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Showing posts with label Lizardmen. Show all posts
Showing posts with label Lizardmen. Show all posts

Sunday, 2 January 2011

Warhammer Fantasy Battle Tournament VIDEOS

6 Warhammer Fantasy battle videos, with High Elves vs Lizardmen, Dark Elves, Dwarfs, Bretonnians, Vampire Counts and Chaos Dwarfs

Warhammer Battlefield photo
I thought it would be nice to track someone's progress through a WFB tournament. Vaul has come up with the goods in a series of excellent Warhammer tournament battle reports (from the Fields of Blood tournament). Vaul took a High Elf army.

As usual Vaul delivers lots of insight into his thinking about his army's strengths and weaknesses, his opponents army and the in game tactics. Great stuff.

credit : Vaul 02-Jan-20116 vids, 10 mins each



High Elves vs Lizardmen



High Elves vs Dark Elves



High Elves vs Dwarfs



High Elves vs Bretonnians



High Elves vs Vampire Counts



High Elves vs Chaos Dwarfs



(note: Chaos Dwarfs are not included in this site's wins and losses league table)

Tuesday, 14 September 2010

Ogres vs Lizardmen 8th edition battle report

This sounds and looks like an excellent Warhammer Fantasy Battle. It has some great photos, excellent terrain and scenery, painted miniatures and is written in a nice "punchy" and friendly manner. Magic showed it's power under the 8th edition rules - again !

"The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp"

source : http://warhammer.org.uk credit : StokeRogueedition : 8th14-Sep-2010

On Wednesday Rolls Dice, henceforth know as Ade, and myself played a 2400 point 8th Ed game. It was Ade's first game using the new rules and my second. We both kind of like the idea of 2400 points as the new 2250 as it is easy to divide into 25% chunks, so that was the agreed level. We randomly rolled for a scenario and got Blood and Glory (BRB page 148). This gave both armies a breaking point of 3, the Ogres started with a fortitude of 5, whilst the Lizards had a fortitude of 7.

Ogre Kingdoms Army

Tyrant - Great Weapon, Mawseeker, Crown of Command, Armour of Destiny, Luck Gnob 314
Slaughtermaster - Gruts Sickle, Healing Potion, 2x Tooth Gnobs 280
Bruiser - BSB, Golden Sigil Sword, Armour of Fortune, Luck Gnob 223
Butcher - nowt! 130
40 Gnobs 80
8 Gnob Trappers 48
3 Naked Bulls 105
3 Naked Bulls 105
7 Ironguts - Champion, Standard Runemaw Banner 401
7 Ironguts - Champion, Standard 376
Scraplauncha 165
Scraplauncha 165

Lizardmen Army - from memory (Ade please feel free to fill in the blanks!)
Slann BSB - Cupped hands of the Old ones, Standard of Discipline, maybe some other gizmos
Scar-Vet - Cold one, Bane Head, Piranha Blade, 1+ Armour from unknown items
20 Saurus - Spears, Full command
20 Saurus - Spears, Full command
15 Skinks
16 Skink Cohorts + 2 Krox
2 Salamanders with extra crew
1 Salamander with extra crew
2*5 Chameleon Skinks
6 Saurus Cav - Full Command? May have had a magic standard, can’t remember
Steg with giant bow


The Battlefield


The scenery was an Acropolis of Heroes (Greek looking ruin), Magic Circle, a mysterious river, 2 woods, a plain hill and several buildings and fences which were grouped into the village at the far end of the table.

The locals blissfully unaware of what is about to befall them!

Initial deployments

Main Ogre force, the 2 bull units are deployed 1 on each flank just out of shot.

Call pest control! - the Gnoblar Trappers infest one of the buildings

Sneaky Chameleons sneakily sneaking!


The sallies coming straight out of the sun - crafty!

Turn 1


The Lizards get the first turn and go all out for an early win. Movement is mainly jockeying for good charging positions, although the Chameleons nip into my rear where they will harass me for most of the game. Magic, and the Slann goes for a 6 dice Dwellers below on the Ironguts with my Slaughtermaster and Tyrant, and what do you know Irresistible force! Luckily the Runemaw banner deflects the spell onto the 3 bulls nearby and only 1 dies. The Slann rerolls on the miscast table and gets a Dimensional Cascade which he then very kindly hands-off to my Slaughtermaster with the cupped hands, once again the dice favour me though as the dumb brute narrowly avoids being sucked into the warp, 1 Irongut is killed by the resulting ST10 pie plate!

The Ogres move forward as fast as possible. The Chameleons are a nuisance, but I know that chasing them is a lost cause so I try to ignore them and concentrate on the blocks with those all important standards (see the Blood and Glory victory conditions if you don’t know why). The Tyrants Ironguts line themselves up to take the charge from the Saurus Cav, this is a gamble as the Scar-vet has bane-headed the Tyrant, but I am confident that T6 and a 4+ ward plus a magic phase of buffs to come should se me through. Speaking of magic now it is Ade’s turn to be afraid as I introduce him to OGRE MAGIC SPAM tm. Even with an average roll of 7 power dice, the Butchers pump out an impressive array of spells between them. 2 Bonecrunchers on the Saurus Cav draw out Ade’s dispel dice allowing the Tyrant and friends to gain multiple buffs, Gut magic is excellent now they stack!


The other highlight of the Ogres first turn is a direct hit on the Slaans unit with a scraplaucha killing 10 Saurus! Sadly this was to be the only direct hit that I rolled all game.

Turn 2

Once again seeing a chance for a one stroke victory, the Saurus Cav and nasty Scar-vet jump on the Tyrant and Ironguts. The rest of the Lizards hold their ground in the centre and pressurise the flanks. The Skink cohort charge a sacrificial Bull unit whilst the Salamanders and Chameleons close the noose and get into some excellent firing positions.

The Slaan jumps ship from the badly depleted Saurus into the fresh block along side. The winds of magic are week this turn (and pretty much every turn from here on in, averaging about 5 a turn for the rest of the game) so the Slaan contents himself to remove the buffs that I cast last turn. Shooting casualties are acceptable with a unit of bulls panicking off table from a salamander hit (damn those stupid flee from nearest enemy rules) whilst the scraplaunchers easily shrug off the other Salamander and Chameleons. Combat is very much in the Ogres favour, despite the loss of the remaining bulls to the Skinks and their Kroxy minders (their sacrifice was in vain as I forgot that the Skinks could free reform after a combat- D’oh), the Saurus Cav came up short against the Ironguts. As I thought the Scar-vet suffered from a case of epic fail against the Tyrant, and was squished for his troubles. However, despite a fairly convincing loss the Cav stuck around for a second dose.


