Massive reply post incoming, please forgive me
If gw wants it to be more fluffy make carnosaurs and dread saurians more terrifying. They did drive dragons out of lustria after all
Definitely agree on the Dread Saurian, lol! It's too bad that Forgeworld is such a separate entity despite being the same company. Their models aren't considered at all by the game writers and are basically never balanced. The Dread costs more than Gargants and is weaker in practically every respect, which is a shame. Maybe someday that will change.
How come? Other armies exist that have that playstyle already.
We do have centerpiece units, just different kinds. An army can't have access to everything, it needs strengths and weaknesses.
IMO its hard to add that much power to monsters without sacrificing the buffing playstyle we have. Imagine a mawkrusha you could get on +3 attacks, reroll 1s, exploding 6s and 6s to wound do mortals.
Imagine that model in an army that also has some of the best shooting and magic in the game. Something would need to give. I don't want to give up the playstyle I already enjoy so seraphon can be a playstyle I could get from another army.
I do like our synergies, to be sure. But even with synergies we still have about half the army that isn't considered very useful by the competitive playerbase because they either can't get most of our buffs (Kroxigors) or the buffs they can get just aren't as good as the buffs the "good" units can get, which is a big part of the whole "Skinks vs. Saurus" debate. Making a model tougher won't change the entire army or make synergistic playstyles invalid, especially if they remove a lot of our synergies, which is *very* likely given the 3e tomes we've got to go on so far.
Skinks and Saurus already play like two separate armies, especially since our book discourages mixing the two so much. If that were to change and we got more universal synergies, or even just better synergies for Saurus, I'd be totally fine with less warscroll buffs. Just like how Nurgle got a universal 5+ ward save now, rather than it just being for Daemons, making their entire army better as a result.
It's been said before but I really do agree that it's probably very hard for GW to balance an army that is essentially two different armies compiled into one book. Especially since all the units are pointed the same. It's like how Archaon was just ok in armies like Nurgle and Slaanesh, but terrifying in Tzeentch. The same warscroll but with different allegiance abilities can make a vast amount of difference
Hell, a carnosaur even struggles to really outperform 200-ish point demi-monsters at times, and can reliably be killed by them if they get in the first hits.
Exactly. The fact that it has a hard time taking on pretty much anything close to it's point cost that isn't a "fodder" unit is annoying. It doesn't mean the Carnos are useless or even bad, just that they don't match up well to most other factions' similar units.
It also doesn't provide anything special, no ranged attacks or mortal wounds output like the stegadon, no buffs or debuffs, no special weird rules like the giants their ability to eat a specific model every turn. It's just a straightforward beatstick.
True again. On the other hand, it is a *cheap* beatstick, and that is a plus no matter how you look at it. But it's still hard to fit into truly competitive lists because of the lack of special qualities you mentioned.
The problem I keep hearing is that this monster doesn't match your perception of what it SHOULD do. In a world with 400 point elite killing beatstick monsters, a 200 point horde killing beatstick monster is still worth it and fills a different but equally important role. Why should the rules change to match your perception and not your perception change to match the rules?
You're definitely correct. People, myself included, are definitely talking about what we think it should be, but isn't that the point of theorycrafting? I'll still enjoy playing Seraphon regardless. Just because I'm vocal about what I wish we could do, doesn't necessarily mean I'm unhappy with what we can do. But one thing I strongly believe is that with one of the widest model ranges in the game, I think we should also be an army with some of the most variety in playstyles and listbuilding. There are just too many different unit types available to us to all fit within one single theme or playstyle. We shouldn't be entirely comprised of "elite face smashers," for sure. But neither should we be all "inexpensive skirmishers."
I'd love to see carnosaurs be more of a power multiplier for saurus based armies. I think you can do that within the flavor and theme of the seraphon playstyle. I'm not totally sure if just buffing all its raw stats is necessarily the way I'd go!
I mean sure, if you can figure out a way how a giant t-rex fullfills a supporting power-multiplier type role. I don't think that'll be easy to make feel natural, but go ahead and try.
I personally would rather a Carnosaur be a beatstick than a buff engine, mostly because I'd actually rather see our foot heroes fulfill the support role better. I certainly think there should be *some* benefit to nearby troops from a Carnosaur, but I do personally see them more as combatants than support.
Do you think that giving the Carno -2 Rend on jaw attacks, and reverting to some earlier version of Pinned Down (either affecting Monsters or perhaps any models with 7 Wounds or MORE), would make it feel more like a monster hunter? Would that radically affect the Seraphon playstyle?
