Showing posts with label Lizardman. Show all posts
Showing posts with label Lizardman. Show all posts

Saturday, October 24, 2009

Warriors of Chaos verus Lizardmen



Brought in my 2250 point no Special Character, no Dragon list. First up (and ultimately only up) I would face the mighty Lizardmen.

Our field had a tower in one corner and forest in the other in one deployment zone. In the right center of the field (from the side I would eventually get to choose) was some very difficult ground protected by some hedges. Meanwhile, in what would be my deployment zone were a hill on the right and shallow stream on the left.

This would ensure a compact deployment in the center of the field for me. With 6 units, some would be deployed behind others due to the crippling nature of the stream on one flank and rough ground on the other.

Ultimately, I decided to anchor one flank with Shaggy (my Dragon ogre Shaggoth, who has developed the unfortunate habit of dying every single game) and the other with 3 Dragon Ogres, a unit I was trying out for the first time. This gave me M7, S7 or S8 models on each flank, so monsters held no fear for me. Then I had to decide; the infantry blocks I desperately wanted to get into battle in front and the mounted troops behind or the Marauder Horsemen and Knights in front and the Marauders and Chaos Warriors behind. I honestly did not know which I would choose until I dropped the Horsemen in the left front of my line.





This basically locked me in to putting cavalry in front. Lizardmen armies essentially have to fight battles from 12" in due to their short range in firepower. So I could charge after they shot.

Meanwhile, Fullur spread a skink skirmish screen across his front, temple guard with Slann in the middle flanked by big Saurus blocks on each side, backed up by an Engine of the Gods and a unit of Terradons. Finally, he put a Skink Priest and small unit of Chameleon Skinks by the tower on my left flank.



By the way, about this point I wished I had gone with an early permutation of the list involving 3 blocks of infantry, 2 Marauders and 1 Warriors that I discarded for need to include a scroll caddy. I would love to have a game where Marauders go against Saurus and Warriors against Temple Guard. Oh, well.

He won the roll and elected to go first.



Lizardman Turn 1

He advanced the skinks a rather interesting 5", the 3 infantry blocks moving up 4". The Chameleon Skinks marched into the rough ground and his Skink Priest showed he could fly, heading to the stream on my left flank for cover.

The Terradons, for the express reason that, "because they can and I think it is fun", flew into the forest. This, by the way, is the type of play that makes me love our Team Starving Crazed Weasels gaming group. It really had no bearing on the outcome, but did reference and earlier rules discovery and discussion, and added some "color" to the game in a fun way.



He starts throwing magic around; gets off the spell allowing d3 re-rolls, adds 2. Then the skink on the Engine cast Celestial Shield on the Skink Screen. I had nothing it would affect, but he did not know that. Then the Slann cast Guardian Light with irresistible force. Had he not done so, i would have used a scroll, because psychology was going to matter I think.

He then casts Burning Gaze at Shaggy, but rolls a measly 3. He picks up the 1 and re-rolls it using one of his 2 re-rolls...and rolls a 1 again. Shrug, pick up the "2", re-roll it...and it is a 2. Yeah, that helped...and really set the tone for a game that would be full of wacky rolls and goofy but fun moments.

No shooting, he passes the turn.

Warriors of Chaos Turn 1

Mithridates (my General) sends the Marauder horsemen off to the left flank...and I make a serious mistake. I thought about going after his Skink Priest, but then remember how deadly Chameleon Skinks are...scratch that, WERE in 6th edition and go after them.

I have not used much Fast Cavalry, so think I hit on 4+ all the time more or less, forget to make it 1 harder for them being Skirmisher and a further -1 for being Chameleons. I roll 4 dice, 1 wounds, he is down a Chameleon.

Everyone else marches up the gut, though not their full range, most about 6-7". Like chess, I control the center of the table and am out of his charge range...except the Skinks who I will happily let charge me if they choose.

I then roll my 3 Power Dice trying to Dispel Guardian Light, needing an 8...and roll a 7. More on this in the next magic phase.

Lizardman turn 2

The Skinks advance to get in good shooting position on the Chaos Knights, the Chameleons advance to get close to the Marauder Horsemen. He advances the 2 Saurus units, but leaves the Temple Guard, trying to draw me in and get some flank charges.

His terradons fly over the Dragon Ogres, landing right behind them on my right flank.

His Skink Priest on my left flank continues to wreak havoc behind my lines, flying behind the Marauder Horsemen.



Magic

This time, he remembers to have the Engine of the Gods make the Lore of Heavens one easier5 to cast. Ironically, had he remembered this in the first turn, nothing else would have been successful for him...but my Dispel attempt would have succeeded. So his "error"worked to his advantage.

The Skink on the Engine tries the lethal Comet of Cassandra next to my Knights, but the casting score is not high enough. The Flyink Skink casts 2nd Sign, this time adding 1 re-roll...but taking 2 dice to do it. Another intriguing moment.

The Slann tries Burning Gaze against the Dragon Ogres, I roll dice and Dispel it.

In the shooting phase, the Chameleons twice wound the Marauder Horsemen, and I save but one, taking my first casualty.

Then his 10 skinks fire on my Knights...and fail miserably, garnering not a single hit. His Terradons will make up for it.

Not with their rock-dropping; they drop 8 rocks on the Dragon Ogres. Only 3 hit, just one wound goes through. But he then throws his Javelins,hitting 4 times, uses the re-roll which fails, of the 4, 3 wound, I save just 1 and take 2 wounds on my trial unit.

Chaos Turn 2: Time to get down to business

I turn Shaggy to charge the skinks, knowing they will flee and I will end up in his Saurus furthest off to my right. The Dragon Ogres, having circled the fence, charge, catching his Saurus flank. The Knights, having the Banner of Rage, have Frenzy and also charge the skinks.

And he makes the interesting (and probably correct) decision to let me hit his skinks, thinking it will redirect the charges, I think. *

This time I send my Marauder Horsemen after the flying skink. My Magic phase is short; I dispel the Remains in Play Celestial.



The Marauder Horsemen are deadly. Of my 4 attempts, needing 5s, 3 hit and all 3 wound...his priest is dead.

While the skink had done no actual damage, he had been a headache, as I thought he could use the skink to hit me with a magic missile cast by the slann, which could have hurt, coming from behind. Later conversation indicates this may not have been possible,...but it affected my thought process. The Marauder Horsemen were proving their worth!

Also, the possible worth of cheating...I think his Priest was in the stream, and if so should have benefited from a -1 to hit for soft cover. D'oh! My Horsemen look good when I play by my own rules....