Ogre turn 2 is very embarrassing, mainly due to me being a complete idiot. My second block of Ironguts declares a charge against the Slaan and his new bodyguard, however they fail to hit the required 12 inches rolling a 4 and a 1. For some reason that I cannot explain, I managed to convince myself and Ade that after a failed charge you move the distance on the lowest dice and not the highest. Being Ade’s first game, he foolishly took my word for it, so that is how we played it until about turn 5 when after a rash of failed chargers moving 1” we looked it up and my blunder was revealed. Also in this turn the right hand scraplauncha charged the skink skirmishers who fled and were caught. The wind of magic continued to be miserable and a few buffs were dealt out to my two main Irongut blocks, but nothing else. Shooting brought a light hearted moment, when the mischievous Scrappers on the left hand launcha lobbed one of their own for a strength 5 killing blow on the Slaan, but sadly he just impacted on the surface. In combat the Saurus Cav were wiped out.

Never trust the word of an idiot - the Ironguts flounder 1” after my mindfart.


Turns 3-6

I am going to lump all the remain turns together from here on in, mainly because nothing much happened. Ade played very well keeping my 2 Irongut units and all my characters at arms length until his shooting and magic had reduced them to the point that he was ready for them. The Steg charged the Scraplauncha that had killed the skinks Skirmishers and destroyed it. He then tuned the Steg into the Flank of the Ogre BSB’s Ironguts who had again failed a charge on the Slaan in turn three and once again only gone 1”. Basically, from that point onward the game degenerated into a battle of the buffs. I kept putting +1T and stubborn on my units, whilst the Steg spent most of the game with T10 and Regen thanks to the Slaan on his Throne of Vines. More and more units piled in until we ended up with this arrangement.




At the rear of the ogre army the Gnoblar fighters, who had been unable to get into the battle line due to the 1” rule and Trappers, tried in vain to contain the lone Salamander and 2 Chameleon Skink units who as I had feared danced around them with ease. It did however produce this fine moment, which Ade was very happy with - the perfect Salamander shot!


Even more amusing was the fact that the remaining few Gnoblars, decided to seek refuse from this maelstrom in a wildwood, even rallying in there to be slowly eaten to death by the trees!


Anyway after something like 6 rounds of ineffectual hacking neither side could gain any advantage in the huge melee, and so the game went to a tie break situation with the Lizards coming out ahead on a victory point count back.

Result aside, both players had an excellent game with much laughter on both sides as weird and unexpected things happened. My faux pa with the charging rules didn’t spoil or change the outcome of the game in any great way, so we just laughed about it and put it down to lack of experience with the new rules. Magic was pretty powerful throughout the game, and that was with terrible rolls for the winds of magic every turn, I shudder to think what a Slaan could achieve with even just average rolls over the course of a game. The other things that I took from the game is that the terrain rules aren’t as bad as I first thought they might be. We rolled the maximum 10 pieces, and I was concerned that the board would be to crowded to actually fight on, but that was not the case. In fact the Magic Circle, Acropolis and river never came into play in the whole game.

Sorry this a fairly thin report, with so much to think about during the game I forgot a lot of the lesser stuff, but most of the major events are covered.

Cheers
StokeRogue

Friday, 10 September 2010

Empire vs Lizardmen (8th edition) 2,500pts Battle Report

A written Warhammer 8th Edition Fantasy Battle Report + maps from Battle Chronicler (I think !) 

"In an absolute schoolboy error I fought the Archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again"


Sigmar: Don't let the above comment mislead you, this Battle Reporter knows what he's doing, his useful after game analysis is testimony to that (this is just a reminder that even the very best gamers make those irritating mistakes especially when trying to learn a new set of rules !). I like ukko's report and I'm hoping to show some more of them - he's to the point and you feel like you're learning something when you read the report and I felt like nodding my head due to similar shared experiences.

source : http://warhammer.org.uk credit : ukkoedition : 8th05-Aug-2010

Played a game a couple of days ago with my empire against lizzies. Been trying to put together a decent allcomers but this was only my second game with empire and 4th game of 8th.

The Empire Army List

Arch lector on war altar, GW, speculum, meteoric iron
Lv4 (life), horse, scroll, holy relic
BSB, barded horse, dragonhelm, dawnstone, sword of might
Warrior Priest, barded horse, dawn armour, wyrmslayer sword, shield
2*29 halberers with full command
2*10 crossbows
5 knights with banner and musician
8 inner circle knights with full command and flaming banner
2 cannons
5 outriders with musician
Steam tank
Rocket battery

Lizardmen Army List

Slann BSB, warbanner, extra dice, all lore (life)
Oldblood, blade of realities, potion of speed
Engine lv2(3), plaque of tepok
Scar vet, armour of destiny
2*24 saurus with banner and musician
10 skink skirmishers
16 Temple guard with full command and sword of the hornet on champion
5 cold ones
Salamander pack
Razordon pack

Deployment:

He got first turn and pushed forward, magic was uneventful and shooting was out of range except for his salamander which chanced a long shot at the lv4's unit but misfired and ate its crew (gaining frenzy/hatred as a result). My first turn I pushed the altar and stank in front of his central blocks and shuffled the other things around to enact plan stank-n'-flank (Tm). The knights held back in the centre, hoping he'd throw the saurus into the alter and I could counter charge in my turn. I figure'd the stank could probably hold up the entire left flank on its own for 2 or 3 turns while I regrouped, as he didn't really have any other option but to charge it. Magic didn't do much as i rolled low. Shooting saw one cannon stick in the ground short of the engine, the other going straight through it. I wounded everything except one crew dude and he proceded to roll his 5+ wards on all 3 crew and the prest. However, in a classic example of getting the luck when it matters, he failed the ward on the steg and I preceded to roll 6 yummy wounds. To add insult to injury, I then used the stank's remaining 2 steam points to cannon the priest (rules question: we assumed he still got his 5+ ward but I've no idea if that's right). Crossbows and rocket did nada. Have to admit, at this point I was feeling pretty confident.


Next turn he ploughed into the stank with his cold ones and TG, a mistake he later attributed to just not having enough experience playing empire (he probably liked the idea of keeping those units safe from shooting too). He also managed a mammoth 14" inch charge with the saurus on the halberders on the left flank, who they would then butcher and chase down in the combat phase. Finally, the other saurus went into the altar, along with the frenzied salamander. I managed to keep his magic largely in check, and his shooting only saw his razordon eat its crew as well . In combat, the stank lost a wound to some halberds and the oldblood got speculum'ed but good (again, he just wasn't familiar enough with the empire book - I was shocked when he accepted the challenge). Rules question 2: the blade of realities missed the altar but if it had hit, what leadership would it have tested on?


In my turn the knights charged the TG, as the stank had to realign to close-the-door on the cold one charge (this isn't really captured very well in the diagram). This meant the TG were dragged forwards in front of the saurus and I couldn't squeeze the knights through to the squishier saurus block. Oh well, in for a penny i guess. The halberders charged the salamander in the flank of the altar and the knights charged the lone razordon on the right flank. In an epic display of artillery dice suckery, the razordon demonstrated his eagerness for the upcoming fight by eating his last crew member, instead of standing-and-shooting me (at least he got all hatey though). Now I did something silly. In an absolute schoolboy error I fought the archlector fight first, meaning when my knights broke the razordon and pursued into this combat, it was too late for them to fight again. In said archlector fight, I think I won by one or two but nothing broke. The stank was feeling good about itself and ate all the cold ones with 7 impact hits from 3 steam points, not that the temple guard cared.