People do seem to forget that Pinned Down used to be an anti-monster rule before GW changed it to an anti-horde rule, so clearly they can't decide whether the Carno is an elite-killer or a horde-killer, lol! But no, I don't think that making him slightly better at monster-killing vs. horde-killing would drastically change our playstyle, especially since we have so many good anti-horde options already.
Regardless, I DO think that there should be something with rend 2 in the army besides a salamander, and carno jaws seem like the place it makes the most sense. As a side note, I think ultimately the Carno suffers from just having super, super swingy damage. It's kind of the natural result of having so much of your output wrapped up into one low quantity, high damage attack.
I think this is one of the biggest base problems with that unit in particular. In AoS, reliability is better than potential. It's why Kroak isn't considered competitive despite his amazing potential, he's just not reliable anymore. A Carno can *theoretically* spike his rolls and one-shot a Maw-Krusha when buffed up, or he could fail to do any damage at all. Now, I know that's possible with literally anything since it is a dice game, but units with more probability of being reliable will always be better than ones with less. In my personal experience, I think I've only ever done a single point of damage with the Oldblood's gauntlet, for example. And this is after taking him in around a dozen games! In over half those games I've also whiffed most of or all of his jaw attacks (or the enemy just saves them all) and seen him crumble to a unit that he certainly could (and should) have killed if you're just comparing points.
Absolutely! Personally, I think of Saurus Warriors as a defensive unit and i've always been fond of something like BoC got with the herdstone update. Maybe when you use Rally on a saurus unit from an Saurus Hero on a Carnosaur, they rally on a 4+.
Or i've also always liked the idea of them having a thematic run and charge. Maybe the carno's blood frenzy applies to saurus models wholly within 12, instead of just itself.
I think either of those abilities could be applied to the Saurus on Oldblood almost without buffing it's points at all. Honestly, I just think the saurus heroes (especially the foot heroes) could use some interesting saurus buffs. Maybe they "mark" a target and Saurus units jaw attacks have an additional rend against that unit. Maybe they give saurus units an additional reinforcement. Maybe they make it so Saurus units can "consolidate" after combat or enemies can't retreat from them. Maybe they give saurus a spell ignore or don't test for battleshock at all. I think any of those things could be argued around some type of "frenzy" or "cold blooded hunter" or something like that.
I think all of those are dynamic, exciting rules that help the saurus side of the book, make sense thematically, and don't involve just sending everything's damage through the roof.
Those are all awesome, and I agree that if we had better synergies available for Saurus we certainly wouldn't need them to get massively pumped up damage. I personally would just rather see those types of buffs delivered through the Saurus foot heroes, which right now have no role in the army whatsoever. At least the Carnosaur can do *something.* But while all the Skink foot heroes are amazing, the Saurus foot heroes suck. As I've said before I'm actually really hoping that they do get things similar to what you're describing. If we got that alongside *minor* Saurus Warrior buffs I think that side of the army would be vastly improved.
Anyway, my point was that either you compare him with 400 point beatsticks, which are just stronger, cuz they have more points. To 200-ish points demi-monster beatsticks, which are often more efficient, or at least appear to be since they can beat the carnosaur. Or to the 300-ish monsters with special abilities, who have an advantage over the carnosaur cuz they have special abilities (e.g. ranged attacks, mortal wounds, some supportive aura, whatever).
Regardless of what you compare it with it always ends up falling a bit short. It's stuck not really being any of them. If you want it to compete with the 400 point beatsticks it needs a statboost. If you want it to compete with the demi-monsters it needs a cost reduction, if you want it to compete with the stuff with special abilities it needs to get an actually usefull special ability...
Since people keep bringing up the Maw-Krusha example, either as something they don't want the Carnosaur to match or something they do, I'll point out that the standard Maw-Krusha is 480 points, so he's actually closer to 500 than 400. And it can actually get synergies too, which practically guarantee that it will kill anything other than a max-sized horde unit in one turn, while still being very hard to get rid of. So really even if the Carnosaur was a 400 point beatstick he still wouldn't be as tough as a Maw-Krusha

But I agree that the Carnosaur lacks a good nice outside of just being cheap.
We have monsters that all do a specialized thing much better than a Carnosaur, and often do multiple things better. AoS in general is a game where specialization is usually better than being average all-around. It's the problem the Troglodon has, but the Trog has it 100 times worse. He's a monster that can't do damage, can't survive combat, can't shoot, and can kind of do magic, but not nearly well enough to make him worth taking over a Slann or Starpriest, both of which have other things going for them that make them much better wizards.