Anyway, the mighty Shaggoth reels off his 5 attacks...and only 2 hit, though both do slay skinks. The Knights have a mighty 19 attacks, need 3s...and hit 13 times. The 7 dead skinks, horses finish them off, over-run...and the re-direct has mixed results.

Shaggy hits his Temple Guard head on, not getting into the juicy Saurus combat. The Knights hit the Saurus head-on...and since that is a fresh combat which has not been fought this turn, they get to immediately fight another combat, pursuant to the (cheesy) rules since the Dragon Ogres had yet to take their turn.

This just in, Knights are AWESOME and when they get to fight twice a turn, bad things generally happen for the enemy.

Mithridates challenges, the Saurus champ accepts, for the first time ever I get overkill, hitting just half of my attacks, but all 3 wounding unsaved. The other Knights kill 5 more Saurus, the horses kill another; Diphratus (the army Battle Standard Bearer) kills 2 more, the Dragon Ogres go 5 for 5, hitting 5 times and killing 5. That is a whopping 16 dead Saurus in one turn. He flees, the Dragon Ogres follow and catch him while the Knights...well, they run into the Shaggoth and stop right there.



Furthermore, the angle they are at combined with the width of his base means they will not be able to charge the Temple Guard next turn.

This was a very mixed turn for the Lizardmen. On the one hand, they lost a unit of Skinks and a unit of Saurus, and Shaggy got the charge on the Temple Guard.

On the other hand, ONLY the Shaggoth hit the Temple Guard, the Knights and Dragon Ogres are out of position, and my Warrior and Marauder blocks are still half way across the table.

Lizardman Turn 3
This was his most effective turn of the game, and it cost him heavily. (When I posted the photo below, I noticed how heavily...had I not moved the Knights, he very well might have flank charged THEM instead of Shaggy...which changes everything said below)



He moves the Engine of the Gods into ideal position. They are behind the Dragon Ogres, no charge there. He is close to the Shaggoth, who is locked in combat with the Stubborn Temple guard (who have a re-roll, making them effectively Unbreakable). Finally, he is close to the Chaos Knights, but because of positioning, the Shaggoth keeps them from chargin. In other words, his Burning Alignment will hit my 3 best units...and the Knights include my General and Battle Standard Bearer...while being in no danger himself.


Furthermore, he flies his Terradons behind my Knights for some fun little poison javelin throwing action.


He does make one choice I might have done differently; his remaining Saurus unit has a choice between dealing with my Marauder block or re-forming to flank charge Shaggy.
I personally would have gone after the Marauders; the Saurus would have forced them to choose between going with Shield for a 5+ save after strength modification, but only wounding on 5+, or having no armor but using their Great Weapons to wound on a 3+. Either way, the Saurus will have a chance of striking the Marauders and doing lots of wounds which force break tests.

At the same time, if he can break the Shaggoth, he will flank the Knights and possibly win by Static Combat Resolution.

I think he underestimated the power of a Stubborn with re-roll LD9 model and he later admitted as much.

Be that as it may, they reformed to get the flank charge next turn and the Chameleons moved forward.

Now for the magic phase, where he effectively lost the game...by being successful.

The Engine went with Burning Alignment and it was brutally effective. The Dragon Ogres take 3 wounds, killing one and leaving a second with just 2 wounds left. It doesn't touch the Shaggoth...but it does wonders against the Knights.

I had a large unit of 6 which, when the 3 characters were included, was really too wide because for some inexplicable reason, I went 8 wide with them. This made them hard to maneuver. It was a mistake. Fullur corrected that for me, killing 3 Knights with Burning Alignment.

Now, on the one hand, that was brutal. I just lost half of a 355 point unit in one moment with no way of stopping it or saving against it. It was proof to me of just how good the Engine is against my armies (seeing my Dragon Ogres going down did not hurt with that perception...they were taken specifically to deal with stuff like the Stegadon).

On the other hand, taking 2 Knights off one end and one off the other end...meant I now was not blocked off by the Shaggoth. So his greatest success turned into a Pyrrhic victory. I almost named my General Pyrrhus instead of Mithridates...oh, the irony.

Well, after seeing that damage, I figured this was going to be a key turn in the game. If he could break the Knight unit, it would mean the Shaggoth would probably run as it was the Standard that made him stubborn and with "only" 5 attacks, facing a unit with 3 ranks, outnumbering, unit standard and BSB in the Slann/Temple Guard, he was guaranteed to lose every combat even if he killed with every attack so it was vital to keep him next to my standard. I could not afford for it to run.

The Skink Priest on the Engine, emboldened by the carnage he had wreaked, unleashed Uranon's Thunderbolt on the hapless Knights...another d6 S5 hits with no armor save? Uh-oh...but he failed to meet the casting roll. Whew. Relief.

He cast some Blinding spell that would reduce the Shaggoth's attacks to WS1. I used my first Dispel Scroll. (probably a mistake:I should have saved it for Uranon or the Comet). He cast the lighter Magic Missile and I used all my dice to Dispel it. He then failed to cast Guardian Light and I used my last Dispel Scroll to stop Cleansing Flare.

Which left him plenty of dice to try the Comet which, to my tremendous relief, failed to get cast.

So magic was survived in what I thought would be the key turn.
His Chameleons then wound my Marauders thrice (including 2 with poison), I fail 2 tests and see a couple of them die.

The Terradons only get one poison attack through on the Knights which I save.

The Engine, still flush with success, poisons my Dragon Ogres twice, I save neither, and he kills a second Dragon Ogre in the same turn.

On to close combat. Shaggy goes ballistic, hitting 4 times and killing all 4, leaving only his unit Champion to attack back. The Champ shows why he is a champ, hitting three times and wounding twice, neither of which I can save. I then roll a 10...fortunately, my BSB is right there so I get to re-roll, and this time pass handily.
The Battle Standard Bearer paid for himself right there.

Warriors of Chaos Turn 3
No longer impeded by the Shaggoth, the Knights have a choice; flank charge the Temple Guard or go after the Engine. I do not want the Engine roaming around casting Burning Alignment, so I choose that.

I continue advancing my Marauder and Warrior blocks up the center of the table, my Marauder Horsemen ride over to reintroduce themselves to the Chameleon Skinks, and now they are inspired.

This time I DO take into account the penalties for Skirmishing and being Chameleons...and in 3 shots, score 2 6s, both of which then kill Chameleons.

Epic Close combat:last time I got into combat with a Skink Priest on an Engine, I had a daemon Prince with 5 WS8 attacks at S5. In 10 total rounds of combat (9 consecutive) I did a combined 1 wound. I never did wound his Stegadon or any skink rider. So I knew this wound be tough.

