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Hi everyone. 'Ard Boyz is coming up and I am in need of some helpful advice. There are only two armies that I know will be some trouble in 'ard boyz, one is a local player who plays a dwarf gunline with 2 organ guns, 2 cannons, 2 stone throwers, 2 bolt throwers, 36 thunderers, and of course the anvil in 3k. The other is an empire army that will most likely include 2 steam tanks, 3 great cannons, helblaster, mortars, probably 40 handgunners, and he said 2 units of 20 knights. Pit of Shades is the best weapon I can think of against the steam tanks. Does anybody have any experience dealing with these armies? Thank you.
Ah gunlines, our old nemesis.
Depends what lore your slann is going for really. But i'd massively recommend light. The pha's protection spell on the higher casting value can ruin a gunlines day.
On top of this, i'd take a couple cheeky units of chameleon skinks and maybe one of terradons to put the warmachines under pressure and plenty of salamanders to return fire with interest.
Surely poison is the best bet against the steam tank.
Magic is your best bet against the Steam Tank, Poison won't do anything to a 1+ save. Blowguns are better off targeting missile units anyways, delicious awful save, if there's a save at all. Anything with a lot of high strength attacks will wear down the Stank too, like Kroxigors.
I'd probably take Death or Life against all gunlines, they're bad Initiative armies and sniping their characters really hurts, especially the BSB. Sadly Purple Sun is a terrible idea for a Slann, which makes Life the better choice imho. Bringing guys back while wearing down the machines keeps you in the game, especially if you can transfer a Miscast to a Lord level caster.
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Magic is our answer to almost everything. Terradons and cold one cavalry can reach the lines pretty quickly, so they are an option as well. I am still not convinced of the viability of chameleon skinks. And salamanders can't do much to warmachines, but can put some hurt on archers/gunners.
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