Welcome to Librarium Online!
I'm starting out WH, and it seems warmachines are the greatest threat to my slann (no duh right). But I'm having a hard time figuring out the best way to take them out. Especially a warmachine heavy empire, dwarfs, or HE list. It seems that skinks and terradons are the best option but I really could use some advice on tactics and unit selection. In addition, i'm running a magic heavy list so any any suggestions on magic vs warmachines would be appreciated. Thanks.
"Dare to be Naive"
If someone helps you, or you just like what they say, rep them
War machines are indeed a threat to your slann, but they're not worth worrying about profusely (sp?)
8 wounds and a 4+ ward should see him stick around long enough. If you're really worried, give him the plaque of protection, which gives him a 2+ ward against missile fire. You can't get much more protected than that!
Terradons and chameleons would be your best choice for war machines. Chameleons because they can set up directly in front of the damn thing! If you expect to be playing against brettonian then i'd take 9-10 chameleons if only to try and deal with the treb (believe me, lizardmen HATE the treb!). Terradons are good for obvious reasons, just try not to let them get shot. Anything stronger than a stiff breeze and it's goodbye 35pt terradons.
It's easy for lizardmen players to want to go magic heavy when they see a slann. But remember a 2nd gen slann will work fine on his own. Lizardmen magic isn't anything special (imagine if the slann had seer honour and skaven magic!:x ) so i would say make sure you have a couple of cc characters to give your saurus units some more beef (too many times have my saurus lost a combat by a couple of points, failed the test and gotten run down)
Well that's how i do things anyway, try different things and i'm sure you'll find something which works for you
you can also blast the damn thing to pieces with the master of stone from the lore of life
:w00t: .. that will do the work. as stonehambey said, chameleons are also really good. so are skinks and terradons. the lore of life wont work if the foe has too much magic defense.
hope this helps
Yeah master of stone would work well. If they put their war machine on a hill, then 3D6 strength 4 hits will cause em problems!Originally Posted by ^Shadow-Stalker
Only trouble is you've got to actually roll the master of stone
with a slann, its no problemo :shifty: !. oh yeah, it is if the foe has too much magic defense. but then we have our skinks and chameleons.Originally Posted by Stonehambey
Terradons are by far the best option. If you are up against dwarfs then i would be wary to charge in with your skinks against his warmachine crew, especially so for chameleon skinks. But against any other army skinks can usually best warmachine crew.
Quiet often you are better off to shoot first and then charge in after he has taken a casualty or 2. This is because you will most likely have to kill the entire crew to stop the warmachine because they are stubborn and have good leadership.
I tend to use my cham skinks as a shooting unit and not so much a warmachine killer. They are brilliant at taking out units like slayers, chaos spawns and things with few wounds, high toughness and a bad save.
FEAR THE WRATH OF THE ANZAC CLAN!!!!!!!
head of hip-hop in the music clan
Cruise missile saurus anyone?
Take a shadow spell with your slann and grab Steed of Shadows.
Put the cookie cutter scar vet (jag charm, gw, +1 attack on charge mark if you're feeling nasty) and slam him into a war machine with magic.
He normally bursts out the back and off the board, can run on 18" in your next turn and get launched at the next target.
Its hardly a risk for him because he can smash all crews, including dwarves.
Just be sure to pack him a sick bag.
how the heck would you get an ambushing scar-vet? or did you mean an SCOUTING scar-vet? sorry, but i have never heard about that such thing before.
I think he just means use steed of shadows to send him across the board. So the scar-vet could potentially charge 38" in one turn (although i think it has to be within 12" of the slann, could be wrong though, don't have the BRB with me)Originally Posted by ^Shadow-Stalker
Never thought of that before. But unless i'm playing against an army like dwarfs or empire i would be reluctant to use a spell which will only really be used once.
If your gunna use magic to get rid of warmachines, I'd say lore of heavens is a much better route. If your not using the revised lores you have infinite range and you don't need LOS with most of the spells. If your using the revised lores I would say use terradons until 7th ed. comes out. I'm pretty sure it's confirmed that the lore of heavens spells that were limited to 24" in the revised lore now have unlimited range but require LOS.