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Dealing with a Stegadon, effective counters or stalls?  [RSS]  
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Commanding Lordling


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So, while hashing out armies last night with my friend, he revealed that he was fielding a Stegadon as apart of his lizards. i'm playing dark elves, and i only own the batallion set and another unit of warriors, plus a sorc on a cold one; nothing that can really go toe-to-toe with that beast. Are there any viable options open for me to handle the stegadon with what i have? Is it going to have to come down to magic to handle it?

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I've heard of people having success with death magic.

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You will probably have to deal with the Stegadon by Magic. The Lore of Shadows seems best suited, especially as it will be great against the rest of the Lizardmen army as well.

Spells 4 and 5 will just dominate the Lizardmen as the I value of all units (except Skinks) is fairly low. These spells will be great against the Stegadon as well.

Another method is getting a large unit of Warriors into combat with the Stegadon. Steadfast will keep you in the combat until you can get off Shadows spell 6 on your Warriors.
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Bolt Throwers are very helpful as well. Though I'm not sure if DE RBT's can throw a single shot.

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djones520 wrote:Bolt Throwers are very helpful as well. Though I'm not sure if DE RBT's can throw a single shot.


They can, but with only 2 wounds they are pretty squishy...

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djones520 wrote:Bolt Throwers are very helpful as well. Though I'm not sure if DE RBT's can throw a single shot.


A bolt thrower would be nice, its comforting to have a warmachine to point around. But i dont have one, nor the funds to get one atm. Magic may be my only option i guess.

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Airmaniac wrote:Spells 4 and 5 will just dominate the Lizardmen as the I value of all units (except Skinks) is fairly low. These spells will be great against the Stegadon as well.


Sadly (or happily for my lizzards) stegadons have skink crewmen, and per the rules for multiple characteristics they get to use the skink initiative wich isn't half bad.
After all its one model so one test, and you pick the best of the multiple characteristics.

My expirience, with my stegadons is that they usually can't take on a hydra face to face, even when they get the charge and all the tasty impacts therein.
But since you're on a budged i'd suggest you get some sort of poison weapons or as suggested multiple wound causing stuff.
Maybe kit out a beastslayer hero of some sort.
Oh or a suicide unit to charge in kill the skinks, (5 skinks ain't hard to get rid of in CC where you can target them), and then you can use those tasty I test spells on the now I 1 or 2 steg.

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Bolt Throwers might not be too helpful either unless you have a lot of them given how many great options Lizards have for dealing with Warmachines.

 
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Yea camo skinks as well as regular skinkmishers.


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problem with bolt throwers is...

1) randomizes and kills one crew
2) still needs a 4 to wound
3) can only do D3 wounds
4) needs a 3-4 to hit.

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And if you want to kill a Stegie you just about need to do it in a single turn, or a near-by Life Slann can bring it back to full strength in a single Magic Phase.

 
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Suggestion:
Shooting can wound anything on a 6, right?. I suggest pincushioning it with tons of RxBs. A unit of 20 pumps out 40 shots and you can easily field 2 units of those!

You can feed it a sacrificial unit at the right time to buy yourself an extra round of shooting if your 6's don't come up.

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HoverBoy wrote:
Oh or a suicide unit to charge in kill the skinks, (5 skinks ain't hard to get rid of in CC where you can target them), and then you can use those tasty I test spells on the now I 1 or 2 steg.


Skinks with a 2+ save aren't so easy to kill.

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Hitting on what, 5s? That gives you .74 wounds caused per unit. 1.11 if you hit on 4s.

 
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Hmm yes that wouldn't be effective as the unid would cost more than the steg.


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Not on the list of models you own, but Executioners w/ ASF banner will chop a Stegadon down. If it's a regular one it wont get a save, a Ancient will be saving on 6's. If he is running an EOTG, as a 5+ save only Elf player I would still target out the stegadon first. Whether or not he has used his magic items also factors in.

 
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A unit of CO Knights should do the trick. You're definately going to have initiative, several attacks, and you don't have to worry about Thunderstomp.

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barlio wrote:A unit of CO Knights should do the trick. You're definately going to have initiative, several attacks, and you don't have to worry about Thunderstomp.

Wait, why wouldnt they be affected by thunderstomp?

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Beer_&_Bolters wrote:Wait, why wouldnt they be affected by thunderstomp?


Cavalry don't suffer from thunderstomp. Only infantry, war beasts and swarms suffer from stomp or thunderstomp.

Presumably a guy on a horse is mobile enough to get out the way, or big enough to match the bulk of the stomping unit.

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Oh yea no stomp for CoK, not to mention they're one of the cav units that arent compleetly fail this ed, so can be usefull after dealing with the steg. Just don't get charged. And let us know how it went when the battle is done.


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I agree with the CoK unit, give them banner of murder and they will be wounding on 4s with a nice -4 AS. Lore of Metal is another option, it's a pretty good lore against lizards since a lot of their hard hitting stuff has high AS as well.

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The spell the purple sun in the lore of death might do the trick. Makes the stegadon test on its Initiative or die. And it is only 2I

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Exodus2013 wrote:The spell the purple sun in the lore of death might do the trick. Makes the stegadon test on its Initiative or die. And it is only 2I

Yea with 5 I4 crewmen, and as they are part of the model they work for the test.
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Automatically Appended Next Post:
I just remembered another reason bolt throwers are fail, each shot has a 1/3 chance of killing a crew skink rather than hurting the steg himself, and there's 5 crew skinks.

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