The rest of the game was just a slug fest really - I lost a cannon to a misfire, the outriders to keep the saurus away from the rear of the TG fight, and the plain knights, who eventually broke from the combat on my right. He lost all the TG, the scar vet (who dived into the TG combat but broke after I obliterated half a dozen TG with the help of Birona's mindwarp), and the salamander. We didn't bother counting it up at the time but I'd only lost about 400-450 points and he'd lost everything except the slaan, both saurus units and the skinks.

Thoughts after the game:


- Was a bit rash with the archlector. I wanted to pin his eastern block in place but I should have held back and let my shooting have another rip at him on that side. Sending him in front of ranked infantry is a mistake I'll try and avoid in future too, as I really could've paid for it if my opponent had rolled a little hotter.


- Being aggressive with the stank is the way forward. It not only ties down things I want to stay away from, but it also keeps it safe from magic and shooting. I'll also avoid risking extra steam points unless absolutely necessary. I managed to roll 6s on all three occasions where I went for an extra steam point, one less would've been guaranteed points and I would have cracked the TG a turn earlier and got the slaan.


- I need to be braver deploying the crossbows. They get less to shoot at now and really need to make the first two turns count to be worth it. Safety first approach seems to be getting me nowhere with them - in my first two games with the empire they've survived easily but only accounted for 2 harpies and a shade. Next game I'll be more inclined to leave them isolated if it means they can rack up some casualties and impact on the game.


- Loving the +3 DD of the empire. Along with +4 to dispel, it really makes it hard for the other guy to get stuff through.


- Probably drop the rocket battery for another 5 outriders. I wanted the battery to help against big blocks of infantry, which I feel like I'm not very well equipped to deal with. I'm not keen on the randomness though, I think I'd rather more shots to trim ranks off here and there instead.


- I think life is a great deck but I'm not sure it's right for this build. The idea of healing the stank and buffing the knights and halberders to keep them alive seems fantastic but I'm not sure I have the dice to make it meaningful - the slaan is a different story, as are banner of sorcery toting HE. I might try heavens in the next game..


- When playing against this Lizard Slann-life build (which as an aside, I think could be a really effective army), stopping throne of vines is a must. At times, I thought I was over-doing it, throwing 3 or 4 dice at it early on in a few phases and burning my scroll on it later in the game, but I think it was the right thing to do. It forced him to try and plink away with little buffs here and there to avoid miscasting, which usually meant I could stop the one spell which really mattered. I also think that tying down the TG bunker while ganging up on other things to rack up points will be the easiest solution to the match-up in most cases.

Saturday, 10 April 2010

Lizardmen vs Bretonnia VIDEO Warhammer Battle Report 2250 pts

a 2250 pts Warhammer tournament battle- quite a massacre. 

As usual from this battle reporter a very well painted Bretonnian army, some nice scenery but half painted Lizardmen and a time limit which reduced the turns below 6.

A very detailed report, you'll need to listen carefully but it's worth it for lessons learned. If you invest too much in magic at the expense of your core fighting units - beware !

Battlefield deployment is so important, a well positioned unit can take out a similar number of points of enemy artillery without loss. Likewise, don't waste your flyers against better equipped and armoured enemies.

source :KNg4IbAp7OEcredit : 8432160508-Apr-2010 10:37 mins 

Thursday, 1 October 2009

2000 points Skaven vs Lizardmen tournament battle (photos)

"These skinks just won’t die!" (Two warhammer lessons; 1] mounts always cause the most damage, esp. warhorses and 2] skinks die hard ! Grrr...)

(another good fantasy tournament battle report from Silas7)

source :warhammer.org.ukcredit : Silas722-Sep-2009


Skaven tournament Army list

Grey Seer Z’ym: (dispel scroll, warpstone charm,
twisted crown of horned rat, riding a screaming bell).
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)

Lizardmen 2000pt Army list

2nd gen slann (2+ ward, +1 spell, diadem of power, haunchi’s totem) leading 16 temple guard
3x12 skinks (cohort, immune psych)
2x3 kroxigor
4 kroxigor
2 scar veterans. (There may be some other magic items, but I forget what they were).

Yes, you read that right. Two 2nd gen slann lists in a row. Time to fight in the shade again! David deploys evenly across the board, while I load most of my troops to the center and right.



Davis unit advance in a neat line. Going with mostly fire spells, the slann kills nine clanrats with firey doom. His scouts poke their heads out of the woods and pepper my night runners with javelins, killing three. Nobody runs. My rats move forward to close the distance with him. Hopefully I can make his immune to psychology work against him. Z’ym makes the singed clanrat unit frenzied, and zaps two skinks with warp lightning. I take some pot shots at the slann. A ratling gun blows away ten of his scouts, and night runners finish off the last one.



His army begins to consolidate towards the center of the board, while skinks and kroxigor work their way towards my weak right flank. The slann burns ten slaves to death, and then casts wall of fire on my frenzied clanrats (who are in charge range of his skinks). Blow darts kill two more slaves and four night runners, who panic away.



Howling in pain and frothing in fury, the frenzied rats charge through the wall of fire into the skinks. Seven of them burn, but the rest make it in to kill two skinks. The skinks kill one in return, and hold. The rest of my army edges forward.

The presence of the Old Ones makes itself felt. My censer bearers somehow avoid getting burned by fireballs, but two globadiers and five night runners get the life drained right out of them, falling to the ground as shriveled husks. An irresistible wall of fire springs up in front of Z’ym’s clanrats, to this frustration. Three clanrats die, and Grr takes a wound (he was in the front, to better influence combats). His skinks shoot five more slaves and the last globadiers from the drained unit. My frenzied clanrats kill 2 skinks, but they hold.



A unit of plague monks and the green censer bearers charge a wall of skinks in the center that are screening his kroxigor. My blue censer bearers charge the skinks coming round my right flank. Z’ym drives the blue censers into a death frenzy. One succumbs to the fumes, but the other two kill eight skinks and break the unit, running them down and pursuing into the kroxigor, where they promptly expire from the death frenzy. The other pestilent troops make short work of his skink screen and blast on through. Each one over runs into a different kroxigor unit, as my army presses forward. My clanrats kill two skinks, he kills none, and they hold.

The slann continues his rain of fire. Three globadiers go up in smoke, another irresistible wall of fire falls on my plague monks: three die, the priest takes a wound. My clanrats kill two skinks, he kills none, and they hold. These skinks just won’t die! My green censers wound a kroxigor twice, and then get chopped in half. The plague monks fare better, breaking and running down the lumbering lizards. The plague monks stand stock still before the wall of fire. Z’ym sees that the kroxigor are ready to charge the plague monks and will break them next round, rolling into his own unit! Warp lightning rends the air and two kroxigor explode in a shower of blood and bone. Zy’m then frenzies the clanrats to his left, preparing them for combat with the kroxigor. One ratling gun jams, the other one kills a third kroxigor, and a jezzail puts one more wound on the surviving one. The threat to the plague monks is contained. Clanrats kill one skink, they hold. Again!