Fortunately, Mithridates was tooled up. He had 6 attacks with Frenzy, all would hit on 2+, wound on 2+ with a -3 to armor save, and on any failed wound, the Skink would have to pass a toughness test or else die...and do a S4 wound to everyone on the Stegadon. I liked my chances.

Of course, I then hit slightly less than true percentage, getting three hits through. Unsurprisingly, I wound all 3 times. He rolls three dice needing 5s to save...and saves them. All three. Every. Stinking. One.

What? Does taking a measly skink and throwing him onto a Stegadon give him the special rule, "Darth Weasels' killing machines cannot harm you, ward save 0+, cannot be modified in any way"? SO FRUSTRATING!

But not as frustrating as poor Fullur found it. Because my Chaos Horse, with just the 2 attacks, hits. Now, needing 3s to save....he fails them both and his Skink Priest dies, removing the Burning Radiance with it.

Whatever. Mithridates cannot touch you, but a weedy mount takes you down?

My Knights were similarly effective, with 4 of their 7 attacks hitting and, in a fit of great dice rolling, 3 of them wounding the Stegadon. He saves just 2 of them. Diophantus the Battle Standard Bearer hits 4 times...and fails to wound any of them. I had all the horses attack the skinks, and one skink went down.

Now he attacked back. The Stegadon wounded the Knights twice, but I saved them both. One skink somehow manages to get a wound on a Knight, but I save that too.

Save this moment;
He needs insane courage, does not get it, breaks, flees just 6", but that hits the dragon Ogres and he is destroyed, while the Knights pursue...but run into the Temple Guard. Since that combat has not been fought this turn, they immediately get to fight again. For those counting at home, this makes 4 times in two turns the Knights have fought which means the battle is going great for me.

Mithridates kills 4, his mount another, Diophantus continues his incompetent ways, hitting just once (though that kills) and his horse equals him by killing another temple guard. The Knights wound 6, he can save but 1, the horses wound another three, he saves just one. I have killed 14 Temple Guard in one frenetic, furious charge.

He gets to attack Shaggy next because Shaggy has a Great Weapon. They hit 3 times, wound once, and needing a 5, Shaggy saves. I am getting more than my share of rolls. Shaggy goes after the Champ, hits and wounds with all 5. Good night.

Remember that moment I said to save/ Lets re-examine it. He remembered at that moment that the Stegadon was supposed to be stubborn which means that, although he still failed the first roll, his second roll had included 2 dice totaling 5, so he should still be there.

I am a big fan of competitive games, not a fan of routs. Myself and Fixed Dice had to argue with Fullur at this point that the proper thing to do was put the Stegadon back in combat and put back all the casualties done to the Temple Guard.

Fullur, who is playing the Lizardmen, is arguing that he should pay the penalty for forgetting.

After much debate, and him saying that if the Steg stood, he still thinks the game is in doubt, we finally convince him to return it to its position and undue the ridiculous damage that should never have happened.

I am glad he did. Made for a much better game I think and I think it was the right thing to do in the spirit of Team Starving Crazed Weasels. I am very against cutthroat competition (ironic, I know...see regurgitation) and very in favor of doing whatever it takes to make the game better and more fun for both players.

So now it is Shaggy taking the break test since even with doing 1 wound (it was not a challenge, so no overkill). And for a second straight turn he fails it, rolling a 10 again. And again I pass on the re-roll allowed by the BSB being right there.

Lizardman Turn 4
His Saurus now flank charge the Shaggoth. He has taken three wounds, showing he is killable. He cannot attack both units well enough to kill every Saurus in contact. This might be the right play, but only if he gets it done this turn.




Meanwhile, his Terradons fly behind the Dragon Ogre, he does not move his Chameleons.

The magic phase is now more manageable. I killed both his Skink Priests, removing 4 or 5 dice from his pool. I also removed 3 or 4 spells he could cast from his options...though he still has some stuff that can hurt me.

His Magic Missile kills a couple Marauders. Slowly but surely he is whittling that unit down. He heals the Stegadon and I have to save my Dispel Dice. Boo! That thing is so hard to wound in the first place! But I really did not mind...it would make for a good battle I think.

I had to Dispel Dazzling Brilliance so now he is unopposed...and promptly fails to get either Cleansing Flare or Guiding Light cast successfully. It it wasn't for bad luck, he would have no luck at all.

The Terradons twice wound the Dragon Ogre, but he saves both. The Chameleons hit the Maraduer Horsemen three times but cannot wound even once.

Close combat; the charging Saurus hit just 2 times, just 1 wounds, I save it. The Temple Guard hit 4 times but fail to wound at all. At this moment, the game essentially ended because now his Saurus were in deep, deep trouble. Shaggy strikes back, 5 hit, 4 wound, 4 dead Saurus. Did not go after Temple Guard because I figured the Saurus needed to start losing rank bonus. This time I passed my break test outright.

Mithridates opened up a can of whoop-smurf. This was the guy I thought he was, hitting the Stegadon 5 times and wounding it 4 times...noe of which were saved and I promptly forgot to have him take a T test. Which I am okay with. Mithridates horse killed a skink for good measure.

Diophantus continued to prove he is no Mithridates, hitting just twice, wounding once, but it was saved. The Knights wound the Stegadon a further 3 times, 2 are saved...but he only had 1 wound left and that killed him. Which is bad, because that was on the Lizardman turn...

Chaos Turn 4
The Marauder infantry charges his Saurus in the flank. That would be the Saurus who are flank charging the Shaggoth is is frontally facing the Temple Guard...who then get rear-charged by the Dragon Ogre and flank charged by the Chaos Knights.





And it was ugly for the Lizardmen. My Great Weapon wielding Marauders kill 3 Saurus. Mithridates kills 4 Temple Guard, Diophantus chips in his usual 1, the Knights kill 1, the horses another 1, the Dragon Ogre kills just 1 (what? 3 attacks at S7? Whatever :-) . The Saurus and Temple Guard hit Shaggy 6 times, wound him 3 times, he saves 2 but takes another wound. Only one Marauder falls. Shaggy kills 4 more Saurus.

Now comes a dissapointing moment. The Saurus, needing insane courage, obviously fail both rolls and flee 6". I decide to restrain the Marauders. He then rolls Insane Courage for the Temple Guard...who were testing on a Stubborn 8 or 9 on three dice. If those rolls reverse, who knows what his Saurus could have done since they would attack the Marauders first, so might have not been attacked again...as it was, I think I somehow contacted the Temple Guard, though I am at a loss to explain how.

