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Battle coming up where im playing against a Lizardmen army that I know will be carrying 3 engines of creation.
Anyone have any ideas as how do stop the ridiculous pulse thing that will obliterate the entire army, or am I going to have to resort to my dwarf gun line.
Im not sure what the ruling is on it but its not a bound spell so if its attack is not magical Cairn wraiths and spirit hosts are a natural choice.
The Skink Priest is the weak point and if you kill it you don't have to worry about the Eotg's
The Great thing about being undead is even if your skeletons get brought down to low numbers as long as your vampire kills the priest you can raise back up.
lol how bout magic missiling the crap out of it
a engine took out my 5 dire wolves , 5 black knights and put my vargulf on 1 wound in 2 turns
its gets bonuses vs chaos and undead
It's horrid, that's for sure. Consider hitting it with big blocks of cheap troops to try and tie it up and eventually just claw it to death. Also, and I think this is more helpful, you can use Knights or something similar to charge in to attack and kill the Skink Priest atop the Stegadon. If you can succeed in this, the Engine can't go off anymore.
The Skink Priest on top of the Steggie gets a 2+ save so you'll have to use something pretty powerful to take it out. I'd suggest Black Knights with Strength 6 and Killing Blow or a Varghulf. It's got enough attacks and a high enough strength to smash that Priest. 5 attacks hitting on 3's with re-rolls and wounding on 2's reducing its save to 4+.
Forbidden Lore and power stones?
Haven't read the new lizzie book yet so don't know which of these are in effect:
Lore of metal:
Rule of Burning Iron / Spirit of the Forge - 2+ save for howdah converts to S6 no armour save, 1 hit or 2D6 depending on spell.
Commandment of Brass - If it counts as chariot or war engine
Lore of Shadow:
Creeping Death - 3D6 S1 hits, no armour saves allowed. S1 doesn't sound much, but if they haven't changed much skink priests are still T2, so 3D6 hits should result in the ranomising getting a few hits on him and have a decent chance of taking him out if he hasn't got a ward.
Pit of Shades - Assuming Stegs still have poor I
Lore of Beasts:
Beast Cowers - only stops them moving, don't know if that will be useful.
Hunters Spear - S6 no armour saves. Only one hit though.
Lore of Heavens:
Celestial Shield - if their attacks count as missle attacks.
Uranions thunderbolt - D6 S4 no armour save, unlimited range. Going with no armour save again.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
3 engines you say? so i could happily justify blood knights? well ive found the anti stegadon solution. make sure you have 3-4 dance's available too you, smack em upside the head with vampire strength 7 lances. hit the hero? nah ill just go through your big beasty.
im guessing 2k points so ill also guess three lvl 3 skink priests and a lord on a carnasaur, its what i would do. so the only thing of real scaryness is goin to be the steg's vamp lord in a unit of black knights with a wepon of minging doom and a unit of 5 blood knights for hopefully a turn 2 charge into the stegs, killing 2 priests if not the stegs themselves.
really i think youll do fine, vamps are nothing if not a great fast attacking force.
does a wight king with his killing blow do it against the stegadon cause that could work or Curse of years
Nah. The Smegadon (Love that name!) isn't man-sized, the only thing that'll Killing Blow it is the Skulltaker or Virtue or Heroism.