check this out...
30 chamo skinks against 20 thunderers and 10 quarellers.
Lets just assume that everybody concentrates their fire...
Lets give dwarves first shots since they have longer range.
Also, for the first turn it's long range cuz the skinks are more than 12" away.
So thunderers hit on 7. 20 shots will average 2 wounds or less. Quarellers hit on 8, so lets give them 1 wound.
Now there are 27 skinks left. They move in and shoot 54 poison shots at a unit of 10 thunderers. 9 are poisonous on average. If he brought shields (lets give him the benefit of the doubt), he saves 3. 6 thunderers are dead leaving 14 thunderers and 10 quarellers vs 27 skinks.
Now they are in range so thunderers hit on 6s, wounding 2. 10 quarellers hit on 7 so wound 1. Now there are 24 skinks left vs 14 thunderers and 10 quarellers. This time they move to the flank of the shooters so they are not in line of sight. They shoot 48 poison shots for 8 wounds, giving armor save benefit of doubt, they save 3. 5 more dead thunderers. Now there are 9 thunderers and 10 quarellers left. They all turn towards the skinks but cannot shoot at them this turn because they are move or shoot. Skinks open fire again, killing 5 more... now just 4 thunderers and 10 quarellers left. Are you gettin the picture? Yes, war machines are firing the whole time and on average killing 3 or 4. But you've also got 4 more units of skirmishers joining the fight by turn 3 and of course all the magic hitting the thunderers as well. It's really a no-brainer. Alright, I'm done with this topic now I promise!
30 chamo skinks against 20 thunderers and 10 quarellers.
Lets just assume that everybody concentrates their fire...
Lets give dwarves first shots since they have longer range.
Also, for the first turn it's long range cuz the skinks are more than 12" away.
So thunderers hit on 7. 20 shots will average 2 wounds or less. Quarellers hit on 8, so lets give them 1 wound.
Now there are 27 skinks left. They move in and shoot 54 poison shots at a unit of 10 thunderers. 9 are poisonous on average. If he brought shields (lets give him the benefit of the doubt), he saves 3. 6 thunderers are dead leaving 14 thunderers and 10 quarellers vs 27 skinks.
Now they are in range so thunderers hit on 6s, wounding 2. 10 quarellers hit on 7 so wound 1. Now there are 24 skinks left vs 14 thunderers and 10 quarellers. This time they move to the flank of the shooters so they are not in line of sight. They shoot 48 poison shots for 8 wounds, giving armor save benefit of doubt, they save 3. 5 more dead thunderers. Now there are 9 thunderers and 10 quarellers left. They all turn towards the skinks but cannot shoot at them this turn because they are move or shoot. Skinks open fire again, killing 5 more... now just 4 thunderers and 10 quarellers left. Are you gettin the picture? Yes, war machines are firing the whole time and on average killing 3 or 4. But you've also got 4 more units of skirmishers joining the fight by turn 3 and of course all the magic hitting the thunderers as well. It's really a no-brainer. Alright, I'm done with this topic now I promise!