Hi well as you may have guessed i need some pointers on how to stop my friends Ironguts. The last game we had the Ironguts made buggsquash of my 2x 20 Saurus Warriors, well - a warrior + a Oldblood. He is a fromer GW Outrider and is near unbetable, he got top 10 in some big tournament in Sweden a year back or so. He had 2 charakters in the bolck so my Oldblood were outmatshed tho he did take the Bruiser with him and the Slaughtermaster was down to 1W double wound sword for the winn (luck with the hitts and wounds helps allot too). The Oldblood was run down with the rest of the unit as i rolled 8 on the break test and lost the combat with 3. To make it worse he backs them upp with Leadbelchers as he's no idiot. All this is in a campaign however and the points up since last time. Is it a good idéa to try to counter that block with a big block of Temple Guards? If i don't get to save then i might aswell give him the same treatment. For this game i'l have 1337,5 points, silver mines and fortification but it's not that the last half point is gonna do anything.
Hold it in place and/or redirect it with 10 man skink cohorts and swarms, and while you are doing that, hit it with 3 salamander flame templates every turn until he starts to cry...
I only have 2 salamander modells so far and for some stupid reson i can't seem to find my big box of skinks so i only have like 30 to play with. Swarms i don't think i have not sure tho and i tryed to direct him the last time but hes just way to smart for that. What do you mean by shooting with salamanders while holding him? Holding as in CC or what? As far as i know i can't spray them if there in CC.
Move up your Cohort/Swarm close to his unit without charging it and he'll have no option but to charge (or not move). If he charges you can either flee or hold, in which case he'll wipe you out or break you. If you've angled your unit right he won't be able to overrun/pursue into any of your other units and you're free to shoot him again next turn. Just move up another small cheap unit every turn to keep him from going anywhere important.