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Warhammer Meme thread

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"Why yes ladies I do, would you like to see my Destroyer?"

Yes but after one night with a k'daii, it burns when you pee for the rest of your life.
 
I would add that Dark Elf, Wood Elf and High Elf core troops are a threat with WS4 (3's to hit), ASF and the damned re-roll to hit at higher initiative. Equal troop numbers means that you're not sure if you're going to come out on top or not. It's not a sure thing, but it could go either way.

On the contrary, Elf Core Troops just bounce off Saurus much of the time. They may hit easily, but 5s to wound cripples them and Strength 3 means the Saurus still get a 4+ armour save. Most of them also only have 1 attack so can't put out the numbers of dice needed to get past that to Wound roll and armour save. In return the Saurus would put out more attacks, hitting on 4s but wounding on 3s, with most Elf units getting only a 6+ save at best. It's just a matter of weathering the tide of paper cuts and hitting back significantly harder.
 
On the contrary, Elf Core Troops just bounce off Saurus much of the time. They may hit easily, but 5s to wound cripples them and Strength 3 means the Saurus still get a 4+ armour save. Most of them also only have 1 attack so can't put out the numbers of dice needed to get past that to Wound roll and armour save. In return the Saurus would put out more attacks, hitting on 4s but wounding on 3s, with most Elf units getting only a 6+ save at best. It's just a matter of weathering the tide of paper cuts and hitting back significantly harder.

You're right. I realized I've been blinded by the times I've sent my Saurus up against Special or Rare Elf troops.
 
You're right. Who wouldn't want to play Skaven Space Program. :D

mostly people who want to live. the SSP has a 100% mortality rate


Shush, just run with it. It's Skaven anyway. :)

How hard can rocket science be, anyway?

I believe a 100% fatality rate would be a huge failure for Clan Skyre. They are hoping for a 300 or 400% fatality rate. They want the rocket ship to crash and kill someone not in the space program.
 
You're right. I realized I've been blinded by the times I've sent my Saurus up against Special or Rare Elf troops.

Yep pitting Core troops against Special and Rare troops is of course going to be a completely different kettle of fish - if the Core unit does prevail, that's a bonus, but don't count on it happening. Special and Rare units are just too powerful for ordinary troops to handle a lot of the time, that's why they are elite and in the Special or Rare slots!
 
Yep pitting Core troops against Special and Rare troops is of course going to be a completely different kettle of fish - if the Core unit does prevail, that's a bonus, but don't count on it happening. Special and Rare units are just too powerful for ordinary troops to handle a lot of the time, that's why they are elite and in the Special or Rare slots!

Yeah, but in Lizardmen our Special / Rare choices (IMO) are only decent. Rather than excellent, meaning a TG match-up with other elites isn't going to end well for instance. Obviously Krox are good given the right match-up, but they are also pretty easily countered. We don't have any excellent Rare or Special troop choices in terms of infantry which sucks. (Also no long range war machine / shooting which REALLY sucks.)
 
Yeah, but in Lizardmen our Special / Rare choices (IMO) are only decent. Rather than excellent, meaning a TG match-up with other elites isn't going to end well for instance. Obviously Krox are good given the right match-up, but they are also pretty easily countered. We don't have any excellent Rare or Special troop choices in terms of infantry which sucks. (Also no long range war machine / shooting which REALLY sucks.)

Again on the contrary, I would think Temple Guard would have a fair chance against Black Guard, for example, as again Black Guard have low-Strength attacks that in this case still wound on 4s, while the Temple Guard are wounding on 2s. Executioners however I agree may well be a match for the Saurus elite, but we can deal with those via magic in particular, plus the shooting options we do have:
  • In our Special and Rare choices we have the Bastiladon with Solar Engine - yes it is a Bound Spell, but in armies with Slann which spam spells anyway, one should be able to squeak it out at a point where your opponent has run out of dispel dice, and even at its lowest power it can still do decent damage against T3 Elves. I managed to cast it once at its maximum power and 4 Leadbelchers instantly turned to ashes :D
  • Additionally the Stegadon’s Great Bow isn’t terrible against Elves, again because of their lower Toughness, and Ancient Stegadon Giant Blowpipes fire 2D6 shots each, again able to Wound Elves pretty easily. These weapons are also Poisoned, which means they are better at taking down any nasty monsters the Elves decide to bring.
 
