You want your Iron Demon to make mashed potato style enemies. You don't want to bring a warmachine into that.
You don't want to spend a turn moving your warmachine - you want it to fire.
Your armylist is made before the setu of the game table, and only very few tables will leave you needing to move warmachines after placement.
Don't know about the obstacle rule. It's written before the crew became wound markers. And it mentions the crew being behind an obstacle, not the warmachine itself. ... so I don't thing it'll stop a cannon ball.
Use it as part of a scenario "ambush the choo choo train" or something like that.
hi, thanks for your answer, however it is not what I meant…
I am thinking about buying the carriage and NOT moving it…
Since the carriage counts as wall and hard cover I am thinking it might be worth it just to make the first cannon ball bounce into it and smash the wall/carriage leaving the machine intact (wall obstacle rules in BRB)…
Just because you have the steam carriage doesn’t mean the warmachine is attached to the Iron Deamon. It says you may have them start attached but they can be deployed as normal. Second point about poison from the lizardmen if a 7+ is required to hit with range poisoned attacks do not gain auto wound on the hit they must roll to wound like normal. A BS3 skink 4+ to hit with the -2 hard cover if they suffer from any other range modifier they need a 7+ to hit, which means they have to be within 9" and single shot in order to poison.
I’d never have 25pts to spare for it. So not really. Your machines should always be behind your units anyway, I find the penalty from that is usually sufficient.