Saturday, December 19, 2009

Small Campaign report: Lizardmen versus Empire

Previously, I had faced the Empire with Chaos Dwarfs, playing as a neutral party. (Part of the reason I quit playing the C.D. list....for the way we play, they are indeed over-powered. We all like to smash into close combat which greatly negates the restrictiveness of 12" range weapons. And I would much rather have close combat based games than shooting games, which is strictly a personal preference and should in no way influence how anyone in or out of our group build their lists).

This time, he had grown his force slightly and I would be playing the Lizardmen, about 400 points worth again kindly built for me by one of my brothers. And, as mentioned in my previous post, the goal would be to inflict as many casualties as possible while losing.

I kept some notes on this game, but they do not include what the scenario was, so....

On my side of the field, I had a stream entering and leaving the left flank with forest about half way across the field and a hill on the far side where I expected him to place his cannon. Skink skirmishers like streams, forests do not inhibit them, seems like a good place to place them. And yep, his cannon went up on the hill.

I then anchored a block of 20 skinks with javelins and shields against the right flank of the skirmishers with a house on my right. To the right of the house I placed another block of 19 Skinks with Javelin and field. The middle of the field was wide open, so the plan was to advance 12" per turn, throw some javelins, see what happened.

My right flank saw another forest about half way across the field with rough ground almost in his deployment zone. Another nice place for 10 Skink Skirmishers with blow-guns. Last, my Skink Priest went with the left-most skirmishers.

He, meanwhile, placed a cannon on the hill on my left flank. (all position references to flanks are from my point of view, so for him it would be the opposite...example, when I say the cannon went on the hill on the left flank, for me it would be left flank, but for him it would be right flank.)
Anchored on the cannon were a detachment of archers, then a big block of spearmen with free company protecting their flank. This would allow the archers to command the field from the hill while the free company and spearmen advanced in tandem.

His Knights went on the right flank, angled toward the center with rough ground to protect their flank.

Lizardman Turn 1
I marched everything 12" forward, cast portent of Far on my skirmishers...a pointless maneuver if ever there was one. But hey, I got some magic off (he did not bother dispelling since it clearly had no effect).

Empire turn 1
He advanced the Spearmen and Free Company, trying to stay within 3" of the Archers, knowing I would charge and wanting to get the Archer stand-and-shoot by staying within 3".

Group Suggestion
I know "pre-measuring" is not allowed, but when we are specifically trying to say...keep within command radius, as he was doing here, I suggest we allow it to be measured prior to ending the move to ensure they are within command radius. I will certainly allow it, everyone else is left to their discretion, but that is my stand.
His Knights made a slight advance as well.

He tried the Conflagration of Doom with his 2nd level Battle Mage, rolling an 11. I used all 3 Dispel Dice to get a 13 and stop it. He then got Sword of Ruin off, making his Wizard a potent close combat model.

Now, against the Chaos Dwarfs, the cannon either missed or mis-fired something like 4 or 5 turns in a row. This game, it would be no different. His guess was impeccable, the ball flight perfection. 2" would hit a Skink, 4" would hit 3, 6" would go through all the ranks, as would 8 or 10. When it stuck in the mud, we knew it would be a long game.

His Archers somewhat made up for it with 5 hits in 10 attempts and 2 Skinks slain from the block of 20. I was already down a rank...
Lizardmen Turn 2
Had I known more about javelins, I would not have done this...but I did not, so CHARGE! The left flank block of 18 skinks charged the Spearmen. He had not told me why he was advancing so slowly, so I did not know he was trying to stay in range of the archers and he scrupulously refused to fire them since he was about an eight inch out of command range. He did, however, get the counter-charge with his free company.

Meanwhile, I advanced both units of skirmishers to get some shots off and slow-advanced my right flank block.

My left-most skirmishers fired at the cannon. Only one hit a crewman, and that failed to wound. 3 Blowpipe shots wounded Knights, but he saved them all. Then the Javelins were unleashed on the knights, twice wounding but he saved them both.

Poison, by the way, is awesome. Not needing to roll the wound about half the time when I hit at all was pure awesome.

He easily dispelled the Portent of Far now that it mattered.

His free company hit 6 skinks, killing 3. I hit just one Spearmen, but did kill him. The Flaming Sword of Ruin allowed his Wizard to kill a skink, the Spearmen then went ballistic; in 11 attacks, 10 hit, 7 wounded. So I decided to be ridiculous as well and, with a 5+, saved 4 of 7...