Again on the contrary, I would think Temple Guard would have a fair chance against Black Guard, for example, as again Black Guard have low-Strength attacks that in this case still wound on 4s, while the Temple Guard are wounding on 2s. Executioners however I agree may well be a match for the Saurus elite, but we can deal with those via magic in particular, plus the shooting options we do have:
  • In our Special and Rare choices we have the Bastiladon with Solar Engine - yes it is a Bound Spell, but in armies with Slann which spam spells anyway, one should be able to squeak it out at a point where your opponent has run out of dispel dice, and even at its lowest power it can still do decent damage against T3 Elves. I managed to cast it once at its maximum power and 4 Leadbelchers instantly turned to ashes :D
  • Additionally the Stegadon’s Great Bow isn’t terrible against Elves, again because of their lower Toughness, and Ancient Stegadon Giant Blowpipes fire 2D6 shots each, again able to Wound Elves pretty easily. These weapons are also Poisoned, which means they are better at taking down any nasty monsters the Elves decide to bring.

Well, I'll grant you the Black Guard as they're a bit pants to be honest.

Bastiladon is just dependent on casting and Steg Great Bow is on BS 3...

I'm a huge fan of the Giant Blowpipes though.

If only GW had allowed us to take Giant Bows with a Skink Crew as a Special Option. Like the Repeater Bolt Throwers...
 
Steg Great Bow is on BS 3...

If only GW had allowed us to take Giant Bows with a Skink Crew as a Special Option. Like the Repeater Bolt Throwers...

I don't see how taking Giant Bows separately would be any better than on a Stegadon, as you're still contending with the Skinks' average Ballistic Skill of 3 (which isn't bad to be honest given Dwarfs have the same Ballistic Skill on their Bolt Throwers). Indeed taking it on a Stegadon means it isn't nearly as vulnerable in close combat as a normal Bolt Thrower, thanks to the Stegadon's attacks and Thunderstomp, and it can get into range quicker thanks to the Stegadon's Movement of 6 and its ability to move and fire, so to be honest we're better off with the Great Bow Stegs as they are.
 
I don't see how taking Giant Bows separately would be any better than on a Stegadon, as you're still contending with the Skinks' average Ballistic Skill of 3 (which isn't bad to be honest given Dwarfs have the same Ballistic Skill on their Bolt Throwers). Indeed taking it on a Stegadon means it isn't nearly as vulnerable in close combat as a normal Bolt Thrower, thanks to the Stegadon's attacks and Thunderstomp, and it can get into range quicker thanks to the Stegadon's Movement of 6 and its ability to move and fire, so to be honest we're better off with the Great Bow Stegs as they are.

We could take several at a MUCH lower points value and they wouldn't be constantly torn as to whether to not move (when the Steg's main advantage is the back-up that it gives to units in combat when it flanks, etc.) and suffer the additional -1 to hit. Then you could easily get off one or two shots per Bow at 4's to hit (meaning didn't move, not at long range) when the enemy comes into range.

For a Stegadon, a MUCH better choice of armament is the twin Giant Blowpipes as you get a much higher amount of shots so more likely to do something at least.
 
I don't see how taking Giant Bows separately would be any better than on a Stegadon, as you're still contending with the Skinks' average Ballistic Skill of 3 (which isn't bad to be honest given Dwarfs have the same Ballistic Skill on their Bolt Throwers). Indeed taking it on a Stegadon means it isn't nearly as vulnerable in close combat as a normal Bolt Thrower, thanks to the Stegadon's attacks and Thunderstomp, and it can get into range quicker thanks to the Stegadon's Movement of 6 and its ability to move and fire, so to be honest we're better off with the Great Bow Stegs as they are.

But hey, I'll bow to superior experience if you or someone else has had a lot of success with them. I've never fielded one because the maths makes me very dubious that they'd actually do anything of note.
 
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