They are only poison for range, includes stand and shoot should your charge go wrong.
The targets depend on what kind of list you are running. If he is the only monster your list then he is one of your hammers and I think the best use for him is to sit behind your lines and wait till combat has started. Then he is designed to smash into combat doing impact hits and thunderstomp to bring in the combat res and kills.
Ideally though you should try an ancient. Better save, better ranged attack and better strength. Given that it is impact hits and thunderstomp that are doing the killing that strength increase is to good to pass up vs toughness 4 troops.
A baby stegadon needs to engage T3 infantry blocks. Impact hits and thunderstomp should do considerable damage, but he won't take out a big steadfast block by himself. He also needs to largely avoid strength 5 or greater units, as those can take him out without too much trouble.
The ancient stegadon definitely hits harder, and is harder to kill. I generally don't field baby stegadons.
The Baby steg is what I consider a combat enhancer. It should really never go in alone unless you are looking to tie something up for a couple of turns. Send it in with a unit of Suarus, and it adds 2d6 St5 hits to the combat. Since it will likely be on a corner, few attacks can be directed against it. Since it is likely to survive, if things go wrong, it can hold while the suarus block gets away to fight another day.
And with no charge, ancient steg are quite the same than with charge :
In charge : 1d6+1 impact hits
Charged : 4d6 blowpipe shot in our enemy's face! (that could even be better in some circonstance)
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