So whats an efficient way to deal with a steamtank? I'm playing 3000p and my original plan was to have two scar-wets busting it open with a pair of greate weapons. Or just trying to avoid it.. Anyone else have any ideas? Somehow I doubt my plan is bulletprof...
I think the stank might be the worst match up for lizardmen. There isn't really anything that can crack it open. I think those scar-veterans might do the trick but then again they might just get grinded to death. I'd say the best option would be a shadow slann with pit of shadows but other than that I don't think the shadow lore is the best option for lizardmen. I might try avoiding it as long as I could and then attack it with scar-vet if necessary. BR Agrem
An Ancient Steg might cripple it if you get the charge, but you will probably lose the Steg. Shadow, Metal and Death magic can easily take it out, but most people don't take those. The only real option is to ignore or try to redirect it.
A ton of skinks. S3 can still wound T10 on 6+! No but really, Steam Tanks aren't immune to poison. At least I couldn't find anything that could claim so while checking the books or FaQ. Otherwise Initiative based spells like Pit of Shades is probably the safest bet you have, due to auto-fail. Charging it with stegadons I don't know, you take impact hits on yourself if you charge after all.
True they aren't immune to poison, but you would need approximately 6 times the skinks to kill a STank as you would say a giant.
Hello, Shadow is the best option, You can cast Pit of Shades, or a Mindrazor on Your saurus, I know they still wound on a 6 but the Stank will have a 6+ save. Besides you don;t have to kill it, for the Tank to became a vegetable... just a few Wounds and generating Steam Points will be much more riscky.... Cheers
If you're gearing specifically to fight the steam tank, Lore of metal will eat it alive. All damage spells from it wound on a 2+ (1 always fails) and negates it's armor save. And they're flaming so it will stop regen if the empire has a life wizard and puts regen on it. Final transformation is a 1/6 chance of it just dying outright. I'm not really a fan of metal though since it doesn't have a lot going for it if your opponent doesn't field knights. it DOES have 2 buff spells, but other lores are slightly better imho And like Ejpok said, cause a few wounds to it and make him run with 1 steam point, 3" of movement is really easy to get around. Also, it's only a single model, so you're always steadfast if you have a 2nd rank+ A unit of skinks might tie it up for a few rounds if you make them 5x6 or 5x7. It can't attack in your turn, so you get a free round of trying to hurt it too!
Earthblood can only be cast on the casters own unit, so no regenerating STanks. However STanks can be healed with Lifebloom and Regrowth. Metal would be a great lore, if it weren't for Light, Life and Shadow being so much better. Metal, Death and Heavens are the level magic should be IMO (with Beasts and Fire a bit to situational).