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Ok so i am in a battle now against High elves and it is turn 3 and me and my buddy put the game on hold to play a hockey game.. WE left the game with his star dragon is within range of my treeman... it is my turn and there are many options i am thinking of.... Keep in mind there is a forest behind my treeman about an inch away. also a unit of 7 wardancers with full command to the treemans right about 4 inches away.
A). Do i Charge the Star Dragon with mounted general in the front
. Strangle root the dragon and general by staying in a stationary position and not moving and wait to get charged next turn by the dragon and strangle root the dragon and general again with a stand and shoot reaction before close combat.( so basically two Strangle root attacks at S 4 before close combat)
C). Move back into a wood that is 1" away strangle root if i am still within range (which i think i may be) and then wait n see if the dragon charges me and again*** strangle root the dragon with strenth 5 hits in a wood***or watch the star dragon charge a unit of 7 wardancers which is to the right of my treeman, then the treeman could then charge the dragon in the back hopefully.
please let me hear some good opinions
Keep in mind if you are inside the wood, the dragon will have to use it's land movement to get to you, and then account for diffiult terrain too. Flyers cant fly into woods. So if you are sure you may be within strangle range, go into the wood, strangle him, and when he charges strangle him and point out the failed charge. That's if you want to be mean.
What does his general have on him, if he doesn't have the mega bracers of try and kill me, you could kill him on the spot. Is this a normal Treeman or an ancient???, If an ancient do you have annoyance of nettlings???
Sorry but if i have more info i can help you out more That's my original idea, but it may change based on what you tell me.
I'd charge him and direct all attacks against the general. Kill the rider, force a monster reaction test, and run down the dragon if it breaks.
I played a foolhardy opponent who dropped a dragon mage behind my lines, not noticing my trap. A unit of Wardancers and a unit of Dryads all pounced, taking out the rider and running down the broken Dragon. Even if you're facing a highborn with his armor, I'd go for him. It's too good a chance, and your Treeman has a real chance of wounding him and your Wardancers can get killing blow.
Have your Treeman charge first so he can set the dragon so that the wardancers can charge the flank. Once in the flank, you'll get up to 7 wardancers in base to base contact, again with killing blow.
1. it is just a normal treeman...
2. if my treeman goes into the woods he can't get charged??? sweet never knew that, where is the rule to read this to my friend when he complains anyone know???
3. How do you work out the landing movement
4. and before looking up the rule, how do you direct the hits to the general and are there any negates to hit him for doing so?
thanks alot guys
Last edited by Fatpat; May 21st, 2008 at 11:21.
Well the primary problem with aforesaid tactic is that dragons have a land movement of 6, which with a charge gives them 12, definately enough to get you if you are within strangle range. This gives you two choices:
1. If you can, get further than 2 inches into the wood, as long as you are still within strangle range once doing so. Strangle freely, as no line of sight is required. Plus he can't charge you as he can't see you!!!
2. Charge him, and direct everything against the rider. As long as he doesn't have a ward save, (or a 5+ save, that's still failable) you'll probably knock him right off his mount.
All in all, its a dangerous prospect, as the Star Dragon's high number of attacks tips this in the High Elf players favour. But it is definately better to charge - especially if he has the star lance. 3s to wound your treeman with no armor saves and magical so negates the ward save??? NOT COOL. So the better option is probably to charge him.
May the dice gods be with you :happy:
My answer would be: It depends. It matters on how the rest of the game is going for you. If you have an advantage currently, I would run for the hills. Get everybody out of the dragons charge range. If you appear to be at a disadvantage currently and need to go for broke, charge the treeman at him.
A couple other points. If you go into the woods and he charges you, you can't wait till he is in the woods to strangle root for the str5. Stand and shoot happens at max range. And I have to disagree with DavidVCo4, don't charge with the wardancers. As you say you have a champ in the unit, he should challenge you and you end up with one wardancer attacking.
So generally, I would usually try to get everyone out of the dragons charge arc, and worry about his other units.
As for hitting the general, whenever you are in hth combat with a mounted opponent on a monster, you have to choose before you attack, how many hits will be at the character, and how many at the mount. Usually you will do all your attacks on the character if you think you can kill him, or all on the mount if it is tactically better to get the character on foot.
I am right 94% of the time, why worry about the other 3%.
I would have to say that charging the dragon and rider would have been your best bet if you didn't have a champ. I would suggest from now on that you dont put a champ in units like wardancers unless you are protecting a character, otherwise in situations like this it actually benefits your opponent to be able to challenge the unit champ.
i think in this situation your best bet would be to try to back up enough into the trees so that he cant see you and you can strangle root .
"I am the architect of fate!"
now say i was shooting at a bolt thrower i would have to roll to see what i hit the machine or crew memeber correct.... what happens if i shoot at a dragon, do i roll to hit the dragon and general or do i just select before shooting who i am shooting against
You would hit the mount on a 1-4, and the rider on a 5-6.