Lizardmen Turn 5
The Terradons see the combat and decide it is not complicated enough, so they rear-charge the Dragon Ogre who is rear-charging the Temple Guard that are being flank charged by the Chaos Knights and fighting the Shaggoth to their front (and soon the Marauders as well), the flank charge on Shaggy having just been seen off or the Marauders would have been flank charging a flank charge on a front charge matched by a flank and rear charge that was being rear-charged. That might be the single greatest situation in Warhammer history...




The fleeing Saurus are trying to figure out the ramifications of this and decide it is too difficult, so sp they roll 6,6,5 and run right off the table. Whatever. Fullur just cannot roll dice against me...

Well, he gets Blinding Brilliance off against the Chaos Knight unit, meaning Mithridates, Diophantus, and the 3 remaining Knights have WS1 this turn. Including horses, that means I will have 27 attacks needing a 5...so I should "only" hit him 9 times this turn. Kind of says something about how bad they made the Lizardman "elite" infantry. They still expect to lose lots of guys.

Anyway, he casts Cleansing Flare on a 13. I ponder for a long time; this will hit the Dragon Ogre, Chaos Knights, Shaggoth, and Marauders. I have but 3 Dispel Dice...okay, I will try to stop it. I roll...a 12. it wounds the Dragon Ogre once, kills a Knight, does 4 wounds to the Shaggoth and for the fourth straight battle (and 5th time in 7 outings), the Shaggoth dies.

Burning Gaze hits the Chaos Warriors three times, but did no damage. It would be the only action they saw in the entire game. He then got off the spell that makes his units within 12" Immune to Psychology.

His Chameleons then prove their worth. they have 6 shots needing 4s to hit. Taking a cue from the Saurus, they roll about 5 3s and a two, producing no hits.




His Terradons proved more formidable than I would have thought. The riders of course do little, wounding just once which is saved, but the mounts wound twice and I save neither. Dragon Ogre is one wound from joining Shaggy in the dead pile. But first he wounds the Terradons twice.




My Marauders wound the Temple Guard 4 times, and three are killed. And my mighty 9 hits? Well, actually, Diophantus hit once and failed to wound...and nobody else even hit! Epic fail...not that it mattered. Static combar resolution alone meant he would lose the combat. So it was a good time for it and proved the power of the blinding spell.

The Temple Guard hit the Marauders three times, wounding 2, 1 of which I saved.


Warriors of Chaos Turn 5
Not much to do. My Marauders are locked in a shoot-out with his Chameleon skinks, my Warriors are caught in the middle of the field with no viable opponent (they are within charge range of the Temple Guard, but the entire frontage is covered) and everyone else is in that epic duel.

So I (barely) Dispel his ItP spell.

Mithridates kills 3 Temple Guard and his horse kills the last one. This is bad because with no Temple Guard, the Slann is now alone and not Stubborn. The Marauders wound him 5 times; his Ward Save saves 3, Regeneration another, so he takes a wound. His Terradon then kills my Dragon Ogre which, ironically, removes the Terradons from the combat since they were only touching the Dragon Ogre...

Well, the Slann breaks, flees 10", my Marauders pursue just 7" and the Knights 6. Yes, the Marauders outran the Knights. Good stuff.


Lizardman Turn 6
The Slann rallies. The Terradons make a suicide charge into the Marauders.

The Slann heals himself with one spell. Casts Burning Gaze, wounding the Knights twice and making it so Mithridates and Diophantus no longer have a unit to join, so now they are just independent characters. Who happen to be deadlier than elite units.

Dazzling Brightness fails...which he was sad about because all game long he had been trying to mis-cast.

Which Cleansing Flare promptly does...and he uses the Cupped hands to transfer it to my Wizard, but the result, even after re-roll, is simply a wound which does not go through. So anti-climatic...

The Chameleons do manage to hit the Marauders twice, wound once, but I save.

The Terradons cannot even wound the Marauders. Whatever. I manage to wound the Terradons twice, howe3ver...they flee and are done.



Warriors of Chaos Turn 6
Diophantus charges the Slann, and in a surprise move, my Marauder Horsemen charge the Chameleons who hang around to see what happens. I have no idea what I did with Mithridates.


Diophantus has his best turn of the game, wounding the Slann twice unsaved. the Slann needs Insane Courage (I guess I must have charged my Marauders too)...and gets it!

The marauder Horsemen wipe out the Skink Chameleons.

The game ends with his Slann bravely facing about 18 Marauders, 13 Chaos Warriors, 3 Marauder Horsemen, Mithridates and Diophantus. He did a LOT of damage in this game...but so did I.

Conclusion/Regurgitation

First, what went right. Which was everything.

Diophantus, while completely useless in close combat (despite having 5 WS7, S5 attacks, he averaged about a wound a turn, killing just 1 Skink, 2 Saurus, and putting 2 wounds on the Slann) is almost game-breaking. When fields are set up so I can keep my important units within 6" of him...which is not all that hard to do...they are functionally Unbreakable. Killing Chaos Knights, Dragon Ogres, and Dragon Ogre Shaggoths to the last man can be done...since every one of those I had did die in this battle. But it takes a long time and lets them do a lot of damage in return. In future games, if they have the option, they should definitely target him as, if I take him, he makes the army over-poweringly strong.

Shaggy was awesome. He killed 2 Skinks, 4 Temple Guard (including their champ or it would have been 8) and 8 regular Saurus, single-handedly holding up the temple guard for two turns while I finished off the Engine Stegadon.

Mithridates was awesome. He killed a Saurus Champ in a challenge, getting overkill. He killed the Skink Priest in a challenge (and I just, as I typed this, realized I failed to roll on the Eye table). He put 4 wounds on the Stegadon, killed three regular Saurus and 8 Temple Guard, plus a few skinks.



The Knights are always awesome, ringing up 2 wounds on the Stegadon, about 5 or 6 skinks, 6 regular Saurus and 3 Temple Guard.

And the Marauder Horsemen are tremendous as well. Their fast Cavalry antics wiped out his Chameleon Skinks and a flying Skink Priest.

I would even argue the block Marauder infantry performed at or above expectations. They are such a low-priority target...and rightfully so...that they were almost unscathed, were allowed to flank charge a Saurus unit, and even managed to hurt the Temple Guard.
So what did not work? Uh...uh...well, not enough to counter magic, which did kill I think all 6 Knights, several wounds on Shaggy, a couple Dragon Ogres, made one turn by my Chaos Knights/Mithridates/Diophantus combo worthless....

yet if we totaled up the points, I either won by Solid Victory or more.

Which means I really did have enough to counter magic. He threw everything he had at me and I survived long enough to do what the Warriors of Chaos do.

