I think Stalkers are a much more reliable steam tank counter than the necrosphinx.
Get 3 or 4 wounds, it goes right through the armor save, the steamtank is a useless heap of metal that can *maybe* generate one steam point.
I think Stalkers are a much more reliable steam tank counter than the necrosphinx.
Get 3 or 4 wounds, it goes right through the armor save, the steamtank is a useless heap of metal that can *maybe* generate one steam point.
Yes, models that need 6's to wound in combat and can't wound it with shooting are a more reliable counter
Well if you play at tournaments, that's kind of the point of a Steam Tank counter, in case you run into one as they are both common and a pain to deal with when you have no check for them. This is the basis of building a tournament list, having something for as many serious eventualities as possible. And it's not like it is entirely useless at other things; even with fluffy attacks its T-stomp alone can beat average CR, its ability to fly allows it to put pressure on the enemy early on, it is an adept Knight hunter, and can tarpit smaller and/or weaker units alone with ease. Other than that, flanking and combo-charging are fair game.
Last edited by GodlessM; 24-05-2011 at 22:09.
Don´t forget that Stank can be healed. And then it charges your Stalkers=bye bye!![]()
I'm not sold on the item, but I think the DoE is probably the best counter to the STank that TK have.
It isn't as mobile for sure, but with make way, and positioning, you shouldn't have too many issues.
It's Adventure Time!
2010 'Ardboyz Champion
Pirate Kings of the Sour Sea
Tactica: Tomb Kings 8th Edition Book
played tomb kings the first day they came out , special rule allow chariots to get supporting attacks is killer. And necrosphinx are insane. Tarpit comes to mind.
No such thing.special rule allow chariots to get supporting attacks is killer.
I think he means using the shooting attack, the wording of transmogrifying gaze would seem to allow you to damage the steam tank by rolling on the engineer commander's initiative in the same way as you can damage a warmachine by rolling on the crews Int. I don't believe he accounted for the Empire's life mage healing it up afterwards mind you
and getting within 8" of a steam tank with a unit that can't do anything against it in combat with it is rather foolish.
Well since they have their special deployment rule, its perfectly reasonable for them to appear next to it and shoot it. In fact due to its destructive capabilities vs. TK it sounds like a good idea to me.
This attack is also S10, so wound on 2+ almost anything (only exception I can think is the steam tank that you would still wound on 4+), and will ignore any armor save (well, not exactly, it will just give a -7 modifier to the armor save)
Even without HKB, this still give you a decent chance to inflict at least one wound to any unit if you hit.
Of course, hitting first could be the hard part ...
It's Adventure Time!
2010 'Ardboyz Champion
Pirate Kings of the Sour Sea
Tactica: Tomb Kings 8th Edition Book
Most definitely true. I am not brushing it off, nor do I even advocate fielding the DoE. Merely stating that I think pound for pound it is the best hard counter to it in the list.
Most Empire lists I face have insane dispelling abilities, however depending on your list, you can bypass some of it with casting multiple lower valued spells.
There is also the Incantation of Vengeance to try and tack on some wounds to the thing. It is a chariot if memory serves me right.
Last edited by Esco Thomson; 25-05-2011 at 14:33.
It's Adventure Time!
2010 'Ardboyz Champion
Pirate Kings of the Sour Sea
Tactica: Tomb Kings 8th Edition Book
To everyone who doesn't think the Steam Tank Engineer has an Initiative value, read the FAQ:
http://www.games-workshop.com/MEDIA_...EmpireV1_2.pdf
Eh?
The stalkers need 6's to wound the steamtank in shooting, just like they do for a war machine. It has an init value of 3, because of the engineer inside. It's right there on the profile. Page 2 of the FAQ.
Each 6 rolled is a wound that allows no armor saves.
300 points worth of stalkers will utterly trash the steamtank in one turn. You cannot say the same thing of the necrosphinx, because he needs a 6 for his HKB to work.
You can use EBTS to come up within shooting range and out of charge LOS of the steamtank. The idea that an empire player with all his dispell dice is going to allow you to charge a tomb king on foot with DOE into the steamtank is hilarious.
Also, a necrosphinx will be annihilated by cannons.
Stalkers can be guaranteed to get off a round of shooting at the steamtank before the empire player can do anything about them. That is *priceless*.
Last edited by Skyros; 25-05-2011 at 15:53.
It's Adventure Time!
2010 'Ardboyz Champion
Pirate Kings of the Sour Sea
Tactica: Tomb Kings 8th Edition Book
Well, when you have only M4 and can't march, you need the magic move spells to close with the enemy in anything resembling a decent amount of time. Empire typically have TONS of DD, as an AL + WP + some wizard with the rod of power are seen very often.
Given empire may be the army TK have the greatest trouble against in terms of getting spells off, I think ETBS is a key component in terms of being able to pick your fights.
An average minimum unit stalker roll puts 3 wounds on the stank. Dunno how many you really need to put on there to cripple it but there it is.