The only thing the Carno (specifically the Scar-Vet) has going for him is that he's cheap. Which is not to be discounted, but it does kind of put him in a place of being a unit that you throw into a list because you don't have enough points for another Stegadon or Bastiladon and you'd rather have a monster than another unit of Skinks or Knights.
I would struggle to name a 215 point monster that's better than a carnosaur.
I'd contend that the Hellpit Abomination, Chimera, Gothizzar Harvester and Arachnarok Spider with War Party are all costed very close to the Carno and just from comparing raw stats *and* warscroll abilities perform at least as good, possibly better. It certainly doesn't make any of those armies OP.
I took a carnosaur to LVO and went 4-1, losing my last game. I mention that not to brag, but to show that in every single round I was playing against undefeated opponents. I fought giants, dragons, stormcast, fyreslayers and seraphon. At no point was the carnosaur lackluster. Anytime it failed, it was my failure. Whether it was the wrong target, the wrong activation or not giving it the correct buffs to make it do what i wanted.
Awesome!

I'd definitely be curious to hear how you use the Carnosaur and how it specifically performed for you, if you have the time.
Looking at that and going "it should be more" is a perception problem, not a game balance problem.
I agree, but the two aren't mutually exclusive. Just because people want something to be different, doesn't mean they can't see what it currently is. The Carnosaur is a cheap, moderately powerful melee beatstick hero. It can't kill similar monster or elite units in other armies without a ton of buffs and some luck, but it can clear screens and less elite units relatively well. It doesn't perform as well as our Skink monsters due to less synergies, fewer special abilities, and no shooting (the gauntlet doesn't count because it never does any damage

). But I think it's fine to talk about how you wish things were, because nothing would ever get better if everyone was always fine with how things are now.
What would you say about Ripperdactyls? Are people refusing to see them for what they are when they talk about what they think they should be? Carnosaurs certainly don't need as many changes as Ripperdactyls, which are an objectively terrible unit, but the comparison still stands. I don't think it's wrong for people to say "I don't like what this unit does, I wish it did something else instead." This is the nature of hobbies like this, especially as
@Putzfrau said everyone wants their models to be good. Part of the reason people talk so much about it is because they want to use certain models and units that, for whatever reason, are either not as good as other units or just plain bad when compared to both other units in our army and other armies. Just because people want to be able to field an army of Saurus Warriors and Carnosaurs competitively, but can't do that, doesn't mean they think the army as a whole is terrible.
I genuinely think sometimes we get so stuck on certain narratives passed around these forums as fact, we never stop to collectively think and reassess those opinions as situations evolve and more experience is collectively gathered.
People thought the sky was falling after every nerf and we continue to perform well, we'll above the rest of the field.
At some point we may have to actually admit most things in the book are pretty good and any kind of conversation around theorycrafting balance changes needs to more appropriately contextualize buffs by pairing them with nerfs or making them extremely conditional.
Fair points. I think that overreacting to nerfs is pretty common in gaming in general, but is more exacerbated in tabletop wargaming. To use the dreaded League of Legends example, when a character gets nerfed people may groan, but they'll ultimately just shrug and go pick another character to use. In Warhammer, when you spend so much money, time and effort purchasing, building, and painting that model, you want to be able to use it. But you also want to win, because winning feels good and winning with the units you like feels even better. So when the game rules say "don't use that unit if you want to win, use this one instead," people are going to complain about it a lot more than if it was just a nerf to a video game character.
And that's definitely the biggest reason you see so many people here talking about how they wish unit x was better, or unit y was different. Because at the end of the day a ton of people got into Seraphon not just because they liked lizards in general, but because they liked Saurus, or Carnosaurs, or Kroxigors, or Troglodons, or Rippers, or whatever unit types are underpowered or underused at the time. So the desire to play with what you like conflicts with the desire to play to win and creates tension
Everyone knows you can win with Seraphon, no one's arguing that you can't. But some people just really would like to be able to win with different units than the ones that are blatantly better. Obviously I'm not trying to say you can't win games with off-meta lists, but it's statistically harder to do so and most people who play more casually are going to be a lot more frustrated by that than someone who plays tournaments regularly.
