Screaming Skulls Catapult - Warhammer 40K Fantasy

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  1. #1
    Son of LO
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    Jan 2006
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    523 (x8)

    Screaming Skulls Catapult

    The khemri SSC is one of my least favourite units to play against

    Can anyone offer some ideas as to how best to play against it?



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  3. #2
    Senior Member Evan8433's Avatar
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    Jan 2005
    Sydney, N.S.
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    9 (x1)

    My friend plays TK, so I also wonder what everyone thinks on the matter.

    What I think you should have mentioned Stonehambey is why it is more difficult to deal with than other warmachines. The real problem with this baby is that the TK can regenerate lost skeletons and the like, including the crew of the SSC.

    The first thing that comes to mind to get rid of this unit is a JSOD. The jaguar standard will get him there quick and he'll be able to take care of the crew nicely. After that his S 7 provided by the great weapon will start hacking away at the SSC itself. He can also be supporterd in 2000+points by the slann and the #1 spell from shadows. Not sure how long this would take so it may tie up your scar-vet 2 long.

    An alternate method is to take care of the crew the normal way(skinks on foot or on a terradon), then keep him occupied in the magic phase. One good way is the skink priest with the mark of the old ones and cube of darkness combination. Once that is used up(really effective against TK aparently), or if you ndon't use it at all, make the tk player want to use that spell on another unit. If his skelly unit is lookn rather thin at the center where it's necessary, it's more likely he'll cast it on that unit instead of the SSC. Of course now you have to deal with that unit though so lots of dispell scrolls are nice.
    Last edited by Evan8433; June 12th, 2006 at 20:36.

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