I have been trying to get a clear sense of which carnosaur version to bring to which job, and also very importantly how to equip them with artifacts.
There are some obvious differences and and minor once and I will try to list out the pros and cons for each version, assuming NO artifacts in the equations. All damage is assumed to be on a target with a standard 4+ save model, without rerolls or aftersaves.
Old Blood on Carnosaur:
Pros:
-Slightly more offensive with an average of 6.00 damage. With rerolls (from astrolith or sunblood) this goes to 8.56. Also 0,78 damage from shooting on average.
- Bite attack is only 4+ to hit but 3 damage. Against monsters with no hit modifiers and hitting with both claws this goes to 2+ for full benefit.
- Command ability never useless, even for himself. Against monsters +2 attacks on claws is a good idea. Can stack this with more command points for burst damage.
Cons:
- No build in surviveability with a 4+ save.
- costs 20 more points than scar vet.
- Not part of a single battalion but only a "super battalion".
Scar Vet on Carnosaur:
Pros:
- Has the most surviveability with ignoring rend value of -1. Common rend value, so can add up quite a bit.
- 20 pts cheaper than old blood.
- Has a few interesting offensive artifact options due to weapon profiles with 6 attacks for the rider.
Cons:
- Carnosaur bite is only d3 damage, but hits on 3+ though. If the "pinned down" rule triggers on a monster with no hit modifiers, the +2 to hit will only actually give +1. Many heroes on monster like -1 hit artifacts however.
- Not an option in Fangs of Sotek as an old blood is required.
- Command ability best on massed saurus, which is most often used in a fangs of sotek list... see above.
- "only" 5.35 average damage and 7.39 with rerolls, so scales worse than the old blood, especially if command abilities are used.
Overall:
If not building for a specific battalion, I feel it comes down to basically offense vs defense and possibly even points. If part of a Gristlegore heavy meta, then the offense might swing in favor of the scar vet with blade of judgement, but that is somewhat niche perhaps.
Assuming a take all comers approach, I tend to favor the old blood just a slight bit more, but with a defensive artefact, such as miasmic blade or doppelganger cloak. Ethereal amulet could also be an option, especially if backed up by a skink priest to reroll saves. He is still very vulnerable however and none of these artefacts help with mortal wounds.
Especially in a smaller game, if you can stack a few CP, even the old blood alone with just 2 CP can get 9 bite attacks, with rerolls from astrolith or sunblood, this brings him into 1 shot territory on average against most monsters (not an etheral VloZD though).
Request:
I'd like to hear the experiences and opinions of you guys, did one type of Carnosaur save the day or fail miserably? Could that have been different if the other variant had been used? How do you like to equip them, including interesting combos with other heroes?
There are some obvious differences and and minor once and I will try to list out the pros and cons for each version, assuming NO artifacts in the equations. All damage is assumed to be on a target with a standard 4+ save model, without rerolls or aftersaves.
Old Blood on Carnosaur:
Pros:
-Slightly more offensive with an average of 6.00 damage. With rerolls (from astrolith or sunblood) this goes to 8.56. Also 0,78 damage from shooting on average.
- Bite attack is only 4+ to hit but 3 damage. Against monsters with no hit modifiers and hitting with both claws this goes to 2+ for full benefit.
- Command ability never useless, even for himself. Against monsters +2 attacks on claws is a good idea. Can stack this with more command points for burst damage.
Cons:
- No build in surviveability with a 4+ save.
- costs 20 more points than scar vet.
- Not part of a single battalion but only a "super battalion".
Scar Vet on Carnosaur:
Pros:
- Has the most surviveability with ignoring rend value of -1. Common rend value, so can add up quite a bit.
- 20 pts cheaper than old blood.
- Has a few interesting offensive artifact options due to weapon profiles with 6 attacks for the rider.
Cons:
- Carnosaur bite is only d3 damage, but hits on 3+ though. If the "pinned down" rule triggers on a monster with no hit modifiers, the +2 to hit will only actually give +1. Many heroes on monster like -1 hit artifacts however.
- Not an option in Fangs of Sotek as an old blood is required.
- Command ability best on massed saurus, which is most often used in a fangs of sotek list... see above.
- "only" 5.35 average damage and 7.39 with rerolls, so scales worse than the old blood, especially if command abilities are used.
Overall:
If not building for a specific battalion, I feel it comes down to basically offense vs defense and possibly even points. If part of a Gristlegore heavy meta, then the offense might swing in favor of the scar vet with blade of judgement, but that is somewhat niche perhaps.
Assuming a take all comers approach, I tend to favor the old blood just a slight bit more, but with a defensive artefact, such as miasmic blade or doppelganger cloak. Ethereal amulet could also be an option, especially if backed up by a skink priest to reroll saves. He is still very vulnerable however and none of these artefacts help with mortal wounds.
Especially in a smaller game, if you can stack a few CP, even the old blood alone with just 2 CP can get 9 bite attacks, with rerolls from astrolith or sunblood, this brings him into 1 shot territory on average against most monsters (not an etheral VloZD though).
Request:
I'd like to hear the experiences and opinions of you guys, did one type of Carnosaur save the day or fail miserably? Could that have been different if the other variant had been used? How do you like to equip them, including interesting combos with other heroes?