Temple Guard
Togetic
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That said, we will find new loopholes to min-max certain units. For example, a Koatl's Claw Scar-Vet on Carnosaur general with Prime Warbeast and the Bloodrage pendant is pretty freaking deadly. Once in Frenzy, going solo against an unwounded opponent, he averages 20 wounds against a 4+ save, or 16 against a 3+ save, with no buffs from other units or command abilities. He gets in a few more wounds on the charge. If you're playing Path to Glory and you add in a Sacred Spawning of Sotek, even moreso. Then he's dealing 24 wounds against 4+ and 19 against 3+, with just the Carnosaur's Frenzy ability.
Yeah I think the carnosaurs are definitely costed around their potential from traits and artifacts/buffs and their boost from being coalesced which is a double edged sword I guess.
I’m not a rules genius for 3.0 (I still have yet to actually play it in practice, so I could be wrong about anything I assume) but I have a feeling that thunder lizards expects the utility of 2 rampages to be more important than actually giving all your monsters 2 rampages, it seems like a pretty decent tool to be able to use a utility based rampage like Roar or the troglodon stench increase and then also be able to throw down some extra wounds or eat a character. It’s just that koatl’s claw gives a pretty significant boost to some of our best units and outclasses the utility