I also don't think that just making more things good is a bad thing. If you made Saurus good, you shouldn't have to feel like you have to nerf Skinks in response. I do get that armies should have strengths and weaknesses, but I also really think that when you have so many different models it's really not fair to just arbitrarily declare that one unit is going to be good, so another needs to be bad to make up for it.
You're still limited in what you can take. You can't bring every single unit in the army in any list, so you still have to pick and choose what combos you want to bring. And even if you took as many different unit types as possible, the way AoS encourages spamming over mixed lists you wouldn't end up with a broken list. Because again, AoS rewards specialization over generalization most of the time. So you'd still be seeing people bring lists that were mostly Skinks, dinosaurs, hunting packs, etc. All you're doing by making Saurus good is adding another list type that is viable, you're not breaking the army as a whole. And if you're arguing that some parts of the army *should* be bad, I just can't agree with you on that point. Because literally what is the point of having a physical model in the game if it's going to be made deliberately bad to use in the game?
Each unit in an army needs to have a clearly defined role that it fills, or maybe two roles at most. And when one unit in an army is just objectively better at filling all the roles that another unit in the same army is designed for, that's just bad game design. There should be different reasons why a unit is good when compared to another one, for sure. Saurus Warriors should be tougher and stronger than Clanrats, for obvious reasons. But the advantage of Clanrats is supposed to be that they're taken in much greater numbers. So while 30 Saurus should be able to beat 30 Clanrats, 60 Clanrats should be able to match them.
Now for some other points:
We know that we have a good army, but we also know that changes will be coming at some point, and just judging by the current 3e writing trends it's *very* likely that we lose a lot of the synergies and buffs we currently rely on. I'm not being Mr doom and gloom and saying that means we'll end up with a bad army. So far all the 3e books have been very strong. So I don't think that theorycrafting is pointless or short-sighted at all. We know that things will change eventually, so what's the harm in wishlisting and theorizing about what those changes could be?
One thing I haven't seen people bring up is the fact that we have *two* different Carnosaur units. Just because the Scar-Vet is the better unit right now, doesn't mean that we shouldn't talk like it's the only Carno we have. (Again, what is vs. what could/should be). One thing I would think would be really cool would be to have different roles for the two different units, rather than just the Scar-Vet being the "better Carnosaur" just because of point costs.
I think both of them should be beatstick units primarily, with some buff for allied unit similarly to the Sludgeraker Swampbeasts. But I'd like it if the Oldblood was more geared towards hero and monster-killing while the Scar-Vet was more focused on either horde-killing or buffs. I wouldn't make them 4-500 point units, but I would put them closer to the 300-350 point range.
For the Troglodon, I'd take a look at what CA did in Total Warhammer and make him better at shooting. Make him a wizard and artillery monster that still doesn't want to charge right into melee, but can dish out some mortals at range similar to Salamanders. Having a Salamander-level attack with his poison spit would actually make him worth his current point cost, imo.
For Ripperdactyls, make the toad not a once-per battle thing. Perhaps rather than marking a unit, you just place the token and it marks everything in a short range, and it stays there for the rest of the battle. You could even have the Chief get an ability to redeploy the toad, making him a lot more useful for buffing Rippers. Since they're flyers, maybe the Chief can also give them the ability to retreat and then charge, to simulate the hit and run fighting style.
Terradons should be able to drop their rocks once per turn *or* get better shooting. I think it would be cool if they also had an ability to retreat when charged to avoid getting into melee if at all possible. Make them similar to Windchargers in that regard. Perhaps give the Chief an ability to make them able to retreat and shoot.
All our flyers need some sort of improved coherency rule. They're basically giving it to all bigger flyers (Idoneth are getting it for sharks in their new tome), and while our bases aren't that big our models are really hard to keep stuck next to each other all the time.
Razordons need some sort of niche to make them different from Salamanders but as good or better in different situations. I think I mentioned before just giving them less random attacks and no attack loss on overwatch would make them worth using in a lot of lists.
I think that most of us are on the same page when it comes to foot heroes. They could be amazing support pieces that buff our infantry/battleline units primarily, but in a way that makes them actually worth taking. And with so many Saurus foot heroes available, that along could go a long way towards "fixing" Saurus Warriors.
Warriors themselves need... something. Whether that be more damage, more synergies, more movement, etc. I really can't say, because I actually think there's quite a few different ways GW could make them viable again. Right now their only role is a pretty mediocre anvil, and there's very little that makes them distinct enough to be worth taking over a horde of Skinks who have just as many wounds but better damage output.
Thanks for reading my ramblings, sorry for the massive post.