One of his scar veterans charges out of the temple guard at my slaves, his kroxigor swing around the flank at the slaves as well. Understandably they flee. This exposes the flan of his kroxigor to my clanrats, and offers a charge to Z’ym’s unit. The slann lives up to its status as a 2nd generation by casting ANOTHER irresistible spell, this time drain life. Several rats die, but nothing that will cause a panic test. Another wall of fire lands on my frenzied clanrats killing two of them. (Truly a blessing and a curse, that frenzy.) The eternal clanrat / skink fight continues, neither side being able to wound this round. Thirteen clanrats die charging through the wall of fire at the kroxigor, losing several precious ranks. Neither side hits nor wounds, but we hold. The bell charges forward at the scar veteran, which flees. Only now, do I realize that the scar veteran may have HAD to have the mark of immune to psychology on it (as the entire army was a cohort) and therefore couldn’t have fled. Oops. Z’ym twitches and gnashes his teeth in agitation. A vermintide munches a temple guard, and warp lightning kills four others. Both jezzail teams decide to shoot themselves in the face and panic off the table. (Two failed reliable rolls?) Z’ym orders the bell struck, and his clanrats become stubborn. The clanrats finally managed to kill the last skink. My plague monks move behind his main unit

After many turns of silent contemplation and furious spell casting, the temple guard moves forward around my frothing clanrats. His scar veteran rallies. He uses the hanchi totem, and the temple guard move 6” forward, exactly what he needed to hit my seer’s rats.



He kills a lot of rats, but my stubborn rats stay. My clan rats failed to hurt his kroxigor, and he chops some of them down. The plague monks and clanrats charge his hero, who managed to chop down my plague priest before we drown him in a sea of furry bodies. I move some night runners, globadiers, and a ratling gun in range of the kroxigor fight, but decide not to shoot into the combat. His kroxigor had two wounds, andif I killed one, I would have to do three wounds in combat to avoid being attacked, instead of one. Also, if I took any wounds, I would be lower US than him and primed to flee if I lost combat.

Z’ym desperately casts death frenzy on his clanrats, dismissing the fate of the other frenzied units. There was no time for the bloated frog to cast wall of fire again! The bell is struck again, but no sounds emits from it !!! My clanrats fail a third time to hurt the kroxigor, and lose enough in combat to be outnumbered and broken through fear. The ratling gun, globadiers, and night runners all panic and flee (not a very smart move on my part, putting them so close to a combat I was likely to lose). The clanrats and temple guard fight again, and more clanrats die. I lose the combat, and fail my break test. Z’ym screams for Grr to wave his flag. Grr holds up a little snowflake doily he made from the army standard. Z’ym flips out and chases after Grr, threatening to tear him limb from limb! Grr runs away waving his snowflake, and the rest of the clanrats dutifully follow, running from the bewildered temple guard. (This colorful description of failing a break test and re-roll is funnier if you've seen Invader Zim).

Any chance of a win vanished with Z'ym.

Facing two 2nd gen slann is definitely a job of work. Both of the armies were much lower in comp than I was, but we were in the stage where matching were based on battle points. The last game was an entire fluke either, so there’s nothing to complain about. David dice were absolutely on fire, and he weathered everything I could throw at him, which wasn’t terribly much. I confess that right about when both jezzails blew themselves up, I gave up inside. I played the game out, but my heart was definitely not in it, and it showed on my face. Fortunately, my sullen behavior only cost me a point, and by that time I was so far behind it didn’t matter. Kudos to David for bringing a tough list, but not going over the top with it, and for getting a higher battle score than his friend’s comp score.

The ride home was pretty bleak. This year's GT season hasn't treated me kindly. After sitting down and recording my tales of woe, I did find that there was some triumph to be found as well. Derek showed me that High Elves are still a good army in the hands of a good general, without needing to go all cav, and before the new upgrades. Mychael and I had a great game with lots of carnage. I managed a win in game three despite losing my Seer. Brian is so much fun to play you don't mind his army and the rules for the scenario gave me a better than average chance of winning. My last game I can't shake the feeling that my poor dice and Dave's hot dice were a major factor in how things turn out. But isn't that how it goes sometimes? When you are on, you're on.

Wednesday, 23 September 2009

Dark Elves vs Lizardmen Massive 4999pts Battle Report (pictures)

A great Warhammer Fantasy Battle bloodbath !

"Salamander and Razordons manage two wounds on the Hydra..."
[Ed - I love monster on monster combat :)].

Ed. - This fantasy battle is a toughie for me, the Lizardmen and Dark Elf armies are my arch rivals since the new Army books came out. Esp. Dark Elves !

source :warhammer.org.ukcredit : David L23-Sep-2009


Time for another big battle, this time 4999 points, Lizardmen vs DE. I dislike the new Lizardmen book compared to the previous version (Slann now boring, bad magic items even worse, little reason to take anything but stegadons), so I have barely played with it, but I basically have Lizardmen to play big games like this. Raf has lots of armies this big and chose to run his Dark Elves.


Lizardmen Army 5000 points (almost !)

Slann, BSB, extra dice, all spells, discard 6s, magic resistance, Cupped Hands, Bane Head (Hotek), power stone, power stone, war banner, Lore of Metal
Oldblood, la, cold one, Scimitar of the Sun, Enchanted Shield, Carnosaur Pendant
Oldblood, la, sh, Burning Blade of Chotec, Horned One, Glyph Necklace
Scar-vet, la, sh, Charm of the Jaguar Warrior
Skink Priest, level 2, Engine of the Gods, Amulet of Itzl, Plaque of Tepok (Second Sign, Lightning, Comet)
Skink Priest, level 2, Engine of the Gods, Curse Charm of Tepok, Scroll (Second Sign, Thunderbolt)
Skink Chief, la, sh, blowpipe, terradon, Blood Statuette of Spite, Sword of Might

10 skink skirmishers
10 skink skirmishers
2 swarms
2 swarms
11 skinks with 1 krox, musician, champion [Ed - "Skrox" in the text below]
11 skinks with 1 krox, musician, champion
19 Saurus, full command
18 Saurus, spears, full command
12 Saurus, spears

21 Temple Guard, full command, Sun Standard of Chotec
4 Terradons
Stegadon
6 chameleon skinks
6 Saurus Cavalry, banner, Huanchi's Blessed Totem

Salamander
Salamander
Salamander
3 Razordons

Army List tactics / theory
I didn't want to take scrolls, so the Slann has extra anti-magic in case Raf does run some big magic. I highly doubt it, but I'd regret getting nailed by magic when I could have slowed it down.

I don't own a Carnosaur, or I might have taken it. But I have trouble coming up with any good Oldblood builds. The idea of the top Oldblood was to have enough attacks (8 and 2) to actually chew through Dark Elf units, but I would need to keep him off of enemy characters and their incredible saves. Too much of the DE army will be stubborn, and I cannot hurt them much at range, so he is likely necessary to actually kill them. I don't much like the Carnosaur Pendant, but it fit with the idea and it might be handy against a Hydra.

