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I know this topic MUST have come up before on these forums, but after skimming about 18 older pages, I can’t find the appropriate topic anymore.
Okay. So I was playing a 1200~ish game against a friend yesterday and I ran into a big problem for my cavalry army: the Empire Steam Tank. The tragedy comedy started when my frenzied Knights got broadsided after pursuing a group of Empire foot soldiers. Big mistake from me. Right after that my second group of Knights (Mark of Tzeentch, Magic weapons, Standard bearer and musician) flanked his tank. He then proceeded into grinding my Knights for the next two turns with his Impact Hits, which as you know (and I forgot), go before regular combat.
So. I won that game by the skin of my teeth, but the Steam Tank debacle still kept me up at night. How should I counter a Steam Tank at 1200 pts? Because we run a campaign with sort of custom rules for army composition I have access to 1245 points, 1 hero slot, unlimited core slots, 2 special slots and 1 rare slot. As a special free-of-charge item I have the Skull of Katam in my armory.
How do the members of LO counter Steam Tanks?
only thing i can come upp whit is , general whit great weapon or Hellcannon.
Points-wise, a Hellcannon would work well, assuming you can use it effectively. It won't destroy it in one turn, unfortunately, but it can weaken it to the point that your Calvary can finish it off. Still, that is a large point sink for just a single purpose.
An Exalted hero on a barded mount with the Chaos Runesword might help your knights out a lot. Five attacks at S6 will definitely help them. Still, that's a whole lot of points for what will tie them up for probably the entire game.
The other option, if it is possible, is to bring a Shaggoth. Five attacks with a great weapon that wounds on 2+ (If I am doing my math right) means the steam tank would be out of combat in three turns, maybe two. I would bring a Sorcerer of Nurgle with Magnificent Buboes just in case you are one wound short.
That's what I would do. The M7 on the Shaggoth means you will probably engage it turn two, and you might actually get one or two more rounds of combat out of him after destroying the tank.
Shaggoth isn't a bad idea (5 x S8 attacks, 6W), but i think i'd run 3 DOs with GWs (9 x S7 attacks, 12W) and throw a warshrine into the army as well to try and buff them up some.
Also, a more amusing (but considerably more risky) option would be a giant (I dont think MoS would have any point vs impact hits, so MoT for a save vs cannons) rolling anything but a 1 would be good, thump with club = 2d6 wounds with no armour, chomp = d3 wounds with no armour and gain wounds equal to those caused
in both cases you would need something like a unit of puppies to take the impact hits if the ST is likely to get the charge
I think really the main issue is that the best ways of dealing with the ST that we have the empire player can just cannon spam to death
a caracter whit the 25 point weapon clave of petrefication and healm of many eyes
I would be careful. Use difficult terrain to your advantage (since the ST can't move or charge through it) and try and get the charge off.
I'd still go with the Shaggoth, but the DO would probably work as well. The only reason I say that is I would rather give up my 1 rare slot rather than one of my two specials (per the OPs house rules for this campaign.) If specials were 0-3, like usual, I would probably go with three DO.
And Vampire, I don't own the Empire Codex, it might. It has been a while since I have played against a ST. I'm going off of memory and what I can find on the web. I'll look it up when I play later today.
Vampire, you were right. A spell needs a S value in order to wound.
However, it makes it seem like Cloying Quagmire might work well against it. Is there anything that would make it not?
1st - you need to know a little about how the steam tanks works - I 'd read the rules for it before you start your game.
Everything in combat auto hits ~ so really all you need it some high strength hits.
The Steam tank can only hurt you in it's (controlling player's turn) because he has to generate steam points to grind or move and do impact hits. It moves 3" for every steam point. You can only generate realistically 4-6 steam points a turn since you roll an extra die and add them together and if you go over the # of wounds it takes a wound and does nothing.
Lore of metal has 2 spells that will hurt the steam tank if you take an undivided sorceror. If not, really a lucky flickering fire or gateway is all that will hurt it.
dragon ogres with great weapons provide 9 str7 auto hits
Flail wielding exalteds hit hard combination of both will do well as long as you don't mind staying in combat a bit longer til it dies
Shaggoth and dragon etc. hit hard but cost as much as a steam tank and die quicker since
the Empire army probably has great cannons as well.
You really want to get the charge off. If you do and cause 4-5 wounds, then the Empire player is basically crippled. He's at a big risk for blowing up his steam tank and taking an autowound unless he get's lucky.
I know where your coming from, i once played against 3 steam tanks with my wood elves!!!
Take Glaive of Putrefaction, I used it weekend past and it worked very well, your wounding on 5's to start so you get (if you have frenzy like it did) 1.6 wounds then he takes 0.53 wounds, Its not the most reliable but if you charge with a unit of knights as well it will take it down over a 3 maybe 4 combats depending on rolling