I'm finding everyone's responses very interesting and enlightening.
An interesting idea. +5 wounds and improved bracketing obviously increases the durability of all our monsters. If that were to happen, I think that Bastiladons become a bit OP due to how hard to kill they already are. Likewise, Stegadons as battleline with 15 wounds and their current stat profile and better bracketing are going to become rather oppressive. On the plus side, it would make Stegageddon a very interesting list again

I think the Oldblood on Carno and Troglodon are improved a lot, probably becoming worth their points now. Especally the Trog with his regeneration he's going to be alive that much longer to get CCP and channel for Kroak. And the Scar-Vet moves from an average (imo) unit to a pretty OP unit due to having just one less wound than a Maw-Krusha and being around half the cost. I personally think that wouldn't be the best way to improve our monsters, because as
@Erta Wanderer said there's not a lot of variance and it might cause more balance problems. I think we have to approach each unit individually and see what it needs, rather than apply such a broad buff.
I do agree that a lot of the arguments around whether the Carnosaur is a "good" unit or not are based on differences in perception. Obviously, different people can look at the same facts, such as the stats on the warscroll and the buffs we can apply, and come to very different conclusions about whether those facts equal up to a "good" unit or a "bad" unit.
@Putzfrau Correct me if I'm wrong, but it looks like the obviously very basic gist of what you see the Carnosaur's role as is a distraction piece. Not something you expect to kill a lot or survive for long, but something you plan to use to try and bait your opponent with to either get them to throw more resources at killing it than they should, or to ignore it because you have bigger threats and punish them for not dealing with it properly.
@Canas, I'm assuming you see it as a generalist monster that doesn't fit well into our lists because while it can do several things just ok it can't do anything particularly well, and those points are usually better spent on a unit that does a specific thing very well.
I think it's pretty obvious that we all have pretty different preferred playstyles, and those preferences play a significant role in determining how you view what a "good" or "bad" unit is. This is where I think that
@Putzfrau's comments have a lot of merit. As much as fans of Warhammer Fantasy may hate it, AoS is an objective game, and it's entirely possible to win by "losing" in the sense that you can get your army wiped but still have enough victory points at the end of the game to be declared the winner. (Although in 3e that's a *lot* less likely than it was in 2e, due to battle tactics being a thing now) So with that in mind, I am fully willing to acknowledge that damage is not the only thing worth considering when talking about a unit's value.
I also agree that defining the specific context of the argument for or against a specific unit is a good idea. Some people are saying that Carnosaurs are bad because they're not reliable, others are saying they actually are quite reliable. IMO, both sides of the argument have merit. If you build a list that needs a distraction Carnifex and you plan your playstyle around that, then a Carno might actually fit that role pretty well. So in that sense it would be a "good" unit. But if you don't want/don't need a distraction in your list, then if the only role a Carno slots into is distraction Carnifex it probably looks like a pretty "bad" unit. (Perhaps AoS should adopt "Distraction Carnosaur" instead of Carnifex, lol!)
But I also agree with
@Killer Angel and
@Canas that a unit needs to do something good in order to be considered a "good" unit to have in your army. And I do personally also think that most of the time AoS tends to favor specialized units over generalist units.
I think this is a very good guideline. I would add to that list "- have an appropriate point cost." Because if a unit does a lot of things well, but is massively over-costed, it's not going to be worth putting in your army because it's not going to get you enough value in a game to be worth it. On the other hand, units being massively *under-costed* is a problem too. For example, Skinks in 1e couldn't do anything except try to bog enemy movement with their dead bodies, but they were also *extremely* cheap and summonable on top of that. So they were played all the time because you could literally win by just flooding objectives with Skinks. They wouldn't kill anything, but they were just so cheap that you could field well over a hundred of them in a single game and just force your opponent to spend all their time mowing them down but never being able to move. (On a side note, since I started playing before our 2e book came out this extremely frustrating game design is a big part of the reason I dislike the "cheap horde" playstyle and would prefer if we had more elite options.)
Now, with these guidelines in mind, we definitely do have a few objectively bad units in our army.
- Rippers: Just bad all-around. There is no reason you would take these in your army unless you're a master player wanting to play on "hard mode."
- Razordons: Also can't do anything on that list well. It's stats make it seem like it wants to be a horde-killer and board-controller with it's overwatch rule, but it can't do damage and can't survive combat long enough to do either one well.
- Troglodon. No damage, not good survivability, no buffs. It does have a pretty useful and unique battlefield control role, but it's *massively* overcosted which unfortunately negates that advantage.