But that kind of points up the "what went wrong" portion of the proceedings as well. He deliberately went without Cold One Knights which was kind of him...but also sort of means I had a pretty bent, cheese-filled list. Yes, he killed all of my power units...but he never touched any of my characters and had nothing left to deal with my second line units. I think he played about as well as he could with maybe one or two things that, if done differently, may or may not have been better choices...BUT DID NOT MATTER. I would still have won handily.

On the bright side, I think it was still an enjoyable game and it had some truly memorable moments.

I loved certain elements of this game; Mithridates seeing his best shot laughed off by the Skink Priest, only to have the horse wound 100% unsaved....that was awesome.

The convoluted combat with my Marauders flank charging his Saurus who were flank charging my Shaggoth who was face to face with his Temple Guard who were flank-charged by my Chaos Knights and rear-charged by my Dragon Ogre was awesome, and it took up the majority of the game to resolve.

For the future, I think I might look into more big blocks of Marauders...strong enough to do damage when kitted up, weak enough to be taken out. I also might go back to more Magic. It is spotty, erratic, and when people are prepared, does nothing, and there is one army it means near auto-loss against, but I think it might make the Warriors of Chaos more vulnerable while still potent.

I do not know. Still toying with ideas.
I did love the Dragon Ogres, even though they ended up doing surprisingly little. They were a good choice, and had they gotten together with Shaggy, they might have been able to take out the Engine and leave the Knights free to go after the Temple Guard.

I think I am starting to not care for Lord-level characters as they turn the game into Hero-hammer. Yes, it was great watching Mithridates rampage. But at the same time...he did more casualties than a unit of 6 Knights. The Knights did not kill all 8 skinks, Mithridates had already killed a couple before they attacked but I did not write it down. He did more wounds to the Stegadon (4-2), more to the Temple Guard (8-3) and, if you take Overkill into account, more against regular Saurus (8-6). That is ridiculous.

Meanwhile, my hero level character, with a VERY impressive stat line of his own was not particulary effective in this battle...but could be.

Of course, the problem I run into is my Knights are considered by some to be Hero or Lord level characters on their own...as all Knights are on the verge of being, though mine are admittedly a hair better than any but perhaps the Blood Knights.

And if you start saying, "No Lord-Level", where does it stop? "Okay, then, no Knights." "Fine, no monsters (including Shaggoths, Treemen, ridden mounts)." "Oh, and no items that invalidate armor saves or make magic all but useless...and no spells like Infernal Gateway or weapons like Frost Blade."

Great, you take 10 Dwarf Warriors, I will take 20 Night Goblins, lets put them next to each other and roll some dice...not much fun.

Early on, someone said they thought every Warriors of Chaos game would be a Massacre, one way or the other. At the time, I had a couple games that were closer than that, and I disagreed.

But I have not been able to get the balance right and am starting to agree. What to do?

I am seriously considering shelving the Warriors of Chaos for a while. It would mean switching to Wood Elfs or Vampire Counts, since those are the two armies being used seldom or never. Or maybe the Goblins. But they, I think, are too weak. I will have to think about it.

I do not mean to sound like I did not enjoy the game. I did. I loved it. It was great fun with epic combats, classic mano a mano duels, and some thrills.

But I want my opponent to enjoy it to, and I do not know if I would enjoy going against the WoC.

Any way you look at it, I will be playing them at least sometimes. But I might look to go in another direction for a while, just to see if it can be more fun for everyone.
* Okay, major, MAJOR reassessment of this battle. When putting in the pictures, I noticed something I may (read "almost certainly") have done wrong whcih COMPLETELY changed the character of this battle. Look at the photo by the asterisk. It was when putting this photo in after writing the report that I noticed this.
His Skinks receiving the charge was brilliant...IF I did my charges correctly. I had to declare my Shaggoth charge on the Skinks, but could not declare one with the Knights because they had the Banner of Rage and therefore had Frenzy. That means the Shaggoth had to charge first.
No problem, I "wheeled" him at the beginning of combat so he would overrun into the Saurus my Dragon Ogres were flanking. No problem there.
But then I wheeled my Knights and charged at the same angle.

Wrong, wrong, wrong. As soon as Shaggy hit the Skinks, they should have "ranked up" facing him. Which means my Knights would have hit the Skinks in their "flank". Which means A) they would not have gotten as many guys touching the Skinks and B, more importantly, THEY WOULD HAVE OVERRUN INTO THE FRONT OF THE TEMPLE GUARD. Or at worst, still been stopped by the Shaggoth, but I think they would have been almost dead center in front of the Temple Guard, so their subsequent slaying of the Saurus on my right flank and then the Engine would not happen.
Okay, that HUGELY changes the complexion of the game. If I am in front of the Temple Guard, their armor save is 2 better. More might survive to hit back at the Knights. His Saurus unit might survive. The other Saurus unit might flank the Knights or it might become a blocking unit that keeps my marauders out of that battle...and would make the Chaos Warriors go a long, long way to get in position to charge. I am still Stubborn with a re-roll on a 9 with my Knights...but now I have to find a way to deal with his Engine which OWNED me while it had the Burning Alignment going.
So look at all the mistakes I made rules-wise which HUGELY impacted this game; Marauder Horsemen might kill fewer Chameleon Skinks which means they might do more damage. The Skink Priest in water, -1 for soft cover, may have survived for another turn or three and occupied the Horsemen attention, letting the Chameleons whittle down ranks of infantry marauders...who probably do not now get to flank the Saurus unit in front of the Temple Guard.
So maybe the army is not strong...my ability to not clearly think through the rules during a game is super strong.
Either way, I now feel horrible. My apology, Fullur. Lets call this one a Draw.



Monday, June 29, 2009

Chaos versus Lizardmen

Kev graduated and we had a couple hours before poker, so Fullur and I decdided to play a quick one-off. We settled in at 801 points. 

I went with a small, weird army. 10 Marauders, no adds, 11 Chaos Warriors with Shields, Banner of Wrath  (5+ Ward save in shooting phase) and Mark of Khorne, and 5 Knights with Mark of Tzeentch, Banner of Wrath (gives them Frenzy) and an Exalted Hero with the Axe of Khorne.

Fullur took a Scar Veteran on Horned one, 10 Skink skirmishers, 14 skink skirmishers, 8 Cold Ones, and 10 Chameleon Skinks.


I set my goals for the game:

1) Lose via Marginal or Solid Victory
2) Win a Challenge and Roll on the Eye table.
3) Get off a charge with my Knights

We had rough ground left and right, a hill in the left center of the field, a lake, and a forest in the center of my deployment zone. He won the roll so I had to set up first.

