I played against a dwarf fielding the anvil of doom in a 2500 game once. It was a tough nut to shatter, as he had the thing socked all the way in the back surrounded by ironbreakers and other war machines. The rune you have to watch out for is the one that, when damaging a unit, causes that unit to move half speed (or not at all? I forget) for that turn. Makes it VERY hard to approach. Flyers are almost useless, and fighting the crew is like attacking an iron wall. It didn't do very much actual damage, though, but the special character improves it's odds dramatically. You will definitely have to hit it from at least two sides to take it out.
While not doing much damage, slowing your movement can be devastating if a lot of war machines are fielded with it - keeps you a viable shooting target longer.
Againts this unit I would suggest making use of several smaller, faster units. Kroxigors and a JSOD hitting it at the same time might do the trick.
I was still able to get spells off with a 2nd generation slann, although my opponent at the time didn't go too nuts with runelords. There was some question between us as to whether Pit of Shades would have meaningful effect upon the anvil, so I let it go in his favor until clarification can be obtained.
Does anyone know the answer to that, btw? It seems to me that, having no initiative, a war machine would just fall right in, no questions asked.
