Iggy wrote:
I wouldn't be too concerned. I would avoid taking a Dragon if there are 4 chukkas on the board (especially on a 4x4). RBTs are something to consider to deal with the artillery.
That's why I would place enough terrain to hide your dragon behind it. He can fly close to war machines in the same turn they are attacked by eagles, shadow warriors or whatever. Some may run because of terror, others will be busy fighting eagles or SW's (or got killed by them), others will be hit by S4 breath (and have solid chance to panic). If there will be still some machines left free to shoot, it won't be enough to slay a dragon. Dragon can charge the rest next turn, depends on who will stay alive (if anybody).
As for RBT's, volley shots have solid chance to hit crewmen. 4 RBT's = 24 shots that hit on 4+, so statistically 12 hits, 4 hits to crew. How many crewmen do the chukkas and catapults have? Remember that you resolve all hits with one RBT's before you decide target for the next one. Once the crew (or even the machine itself) is banished, you can aim for the next one with other RBT's.
As for archers, I think they are definitely worth taking. With their range of 30'', they can help killing goblin crews of machines. They can also deal with squigs (aren't they T3?). And should your opponent take some wolf cavalry, archers will be excellent against them. I would even use them to shoot at gobbos, even though that won't cause panic in the orcs. Anyway, they will be more useful then spearmen.