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Ok so i sometimes run a lord like this:
-Mark of Tzeentch
-Disk of Tzeentch
-Talisman of Preservation
-Favor of the Gods
My problem is that whenever i play my buddy's dwarf army, he does his master rune of challenge thing, and makes me charge a giant unit of 50 dwarf warriors. I then loose combat by alot because of ranks, etc., and get run down. Bye bye lord. Any thoughts/tips on how to avoid this?
Last edited by kelpbot2; April 11th, 2011 at 04:32.
Just did a quick google search because I don't play dwarves and haven't heard of this item. You might want to elaborate on what it does since I'm sure alot of people on the WoC Forums are of similar knowladge base.
Seems like you don't have too many options. If you are going up against him in an arranged match, just don't bring him at all. If it's a random opponent thing. . . well you could try and keep him hiding in the corner. Or walking into a wood with the disc's base movement (insted of flight). then when he tries to force the charge you have to be withing 13" insted of 22".
There is also a debate on another thread on these forums as to whether this guy can join units or not. Double checking the rules and nothing has been found so far that states flyers can't join units, but I'm not sure if being in a unit would have any affect with this rune thingy.
For those of you who dont know, heres what the master rune of challenge does. The dwarf player can nominate one target at the beginning of the opposing players turn. If this target can charge, he must charge the berrer of the rune.
The only option I see, you need to find out of this forced charge is only to the character or does it force the entire unit to charge?
It seems like, if this is going to be his bread and butter tactic, you need to drop the Floating Disc and either put him on foot or on a steed with Knights, something like that.
Otherwise, well your probably going to get initiative on the Dwarf Runesmith (I assume? or what is wielding it?) this Rune takes up points I imagine so make sure your Warrior is going to win the challenge!
It does not affect the unit that the lord is in, although he can choose the unit as the target, forcing the unit and lord to charge
The rune does a little more then what kelpbot2 said, the rune basicly says:
One use only. During an enemy turn before charges are declared, nominate one enemy unit whitin 20". That units must be able to charge the bearer. The unit has the option of either charge the bearer or flee in the compulsory movement phase, as though it has failed a panic test. The rune has no effect on units that are immune to psychology. So there are two things you can do, one flee and the other one is give him immune to psychology.
That is allot like the Siren Song. Nasty.
What I would do, build your lord for it.
Make him Stubborn. Who cares you charge him, you are now tarpitting an entire Dwarf unit! get the chariots ready!!
He probably won't kill you (3++ ) you could kill him, or a champion. and now its a stalemate between two stubborn units.
Set up the charges for next turn and pummel him into never using that cheesy thing again!
My thoughts are similar to Maximus above. Try to always make sure there are other units around your lord that can follow the charge of your lord with a charge of their own. Originally I thought maybe you could screen your lord with warhounds or something, but being a flyer, you could just charge over the screening unit.
I suppose you could keep your lord on the ground. Then he wouldn't be able to charge through his own units to get to the rune bearer.
Based on that reading, yeah you are going to have to drop the Floating Disc in order to withstand this. Otherwise, yeah you are going to get sucked in. Put him on a Chariot or even better, on a steed with Knights.
just keep your back to the unit that has the guy with the rune in it and stay out of his charge arc