Post by flamingkillamajig on Jan 29, 2012 19:59:54 GMT -5
Often times you may think skirmishers are bad news esp. if an enemy is smart enough to move into your flank and then shoot and constantly get away from your charges regardless of where you try to point your bigger hard to maneuvre units.
All you need to do is take a unit with random movement (hellpit abomination, doomwheel, etc.) and charge it into them. The best part of this is you can wheel your random movement unit around endlessly and then take the 3d6 movement roll. Because it's random movement at 3d6 they can't declare a charge reaction from it and have to hold but it still counts as a charge. That means they can't shoot at your monster. Also if it's the hellpit the regeneration means it's hard to would said monster and with your doomwheel the same can be said even with the +4 armor save. Usually skirmishers with shooting or poisoned shooting have very weak strength and armor, regeneration or ward saves will help tremendously.
Now without this you can still kill them as long as you have shooting or magic. Magic missiles or some magic attack against small units all work fine as these units tend to be extremely vulnerable esp. to few shots and magic even with the -1 BS for shooters it doesn't effect weapons teams for the most part. In the hands of somebody that's tricky this will get a little tough if you have none of these 3 things.
I would probably laugh though if a skirmisher heavy army tried to face empire or dwarfs though. Still ambushers can do a bit of damage if it forces the enemy to turn their war machines around. However it's all good as that just improves your plans and makes the rest of your force approach unscathed.
All you need to do is take a unit with random movement (hellpit abomination, doomwheel, etc.) and charge it into them. The best part of this is you can wheel your random movement unit around endlessly and then take the 3d6 movement roll. Because it's random movement at 3d6 they can't declare a charge reaction from it and have to hold but it still counts as a charge. That means they can't shoot at your monster. Also if it's the hellpit the regeneration means it's hard to would said monster and with your doomwheel the same can be said even with the +4 armor save. Usually skirmishers with shooting or poisoned shooting have very weak strength and armor, regeneration or ward saves will help tremendously.
Now without this you can still kill them as long as you have shooting or magic. Magic missiles or some magic attack against small units all work fine as these units tend to be extremely vulnerable esp. to few shots and magic even with the -1 BS for shooters it doesn't effect weapons teams for the most part. In the hands of somebody that's tricky this will get a little tough if you have none of these 3 things.
I would probably laugh though if a skirmisher heavy army tried to face empire or dwarfs though. Still ambushers can do a bit of damage if it forces the enemy to turn their war machines around. However it's all good as that just improves your plans and makes the rest of your force approach unscathed.