You're looking at 1.25 wounds, if you need 4's to hit and 4's to wound, but then he gets what a 3+ AS (reduced by 2) and a 3+ ward? So a 13-14% chance of getting the kill. Unless I'm missing something, he is immune to insta-kill things but probably not to that combo. Still 13-14% is very low, chances are he will kill you first and yeah it is a big point investment.
Hmm... Skink chief with Venom of the firefly frog+Bane head+Blowpipe? He got points left for the cloak of feathers if you want that... Or you can put him on a mount of sorts... Ancient stegadon using it's blowpipes? Cheers!
And don't forget that blowpipe has gotta shoot through all his chosen chaos knights retinue first. Poor skink is gunna be well out of breath by the end of the battle!
Back to the bane head/piranha blade combo, the pirahna blade is 35 points, the bane head 15, so a scar vet could carry it.
I thought they could but didn't have my book on hand to check.. Remember though a scar vet has one less attack, so only 1 attack will get through to his saves instead of 1.25, so it reduces to an 11% chance of killing Archaon. And the scar vet has less wounds and toughness plus no magic points allowance left for armour/ward so he will die very easily, basically only get 1 chance at it if he somehow gets the charge.
Although if you go back to the blade of realities idea, although it has a 1/12 chance of killing him, say you get 3 hits, thats 1/4, and I'm sure no general would want to take three ld tests or die.
I have actually only played against Archaon once. I foolishly gave my Slann the lore of Fire instead of Metal. What I would do is wipe out any escort he has with Spirit of the Forge and then get my Skink Priests to cast Uranons Thundebolt at him a couple of times. And I'm sure Archaon wouldn't enjoy the Rule of Burning Iron too much either. Cheers, Bez P.S. I'm sure the Engine of the Gods might also be effective.
Doesn't he have MR? As long as he's backed by mages dispelling things like that should be relatively easy for him, especially smaller spells like uranons even if cast on three dice (even presuming you get uranons)
Yeah magic resistance 2... Which would extend to his unit if you were throwing spirit of the forge at him. Best option is to pick up one of your opponents chaos warriors and throw it across the room. Then when he is off fetching it, hide Archaon!
He does have magic resistance but you could always drop a comet near him that can't be dispelled since it didn't target him. Funny how i never thought of that till someone brought up MR2.
i say the best bet is go for combat res,, i always have this in my army but it is a big investment for any army,, but still,, it'd work i guess?? slann (with whatever and battle standard 15x temple guard with command and war banner chakax basically chakax has to challenge,, so that locks archaon n chakax in that,, your at CR 7 already (3 ranks, banner, war banner, battle standard + outnumber) chakax strikes first hittin on 5s (with re-roll) and wounding on 2's (strength 7 hero WOOP) even if chakax doesnt cause any wounds he still makes archaons weapon useless and has a 5+ ward,, now if for whatever magical reason archaon does hit and wound with every attack he'll still lose by 2 (even more if theres a flank or rear charge).. yeh i know its like 1,000 points but proves he can be beaten
you still have good chances?? say archaon was in a group of 5 knights with command right,, they get the charge.. chakax challenges and champion accepts,, chakax goes first 4 attacks hitting on 4s with re-roll means 3 hits 2s to wound means 2.5 5+ saves meaning 1.6 wounds. archanons attacks on unit with 10 attacks hitting on 3's means 6.6 hits and 1.6 hits on himself thats 4.4 dead temple guard and 0.8 ward saves on himself. 4 knights with 10 attacks means 6.6 hits wounding on 3's is 4.4 saves of 5+ (if using halberds) which is 2.8 dead temple guard that means lizardmen 3 ranks, standard, battle standard, war banner, outnumber, 2.6 wounds = 9 chaos standard, 7.2 wounds = 8 lizardmen still win? bit rushed but i think its accurate sorry fgorgot to put archaons ward save into account,, 0.8 wounds = 0.2 wounds meanin lizardmen would win combat by 2.0 wounds,, doesnt make much difference but you know haha =--
archaon i hate that guy wouldnt go all beserker over him be chicken hit him with magic i always use that to kill him but never worked my friend always uses him to hide with his chaos knights range and magic best chance but close combat no way lore of metal only words
chakax can only wound archaon on a 3+...due to the rule of his armour. Even if lizardmen win the combat..archaon LD 10...so modify it to 9 or 8..they most likely won't run. Then next round...the knights and archaon will destroy 4-8 TG most likely...I've seen more disappear to Archaon led units. Just avoid them if you can...or pray for all 6s on your side. Or in my case, call the game after a couple rounds and go play someone else (i'm busy enough i can't be bothered to keep playing a super one sided match) Sanjay