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8th Ed. Fighting the BIG GUYS

Cold One

serbianwolf

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Our armies have great versatility fighting a lot of things, the things that I see as troublemakers are big guys such as

2 Hydras, Steam thanks, or a unit of 9 throlls or something similar

so I'm asking you to share your experience, how do you handle these guys...
 
Most big things (stanks excepted) have high toughness but little to no armour, so skinks with their poisoned shots work very well. They are definitely our best weapon against big things.
 
except that hydras and throlls have regeneration and stanks have high armor..... :(
 
serbianwolf said:
except that hydras and throlls have regeneration and stanks have high armor..... :(

You throw enough dice and it won't matter... eventually he will fail enough armor or regen saves.

A lot of it depends on the points level you play at and the list you take, at higher points you should have many more options to take care of the big nasties.
 
take fire standart and you wont have any problems with trolls believe me. steam tanks needs only few wounds to become terrain so use chams for that. IMHO.
 
I've only experienced the trolls. So heres what i had done with "those". My 24 skink skirmishers went right in front of them and shot 48 darts at um killing 3 out of 8 in the volly. They ran off the table, the end.
 
Never experienced a tank yet, but sounds like it has alot of armor so if that tank was involved in a 2000 or more point army. Use a Slann with Lore of Metal. The tank will be buried if you use the first spell on it (not aloud to tell you it so look at it yourself and smile)
 
And for Hydras (Idk why i don't put this in 1 post) use the same thing with the tank. Flaming attacks+regeneration= no regeneration.
 
well the chance of a skink wounding a steam tank is about 2,77%(you need to roll a 6, and he needs to role a 1 to fail armor save), which is pretty low even when a lot skirmishers is firing on him, and if someone is taking 2 stanks thats really tough to handle...

hitting things with regeneration is a bit easier - 8,33% still in a unit of 9 trolls (3 wounds each) means that for a panic test you have to cause 7 wounds, or if the opponent takes 2 hydras the percentage for wounding then is 4,1% those are still low odds...

the thing that may work (at least with a big unit of trolls, I don't know about hydras) is try to make atlleast 1 wound with the salamander template(thus loosing there regeneration) and then firing skinks on them...

shure lore of metal will devastate tanks(so will the sun spell..) but in an allcomers list(like in tournaments) it is highly unlikely you will be taking any of those lores...
 
serbianwolf said:
hitting things with regeneration is a bit easier - 8,33% still in a unit of 9 trolls (3 wounds each) means that for a panic test you have to cause 7 wounds, or if the opponent takes 2 hydras the percentage for wounding then is 4,1% those are still low odds...

Trolls are now completely immune to psychology, so you cant panic them
 
regarding the stank, bear in mind that (unless the the rules have changes for it...?) once it has suffered a couple of wounds it is a LOT less effective. it's really difficult to take any VPs for it, but it shouldn't be too hard to neuter it's effectivness

bear in mind that by the rulebook, you need to pick your lore when you choose your army, so i wouldn't really consider fire/metal myself.
 
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