Apologies if this has been addressed before (search function didn't disclose as much), or if this properly belongs in "tactics" instead. But srsly. Stonehorn. Halp. What do? I killed one last night, after bludgeoning it with an Ark of Sotek, twenty skinks, a razordon, and an Engine of the Gods for two straight rounds, with some rerolls from a starseer, but in that time everything else in the opposing army ran circles around me. Also, the stonehorn just rolled poorly, so this probably went *better* than average. So, I'm spooked. Is there any sane, reliable way for a Seraphon / Order army to handle that beast? Do you just ignore it and hope it goes away? Sheesh.
It has a rule that it must charge a unit within 12" so if you can't get to it to make a charge you need to have chaff to distract it and hopefully get close for knights or guard and a carnosaur charge. Along with that 2 units of 3 Salamanders you should be close to doing the 26 wounds to kill it. You need the rend of the salamanders to rup throught the 3+ defense. You will probably still want a starseer for rerolls though. you're going to have a difficult time taking it down in 1 turn no matter what you use, but you should be able to weaken it substantially before it gets to you. Just remember that you will need to back up your flanks.
I'd stick a bastiladon at the rear as well, just to get in one or two shots on the beast before it hits you. I also like the eternity starhost, having just 1 damage against the stonehorn isn't a bad thing, it's actually the most efficient way to kill it, that 2+ save is important for the stonehorn's horns, but then the sheer amount of wounds you'll deal with 15-30 saurus guard doing 3 attacks with polearms at -1 rend each, 20 guards would do 27 wounds at -1 rend, that's going to be 13 wounds, at 1.3333 damage on average, so 8 wounds, makes the stonehorn a little less threatening.
Yeah, i frequently face the frostlord on stonehorn. Often backed up by another stonehorn. And sometime also by a thundertusk, just because they can be battleline. High rend attacks (-2) with huge damage shred guards and warriors. high armor and halved wounds make it really tough. You need to blast it with solid rend shooting (salamanders and Bastiladon), while you engage it with something that can resist its fury. Because a carnosaur will do some damage, but won't last more than one round, I assure you. We have basically 2 units that can resist in cc with it, and none of them can do it by themselves. Bastiladon: buff with mystic shield and / or priest's Celestial Rites. Saurus Sunblood: buff with mystic shield AND Celestial Rites. The last time I've used it, my sunblood died but took it to two wounds, and in the end I won. Yes, you are using a lot of resources, but there is no other way, even if you're playing an Order Allegiance with some nasty dwarf fire cannon.
Also, in general, has to be said, ogors are a great army. So bloody offensive it hurts, they're so fast and killy. This does lend itself to building a really defensive army.
Just be happy he's not being super degenerate and taking the frostlord with the spear as his general, and the beastclaw raiders allegiance and then giving it the Pelt of charngar (roll a die in the hero phase, on a 4+ heal d3 wounds, otherwise heal 1 wound ). My bf does this frequently and last time it ate 3 old blood on carnosaur, 2 troglodons, 15 units of guard w/eternity warden, 100-120 warriors, and a sunblood before it finally died. I have yet to find an effective way to take him down without suffering huge losses, if I'm not running kroak and can't summon then it's a 100% guarantee that the stone horn is going to flatten my entire army.
1. Try to make him charge a Bastiladon with Mystic Shield and Celestial Rites. Keep a big hitter like a Stegadon nearby so you can pile in after he charges. 2. Skink Starseer. Use Insight and/or Curse of Fates to lower the chance of a successful charge, or reduce the mortal wounds it causes on charge.
Tanebrael Shard and Assassin hiden in him with some relic blade, what u say? And some support like chameleons? Might work well event in Turn 1.
It can run and charge, save 3+, halves ALL the wounds, delivers a ton of damage in CC. It's one of the most overpowered monsters in all AoS.
From what I know (yes, not that much yet) I would even say it is THE most overpowered monster. It even beats the Mourngul.
In the tournament I'm doing at our game shop, the mourngul ate the face of the frostlord. But it could be just a case. Anyway, they are both largely overpowered.