Cold One
cyberhawk94
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So by now almost everyone here is well aware of the Amazing Thunderlizard general known as the Horned King (Skink Chief on a Stegadon). But I made a joke to my friend about him being scarier than Archaon, and decided to actually mathhammer it out.
Could that lowly skink actually kill Archaon? Archaon has so many crazy abilities he wont survive getting hit, so he'd have to kill him in a single round of attacking. Im also assuming both models start at full wounds.
The set-up: Skink Chief with Prime Warbeast and the Cloak of Feathers, in a Thunder Quake battalion. Great Drake is the chosen constellation, and we have 2 CP (turn 1 and the battalion CP), Archaon has 20 wounds, 3+ save, and forces a re-roll of 6's.
The answer:
Starting 24" away, as Swift, you can move 12" + 6" run (1 CP), fire your bow, and then charge another 2d6". Average 25" flying move. Easily can get there, and using your other CP on Coordinated Strike you deal a total of ~13.25 damage to Archaon.
If you have a skink Priest nearby, you can attempt to bank on his prayer to give your Chief the swift effect, so you can be Savage instead. ~15 damage on average.
If you have a 3rd CP, or rolled a 5/6 on your run and didnt need to spend one, you can use all out attack in the combat phase. ~17.4 damage on average.
And if you have a 3rd/4th CP due to good Foresight rolls or buying one in your list, you can use the priests CA on the chief for +1 to hit. Now you hit on 2's (re-rolling 1's and 6's) 22.7 damage on average!!!
Archaon has protection against mortal wounds, but none of this is mortals (i didnt calculate the 3+ d3 mortals for charging) If you can get a few mortals in from Comet's Call or charging, you might not even need the bow, and flamethrower could help remove a charge screen in the way.
So yea, a 250 point skink on a triceratops with support from a 70 point character can kill 800 point Archaon turn 1. Thanks for coming to my TED talk
Could that lowly skink actually kill Archaon? Archaon has so many crazy abilities he wont survive getting hit, so he'd have to kill him in a single round of attacking. Im also assuming both models start at full wounds.
The set-up: Skink Chief with Prime Warbeast and the Cloak of Feathers, in a Thunder Quake battalion. Great Drake is the chosen constellation, and we have 2 CP (turn 1 and the battalion CP), Archaon has 20 wounds, 3+ save, and forces a re-roll of 6's.
The answer:
Starting 24" away, as Swift, you can move 12" + 6" run (1 CP), fire your bow, and then charge another 2d6". Average 25" flying move. Easily can get there, and using your other CP on Coordinated Strike you deal a total of ~13.25 damage to Archaon.
If you have a skink Priest nearby, you can attempt to bank on his prayer to give your Chief the swift effect, so you can be Savage instead. ~15 damage on average.
If you have a 3rd CP, or rolled a 5/6 on your run and didnt need to spend one, you can use all out attack in the combat phase. ~17.4 damage on average.
And if you have a 3rd/4th CP due to good Foresight rolls or buying one in your list, you can use the priests CA on the chief for +1 to hit. Now you hit on 2's (re-rolling 1's and 6's) 22.7 damage on average!!!
Archaon has protection against mortal wounds, but none of this is mortals (i didnt calculate the 3+ d3 mortals for charging) If you can get a few mortals in from Comet's Call or charging, you might not even need the bow, and flamethrower could help remove a charge screen in the way.
So yea, a 250 point skink on a triceratops with support from a 70 point character can kill 800 point Archaon turn 1. Thanks for coming to my TED talk