Ha, clever. It does indeed make no sense that cannonballs are so accurate, especially when considering bolt throwers and the like miss approximately half the time.
While this is completely true, you wouldn't need to do this if there was no character on top of the monster. If the rider is necessitating more points and units be spent to make his monster as viable as it would be if he was NOT riding it at all, there's a problem with the rules. On a side note, I frequently play vampire counts with a Zombie Dragon, and use units of dire wolves with a champion for this exact purpose.
Amen.
This is a good point, but I'm not sure where you draw the line. Flying things? Fast things? While I agree that it makes little sense for a cannon to hit a flying Griffon, are dire wolves as hard to hit because they're "fast?" That's a really tough one to call. Being fast generally makes you more resistant to cannons in of itself because you can get into combat faster, I'm not sure there needs to be any double dipping there.
I could easily see the Carnosaur with a 3+ save (it actually IS wearing armor if you look at the model, it has head protection, so 6+ plus his already 4+ scaly skin). I don't think it deserves WS5 but it absolutely should have WS4. I can't imagine it's a "good fighter" but it is a natural hunter and very ferocious. Initiative 3-4 for the same reason. If it has to hunt big dinosaur monsters, it should have a higher WS and I than they do. Considering it's size, I think 5 wounds is about right and T6 is inappropriate as well. They definitely need a price drop though, big time, or just need to become much deadlier. An oldblood with a piranha blade and a potion of strength is significantly more deadly than a carnosaur because he can actually hit things reliably and is harder to hurt so he won't give up so much combat resolution, or just flat out die. It's awkward when tough characters like Vampires or Ogres are actually harder to kill then the giant monsters they are capable of taking in their list. I'm not sure if this means they are too tough or the monsters themselves are just too easy to kill in game terms. I know if I had to choose between trying to hurt a toughness 3 model with a 1+ re-rollable armor save and a 4+ ward save or his dragon, I'd go for the dragon every time.
I really like the idea of characters having protection from fighting "if they want it" on a large monster. Quite frankly, if I was riding around on a griffon and fighting, say, a horde of forest goblins, I see no way they could actually hurt me unless I wanted to actively engage them in combat. My mount is as big as an elephant, what are they going to do, throw rocks at me? There could absolutely be a "refrain from combat" rule that would allow the wizard (or perhaps just hurt hero) from fighting. I could see perhaps like, -1 or -2 to hit him or only hitting him on 6's if he does this. It would certainly give more reasons to take wizards on giant monsters, which is something I don't think I have seen anyone ever do in competitive play.
I really just hate cannons. Not because they're too strong, they seem priced pretty fair for what they can do, but their rules are just non-nonsensical in 8th. BS factoring into their aiming is essential for them to make sense.
The challenge rules do definitely need work. I think there needs to be some sort of system where a champion challenging a terror causing gigantic monster that will SURELY kill him, should need to pass at the very least a leadership test. Overkill on dead champion body needs to happen too, but I've made a lot of posts on that before just because it's such a given.



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And I thought I was being so original...