Still, I needed insane courage. No, flee...5". He kindly rolled snake-eyes to fail to catch me.

Empire Turn 2
Every now and then, there is a spirit-breaking turn in this game. Allow me to introduce you to Empire Turn 2.

His Knights charge my big block on the right, who stand and shoot. he again fails to catch my fleeing skinks.
His cannon this time over-flies the target. 0-for-2.

His archers hit just 2 skink skirmishers and kill just one.

Time to resolve the stand and shoot. All 5 javelins wound, he makes 3 saves...which means he failed 2. Time for a break test. He 11. He flees 9"
Suddenly an easy game for the Empire just got tougher. But they should rally next turn...

Lizardman Turn 3
My skirmishers, for no apparent reason, elect to charge the Cannon. My javelins kill a couple members of his Free Company. My blowpipes put another one down. I am controlling the right flank, his Knights are fleeing, and I took the cannon out of the battle...

I put down one of the cannon crew, he cannot wound back, but passes his break test.

Also, my fleeing skinks rally.
Empire Turn 3
His archers charge the fray around the cannon, his spearmen charge the freshly rallied skink block. His Knights...roll another 11, which means the keep running, he rolls a massive 9 and flees the table.

On the bright side, for Conflagration of Doom, he rolls triple 6s. It does just one casualty, though, and I beat him in the roll-off to see if it continues. This meant I had 3 Dispel Dice for his Flaming Sword of Ruin, but he was unsuccessful in casting it anyway.

At this point, he remembered he had not ever placed his Scouts. I insisted he put them on at least far enough to shoot this turn, so he put them on my right flank and shot down a skirmisher. His Pegasus-riding General flew behind them and shot down another.

On the hill, all 4 archers hit, kill 3 skinks. the skinks kill a second cannoneer, the last one enacts a small measure of revenge by downing another skink. I flee, he cannot catch.

Lizardman turn 4
I briefly consider charging his general with my skirmishers, but elect not to. I als debate using javelins or charging the free company, ultimately deciding my 2-rank bonus makes the charge better and in I go.

My big block again rallies.

My left-flank Skirmishers fail to rally and leave the table.

My right flank skirmishers fire at the General, wounding him 4 times. He saves all of them, fortunately.

I do put down 2 members of the Free Company, in return they wound 3 skinks, only one of whom saves. His Free Company flees and outrun me.

Empire Turn 4

General charges Skirmishers, the spears charge my big block for the third time. His Archers kill 4 of the Skinks in my big block to the right.

His cannon, after firing short, firing long, and being engaged in combat, manages to...mis-fire.

In close combat, 4 skinks die to his spearmen, break, he does not pursue...and since the roll to pursue would have been the same as his try to restrain, we check and he would not have caught me anyway. Again.

His general puts down 2 Skirmishers, who break, he over-runs them and hits the back of my big block that was chasing the free company.

Lizardman Turn 5

As usual, my big block rallies. The General kills 3 skinks, I wound back one time but he saves it. The skinks break, flee, run into the 5-strong Free company which means they are destroyed.

Empire Turn 5

His spearmen do something new...engage in combat with my big block. Okay, so they have done so thrice, failed to catch them thrice...whatever. :-)

All his spearmen and the Wizard hit, 5 wound, 4 skinks die, they skinks break, flee off the table.

At this point all I have left is the Skink Priest hiding in the forest, so he flees as well and we call it.

Wow. It looked so bad for the Empire. The cannon was...ineffective would be a kind word, for the second game in a row. The Knights fled without ever seeing combat. He could break my Skink Blocks at will, but could never catch them.

At one point it looked like the Skinks would win by massacre, as his Cannon had a real chance of breaking which would have forced the archers to test, with his Knights already fleeing and his free company down to just 5 guys.

Fortunately, the game turned, the superior army won in the end, and the detachment system again proved its worth.

We need to get Fullur some dice, as his rolls are simply abominable.

the Skinks were a lot of fun to play, and the poison makes them potent. Sure, they are not often going to wound if it does not take effect, but you make an opponent make enough saves and some are bound to fail (see knights, 10 wounds, 8 saved...2 failed. The right amount at the WRONG time.)

All in all, I enjoyed the game and glad it turned out as it did.


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(Posted on Nintendo DS running [url=]R4i[/url] NetSurf)

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(Posted by SeKu for R4i Nintendo DS.)