Second Oldblood is just what I could fit on him, so is the scar-vet. The Engines are fairly standard. Terradon Chief was just to try it, I don't expect much from him. I was tempted to get the bow or the mirrored shield, but I wanted the Blood Statuette somewhere and everyone else already had an enchanted item.

Swarms are for 360 charge rear-area patrol.

Skrox are bait units that might hurt something wimpy.

Pretty sure the chameleon skinks are not worth having, but I'll try them. Pretty sure the cavalry is not worth having either, but they do have multiple attacks. I gave them the banner to outcharge enemy cavalry.

This is almost everything I have. I have a few more skink models (not a unit), 7 more Kroxigors and a few more Saurus. No more stegadons. Unhappily, I left a box behind with the 3 Razordons (Salamander models) and the 4th Jungle Swarm base. So those all got proxied by Kroxigor models!


5000 points Dark Elf Army list (well almost 5000 pts !)

Dreadlord, Armour of Darkness, Ring of Darkness, Soulrender
Dreadlord, Ring of Hotek, Armour of Eternal Servitude, Dagger of Hotek
Dreadlord, Manticore, Pendant of Khaeleth, Caledor's Bane, Potion of Strength
Death Hag BSB on Cauldron with Banner of Nagarythe
Death Hag on Cauldron
Sorceress, level 2, two scrolls, Chill Wind, Doombolt
Sorceress, level 2, two scrolls, Chill Wind, Word of Pain
Sorceress, level 2, two scrolls, Doombolt, Word of Pain
Assassin, manbane version
Assassin, manbane version

10 crossbows, shields
10 crossbows, shields
20 Corsairs, frenzy banner
10 handbow corsairs
10 handbow corsairs
9 harpies
9 harpies

18 Black Guard, full command, ASF, Crimson Death
21 Witch Elves, full command, armour piercing
21 Executioners, full command
21 Executioners, full command
7 Shades, great weapons
2 RBTs
Hydra
Hydra

Thoughts from the Lizardmen perspective
This is basically the combination of the two armies Raf took to the last GTs, plus Executioners. Largely what I was afraid of. He can negate my magic entirely, is mostly stubborn, and hits really really hard. I've fought the Corsairs, Black Guard and Witch Elves (each with one or two characters) repeatedly with Dwarfs and they kill 5-10 elite Dwarfs every round. Saurus will die even faster.

Also tells me I made a mistake taking Temple Guard. That locks the Slann in place, which means either the Temple Guard are useless (if on the flank), or the Slann is trapped by the Ring of Hotek. Perhaps the best alternative would be a cheap Slann in the TG as BSB and general (nothing but war banner) and a real caster Slann solo on a flank. But I only own one Slann model.

Deployment
Terrain is a couple forests, a couple hills, a swamp, a building, and a big rock.
Going from north to south, I have ...

Terradons with chief, Thunderbolt Engine, chameleons,
skrox with swarms behind, TG with scar-vet, swarms, big spears
shield Saurus with Horned One Oldblood, Razordons, Salamander, skirmish screen, Comet Engine
skirmish screen, small spears with Salamander behind, attacky Oldblood, skrox, normal stegadon
salamander behind rock, Saurus Cavalry

Lizardmen north side

Lizardmen south side

His army, from north to south ...
handbows, RBT, crossbows with wizard, RBT
Executioners with harpies behind, Black Guard with general, frenzied Corsairs with Hotek Dreadlord, BSB Cauldron and harpies behind
both hydras in forest
Executioners, second Cauldron, Witches, handbows with wizard, crossbows with wizard, Manticore behind, shades

Dark Elves north side

Dark Elves south side


entire table

The Stegadons are hoping to flank his big infantry blocks. Saurus cavalry are hoping to take out some shooters and turn inward on the infantry. Terradons will hopefully stop his artillery. I could have tried to avoid the ring with the Slann, but then my TG, general and BSB would be totally separate from the main battle.


Turn 1
My having a few extra drops let me get a few of the direct matchups I prefered (TG unit, big spears opposite BG, cav away from RBTs), but also gives him the first turn.
BG and southern Executioners get Cauldron ward saves as the DE army starts a general advance. The fliers stay conservative.

His three level 2s gives him 8 power dice to my 8 dispel dice and one scroll. Nothing is in range for the Slann to make discard 6s, and nothing is going to cast at the Slann, so those 100 pts are useless. Chill Wind gets through and kills half the chameleons.

Shooting kills 2 regular crew on the northern Engine while the Sun Standard limits Temple Guard losses to 1. The south side is a disaster for the Lizardmen as 10 crossbows and 7 shades drop half the Saurus Cavalry.

end of Dark Elf turn 1

In the north, the Terradons move to the front of the forest, hoping the cover will prevent them being slaughtered by the DE shooting. The Engine moves into position to flank the advancing Executioners while the chameleons and skrox move to bait them. My center largely stays in place, except swarms going out to annoy harpies.

Attacky Oldblood moves toward his Executioner target with a skink screen against RBT fire from the north.

I see an opportunity towards the south, as his Witches can be frenzy baited. Skrox move to about 9 inches away, while Stegadon and spear Saurus prepare to flank. The skrox will have to take the charge to ensure a double flank, but overrun will get the witches away from the cauldron and remove their Stubborn. The Saurus are probably unnecessary, but if he pops a manbane assassin to hurt the stegadon, the stegadon alone might not win by enough to force double 1s.

On the far south end, injured Saurus cavalry advance to just out of shade charge range while a Salamander moves along with. The Manticore is going to charge something, nothing I can do about that.

Magic is useless. I will not get a spell off the entire game.

Shooting, however, is not entirely out of range. The Giant Bow on the regular Stegadon shoots at a Hydra, rolls a 6, and it fails the regen save!!! Two wounds means its breath weapon is no longer total death.

end of Lizardmen turn 1


Turn 2
In the north Raf takes none of the skink bait, but the witches in the south have no choice. The Manticore charges a Salamander, which flees out of range.

The main middle moves up, one unit of harpies being annoying in the center, the other hanging back.

Magic kills the Skink Chief on a Terradon and wounds one of the unit. Also wounds southern Stegadon. Despite a super Slann and two Engines of the Gods, I'm getting seriously out-magiced by three level 2s!!

Weakened Hydra breath gets one skirmish skink, big hydra puts two wounds on Razordons. RBT injures northern skink priest.

Skrox get butchered, but 3 skinks and the injured Kroxigor survive, which is exactly 25%, so after they escape pursuit they can rally. Witches pursue right where I want them.

end of Dark Elf turn 2

Attacky Oldblood, who is lined up to go into some nice Executioners, now fails his stupidity and stumbles in front of them. If they get the charge, he likely gets killing blow'd instead of chopping them up.

Terradons charge RBT, two of them able to drop rocks on crossbows along the way for 3 kills. Jungle Swarms charge rear harpies, figuring poison on the charge should ensure victory. Little spears and little stegadon squish Witches. Saurus Cavalry charge crossbows with wizard and activate their banner in hopes of preventing a successful flee. Elves stand-and-shoot to no affect. Fleeing Salamander and skrox rally.

