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I usually play against Dwarfs and my friend just realized how useful the gyrocopter can be (bad news for me).
The problem is that he is fleeing every time I charge it with my bats or flying vampire and the next turn regroups, moves and fires my core units again.
As a result, my hunting units are busy (doing nothing) during the battle while his fly keeps taking some casualties every time.
Ideas to solve this annoying problem?
I dont see how him fleeing is so bad? your fellbats have 360 view and flies after him, so on average you will catch him if he is within 10" of you when you charge?
I'm not sure what the problem is, but otherwise you can place a US5 in his line of fleeing, and he will be autodestroyed by the 5 zombies you just raised last turn.
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord
Well if your desperate and willing to tailor a little:
Take Lore of Metal and try to spirit of the forge it or commandment of brass.
IIRC gyro copters are armour save 4+ so the Lore of metal spells would be hitting at S4 no armour save, either 1 hit or 2D6 depending on spell. Might be better to go with Lore of heavens, using Forked Lightning and Urannion's thunderbolt, lower casting values for comparable effect and unlimited range.
Then again Lore of Metal is useful against the other non-gyro-copter dwarfs as well.
Last edited by 2000AD; August 1st, 2008 at 18:29.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
Put some Dogs of War in a rare slot? If your main objective is to actually shoot the blasted thing down Or you could just send a magic missle its way
Last edited by VampireCountsFTW; August 1st, 2008 at 06:36.
Vampire Counts-4000 Points
Black Templars-2000 Points
gaze of nagash?
You could always beat it to death with a huge pogo stick...
and if that don`t work, try outsmarting your foe.
you charge, he flees.
your movement phase-> deploy a ethereal unit so that it can charge in your magic phase with dance
Magic phase-> you charge again-> the kopter is a mile away from killing range or if you did very good, off the table.
Got some ideas, indeed. I can try some next time...
I've beaten gyrocopters in the past with vanhels as most stuff I can charge it with will beat it due to outnumber and fear then I hope it runs/flies off the board as that's where it seems to end up.
BEN DIESEL FTW!!!
Remember that a gyrocopter costs 140 pts, thats a LOT of dire wolves or fell bats.. a gyrocopter is, IMHO, the easiest thing to deal with in a dorf army. If he flees from your 5 dire wolves, rejoice and charge again next turn.