Putting the lie to my contention my opponent has always had a hill in their deployment zone, he did not in this game...not that it mattered since his range is only 12". 

Anyway, I put my Marauders 10 wide facing the hill planning to put my Knights to their left and Warriors behind them. He planted a wide string of Skinks opposite the hill.

Put my Warriors behind the Marauders because I saw the Forest and if he had scouts they could get behind me and kill me without any danger...so now I knew my Knights had to go over there.

He spread out some more skinks and these were far enough to his left (my right) that I thought they would have little bearing on the battle. My Knights went beside the forest slanted towards my left. His Cold ones went in the middle, my Hero went into the unit of Warriors, his Scouts were able to hid along side the hill. I won the roll for turn and deferred. 

Lizardmen Turn 1
He advanced his battle line, the Chameleons emerged from behind the hill. No magic, on to shooting. Fortunately, my Marauders served their role perfectly and were his only target. Unfortunately, he rolled 5 6s so already half my scree was dead...

Chaos Turn 1
I moved my Knights up a couple inches but did not want his Cold Ones getting the charge, so not super far. I advanced my Marauders and advanced my Warriors on top of the hill to face his skinks. 6 minutes, first turn over.

Lizardman Turn 2
He wisely maneuvered his Chameleons out of my LOS, slightly retreated his other skinks, no other movement. Shooting killed a Chaos Warrior and 2 more Marauders.

Chaos Turn 2
Charge! Both my Marauders and Warriors declared charges on his 14 man Skink line. Knowing he would not be moving his Cold Ones, I started maneuvering my Knights to hopefully get a charge on his other skink line.

He chose to flee with his skinks so my charges failed and I moved just 4". 7 minutes, 2 turns done.

Lizardman Turn 3
No charges, he rallied, lots of shooting, the Banner of Wrath was paying off. In retrospect, I should have given them the Mark of Tzeentch as well, though...4+ Ward in shooting would have rocked. 

Chaos Turn 3
Okay, I have a real problem here. His skirmishing skinks can easily outmaneuver my Warriors, my Marauders will be dead in another turn, I will never be able to bring him to grips: what to do? Aha! IF by some miracle the Marauders could hold for but a single turn, I could charge his Cold Ones with my Knights. 

Charge! Marauders into cold ones...hmmm...advanced my Knights and angled them, broke my General off and advanced him, spun the Warriors to face his Chameleons. 

It was no surprise when both my Marauders whiffed and his General alone killed them so that plan failed.

Lizardman Turn 4
He shot down another warrior, maneuvered his Chameleons back out of my charge range, and...in THE key moment of the game...failed his Stupidity test. His Cold Ones awkwardly shuffled forward. 

Chaos Turn 4
Charge! I charged my General and Knights. Unfortunately, the Stupidity meant the Cold Ones had gone far enough it meant I charged them in the flank. This battle was all but over already. With my Flank bonus, and him having just 2 attacking there and his General in challenge with mine, he could not win the combat

First, the challenge. This should be epic. 4 attacks needing 3s to hit..I managed to roll 2 2s and a 1. My one hit, my to wound roll was....another 1. He attacks back 4 times needing 4s...rolls 31s and a 2. His Horned One then attacks...and rolls a 1. 

Pathetic. 

I made up for it with my Knights. All 5 hit meaning I started with 11 attacks (I had a Champion) and Frenzy meant 16 attacks needing 3s to hit. I did miss 5 of them but almost everything that hit wounded. He saved a couple but I won the combat by 9. He broke, I caught him, his skinks fled lest I charge into them.

For all intents and purposes, the game was over here. I now had points, he had 1 fleeing unit of Skinks, one almost pinned and one out of position.

Lizardman turn 5
He failed to rally. Shooting missed.

Chaos Turn 5
I had a choice; pursue his unit or try to pin the Chameleons. I tried the latter and swung my Knights into line and my Warriors advanced.

Lizardman Turn 6
His skinks rallied, shooting time. I somehow saved all but one of about 5 hits on my warriors and also saved another hit on my General. Those saves would be big.

Chaos Turn 6
Could not bring him to grips, proved to far away to contest a table quarter. Game over.

Took us about 1:09 to play the game...

Victory or Death
Well, he had 2 table quarters and 40 points for the Marauders. Had he wounded one more Chaos Warrior, he would have scored another 150 or so. Had he put a wound on my General, he would have scored another 90 or so. As it was, he got just 240 points.

Meanwhile I killed his General and Cold Ones, 513 points. 265 points in such a small game is a massacre.

How did I do with my goals?

1) Epic fail. As far from my preferred outcome as possible.
2) Epic fail. Whiff, whiff, whiff. Challenges have not gone well for me. Going in with better WS, S, and Saves, I consistently fail to wound much less win.
3) Epic success. Great charge.

Recap
What went right and wrong? Fullur maneuvered very well almost the entire game. He was able to stay out of charge range with his skinks which meant his sniping was doing the job and winning the game for him. My only quibble with his maneuvering was if he did not intend to put his Cold Ones into combat then he should have had them where a failed stupidity test would not cripple him...but that is hindsight. At the time, his placement seemed good since it forced me to be careful with my Knights. I thought he had a rank bonus (he didn't) and knew he outnumbered me and had a standard, so starting a combat at -2 against a tough unit is not something my fragile Knights wanted to do, so his keeping them up there helped keep me from pinning his Chameleons.

Had he not failed his stupidity test I would have either lost to the sniping or had to let him charge me with his elite cavalry. 

My small numbers meant pinning a small, fast-moving shooting force was all but impossible. I have said it before and will say it again...the Wood Elf Army would crush me almost every time.

That one failed Stupidity test combined with me saving just enough of his shooting wounds turned a game he could...and probably should....have won into a rout.



Tuesday, June 16, 2009

Dark Elves Vs. Lizardmen @ 2500 Points

Did Lord Kroak just twitch? No, it couldn't be. The great toad had only been sleeping for a few centuries. It must have been a carrion beetle moving about underneath the ancient Slann's wrappings. But there it was again. Dreadlord Bait, one of the great lord's attendents looked intensly at the ancient undead being to see whether it would move again.




Slowly, the priest's mind began to fill with certain thoughts. The abominable dirtmen, sometimes called dark elves were once again trying to raid the jungles of Lustria. This would not do at all. DBait as the other priests called him for short (actually, it was hsssssss isss sss s, but the rough translation comes out DBait), quickly gave orders to the other priests to gather the cohort. "This is quite fortuitous" thought DBait. The new spawning of Saurus with their innate ability to ride cold ones need to be tested in battle. This should prove interesting.




