Yeah for 40K there's only ever 3 parts to the table (51%-100%, 26%-50%, and 1%-24%) (total wounds remaining) that would be great to not see carno degrade till 6, and then again at 3That would help a lot. Sometimes I really wish they would change the damage tables to match those in 40k. In 40k vehicle stats don’t degrade until they’ve lost half health which would help AoS monsters a lot. Still, we have a lot of good tools for our big guys now, and with Skinks being so easy to summon I feel like people can afford to use Saurus heavy lists without losing cheap objective grabbers.
Movement list could be really cool.
The other thing I thought about is how Firelance could profit from one of the artefacts: there is one that makes a hero unattackable in melee until he attacks.
That would help to get a Scar-Veteran and a blob of Knights charge in, and the Carno can be second to attack and still be at full health.
Edit: wait, wrong info. Standby...Do you mind pointing me in the direction of that artefact? Sounds awesome for our fairly fragile Carno's.
And if you get a couple oldbloods on carnos buffing each other they all get those extra attacks. We could create a carno and cold one wrecking ball.Nothing restricts using same command abilities from the same Hero too - you just need CP. Oldblood can reform a unit several times, Oldblood on Carno gives himself +4 attacks for 2 CP, sunblood gives rerolls against several units...
Oops, another error by me.Inferno Blades adds 1 to damage of all weapons, not attacks, but this is pretty good too. But the most important part - with Stoke Rage Blazing lances and Star Venom will trigger on 5+ to-wound. Take 10 knights, cast stoke rage and inferno blades on them, use both ScarVets abilities, Star Venom and they will hit like a truck.
Aqshi looks like the best realm for saurus-based armies.
Amasing comparison!)We all are. Like kids running around amped up on sugar