Hey guys, question for you. When it comes to war machines, for the most part I am pretty good about not having to worry about them. I always have my chamo skinks to take care of them starting right in the first turn. Then usually deployment, movement, and combat will screw up LoS or available targets. Now, though, I wind up against a lot of these new-fangeled cannon/chariots. I.E. the demon cannons, or the ogre cannon. They have high toughness, high armor saves, a ward save with the deamon one, and (at least the ogre one) is a large target so they can park behind their units and shoot, not to mention being able to move and shoot. What have you guys done to help against these abominations.
Slaan, and lack of targets. I find we should beat the pants off Daemons (never played ogres so can't speak for them). Other Trickster's Shard, blocks of saurus, razordons, and a pimpin' Slaan to nuke the stuff you can't deal with otherwise.
Yeah, pretty much you have to just resign yourself to sucking a lot of the fun out of your lists if you want to deal with those things. You can't bring monsters and expect to survive today's cannon (and cannon-family) environment. Leave the fun stuff at home if you want a fair shot at a win.
Chameleons are great for taking them out. IceShard Blizzard also helps. It's just unfortunate that the darn things hit so hard on a monster.
I find cannons frustrating. Now that players no longer have to estimate the distance, they can just say "ten inches from the back" and roll (basically) three 2+ rolls in a row and do D6 wounds. I hate it.
I feel your pain Ondjage, but... 1) Anyone that used cannons in the past for any length of time was pretty darn good at guessing distances. So, really it just means that new players get a perk, and even those guys would learn quickly enough. 2) Don't let them just say "10 inches" and move on! Make them show you that they have a line of sight to that point. People get really lazy, but if you make them show you that they can actually draw that line, they will very often see that they cannot. Sure, they can see the model, but not that point on the ground "10 inches from the back" of the model. It's really, really unlikely that that point...ON THE GROUND...can be seen. Sure, if the terrain is wide open or the cannon is on a hill, then fine. But I'm sure you've seen what I see all the time - the cannon is behind his lines and he wants your monster dead so he picks the 10 inch point - - - through units. Make him prove it and suddenly cannons are not as accurate as their owners might have thought.
Thanks for the input, I like to play "large", but I should certainly make sure they see the spot on the ground aswell. Cannons are getting TALL though!!! Exhibit #1: http://2.bp.blogspot.com/-XQ1D2tFwCXE/UMO5RJrRM1I/AAAAAAAAATo/iMBwG-LYkkI/s1600/SAM_0860.JPG
That cannon has been tall for awhile, haha. Back to the odd cannons though, I have trouble with the Hell Cannon. Chameleons can't pick off the wounds as easily as they can with a normal cannon and the thing is actually pretty mean in close combat. Plus the ward save mumbo jumbo. Anyone with a tried and true answer for that thing would bring much relief to the community. (I just pray for misfires...)
The easy answers are: Don't take any monsters Make sure your cowboys have 2++ flame wards, charmed shields etc. Iceshard Blizzards Camo Skinks/Terradons to rush any unprotected war machines
Correct. Against shooting/magic hits, you use the cannons toughness and the crews armor save. This would mean that the you'd need a 6+ to wound a dwarf cannon. It is odd that lore of metal is so bad at actually dealing with warmachines like cannons. -Matt