I've been playing an empire friend recently and we weren't entirely sure how badly the cannons affect the dinos. Correct me if I'm wrong on the below. Steg: For the Steg lets say the ball hits, wounds and rolls a 5 on the D6 wounds. Steg is dead and therefore all riders Rolls a 4 on the d6 wounds. Steg survives at 1 wound remaining then he should roll to wound on each rider to see if any survive to handle the surviving steg. Old Blood on Carn: Balls hits the model and both the Old blood and carn take a hit, and then successfully rolls to wound. Carn - No armour save so he goes straight to the d6 wounds (maybe dead maybe not) Old Blood - Rolls the 4+ ward save and makes it (nothing happens) or fails it (then he rolls d6 wounds) or roll the d6 wounds and then roll that many ward saves? Thanks in advance and a happy new years to all.
Re: A Carn and Steg walk into a bar and are hit by a cannonb The d6 or d3 roll or double wounds is always after the armor and ward save rolls fail.
Re: A Carn and Steg walk into a bar and are hit by a cannonb Dont forget, ball hits stegadon. Roll dice, 5 or 6 and a skink takes D6 or D3 wounds. Army book states that missile hits are randomized, not missile wounds.
Re: A Carn and Steg walk into a bar and are hit by a cannonb Cannon Balls are "template weapons" just went over this with a friend. It's under Cannon rules. The cannon is assumed to be a template weapon the size of a cannon, therefore shares rules with template.
Re: A Carn and Steg walk into a bar and are hit by a cannonb What does that mean to you then? Hits all on board? Just the Stegadon?
Re: A Carn and Steg walk into a bar and are hit by a cannonb Yep, I'd almost go so far as to say in a tourney where empire and dwarves are around Stegs are just a no go. 100 point cannon kills 300 point steg first round. Ouch.
Re: A Carn and Steg walk into a bar and are hit by a cannonb Cannon spam is annoying, but there are ways to shut it down; - Camo Skinks and Core Skirmishers: Cheap, expendable, not worth killing for your opponent. Run up a flank/Scout into position and blowpipe the crew. - Iceshard Blizzard: Multiple cheap Priests with signature spell can individually shut down cannons with cheap castings of 'Blizzard'. - Light Slann: Pha's Protection is -1 to hit (shooting and combat) and every warmachine has to test on a 4+ to even shoot. Probably the best warmachine defense we possess (especially if stacked with some 'Blizzards'). - EOTG: 5+ ward is weak, but it's better than the usual story of 'no save ever'.