- Eternity Warden. It's meant to be a buffing/damage soaking unit, but it's totally outclassed by regular Guard in every way and thus isn't worth it.
- Oldblood on Carnosaur. Just massively over-costed. Also suffers even more from the lack of reliability that we've been talking about than the Scar-Vet. His gauntlet is worthless, his CA is just All-Out Attack but GW seems to think another CA for +1 to hit is crazy OP. His spear suffers from the same high damage, low quantity problem the jaws have.
Since this conversation started when I compared Carnosaurs to Stormdrakes, I'd like to circle back to that and say that when I said our dinos needed buffs, I did mean it, but I was thinking of that in terms of a future 3e battletome. Stormdrakes are from a 3e book and we're operating out of a 2e book. I do agree that if we just massively buffed the Carnosaur right now it would be too much, because we *can* still buff-stack on him. I do think that you can't buff-stack on him as well as other units in our army, and other units in our army perform better to the point where it's not usually worth taking a Carnosaur unless you're doing what
@Putzfrau said and just using him as a distraction while your specialized units kill things. That's a perfectly valid way to play, though, so at this point I'm willing to take back any times I might have said that Carnos were a bad unit. (not the times I said that it needs improvement, but if ever said it was just a plain bad unit I was wrong) I still hold strongly to the idea that they don't do as well in pretty much any role as other units in our army, and that specialists are typically better than generalists in AoS. That doesn't make it a bad unit, but due to the specific problem of him being unreliable in terms of damage as well as fairly easy to kill I'd still classify him as a solidly "average" unit. But only the Scar-Vet, the Oldblood is just bad due to being both unreliable *and* over-costed.
So my question to everyone would be: What role do you think the Carnosaurs (both variants) *should* have when our 3e book comes out, and how would you personally accomplish that?
I'd also really like to hear your opinions on other under-utilized units in our army, such as the ones I mentioned above, Saurus Warriors, our other foot heroes, and even the Dread Saurian
I'll just say openly that I do wish the Carnosaur was more clearly in that "beatstick" slot when it comes to his role. To be very specific: For the Oldblood I would give him:
- 12" move
- 3+ save
- Change all attack profiles to 3s and 3s
- Rend -1 on claws, rend -2 on jaws. Or alternatively rend -2 on jaws *and* spear but no rend on claws
- Gauntlet either gets 6 attacks period or does d3 mortal wounds on a 3+
- Remove Pinned Down
- Remove Wrath of the Seraphon because apparently it's sooo OP (sarcasm)
- Add an ability to eat a model once per combat phase. D6 vs. wounds characteristic
- Add an ability (not a command ability) that lets him give run and charge to a nearby Seraphon unit. Or give him the Mighty Destroyers CA for Saurus only.
- Improve the brackets to 0-5, 6-7, 8-9, 10+
Everything I didn't mention I'm assuming stays the same. I have no idea what his point cost would be, because I really don't understand GWs point pricing philosophy. But I'm guessing this would make him a 320-350 point unit based on comparing him to other monsters.
For the Scar-Vet:
- 12" move
- 3+ save
- Rend -1 on the Warblade
- Rend -1 on claws, rend -2 on jaws
- Remove Pinned Down
- Add an ability to eat a model once per combat phase. D6 vs. wounds characteristic
- Improve the brackets to 0-5, 6-7, 8-9, 10+
I'm assuming this puts him somewhere around 250-270 points? Just spitballing on the point costs, really. Also, all of this is going off the premise that we lose a lot of buff-stacking in our 3e book, since that seems to be the way of things. If we end up keeping most of our buffs and synergies, great! The need for stat boosts is drastically reduced in that case. But I think it's quite likely that we lose most of, if not all of our re-rolls, our warscroll command abilities, and probably most of our sub-faction command abilities as well. Like it or not, that's going to mean we have to rely more on warscroll strength than we do now. We may keep some CAs, but it's pretty much guaranteed that each sub-faction only gets one bonus. So KK may be +1 to hit on the charge, TL will probably just be Stegadons as battleline, DT will get the reserve deployment and FoS will get the extra move for Skinks. *Maybe* FoS gets it's unique CA instead, but I rather doubt it. TL is definitely losing extra monster wounds and double-tapping CA. Also, a lot of warscroll abilities like the Starpriest's and Starseer's staff buffs could go to once per game. That seems to be a common thing on a lot of 3e warscrolls.
There's always the possibility that some of those lost abilities get put into allegiance abilities instead, which would be awesome. That would be another good topic of discussion.
But it's getting late for me, I'll post some specifics for other units tomorrow.