So after a few games at the local shop, the guys I play against are getting smart and deploying so I can't fit my Chameleon Skinks near their war machines. In the last game I played against Brettonians, he had 2 trebuchets light up my big Saurus Warrior block before it got near anything. Usually I've been able to get the Chameleons back there to take out the trebuchets on turn 1 or 2, but he denied that 12 inches without putting me in direct range of a charge from one of his 5 blocks of cavalry. Any ideas, or should I just stop bringing them because everyone I play with is starting to plan for them?
Keep taking them, you're already forcing him to change his deployment entirely due to your CS's. That in and of itself is worth the points. Also remember that as long as you are 12 inches away you can deploy them anywhere, even his deployment zone... I've managed to sneak mine behind the lines of many enemies that way. With him that spread out you should be able to concentrate your forces and rip up an entire flank or even his center.
Remember that you don't need to deploy within 12" of his warmachines. Chameleon skinks can march and double tap at long range and still get poison shots. So you have an effective range of 24". I usually hide mine in a suitable place that will give them some protection if I don't get first turn, then I just pop them out and blow stuff up. Chameleons are amazing this edition. There is a reason they are being comped.
Another thing you can try is taking TWO units of Cameleons. This will cause double the pressure on his war machines. You can also try Terradons. Not as effective this edition and perhaps not as good at war machine hunting but they do get a free 12" move before the start of turn and if you go second and they stick around you can make a charge on turn one that's over 20 inche 'charge' effectively on turn one!
I actually have been running 2 units of 6 chameleon skinks, and the problem was that he deployed so my skinks had nowhere behind his lines to deploy, or anywhere close to the war machines was in charge arc/range of his cavalry, rendering them most likely dead on his very first turn.
while your on the subject can you guys clear this up for me, i had a game last week where my opponent claimed his warmachines are immune to poison, i took his word for it as he didnt have his book but are high elf bolt throwers immune?
Someone correct me if I'm wrong, but they used to be. They are now able to be poisoned, because most of the time you are shooting at the crew, technically.
If your friend camps like mine does, take a unit of terradon riders with a skink chief on a terradon and right behind his lines. The bowman can't do crap, theyre ballistic skill 3 i believe and if long range, skirmishing unit its 6s to hit the terradons. Put a Shield of the mirrored pool on the chief then the unit will be useless to mages and archers; they're screwed..
Shield of the Mirrored Pool only blocks magic missiles, so direct damage spells and normal missiles are still effective against the Terradons.
Well thinking of damaging spells, Brettonians can use...Heavens as a Lore. There are two spells that are magic missiles and the possibility of using those spells on a threat like the terradons are most likely possible. Unless there is another lore Brettonians can use. As i said b4 about shooting; long range, skirmishing units, BS3, 6's to hit; less likely a chance of hitting the terradons.
Well I think his problem is with High Elves, in which case he can shoot multiple bolts instead of a single bolt and hit on 4s because of skirmish. With six shots and only four Terradons he'll likely kill at least one which will force a panic check. Their's a decent chance the unit will fail and then fly away, unlikely to rally or being too close to the board edge and flee off it. In which case you've lost a hero on Terradon and a 90 point unit... Don't forget that you can park yourself 12 inches away from his units. It'll be -2 to hit them w/ missle fire and so you have a decent chance to stick around. The next turn move an inch so your well within range of his bolt throwers and you won't get the -1 for march/shoot. I couldn't find anywhere in the BRB that says warmachines are unaffected by poison. I know in previous editions you couldn't but this edition has removed that rule.
Remember that you don't need to deploy within 12" of his warmachines. Chameleon skinks can march and double tap at long range and still get poison shots. So you have an effective range of 24". I usually hide mine in a suitable place that will give them some protection if I don't get first turn, then I just pop them out and blow stuff up. Chameleons are amazing this edition. There is a reason they are being comped. can someone tell me where the rule stands that they can march and still fire?
I believe the rule is on the same page as the skirmisher rules. All skirmishers can now march and shoot. Page 77 in the BRB.
Brets also get access to beasts and life- infact their hero level Damsels can only get those two, not heavens. So that adds in Dwellers and Awakening the wood as possibilities for direct damage spells, though Im not sure if dwellers from below can target flyers, I dont have the book on me.