This time: The Anvil of Doom- both the normal version, and Thorek Ironbrow's extra mature stilton version.
So for those who don't know, the Anvil of Doom is a Dwarvern warmachine that can do one of three things: a nasty shooting attack, an extra move to a dwarf unit or make dwarf units immune to psychology. It has two levels of power: the first can be used on a 2+, and will do one of the above. Typically the Dwarf player will use it to strike one unit, anywhere it likes (No LoS required!) and hit it with D6 S4 magical hits (2D6 with Thorek). Oh, and it halves the movement of the enemy units it strikes. If they decide to use an ancient power, then they need 4+ (Thorek needs 3+ and can re-roll if he fails!) and then it affects D3 units. Ouch. If the Runelord fails it then they roll on a standard miscast table (1: Destroyed, 2-3: can't fire this or next turn, 4-6: can't fire this turn).
Other notables are that, of course, it is unbreakable. It comes with a couple of guards- Thorek's not a bad fighter either.
So how to take it down? Remember, it will usually be bunkered down as it needs no line of sight, which makes it really annoying. Black Knights will probably not be able to make it to the machine by the end of the game- especially if they've been slowed down by the Anvil already. But combat is really the only option... which can make it nigh impossible to get through.
My solution is very tame, and just involves raising new units near it if there is space, and charging into the Anvil. Of course, you're not going to kill the Runelord or make him run away, but as long as they're fighting, they can't use their Anvil attacks. Usually Anvils are backed up by a gunline, and it'll be a while before any Dwarfs can make it over to protect the Anvil. Use the one turn (Or more if you're lucky and get to raise more skellies) to get your troops across the battlefield, it's really the only hope. That and having it blow itself up, of course...
Any other input? I'm looking at you, Dwarf players
So for those who don't know, the Anvil of Doom is a Dwarvern warmachine that can do one of three things: a nasty shooting attack, an extra move to a dwarf unit or make dwarf units immune to psychology. It has two levels of power: the first can be used on a 2+, and will do one of the above. Typically the Dwarf player will use it to strike one unit, anywhere it likes (No LoS required!) and hit it with D6 S4 magical hits (2D6 with Thorek). Oh, and it halves the movement of the enemy units it strikes. If they decide to use an ancient power, then they need 4+ (Thorek needs 3+ and can re-roll if he fails!) and then it affects D3 units. Ouch. If the Runelord fails it then they roll on a standard miscast table (1: Destroyed, 2-3: can't fire this or next turn, 4-6: can't fire this turn).
Other notables are that, of course, it is unbreakable. It comes with a couple of guards- Thorek's not a bad fighter either.
So how to take it down? Remember, it will usually be bunkered down as it needs no line of sight, which makes it really annoying. Black Knights will probably not be able to make it to the machine by the end of the game- especially if they've been slowed down by the Anvil already. But combat is really the only option... which can make it nigh impossible to get through.
My solution is very tame, and just involves raising new units near it if there is space, and charging into the Anvil. Of course, you're not going to kill the Runelord or make him run away, but as long as they're fighting, they can't use their Anvil attacks. Usually Anvils are backed up by a gunline, and it'll be a while before any Dwarfs can make it over to protect the Anvil. Use the one turn (Or more if you're lucky and get to raise more skellies) to get your troops across the battlefield, it's really the only hope. That and having it blow itself up, of course...
Any other input? I'm looking at you, Dwarf players
Though if the personis designing the list for a game vs a mate/grudge match or (dare i say it) gt then we let it slip but still tell them it wont be fun