Northern Engine moves into complete flanking position along the lake, while the 3 chameleons get wet next to him. Skrox stand in front of Exeuctioners waiting to die. Skinks and one Salamander move up to be annoying while Razordons and last Salamander hope to kill something.

I forget to explode the northern Engine, so it keeps the ward save. Shooting kills a couple Executioners and puts one more wound on the injured Hydra (2 left). Skinks get a few Black Guard.

The Terradons kill just one crew and lose the injured Terradon in return. Last crew holds. I really miss Terradons that were slightly useful in close combat, the current ones are only good for dropping rocks.

Jungle Swarms fail to poison and kill just 2 harpies, but aren't entirely wiped out.
Little spear Saurus use hand weapons and still take a casualty, but stegadon impact hits crush the witches. Saurus run them down, hitting the rallied skrox, while the stegadon restrains.

Saurus Cavalry kill two crossbows and wound the wizard for no losses. Dark Elves break, but outrun a pitiful 7 inch pursuit. More importantly, the shades fail panic and run off the table!!

A real unit dead (but no assassin), a useful unit killed (shades) and another unit with character fleeing and likely to die next turn. A good turn for the Lizardmen!

end Lizardmen turn 2


Turn 3
Northern Cauldron continues to ward save the BG, southern grants Executioners an extra attack to killing blow the Stupid Attacky Oldblood.

Northern Executioners charge Skrox, who hold. BG charge skinks, who stand-and-shoot to no affect. Healthy Hydra charges Salamander who flees and dies on building. Injured Hydra charges skinks who hold. Executioners charge Stupid Attacky Oldblood.
The fleeing crossbows with wizard fail to rally, but stay on the table.

Manticore flies back towards the center.

I stop his magic this turn and shooting doesn't kill anything, although I think it put more wounds on the northern Engine.

Terradons still fail to kill the RBT crew, but don't die in return. Elf holds. Harpies wipe out Jungle Swarms.

Executioners beat the snot out of the skrox, but they roll Insane Courage. I'm not sure this is really that good, since I wanted the Executioners to overrun off to nowhere.

Black Guard obliterate skinks and pursue into spear Saurus. Hydra obliterates skinks but pursuit is very short.

Executioner champion declines my challenge (smartly), but the three normal guys, with 6 attacks thanks to the Cauldron, fail to land a killing blow. The Oldblood's super armour save protects him from their hits. He then earns his Attacky name and rips them a new one (5 kills?), although they stubbornly hold. That's big. Huge even.

end Dark Elf turn 3


Temple Guard flank charge Black Guard. The spear Saurus are my best bet to actually kill BG, so I might as well add the static combat res to ensure they must all be individually killed instead of breaking. And the longer the Dark Elves are killing spear Saurus, the less time they can spend killing Temple Guard.

Block Saurus charge harpies, who hold (I could EitW into a Hydra).

Saurus Cavalry charge crossbows again, this time running them down at the table edge. One enemy character dead!

Chameleons move to shoot harpies. Center Engine moves up to explode on stuff. Razordons and last Salamander move south a bit. Small spears turn back east, little steggy moves east as well.

Engine explosions get a few Executioners and handbows in the north, but the central one fails to hurt the injured Hydra. Uh oh ...

This is the only magic phase of the game where I get a spell off. Sort of. Casting Transmutation of Lead on the Black Guard, the ring makes me miscast and I roll a 12. Won't have the spell anymore (Molten Silver and a level are already gone too), but it works this turn.

The Giant Bow produces another 6, this time for 3 wounds on the Manticore. Baby Steggy is kicking butt this game! Razordons then blow away the beast. One Large Terror causer dead! Salamander kills some handbows, but they don't panic. Chameleons kill 3 harpies, but they pass panic.

Combat sees the Terradons finally finish the RBT. The skinks, swinging before the Executioners, kill the unit champion and his friend. While the Kroxigor dies in return, 4 skinks are still alive and I didn't lose combat by much. With the Slann nearby, skinks hold happily.

Block Saurus crush the harpies and overrun. Healthy Stegadon flees, not wanting to be charged by the Burning Blade of Chotec (which really isn't that deadly to a hydra) and static 5. Overrun is a couple inches short of the second Hydra, because of the angle, but the frenzied Corsairs are still in my front arc.

Thanks to Transmutation of Lead, the Black Guard only kill 3 Saurus, the Saurus champ in a challenge, and one TG. I kill a number of them in return and the elves hold.
Attacky Oldblood, swinging first since the Executioners have great weapons, now gets in a challenge with the champion. Attacky is frenzied and really p'ssed with his stupid mount for nearly getting him killed, so he takes that out on the enemy with max overkill. And the Executioners fail their Stubborn test! Attacky runs them down. Afterwards, I learn this unit had the Manbane assassin, but the Oldblood's armour save was so good Raf didn't want to pop him out the second round, figuring he could hold with the champ dying and then kill me with the Manticore. So one assassin dead!.

end Lizardmen turn 3


Turn 4
Cauldron grants frenzied Corsairs killing blow.

Frenzied Corsairs charge block Saurus. Fleeing is death on building, so I decide to hold and hope for luck.

Healthy Hydra charges Engine. Dismounted Dreadlord charges Attacky Oldblood. Harpies charge chameleons.

Hydra rallies. North crossbows turn north to shoot Terradons.

Terradons are reduced to two models, but pass panic. RBT shoots priest off northern Engine.

Executioners kill skinks down to just 1, but he rolls insane courage again. That is one brave skink!

Harpies kill a chameleon, but the skinks somehow kill two back and the last harpy holds.

BG crush the spear Saurus, killing 9, but I get a couple elves back and I hold. My scar-vet is intentionally not moving over to fight and the TG champ keeps declining challenges, so the dreadlord has to keep killing spear Saurus and cannot move into base contact with the TG.

Hydra kills the priest off the Engine as I forget my Amulet of Itzl. And he only did two wounds, so the amulet probably would have saved the priest. Stegadon takes a wound off the Hydra in return.

Dismounted Dreadlord uses his potion of strength to put 2 wounds on Attacky Oldblood. If not for the latest GW FAQ that nukes dismounted lances, even magic ones, I'd be dead. Attacky, of course, bounces off the Pendant of Broken.

Corsairs killing blow my Oldblood and crush the unit, running them down. I should have issued a challenge to reduce the hatred driven killing blow attacks coming at him. He got hit by 2 and ward saved one. I missed the break test by 1 (needed a 3, rolled a 4), because of the Banner of Nagarythe.

Overall not a good turn for the Lizardmen. Three characters and a big unit dead, another lord nearly dead. But the overall situation is looking very nice ...

end Dark Elf turn 4


With only one brave skink still alive to give up combat resolution, the Ancient Stegadon (dead priest) charges the flank of the Executioners. Stegadon charges southern handbows with wizard, they smartly flee. Small spears charge Cauldron, passing Terror.

