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I don't know if this is orthodox, but I really don't like stegadons at the moment, more specifically 'burning alignment'. Therefore I want to make a character to hunt down and kill it as quickly as possible and wondered what others suggest on such a character?
The easiest way would probably be to use a highborn with the spirit sword. You could give him the alter kindred for speed and extra killing power but he would be fragile, since he would be by himself.
A much cheaper way to neutralise the EoTG is using a normal alter and just suicide charging it and directing all attacks at the T2 skink priest ontop. Once he's gone he cant use the powers anymore.
Your looking at an average of 1.851 unsaved wounds, unless he gets really lucky or you fluff roles you've got a reasonable chance to kill it in one go (thats assuming you havent already wounded him already).
The other much more expensive options are, Spirit sword Highborne, or TMA with netlings.
Last edited by ethsar46; March 22nd, 2009 at 23:25.
Yeah, I think you just have to keep your units out of range of burning alignment for as long as possible. Alter highborne with spirit sword is a good choice if you want to try to actually kill the stegadon itself.
The best way to disable the engine is to charge the stegadon with any combination of two of the following: wild riders, warhawks, alter noble. One in each flank is ideal. One wild rider unit alone has an even shot of killing the priest in the first round of combat. Alter noble does slightly worse and warhawk riders a bit worse than that. Warhawks do have the advantage of being able to flee rather than getting stuck in combat with the steggie. If you manage to charges in with a pair of units, you should almost certainly kill the priest and win the combat with a solid chance of breaking the steggie and running it down. Be careful charging in with an alter though, as if he is smart he will challenge the alter with the priest and remove the possibility of the other units hitting him.
Also, if the stegadon is out of range of the general's leadership, a single flank charge from a wild rider unit will have a great chance of breaking the stegadon and chasing it down, regardless of whether you kill the priest. This is especially true if you pack a standard bearer with the war banner (likely resulting in a 2-4 point win, forcing the steggie to break test on a cold blooded ld of 2, 3, or 4... pretty good odds of a break. Just be sure to get in with a 6 man frontage.
EDIT: DO NOT have champions in your units if you want to try to kill the priest in close combat as you don't want to give the priest the opportunity to challenge.
Lots of good advice so far. Just want to point out to swarm that stegadons are stubborn so they always test on a 6 with 3 dice. And they cause terror so some charges will fail miserably.
I am right 94% of the time, why worry about the other 3%.
Ahh, didn't realize they were stubborn -- and yes, terror checks will be problematic. That said, the large charge range of many of the units we are talking about will hopefully allow you to start the charge with your general close enough to help out with the psychology test.
A unit of treekin will have a very good chance of killing the priest in the first round of combat (average 2.5 wounds) and barely take any damage in return -- about 2/3 of a wound on average from the stegadon. The challenge of course will be getting the charge off, especially a flank charge. If the stegadon itself gets the charge you'll be in a lot more trouble as the impact hits will take out one of your treekin on average. I think this is actually a pretty good solution as a whole as once the priest is dead your treekin can actually have a chance of killing the stegadon itself in a protracted combat. The same goes for a treeman.
EDIT: In case anyone is curious, a stubborn 6 has about a 1 in 3 shot of breaking.
EDIT EDIT: Also, sirkently don't forget that Wild Riders are tree spirits and thus ItP. Warhawk riders might fail a test and not be able to charge, but the wild riders will get in there every time.
Last edited by swarmofseals; March 24th, 2009 at 18:51.
The Beast Cowers works reasonably well if they dont have much magic defence, quite effective at keeping Burning Alignment out of range.
Kroq-Gar seems like he'd be pretty tough, although weaker than the standard Old Blood on Carnosaur in combat. He has a mini casket of souls type attack that hits any units he can see within a certain range, so he can be pretty deadly to the multiple small units strategy.
It seems to me that your best bet would be to either avoid him if you can or suicide a spirit sword highborne into him. Killing his mount should be easy... on average you'll only need one wound from the spirit sword to kill it. I wouldn't get greedy though -- assign all your attacks to the carnosaur in the first round just to be safe. Attacks against Kroq'Gar with the spirit sword should be decently effective as well -- you'll hit on 3's, autowound, then a 4+ and 5+ save. You'll wound a bit better than once a turn, and your spirit sword will cause an extra two wounds on average... so you have a pretty good chance of killing him.
The problem is that you're likely to lose your highborne as well. He has 5 s5 attacks (6 once you kill his mount), so that's 2 wounds on you each turn before saves. With helm of the hunt, lt armor, and a shield you'll have a 5+ armor save. Without helm of the hunt you'll have only a 6+ armor save, but presumably you'll have some form of ward save protecting you in that case. Then you have to deal with the automatic S5 hit that happens if you get past his ward save.
So you charge in your highborne and these are the possible outcomes, from worst to best:
1. You fluff your attacks on the carnosaur in the first round and get eaten alive. You're screwed, but this is also really unlikely.
2. You kill the carnosaur in the first round but Kroq'Gar kills your highborne. He's still dangerous, but at m4 on foot with frenzy he's easy to keep out of the game.
3. You kill the carnosaur in the first round and kill Kroq'Gar in subsequent rounds, but your highborne dies at the same time due to the automatic S5 hit.
4. You kill the carnosaur and Kroq'Gar and your highborne walks away with maybe a wound or two remaining. Full wounds only if you are very, very lucky.
Any outcome but 1 is great for you. Kroq is a 600+ point model, which you can likely eliminate with a 2-300 point model.
Of course, if he chooses to field him as a regular Oldblood on Carnosaur, then you're in for some more trouble. The model isn't as nasty at range but is probably worse in close combat and harder to kill. Again, you'd go for the same strategy but it's probably less likely that you'll do any better than killing the carnie.
What I would do is try to charge him with an alter highborn with the spirit sword, annoyance of netlings, and helm of the hunt (and shield and light armour), and also chage with a unit of 8 naked dryads (though any fear causing unit not unit strength will do). Challenge him with the highborn, and but all of your attacks onto the carnosaur, hopefully killing him. The rider will likely hit you once, which you will probably take a wound from, but that doesnt make much difference. Then, you will have all of the wounds you did to the carnosaur, outnumber, and possibly a flank Vs. 1 wound. Because of your fear causing outnumbering dryads he will need doubl 1s to hold, which is unlikely. You will likely run him down, because of your 3d6 and 2d6 pursuits.