / haldberg or GW is good and cheap. But if you have points i would suggest looking down to my other suggestions: So if you use : Scarveteran with SW block Character killer Well first of all our scar veteran has low initiate with I3 when looking other hero characters out there. And there is ASF high elves etc. So when you bear this in mind and you know your character has only 2 wounds I would suggest taking him protective gear enough to keep him alive even if he strikes last. And if we look forward that most likely he strikes last i recommend taking all points (50) to take protective armor/amulet. And wield him with Great Weapon. Cause +2s GW is cheap and does not reduce your ability to choose magic items. Troop Killer First of all you need CHAMPION!!! To take possible challenges and your scar vet handles the rest of enemys infantry (even for that 1 turn, and hell he might win and you get victory points for that ) Well with I3 it is possible to strike last againts normal troops. But less likely. If you want your scar veteran to be troop killer i suggest you make points for weapon that gives you extra attacks. All-Around-All-Star Mix of troop killer and character killer. I would take frogvenom (Cheapish), and add some armor from Main Rule Book. BSB Tank him. No offencive magical items. TANK TANK TANk. It is crucial to keep him alive. Losing BsB is a threat! Solo I would bear in mind that he is vurnerable but if you take him with cold one you have very flexible character. Good for flanking: Cold one, Enchanted shield, Dawnstone, GW is good setup for this one
I only use; 1st scar-vet: Burning Blade, Charmed Shield, Dawnstone, Cold One, BSB if no Slann 2nd scar-vet: Great Weapon, Armour of Destiny, Cold One I never bring them on foot they seem too squishy to me, I also bring some cold one riders to give look out sir.