Hello, So I am playing in a tournament later on this year that allows monsters from the monstorous arcanum and storm of magic. Other than bringing one of the really big beasties myself (Emporer dragon, ethereal dread saurus, toad dragon, etc) what do we have that can stop or slow one of these beasts? Or what could I take that isn't cheasy from the above that will at least slow one of the super beasts?
Re: How to fight the really huge Beasties (Monstorous Arcanu Take 2 ancient stegs and 3 regular stegs? Haha, I kid, I kid. Perhaps lots and lots of poison? I'm interested to see what other folk say on this one!
Re: How to fight the really huge Beasties (Monstorous Arcanu If they have low Ld a death snipe might work well if you can force it through. /Sebbs
Re: How to fight the really huge Beasties (Monstorous Arcanu Carnosaurs seem like they should be a good option. Str7 D3 Multiple wound attacks.
Re: How to fight the really huge Beasties (Monstorous Arcanu I'm a big fan of spamming skink skirmishers with javs. You can get a lot of them for the same price as a big beastie and a lot of the beasts (dragons excepted) have fairly poor saves because of their high toughness. 3 units of skirmishers is less than any of the smaller creatures and a third of the points of the bigger ones, throws out 30 shots a turn, 5 poison on average plus a further 5 hits of which 1 will wound gives you 6 wounds per turn for them to save. Some of the beasts don't even have a save, but if we take the middle ground and assume a 4+ then you should still be laying out 2.5 unsaved wounds per turn of shooting. (with the dragons you should get 1 wound per turn, but they're so expensive you could triple the number of skirmishers and still be under their points). On those averages you can kill most of the beasts in 2 or 3 turns. The advantage of this then is that the beast pretty much has to defend itself against the skinks rather than go after its real target, so your opponents Emporer Carmine Dragon might spend 3 turns chasing a couple of hundred points of skinks around the board to prevent it having wounds steadily stripped off. Also don't forget the fickleness of the gods of chance, your opponent will always be worrying about the time you roll 30 dice and get ten 6s show up because it can and does happen.
Re: How to fight the really huge Beasties (Monstorous Arcanu So my current list (I'm trying to remember it off the top of my head) came out to something like this Slann (reroll dispel, wandering diliberations). 2x Scar vet cowboys 35 Saurus 2 x 20 skink cohorts 2 x 10 skink skirmishers 21 Temple guard 2 Carnisours (by themselves via storm of magic) 1 x Dread Saurian (i gave in and got a big beasty of my own) 2x Ancient stegs I'm light on dispels and I have no real anti warmachine stuff other than the slann but it should be fun. I'm debating doing 16 temple guard or even 11 and getting chameleons.
Re: How to fight the really huge Beasties (Monstorous Arcanu honestly id say drop the cohorts and make them skirmishers, the ability to march and shoot quick to fire, with no penalties is very nice. chameleons are always nice, and chameleons can marchblock, so if those beasties are outside of general range and unridden, you can really slow them down. razordons might not be a bad idea, they can put out a punch of shots on a single model.