Razordon
RipperDerek
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So the casket of souls is a really, really overtuned unit. It's 135 points, but it has 2 of the best spells in the entire game as bound spells. One spell does D6+3 S6 hits with Multiple Wounds 2 and no armor save allowed (if the model fails a leadership test), and the other gives basically their entire army -1 to be hit and a 6+ ward. Oh, also, it gives casters near it +1 to cast, and is guarded by 4 great-sword wielding zombies that are much stronger than regular war machine crew (in part because of the casket's own buff).
I don't usually run a Slann, and I am expecting one of the TK players in my local meta to bring 2 of them, which are very annoying vs stegadons. So, I was interested in researching possible counters. I did a ton of leg work and designed a ton of theoretical lists, and then math'ed out the consequences. Here is what I found, in case anyone finds it useful.
tldr; Bastiladons and Slann are the only good counters. Well there is technically a third, but it requires the event to let you take allies.
I don't usually run a Slann, and I am expecting one of the TK players in my local meta to bring 2 of them, which are very annoying vs stegadons. So, I was interested in researching possible counters. I did a ton of leg work and designed a ton of theoretical lists, and then math'ed out the consequences. Here is what I found, in case anyone finds it useful.
tldr; Bastiladons and Slann are the only good counters. Well there is technically a third, but it requires the event to let you take allies.
- Slann - let's get this one out of the way. Between giving leadership 9 and having a level 4 to try and dispel their spells, the Slann reduces the danger from the caskets hugely. It is undoubtedly one of the best answers. The question is, are there any other good answers?
- Skink Scouts - loses combat to the casket. In shooting 10 skinks do an average of 1 wound per turn, which is not good enough. Also 12 inch range on shooting makes it really hard practically to align them without exposing them to enemy charges.
- Chameleon Skinks - see above.
- Skink Chief on Terradon - loses combat to the casket
- Unit of 3 Terradons - loses combat to the casket
- Skink Chief + 3 Terradons - might tie combat, but takes multiple turns to kill a single casket.
- Skink Chief on Ripperdactyl - loses combat to the casket
- Unit of 3 Ripperdactyls - can win with blot toad, but takes many turns to kill 1 casket
- Unit of 4 Ripperdactyls - wins combat but takes multiple turns to kill a single casket, even with blot toad.
- Skink Chief + 3 Rippers - with blot toad, this is the only variation I found that can regularly kill a casket in 1 turn. However, rippers are impetuous and it is also very hard to get them into the casket on turn 2 without exposing them to charges. In 3 simulated games I wasn't able to actually do it once. If it takes until turn 3 to get them into a casket, half the game is already over.
- Razordons - One razordon does less than a tenth of a wound with shooting on average. So you would need like 40 of them.
- Skink Priest on Stegadon - I tested this in several simulated games, and a level 1 just isn't good enough at dispelling. If you have the points to upgrade him to a level 2, he can dispel the remains in play light effect pretty well, but he is also very susceptible to the light of death himself. Also, adding a skink priest to your stegadon ruins the point efficiency of the unit.
- Troglodon - Not especially vulnerable to light of death, but as above, level 1 wizard just isn't good enough at dispelling to be an answer against 2 caskets.
- Bastiladons - Bringing 3 bastiladons is a big commitment, but if you do, they average 2.65 wounds against a casket per turn, starting from potentially turn 1...straight through an enemy level 4 wizard that is attempting to dispel ALL of them. (I simulated 4000+ rounds of casting to check this.) If the enemy wizard is out of range to try and dispel some of them, it goes up from there. If all they get is 1 fated dispel attempt, the average wounds done per turn goes up to 5.08, more than enough to kill one outright. The casket is weak to flaming attacks and they are conveniently flaming. Even with an enemy level 4 present, by turn 2 they can consistently kill a casket - and I had some simulated games where I killed both caskets turn 1. It is worth noting, though, that there is about a 35% chance on any given turn (if going against a lvl 4) that all three just whiff.
- Elf Noble - With the pure of heart virtue, he gives models in command range leadership 9. This is a really funny counter, because one of the reasons Casket is scary is because of the vortex that disables your general's leadership bubble. It doesn't work against the elf, because he's not a general. He's also nice for making cold one riders less stupid. Unfortunately, most events I go to have banned allies.
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