Okay, with the fluff out of the way, lets get down to descriptions. I brought into this battle:




Lord Kroak
L2 Skink Priest w/2 Dispel Scrolls
L2 Skink Priest w/Cube of Darkness & Dragonfly of Quicksilver
Saurus Scar Veteran on Cold One
21 Saurus Warriors w/Spears, Champion, Standard Bearer
2x10 Skink Skirmishers w/Javelin & Shields
10 Temple Guard w/Champion, Standard Bearer w/War Banner
2xStegadon
8xCold One Cavalry w/Champion, Standard Bearer w/Sun Standard of Chotec




My plan was to put the Temple Guard in the middle with the Saurus to one side and a Steg or two to the other. I would use one of the Skink units to screen, and if possible use the other to harry the opponents troops. Then I placed the Saurus first and in the middle of the field, well that was silly. Especially since that meant they were smack dab in the middle of a patch of rough ground. That mistake would cost me dearly.



I put my Cold Ones on one flank so I could use the hill to shield them from missle fire. In retrospect I probably would have been better served to let them take fire since the Sun Standard makes them much more difficult to hit, and they have an impressive save. They took not one shot from a missle weapon all game. That was 40 wasted points. On the other hand, they were at full strength until their last battle, so maybe I played them exactly right.






Here is what the dark elf deploment looked like.






Here is what my setup ended up looking like.






Lizardmen Turn 1:



My magic phase was not spectacular. I managed to cast Portent of Far on one of my Stegadons. The other three spells I attempted failed to cast.




My skinks were out of range so they did not fire. Both Stegadons missed.








Dark Elf Turn 1:




His Hydra moved forward just far enough to be out of charge range, nothing else moved.




He did a lot of firing. He chewed through all 10 of my screening skink unit. He also killed 3 Saurus from my block of 21 leaving me with 18 and 1 less rank bonus.








Lizardmen Turn 2:
I again trudge forward slowly. My remaining skink unit spreads out to act as screen against the predictable hail of bolts from the dark elf line. The only other notable is my Cold Ones marching to within 3" of the enemy War Hydra. My Saurus Scar-Veteran Beday Pr'sntslay'r leading them. I realized after moving them there that "hey, that is the perfect spot to get smacked by some stanky Hydra-breath. Oh well, this was not the worst play I made all game and kept my Cold Ones out of the cross-hairs for most of the enemy army.




Magic is great this time around. I start off rolling 3 dice to cast the Lore of Heavens shield against shooting spell. I rolled snake eyes on 3 dice. Even with the other die added in I would not have made the total I would need for the spell, but the double 1s made that irrelevant. I roll an 8 on the miscast table and take a wound with one of my skink priests. The worst of it though is the magic phase ends when I still have 7 casting dice to use.





Shooting is no better than last turn. No skinks in range and I am not expecting to hit with my Stegadons needing 6s.









Dark Elf Turn 2:
He announces a charge against my Cold Ones with his War Hydra. After looking around to make sure his fellow Cold One Riders are game (aka taking a Fear test because Terror - Fear = Fear) Beday Pr'sntslay'r steadies himself and receives the charge.




On the other side of the field, the Master of Assasins appears in front of my Skinks, killing one immediately and forcing the rest to form up for combat, practically eliminating them as a shielding unit.

End of any attempt at real reporting

Unfortunately, I let this sit too long and do not recall well what actually happened in the battle. So from here on it is just going to be comments about particular details.


When the Hydra charged my Cold Ones the battle went like this: the hydra attacks hitting 3 or 4 times, wounding I think 2, and in the end all wounds were saved. The Beastmasters fared about the same. My Cavalry did a couple of wounds to the Hydra which he regenerated. In the end, one of my Cold Ones killed a Beastmaster. I outnumbered the Hydra, had a standard, and caused a wound. He lost the combat and broke. I pursued. I rolled first: WHAT!?! 3 on 3d6? Why me? Then I saw his roll: a 2 and a 1! That is ridiculous, I rolled nothing but ones and still caught his fleeing Hydra. The brief reference to a name for my Saurus Scar-Veteran above is a joke about this battle. The Hydra was a b-day gift from myself and another guy to Fixeddice. This is the first battle I played against him and I absolutely demolished it. To be fair, I had around 500 points in this battle to his 175, but it was still somewhat of a shock. Below is a picture of the dice from the pursuit roll.





This is a cool shot of my Cold Ones versus his Dreadlord on Manticore. I had broken off my Hero to try and get him into combat more quickly than the other Cold Ones were going to be able to. That turned out to be a mistake as his general charged, rolled a 6 to wound and had Killing Blow. He then overran into my Cold Ones.





This is the field at the end of the Dark Elf turn 2.



This is the field at the end of the Lizardmen turn 3.






My Cold Ones actually fared pretty well against his Dreadlord. I lost 3 in the first round, but held up because I only lost the combat by 1.





My Saurus that were in the middle who were supposed to be on the side got slaughtered. The broke and were overrun by his Cold Ones. It was not even close.





Following his overrun of my Saurus I charged his Cold Ones in the flank with my Stegadon. He ran not wanting to take the hit without the benefit of his shields.





I knew I couldn't wound his general, so I was directing my attacks at his Manticore. Had I remembered all of the rules, this would have been brilliant. As it was, it kept his general from being even more impactful.

I killed his manticore removing the part of his general that caused Terror. This meant that my Cold Ones causing Fear actually mattered. Since the general only had a unit strength of 1 and my Cold One Champion had a unit strength of 2 I outnumbered him. Since neither of us could get through the other's save, that was the only modifier on the combat resolution and I was winning the rounds of combat. Fear causes enemies you outnumber and beat in combat to auto-break barring a roll of insane courage. Barring another roll like the Hydra pursuit, my Cold One champion would have killed his general.







This is him breaking my Stegadon a turn later than he should have. (I tried to play the rules the way I thought they should be, but they would not let me. Oh well...) He caught steggy the next turn. He also finished off my last Cold One and killed a Skink priest.



Final Thoughts:

Rules:
We definitely still have a long way to go with knowing the relevant rules. I forgot at one point that any monster mount who's rider(s) is/are killed has to test using its own leadership. It took his Cold Ones an extra turn to break my Stegadon. I forgot about Fear against his general because his Manticore caused Terror effectively making it irrelevant... until I killed his Manty. I did not realize the power of rough ground until this battle.

Play:
I do not think I played particularly well or poorly in this battle. I definitely made some major mistakes like sending a lone Stegadon against a massive block of Cold Ones, but I also effectively protected my Cold Ones from fire, guessed the range I would need on Deliverance of Itza perfectly every time, and did an OK job of screening with my skinks.

