Hi everyone. 'Ard Boyz is coming up and I am in need of some helpful advice. There are only two armies that I know will be some trouble in 'ard boyz, one is a local player who plays a dwarf gunline with 2 organ guns, 2 cannons, 2 stone throwers, 2 bolt throwers, 36 thunderers, and of course the anvil in 3k. The other is an empire army that will most likely include 2 steam tanks, 3 great cannons, helblaster, mortars, probably 40 handgunners, and he said 2 units of 20 knights. Pit of Shades is the best weapon I can think of against the steam tanks. Does anybody have any experience dealing with these armies? Thank you.
Chameleon skinks are our best war machine hunters right now. They can can deploy forward then march and double tap at long range and still get poision hits; you only need 3 6's to kill off the whole model now. Take two units of 6-7 and go to town. Even if they only kill one each they've made their points back and forced him to waste shots on a unit you didn't expect to survive anyway. Depending on who else you're likely to go up against shadow might be your best lore choice overall. Lot's of ini test or die (great against dwarfs) and a timely Okkam's cast on a unit of spear saurus would make short work of steam tanks (multiple str 8 hits, possibly str 10 if your slann is within 12 inches and is carrying the standard of discipline). The other lore you might consider is metal, as both armies have expensive,high armor units. Gunlines aren't as scary as they may seem on paper. With the faster movement of 8th you're usually in combat by turn 2 or 3, which means all those points he spent on ranged units are now being wasted. Take beefy units to shrug off wounds and you shouldn't have much of a problem.
also, units provide hard cover now. take some cohorts to screen your troops. ofcrouse you can't block line of sight, but -2 to hit is allways nice, and it might just want to make him try to kill your 5 point meat shields
Terradons with Vanguard also do a good job. They cannot charge turn 1 if you get first turn, but your enemy will probably have to divert some fire to deal with them. Anvil might make these guys a bit worse though. Skink chief with Cloak of feathers is good, as are chameleon skinks. Sun standard of Chotec if you have Temple guard, big help, especially at close range. Lore of Heavens and Lore of light have some exellent shooting protection spells.
Something else you may consider to taking a couple of EotGs and place them strategically around your blocks of saurus and use the 12" ward save to protect them until the war machines are taken out and/or you get into the fight. Screening your units with cohort units is a great tactic against his missile troops too. Fifty point units are laughably easy to kill but also keep your harder saurus from harm till CC ensues. Two or three units of chameleon skinks (six ea) and a couple of units of terradons will work wonders. Take out the organ guns and mortars first as they will kill the most. Though the cannons are deadly they can only take out a small handful of units at a time. Lastly, if the dwarf player takes the thorek/anvil gunline of doom be sure to chuck a block of gouda cheese in his face for taking such a list.