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I was playing around with a couple of lists the other day, and came across this idea, not sure if good or what, but sounds sweet.
first take one Saurus scar vet, next add light armor and a great weapon, now simmer.
and to kick it up a notch add a bit of venom of the firefly frog.
This effectively gives you a str 6 attack that auto wounds on 6's. (don't have my book in front of me so I could be off a bit on the numbers)
is it worth the 10pts, gonna try it out this week for myself to see but just wanted some input.
I've done that with rather decent results, while the vets armour save will be low since it's not on a mount you may want to consider giving it some kind of talisman for alittle added durability. As a side note, it'd be str 7 not str 6.
Warhammer 40k: Blood Angels, Imperial Guard, Grey Knights, Space Lizards (wolves), Kroot, Witch Hunters, Dark Eldar
Warhammer: Lizardmen, Empire, Vampire Counts, Brettonians, High Elves, Skaven
It's a nice cheap setup that I've used a couple of times. But depending on that T5 would give the character a little bit of survivability, for a while.
I usually run my Scar-Vet. with Light Armour, Enchanted Shield and the Sword of Might.
This gives the Scar-Vet. 4A at S6 for a little bite, with his rather nice T5 coupled with a 1+ AS in combat/ 2+ AS against everything else.
If I'm feeling really nasty, slap him on a Cold One
Yeah, the rules say that the AS of a model is capped at 1+. But, if you do the math, this setup would still give you a 2+ AS Vs. S5 attacks!
Although it would make him rather expensive...
Definitely not silly. I like to use the venom on vet with great weapons, oldblood on carnosaurs with spears, etc. Try it, I am sure you will like it.
@Kai- Your guy with the sword of might will have a 2+AS vs everything. Can't get to 1+ with that setup as you don't get the so called "parry" bonus with a magic weapon.
I am right 94% of the time, why worry about the other 3%.
give him a cold one and he has a 0+save and stupidity. I can't find anywhere in the rules that it says you're "capped" at 1+ armor save, in fact, several of the FAQ's have mentioned that 0+ or -1 armor saves are possible, if you believe the guys that write those things.
To help the guy above, if you're playing slann magic heavy, give him the jaguar charm. Then if you play your magic right, you can sling him into a warmachine, cavalry unit, chariot or black coach and hopefully blast it.
I think there's a thread quite some time ago, debating whether Magic Weapons can still 'Parry' or not. And, it has been quite a while since I did play a game of WHFB, surely two months without playing shouldn't have that much of an impact on my considerable knowledge?.
Still, 2+ AS is a pretty solid deal.
Last edited by Kai-Itza; February 25th, 2009 at 15:53.
just to get clear on this apparent 1+ max AS thing,
to quote the rulebook "Magic armour is one way to improve the wearer's armour save to 1+ or even less!"
so yeah you can get lower than 1+ AS,