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They are one of the most annoying things to Vs when playing as WoC, this has been discussed a few times but how do you best deal with them?
I was just reading through the army book and had a thought... Bulk M.Cav armed with Flails and MoK. Units of 30 in horde. Vanguard, 1st move, then almost guaranteed a 2nd turn charge, yeah we're going to lose a lot of guys in the process but when they hit the lines it will be devastating and with the quantity they should make it and still be at a healthy size.
If anyone has tried this already let me know, just seemed like a cool idea to me and the thought of over 100 screaming mad men swinging flails on horses (how are they hanging on?!?!?!) just sounds hilariously awesome
If you want to be a real bastard, you could make the Horsemen MoT/Flails and put a Blasted Standard or Swiftness BSB Exalted of Slaanesh in there.
My favorite counter is Purple Sun, since they are almost always in a long line.
Wulfric's horde works, warriors with MoT/ironcurse/shields do very well [with maisma for backup], Trolls, and Festus all do fine.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
Hell Cannons and the Lore of Heavens gives some nice counter battery fire, the Blasted Standard goes a long ways. Knights can shrug off most small arms fire, but are Really vulnerable to artillery. But what seems to do the most work is just jamming a unit of 50 GW, MoK Maruaders across the field as fast as I can. Every gun line I have played gets freaked out by that unit and spends at least two, and sometimes three, turns shooting damn near everything into it. Yes, that unit is mauled by the time it gets to the other guy, but it also allowed my other units to cross mostly unmolested
I spam lots of small targets. At 3k I have 30 Hounds and 20 Horsemen. There are generally so many targets to take down that some will get through and take out the artillery. The other option is to have lots of threatening units so that artillery has to split it's fire. Taking one Giant will see him dead in turn one. Taking a Giant, a Hell Cannon and two chariots will see all of them live into turn 3 as the opponent splits his fire. Taking lots of threatening units AND lots of war machine hunters will generally overload your opponents target priority list.
As papa mentioned Heavens magic, and by that I mean Comet, can really cause some pain to Gun lines. On that note Magic can be a decent way of knocking out Warmachines as any spell that forces and init test of die auto kills them. They're also low LD so they can be snipped by Death Magic.
As Borak mentioned, pressure them with fast targets. That gives your blocks time to advance, and even if they get shot up a bit, 10-12 Warriors can handle any war machine crew, even the Dwarf ones.
Not too sound (too) smug but I've never, ever had a problem with a gunline. problem with them is that they have to take you out completly before you get across the table, as just a handful of our troops in combat will destroy ranged units in CC.
That is a purest gun line, i should mention. Someone who spends 60%+ on ranged/magic. there is a mixed approach to a gunline (dark elves are paticularly cruel) where they bring just enough shooting to force you across the table and whittle you down a bit, and then hit you with 1 or 2 very nasty CC units when you finally arrive. these are much more of a challenge as you have to focus on combat ability AND ranged defence, which don't really fit too well together.
In my list I have two things that counter the gunline. The first thing is a large unit of Trolls bounding forward, forcing the enemy to deal with them (regenerating and growing stronger as they get shot at). The second thing is that I almost always use Lore of Heavens nowadays. In lore of heavens, there are quite a few spells that help you out against gunlines. For example, the comet of cassandora will force your opponent to either take the hits or move his units (which might be a huge problem depending on army size) and it is also great for taking out war machines - they cannot move away from it. There is also the long range lightning bolt spell and chain lightning which will wreak havoc on a line of units. Even the signature spell can be used to shut down their shooting, as well as Curse of the Midnight Wind. So all in all, I have no problems because I have a fast monster unit and the magic to shut them down.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
I've only ever lost a handful of games to a gunline list, they're just boring haha you make it to their line, you rip the s**t through them and you win OR you dont make it to the line on account of bad dice rolls and a few badly thought out tactics and get shot too pieces.
There's been some interesting ideas thrown around and the more I realise how devastating trolls can be the more I realise I SHOULD be running them.
If you do run trolls, then I think it's almost mandatory to run dogs in your list, because you have to find out who has the Banner of Eternal Flame. If you sacrifice the Dogs by either forcing him to charge them, or even charging them in yourself, you can find out if a unit has it because Flaming attacks cause fear in Beasts, and so he has to reveal if he has it when facing those dogs. Believe me, it's important. I ran throgg and 8 trolls into a unit of Witch Elves expecting one or two casualties... they had the Banner of Eternal Flame, poison, and an Assassin who always wounds on a 3+. I was reduced to a single troll before I even got to swing... It was ugly
That's really only an issue in a closed-list environment, which isn't the case in the default ruleset. Either way, you want Dogs in your list to screen and annoy warmachines.