Desperate to not get shot more, terradons charge flank of handbows. Since I think it will help, and it will prevent fleeing, the Jungle Swarms charge them as well. Corsairs stand-and-shoot. 7 guys, 14 shots, hitting on 5s. Yet they inflict 7 wounds on the Jungle Swarms!!!

Salamander and Razordons manage two wounds on the Hydra.

Black Guard continue beating up spear Saurus, with just 2 Saurus still alive. But BG are reduced to banner, champion and Dreadlord. Elves make Stubborn test.
Terradons and one Jungle Swarm whiff entirely, but the handbows manage just one wound on the Jungle Swarm for a draw. Apparently the elves used all their offense on the stand-and-shoot.

Chameleon skinks kill the last harpy.

Ancient Stegadon squishes 5 Executioners, which reduces them below 10 and autobreaks them. Big guy runs them down. But the last super brave skink infantry died. Turns out this unit had the second assassin and Raf forgot to reveal him, so second assassin dead!.

Skink crew of the center Ancient luckily finish off the Hydra before it can swing and the stegadon squishes the handlers. Second Large Terror causer dead!

The Cauldron of Blood cannot make a ward save, then fails the Stubborn test and is killed by the small spear Saurus. Second enemy character dead!

With just strength 4, the dismounted Dreadlord cannot hurt Attacky Oldblood. I cannot hurt him either, but I am unit strength 2 and cause Fear, so run him down. Third enemy character dead!

A very good turn for the Lizardmen, with 3 characters, a Hydra and a big unit killed.

end Lizardmen turn 4


Turn 5
Hydra charges Razordons. I would much rather flee, but they have to stand-and-shoot. They avoid misfiring and produce 30 shots ... which do 1 wound. As I said, I would much rather flee.

Fleeing handbow corsairs with wizard fail to rally and flee another 2 inches.
Frenzied corsairs turn north towards Temple Guard.

Shooting hurts the northern Ancient again. It has one crew and two wounds left.

Hydra eats two entire Razordons, breaking them. But I escape.

Terradons manage a wound on the corsairs, who only wound the swarms once. Thanks to numbers, I win and the handbow corsairs break. Terradons restrain pursuit while the elves outrun the swarm (which has a single wound left!).

Black Guard kill the last spear Saurus and stubbornly hold.


North Ancient charges the Cauldron. Swarm charges and catches the fleeing handbows. Terradons charge RBT. Razordons rally.

Middle Ancient lines up to rear charge the frenzied Corsairs. Baby Stegadon lines up to flank charge the Hydra. Attacky Oldblood is going Hydra hunting too, but I position him poorly. Saurus Cavalry and southern Salamander (who fled from the Manticore turn 2) move to chase the fleeing handbows with wizard.

Terradons whiff and take a wound.

Ancient Stegadon kills the hags, but takes a wound in return. Stegadon holds.
With nothing in front of the Black Guard, and therefore the champ and dreadlord not in base contact with anything, my scar-vet now moves over to fight. Scar-vet delivers perfectly, producing two kills, which takes out the Black Guard banner and champion. That leaves the Dark Elf general on his own and he breaks and is run down. Fourth enemy character dead! I pursue into the corsairs.

end Lizardmen turn 5


Turn 6
Northern crossbows flank charge Terradons. Terradons get one RBT crew before breaking. They will fail to rally. Two chameleons then charge the last RBT crew in the bottom of the turn and kill him.

Fleeing handbows with wizard again fail to rally. Fifth enemy character dead!

Hydra charges Razordons again and kills them. It pursues at skrox, but they flee and rally in the bottom of the turn.

Stegadon and Cauldron BSB fail to hurt each other and Stegadon holds.
Charging Temple Guard are able to kill three Corsairs to prevent mass killing blow damage in return. Elves hold.

Bottom of the turn, the Ancient Stegadon flanks the Corsairs while the baby Stegadon flanks the Hydra.

I forgot the baby steg was a baby steg and not an Ancient, which means I should not have charged the Hydra. I do nothing, Hydra does two wounds for a draw.

Northern Ancient Stegadon finally gets the Death Hag to fail her ward saves and kills her. Seventh enemy character dead!

Charging Ancient crushes the formerly frenzied Corsairs and they break. Sixth enemy character dead!

The Dark Elves have only 7 crossbows with a wizard, and a Hydra with two wounds left on the table.

I lost most of my characters (lord, 3 heroes, half a lord) and most of my Saurus, but all the Stegadons survived.


Game Thoughts
My opponent couldn't make a leadership test! Shades panic, Stubborn Executioners run, Stubborn Cauldron runs, wizards repeatedly fail to rally. He made a couple panic tests, the BG held once (needing the BSB re-roll!) and hte Corsairs held once (down 1), but overall his troops ran away much more than they should. If they don't run away, how do I kill 4 Stubborn units? I only killed one outright (Black Guard) and broke the rest.

Luck wise, I also got incredible shooting from the Giant Bow, with 2 wounds on a Hydra and 3 on a Manticore. The stegadons generally kicked butt.

The Ring is insane. Zero spells all game. Zero!! His harpies kept the ring unit screened early, so I couldn't suicide charge it, but on a Dreadlord I probably cannot stop the ring that way anyway.

I inflicted zero wounds on his three Dreadlords all game. They were too tough to hurt. I broke them by avoiding them.

He could not kill the Stegadons. Lots of shooting went into the northern Engine, and got the priest eventually, but couldn't stop the Stegadon. I used the Engine explosion poorly, but I did great with the Stegadons themselves.

Stegadon kills: 4 wounds on hydras, 3 wounds on manticore, executioner unit, witch elf unit, Cauldron of Blood BSB, fleeing handbows with wizard, half credit for corsair unit with dreadlord (TG helped, but stegadon alone won by 5).

Swarms are just as horrible as I expected. Even with the limited goal of fighting harpies, they cannot do that.

Game did show a value in spear Saurus against glass cannons like the Black Guard, but without the Transmutation of Lead that first round, the Saurus kill output would be halved. This game largely reinforces my general reading of the army book - stegadons are better than any other unit. Replace the cavalry with a 4th steg. Replace the Terradons and chief with a 5th steg. Replace the swarms and little spears with a 6th steg. Keep some spear Saurus and stubborn Temple Guard. Glad I don't own more Stegadons.



Saturday, 19 September 2009

Skaven vs Lizardmen 2000 pts fantasy battle (photos)

"He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests."

(another friendly, engaging tournament battle report from Silas7)

source : warhammer.org.ukcredit : Silas719-Sep-2009

Skaven Army List

Grey Seer Z’ym: dispel scroll, warpstone charm, twisted crown of horned rat, riding a screaming bell.
Grrr!: cheiftan, battle standard, heavy armor, war banner
Hantus: plague priest, flail
Typhus: plague priest, flail

28 clanrats: standard, musician (the bell pushers)
25 clanrats: standard, musician, ratling gun
25 clanrats: standard, musician, ratling gun
3x20 slaves
3x3 poison wind globadiers
3x5 night runners: extra hand weapons, throwing stars
2x19 plague monks: full command
2x5 plague censer bearers
2x3 jezzails (yellow and red team)


Lizardmen Army list

2nd gen Slann
(+1 spell, diadem of power, 2+ ward, fear banner) with
16 temple guard full command, war banner?
2x3 kroxigor
3x10 skinks
5 terradons w/brave
skink priest
nike saurus.

