7th Ed. oldblood w/ blade of realities vs. Hellpit Abomination

Discussion in 'Lizardmen Discussion' started by lazylizard, May 5, 2010.

  1. lazylizard
    Temple Guard

    lazylizard New Member

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    who wins?

    oldblood on carno w/ blade of realities or the Abomb?

    i have a match against this guy i massacred last time and he wants to bring 2 Abombs. please don't be bias in your decision. if the oldblood loses, you need to tell me so that i don't do a one on one against the Abomb. its suicide!!!!
     
  2. n810
    Slann

    n810 First Spawning

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    Well what the LD of the abomination ..?
     
  3. walach
    Razordon

    walach New Member

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    basically, if you can get the charge on it, the hellpit will probably die. however due to its random move, thats going to be hard to do, especially if there's 2!
     
  4. lazylizard
    Temple Guard

    lazylizard New Member

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    i believe the LD is 8
     
  5. lazylizard
    Temple Guard

    lazylizard New Member

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    well how do you guys deal with abombinations?? especially if he gets the charge on me.
    i am still thinking about what i'm going to bring. i know i'm taking the ob on carno w/ the blade of realities just incase he takes a furnace or bell, and i'm bring an EotG. but i'm still thinking do i want to take another EotG or do i want to take a chief w/ Warspear. the only problem is that what if the Abomb gets the charge on my chief. then its a waste of points.

    i'm hoping to get at least 2 or 3 hits on the Abomb because then, can he really pass 3 LD8 test? hopefully not. he says bring the cheese. but i don't know what cheese really is for Lizardmen except for like 7 stegadons. you tell me. can you guys give me some ideas?
     
  6. n810
    Slann

    n810 First Spawning

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  7. lazylizard
    Temple Guard

    lazylizard New Member

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    nice. i will remember that one!!
     
  8. kermitthefrog3
    Skink

    kermitthefrog3 New Member

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    I have found that the best way to kill a HPA is to exploit that fact that it HAS to pick a direction and roll 3 dice, and it cannot turn.

    Put your killing unit in a position where if the HPA moves forward you are too far away to reach (About 16-17" for a Carnysaur), but after he moves you will be able to charge him. Remember; he HAS to move and cannot hold back, so he either has to move forward and take the subsequent charge or move in a direction that detaches him from the skaven battleline.
     
  9. walach
    Razordon

    walach New Member

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    hmm, nice tip! sadly, the skaven can probably afford to let the HPA wander off for a turn, because it can get back in pretty quickly! still, a turn with no HPA in CC is a good turn :p
     
  10. lazylizard
    Temple Guard

    lazylizard New Member

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    well what i was hoping to do is get the oldblood in CC with the HPA and i was going to bring 2 EotG to take on the other one seeing how he's claiming he will bring 2. but i like your tip. so if i go first i should just make a normal move at 7" and he can move his HPA and then i can make the charge by turn 2. hopefully this works out. but what do you mean by he has to choose his direction? does he roll an artillery dice or does he just say that he's going to move that way?
     
  11. Kurlin
    Ripperdactil

    Kurlin New Member

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    He chooses a direction he wants it to move(no artillery dice, whatever way he wants). Then rolls the 3D6 movement. And moves STRAIGHT forward. He can't wheel or turn during his movement. Any triple on movement makes him roll on berserk chart.
     
  12. kermitthefrog3
    Skink

    kermitthefrog3 New Member

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    yeah the skaven player generally can allow it to wander away for a turn, which is a bit annoying. However, it at the least allows us to batter the rest of the skaven line unmolested.

    Poison is also good at damaging the thing, Chameleon skinks especially thanks to being able to scout and start firing off shots turn 1. BS4 + Poison + Large target with no armour = splutch. Good target to drop rocks on aswell.
     
  13. lazylizard
    Temple Guard

    lazylizard New Member

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    i have absolutely no knowledge of the stats on the Abomb. could you guys let me know what it's stats are?? wounds? attacks? strength? toughness? i believe its a large target but correct me if i'm wrong. what's the save on this guy. i would like to know what i'm up against.
     
  14. Kurlin
    Ripperdactil

    Kurlin New Member

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    It is a large target. Has 6 wounds. The attacks very as its a random selection of 3 different ones each attack. Don't know St/To or save offhand. He does have a 4+ regen save, and can also come back from the dead if he was not wounded with fire.
     
  15. Caneghem
    Carnasaur

    Caneghem New Member

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    1-2 - All models in base contact take str 6 hit with no armor save, D3 wounds
    3-4 - 3d6 str 6 attacks WS3 I4, if unit suffers wound, they are at -1 to hit.
    5-6 - Models in base to base take I test or suffer str 6 hit, ALSO inflicts 2d6 automatic strength 6 hits against a unit in combat.

    There's not really a "good one", though the first one might be the least painful and at least won't explode your Carnosaur. Toughness is only 5.
     
  16. lazylizard
    Temple Guard

    lazylizard New Member

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    okay. i know the answer.

    OLDBLOOD comes out victorious!!!!!
    4 leadership tests and he fails the 2nd test!
     
  17. n810
    Slann

    n810 First Spawning

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    Congrats :D


    Ps.
    "5-6 - Models in base to base take I test or suffer str 6 hit, ALSO inflicts 2d6 automatic strength 6 hits against a unit in combat."

    This is the one thst scares me, it's basicly roll a 1 or die.
     

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