The Saurus Scar-Veteran on Carnosaur can be made into a deadly hammer as a Coalesced general. But he costs the same as the Saurus Oldblood and Carnosaur with identical stats and its amazing Ancient Warlord ability instead of Maim and Tear, and so much must be sacrificed to make the combat powerhouse version of the Scar-Veteran on Carnosaur, that he really rarely sees play except in pretty casual games. He is a fun unit to have in a warscroll, but its hard to justify bringing him strategically when weighed against the Oldblood on Carnosaur.
See the Saurus Scar-Veteran on Carnosaur warscroll on Wahapedia.
The Scar-Veteran on Carnosaur leans into melee damage output, and with his Maim and Tear ability, he's particularly suited for hunting down and finishing wounded heroes and monsters. His damage potential is very high, but it's unreliable, and he's not as resilient as is often assumed. But as the general in Coalesced, he can be enhanced to be focused on higher and more reliable damage output (the Killosaur) or be balanced with better armor or tactical support abilities.
As a MONSTER, the Carnosaur counts as 5 models for contesting objectives.
The Scar-Veteran on Carnosaur is isn't really a good fit for Starborne. It lacks synergies and can't be enhanced much with command abilities or artefacts, making it the weakest version of itself. It can still deal high damage (although unreliably) and use Monstrous Rampages such as Roar, but it remains fairly frail and lacks the Ancient Warlord ability of its Oldblood on Carnosaur counterpart that is far more useful in Starborne.
In Coalesced, it its not bad, with lots of synergies, especially as the general. As a Saurus and a Monsters, it benefits from Scaly Skin to reduce the damage of attacks against it. It gets a unique Monstrous Rampage, Gargantuan Jaws that can let it eat small models whole, and in Koatl's Claw, it gets +1 to Wound on charge. If picked to be the general, it can be made even better with the excellent Saurus command traits and artefacts, that can make it more resilient, more destructive and/or provide powerful support enhancements. And as a Saurus general, it makes Aggradons battleline units, allowing your army to be more Aggradon focused.
Maim and Tear is an ability for doing some extra damage against wounded heroes and monsters. It isn't particularly good against units of many models, as it can only ever slay one model. At the end of the combat phase, you can pick an enemy that's within 1" of the Scar-Veteran on Carnosaur. For each wound currently allocated to that unit, roll a die and cause a mortal wound for each 5+.
This means that if Maim and Tear is used on a unit with a model that has taken wounds equal to 3/4 of its Wounds characteristic, Maim and Tear will just barely kill it, on average. Not bad on a big monster or hero.
Once an attack from the Saurus Scar-Veteran on Carnosaur slays an enemy model, Blood Frenzy kicks in for the rest of the game, giving +1 to Wound rolls for the Carnosaur's melee attacks (Clawed Forelimbs and Massive Jaws). The enemy model must be slain by one of this unit's weapons, either one of the Carnosaurs attacks or the Scar-Veteran's attacks.
In Koatl's Claw, Blood Frenzy's +1 to Wound rolls is a bit redundant with the subfaction ability, Savagery Incarnate, which gives all SAURUS and Kroxigor +1 to Wound rolls on the charge. But there are differences between Blood Frenzy and Savagery Incarnate:
Enemy units that are within 3" of a Carnosaur are affected by its Terror ability, which prevents it from receiving the Inspiring Presence command. This means the enemy unit is more likely to take loses from battleshock.
A Coalesced Carnosaur can use its unique Monstrous Rampage, Gargantuan Jaws, to try to eat a smaller enemy model that is within 3". If you roll over the target model's Wounds characteristic, it is immediately slain. Aside from just being awesome, this has two main uses:
Note that the 3" range to use this Monstrous Rampage is often enough for the Carnosaur to reach over another friendly or enemy unit to grab his target.
As your general, a Saurus Scar-Veteran on Carnosaur can take a command trait. If it's a Coalesced Scar-Veteran, it can choose from the very good Savage Commanders command traits:
A Coalesced Saurus Scar-Veteran can take an artefact from the Relics of the Warrior table, which includes three artefacts of power, two of which are excellent:
When a Saurus Oldblood on Carnosaur or Scar-Veteran Carnosaur is optimized for damage output, they are playfully referred to as Killosaurs. This is done by making one of these models the general of the army and giving it the Prime Warbeast command trait and the Blade of Realities artefact. Because of its Maim and Tear ability, the Scar-Veteran on Carnosaur is the more deadly of the two.
The Killosaurs can deal some serious damage output, but are still fragile. They are generally taken in more casual or "fun" games, because all though the can unleash destruction, so many good abilities are sacrificed to do this that it's not considered nearly as effective as a strategy.
The two Saurus heroes on Carnosaur have the same 260 point cost, access to the same command traits and artefacts, and have identical melee weapon profiles. The only differences are that the
Scar-Vet has the Maim and Tear ability and the Oldblood has Ancient Warlord and a missile attack with the Sunbolt Gauntlet. The Sunbolt Gauntlet isn't fantastic, but it is nice to have as a way to trigger Blood Frenzy before the first combat phase. But the real difference comes down to Maim and Tear vs. Ancient Warlord. And while Maim and Tear does make the Scar-Vet more deadly in melee against heroes and monster, Ancient Warlord is such a powerful ability that it's not even really a close comparison. The Saurus Oldblood on Carnosaur is widely considered to be the better of the two.
But the Saurus Scar-Veteran on Carnosaur does make the must dangerous version of the Killosaur, and can be fun to play!
Certainly. At the end of the combat phase, you can pick an enemy that's within 1" of the Scar-Veteran on Carnosaur. For each wound currently allocated to that unit, roll a die and cause a mortal wound for each 5+. It doesn't matter when the wounds were allocated; it's about how many wounds are on the unit when Maim and Tear activates. Here are a few examples:
This ability was clarified in the Official FAQ for Battletome: Seraphon.
No. Not only is the Scar-Veteran on Carnosaur no longer within 1" of any enemy models at the end of the combat phase, but it has been removed from play so its abilities no longer apply.
No. If the Carnosaur uses the Gargantuan Jaws Monstrous Rampage at the end of the charge phase and successfully slays a model, it will not trigger Blood Frenzy, because Gargantuan Jaws is not an attack. The Blood Frenzy ability specifically says the model must be slain by one of this unit's attacks.
No. Blood Frenzy and Savagery Incarnate, the Koatl's Claw subfaction ability, both give +1 to Wound rolls in certain conditions. If both +1 to Wound modifiers are in affect on an attack profile at the same time, you still only get to add +1 to the Wound roll as per Core Rule 13.3, step 2, but the redundant +1 to Wound can cancel out a -1 to Wound from an enemy debuff.
Unfortunately, it's not. The Bloodrage Pendant adds 1 to the Attacks characteristic of the bearer's melee weapons, or 2 attacks if the bearer is at or below half health. That would be great if applied to the Carnosaur's Clawed Forelimbs and Massive Jaws. But Core Rule 27.3.1 states that unless an artefact or command trait specifically says otherwise, they don't affect attacks by the bearer's mount.
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