This was another objective based scenario. There were three markers along the center of the table. The player who had the highest collective unit strength within 6” of the objective won it. You needed a majority of the objectives to win the game; victory points only mattered for bonus points. I was sweating because Brian had a 2nd gen Slann, and Brian was sweating because I had him outnumbered about four to one.


Brian deploys his temple guard, salamanders and some skinks near the center objective, and his kroxigor and more skinks near the left one. I split my army evenly between all three objectives. He moves forward cautiously, sending his terradons to about the midfield. I weather his first batch of spells with little damage. I move forward boldly on the right, and with more caution on the center and left. A miscast on my part works in my favor, as I drain away the stored dice he was holding in his diadem!


The rain of spells begins, as the slann kills two jezzails and two censer bearers with his magic missiles. His skinks shoot a few slaves and a clanrat. His terradons hurl javelins and pin the ratling gun to the ground. The salamanders work up a tremendous volume of spit and melt fourteen plague monks into a puddle of goo! My slaves charge his skinks near the central objective. The night runners leave the safety of the woods and charge his terradons. Here's a shot of the left flank, showing the depleted plague monks.


He holds my magic at bay, while my ratling gun and globadiers kill five skinks on the left flank. The bell tolls another 13, an army wide panic test. Brian snickers and passes all his tests. His skinks hold up my slaves, being so close to the slann’s army standard. My night runners fail to wound at all, and his terradons “terr” them to messes, panicing the nearby globadiers. Why oh why didn’t I just stay in the woods? It’s not like he could have charged me! Stupid rats.

The scar veteran decides to take a chance and charges at the screaming bell, brandishing his great weapon. The salamander pack tears along with him. The rain of spells and darts continues to fall. It takes three magic missiles, but the slann finally finished off a unit of censer bearers. His left most skinks shoot the ratling gun that was causing them so much pain, while another plague monk falls from a dart in his neck.

His terradons swoop behind my second plague monk unit and skewer another four plague monks. The slave / skink combat continues, the slaves win but the skinks hold. The scar vet takes many swings at the bell, but only hits once. Once is enough, as I fail my ward save and the bell explodes! Some clanrats die, but my seer survives the mess with only one wound lost. Despite that loss, we still win the combat.


The depleted plague monks and surviving censer bearers charge into the salamander combat, while Z’ym skitterleaps out of the unit and into the clanrats on the right, far away from any hostile enemy. My night runners and globadiers sandwich the skinks between them (to deny them the chance of standing and shooting). The larger plague monk unit charges into the flank of the slave / skink combat, hoping to settle things at last. The last jezzail in the damaged squad takes his own life rather than risk getting fireballed again (reliable… HAH!) This round swings firmly my way. The night runners butcher his skinks, the plague monks slay the last of the skinks. The bell combat is epic: the plague monks kill a salamander, his scar vet challenges and kills my plague priest, and I kill enough handlers to make it nigh impossible for him to hold. My censers and monks run down the fleeing lizards, but my clanrats hold, not wanting to end up in charge range of his temple guard.

The temple guard surges forward into the slaves, who wisely flee. He just manages to “enemy in the way” into my clanrats, who (un)wisely decide to flee as well. Grr laughs manically. Brian sends the terradons into the rear of my plague monks to pin them down. (3d6 for Ld tests plus a BSB makes almost any unit a tar pit). The slann doesn’t blink as his spells kill five clanrats and 4 slaves from the fleeing units. His last unit of skinks shoots two censer bearers. The plague monks weather his charge and hold.

The censer bearers charge the skinks who fired on them, while the few plague monks charge a kroxigor unit in the flank. The slaves flee off the board. Grr yells out “Last one home has to clean the rat ogre cages! WEEEEEE!” and the clanrats leg it after the slaves, also leaving the board. I just lost almost fifty US worth of troops, leaving the center firmly in Brian’s hands. Z’ym curses his idiotic standard bearer, then hurls a plague into the temple guard. Four of them catch cold, and die. Z’ym’s hysterical cackle fills the air. The plague priest moves to the rear of the monks and swats some terradons, but they continue to hold cold-bloodedly. The censer bearers make short work of the skinks (short, get it?), but the plague monks and kroxigor fail to wound each other, and he holds.

Brian looks around the board. Currently I am winning the objective battle: my slaves and Z’ym’s clanrats hold the right objective, my plague monks are contending the center objective, and my clanrats and various skirmishers stand poised to swoop in and take the third, outnumbering his two kroxigor units greatly.


At his telepathic command, the temple guard charge into the plague monk unit. The slann sends more magic missiles to thin out the slave units, killing eight of them near the left objective. The temple guards make a wonderful mess of things and break the plague monks. The temple guardss wisely hold, while the last terradon (the brave, of course) runs down the monks and takes their banner. My other monks fail to wound again, and his kroxigor cuts two of them in half, breaking the rest of them and picking up their standard (this is very important!).

The censer bearers dither between charging the kroxigor on their left and the temple guad on their right. They end up careening into the temple guard, hoping to reduce their unit strength a little. Z’ym orders the clanrats forward towards the center, while the slaves sit on the right objective. Z’ym chuckles and wrings his hands. “Foolish flying jungle lizard! Keep our precious standard. It makes a wonderful conductor… for ELECTRICITY!” The brave is sheathed in a corona of warp lighting, and burns to ash along with his mount and the banner. On the left the night runners and globadiers run behind the kroxigor and pelt them with pointy and stinky things, wounding them slightly. The censers kill two temple guards before being slaughtered.
Here's the hotly contested left flank on the last turn.


Everything hangs in the balance on the last turn. The slann directs all of his remaining spells at the left clanrat block, killing about eight of them with spells. They panic and flee off the table. Suddenly the entire left flank is in doubt! My slaves, globadiers, and night runners all run like mad towards the objective. Z’ym urges his rats forward, but they won’t make it to the center in time. In spite, he kills a few more temple guard, reducing them down to three remaining. Shooting fails to kill any kroxigor, and the battle comes to an end.

Brian holds the center objective, and I hold the right. We add up the unit strength on the left flank. I have a total of twenty four (slaves, globadiers, and night runners) and he has eighteen for the two kroxigor units… and TEN for the captured standard. He has twenty eight, giving him the objective and the game!

At the time I was pretty broken hearted about losing that clanrat unit in the last turn, but as I review the report, this was a kick-bottom game of Warhammer. Brian is the kind of opponent who can make you laugh even when he's kicking your butt. Fortune swung back and forth, and while Brian was winning on points I was making him work hard to get the objectives. The last round was crucial. One thing I could have done better was to move Z’ym’s clanrats a round sooner, so they could have held the center. Who knows how things would have gone though? I do think my dice let me down in a number of key places, and I don’t know if I could have accounted for that. What do you think?
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