How to deal with Gyrocopter
Posted: Fri Jan 02, 2015 5:44 pm
I would be curious to know how you guys deal with gyrocopter when you're fighting Dwarf.
There's a very strong Dwarf player at my club. Here's an idea of his list :
1 big block of hammerers with the banner that give stubborn to everything within 12"
1 big block of warrior with GW
1 big block of long beard
2 runesmith with spell breaking runes
1 cannon
1 grudge thrower
2 organ gun
4 gyrocopters
I never managed to beat him and after runngin some simulation and doing some mathhammer, I realized I used some poor tactics and often send the wrong unit to get the job done. So I revised my list and I'm now planning to lock the Hammerers wit my PG, the warriors with my WL while the SH bud flank them and I'll try to keep the LB away with chaff. Assuming my own chaff (reavers and eagles) can put enough pressure on his warmachines, my block should make it to combat with enough body to destroy the warriors and then combo charge the hammerers before dealing with the long beards. Since he hide his organ gun between his blocks, this should allow me to deal with them too. I also switched from High Magic to Lore of Death to snip the banner that make his hammerers and warrior stubborn.
All of this looks good on paper but my day could be ruined by a gyro throwing itself in my path. I'm pretty sure I can keep 2 of them busy with my eagles (he's going to keep 1 on each flank to protect his warmachines) long enough to reach combat. This mean I must deal with 2 gyros. I have 3 RTB, each has about 44% chance to wound a gyro so I should average 1 gyro down per turn.
My question is : How do you deal with Gyros? I tried, Great Eagles and Reavers but they all die IF they can catch it. RTB are not really reliable either (I only have 3).
There's a very strong Dwarf player at my club. Here's an idea of his list :
1 big block of hammerers with the banner that give stubborn to everything within 12"
1 big block of warrior with GW
1 big block of long beard
2 runesmith with spell breaking runes
1 cannon
1 grudge thrower
2 organ gun
4 gyrocopters
I never managed to beat him and after runngin some simulation and doing some mathhammer, I realized I used some poor tactics and often send the wrong unit to get the job done. So I revised my list and I'm now planning to lock the Hammerers wit my PG, the warriors with my WL while the SH bud flank them and I'll try to keep the LB away with chaff. Assuming my own chaff (reavers and eagles) can put enough pressure on his warmachines, my block should make it to combat with enough body to destroy the warriors and then combo charge the hammerers before dealing with the long beards. Since he hide his organ gun between his blocks, this should allow me to deal with them too. I also switched from High Magic to Lore of Death to snip the banner that make his hammerers and warrior stubborn.
All of this looks good on paper but my day could be ruined by a gyro throwing itself in my path. I'm pretty sure I can keep 2 of them busy with my eagles (he's going to keep 1 on each flank to protect his warmachines) long enough to reach combat. This mean I must deal with 2 gyros. I have 3 RTB, each has about 44% chance to wound a gyro so I should average 1 gyro down per turn.
My question is : How do you deal with Gyros? I tried, Great Eagles and Reavers but they all die IF they can catch it. RTB are not really reliable either (I only have 3).