MVP:
There is no question my MVP for this battle was Lord Kroak. He kept my Temple Guard from having to take a couple of panic tests, but he also leveled the enemy's firing line. He scored almost all of my points by himself. A spell that can hit everything on the field at S4 2d6 times is quite impressive, particularly against elves who all have T3. I will take Kroak any time I can against an Elven opponent.

Winner:
I lost by a marginal victory, but had I remembered a few key things I might have won by the same. If I did indeed kill his general, that is another 180+ for me, and 180 that he did not get for killing the last of my Cold Ones. Of course, had I remembered the Ridden Monster leadership thing, he could have taken down my Stegadon 1-2 turns sooner and maybe had time to take out my Temple Guard and Kroak.

All in all this was a very fun battle, and I am really looking forward to the next one, when hopefully I will do a better job.

Edit:
This is the image of Shadowblade that Fixeddice was referring to. I think this was one of my favorite parts of the battle. I got to show this pic around quite a bit and got many kudos. :)

Monday, June 8, 2009

Warhammer Wars for Saturday, June 13, 2009

Fellow Warmongers,
We shall once again engage in battle upon a field of battle, a "battle-field", if you will; on Saturday, June 13, 2009, at say.... 10 A.M. (so probably actually begin at 11, with the intent to finish before Tim's graduation party). It shall be at the Kennithian fields in Saint Helens, Oregon. Because it seems likely that the grudge-writing ownership-recording goodish people of Campaignsville will be absent, it will not likely be written in the campaign books. If that is the case, it shall be Fuller's Lizardmen of Green Pouponsville vs. the Proud and Wonderful, Honorable Dark Elves of Kennithia in a 2500 point battle to the pain. As should be the case, the taint of Chaos will be evident in a 2500 point battle ready army, as well as a possible smaller detachment if the case calls for it (perhaps a 1-1.5k battle if preferred by his opponent?). As for the Ogres of Snotsville, the Cristened Vampires of Crisonia, the non-hetero elves of Hookahsville, near Rick City, the Orcs and Gobbos of Whoeverwantstousethemismasichisticallyinsane, the Dwarves of Stumpy's Guns and Ammo at the Y, the Brettonians of Liam the Young, and whoever else I've forgotten, as for you all, please RSVP so we can accomodate your spot in concrete.
Signed,
his everlasting wonderfulness most powerful and benevolent kingship.....me.

Monday, March 16, 2009

Lizarmen Vs. Dwarfs 3-14-09

I did not take notes, so this is my best effort to recall the progression.

We set up terrain with a lake surrounded by forest on what we will call the north side of the table about 13" from the edge, a steep hill about 2" south of that, and a 12" wall just west of the eastern deployment zone.

The Dwarfs won the roll to pick sides, they chose the east side. This meant that the scenery would only serve to impede my advance in the middle, since the trees and water would not slow down my skink skirmishers, and my saurus warriors would advance on the south side.

The Dwarfs won the roll to choose who went first, they chose to let me go. Until I moved past the hill and forest there would not be many targets for the thunderers and cannons, but I had to get in close as quickly as possible because that is where I had the advantage. Fortunately, a 12" march that is not impeded by terrain (skirmishers ignore most terrain, and skinks are aquatic so they ignore water, one of the few terrains that skirmishers don't) can get you across the field pretty fast.

Lizard turn 1
I moved my whole army straight forward their full movement with a couple small exceptions. Additionally, my chameleon skinks had been placed on the northern table edge just far enough forward so I would be outside the required 12", so I moved them east-southeast to get them closer to his thunderers and behind them so they could not fire on me. I had placed my lone skink priest behind my middle which meant his line of sight would be severely limited, so I moved him off to the south flank. He was just able to get LoS to the southern line of thunderers.

Then came the magic phase, I suddenly felt naked when I realized I had not rolled for my priest's spells. We agreed to have me roll them then. I rolled a 6 and a 4 giving me a thunderbolt and meteor spell. I am going to spare the suspense and just tell you that I successfully cast the thunderbolt once in the whole game when it was not dispelled. I rolled a 1 to see how many S4 hits his unit would take, then a 1 for the "to wound" roll. Very effective spell casting.

The shooting phase was a little more successful. I was able to take out 2 of his northern thunderers with my chameleon skinks. I believe I also took out 1 with my northern skirmishers. I had made some kind of mistake moving my southern skirmishers, and they were just out of range.

Dwarf turn 1
He considered some moves, but after checking the rules on his move-or-fire units decided to just leave things as they were. He had no movement at any point during the game. As I understand it, this is how a dwarf army is supposed to operate. I do not think I could play a proper dwarf army.

His shooting phase saw some dissapointing rolls. I believe he took out 2 of my northern skirmishers. His cannons did 1 or 2 casualties. He did manage to cause my southern skirmishers to break, running back 3".

Lizard turn 2
My northern and southern troops once again marched forward. My chameleon skinks ran south behind the line of thunderers to close to within an inch of his northernmost cannon. I figured he would have to get very lucky to hit anything with a cannon at that range, and the thunderers could not turn around to fire at the chameleons. My skinks which had broken the turn before rallied. Cold Blooded is a beautiful thing! However, this still prevented my Kroxigor from advancing much because they were directly behind the skinks. I was able to get them down off the hill, but they would be out of charge range for a while yet.

Shooting saw another couple of thunderers in both lines go down to the skinks' poison blowguns. It is funny how you don't care too much that you have to roll sixes to hit when you have 14-20 shots and any sixes automatically wound. I shot at his cannon with my chameleons, but if I remember correctly did not do any damage since all of the sixes went into the cannon, and any that hit the crew failed to wound.

Dwarf turn 2
He fired away again, taking out a couple from the northern skirmishers, and one or two from the southern group. This may be the turn his cannon took out one of my saurus warriors. His northernmost cannon misfires and rolls a 2 or 3 causing it to not fire that turn or the next.

Lizard turn 3
My northern skinks walked towards his line stopping within 1" of his thunderers. Here they would be protected from his cannons, prevent his thunderers from firing at my more valuable troops, be able to use their multiple-shot blowguns, and not have the disadvantages of being in melee with a regular unit with higher WS. My southern skinks walked forward in front of the Kroxigor who were still outside of charge range. My saurus warriors wheeled on the southern flank and plodded on towards the thunderer line. Shooting went about like it had except for taking out one of his cannon crew.

Dwarf turn 3
Same as before, shoot with rifle and cannon, do a couple of wounds. At some point he managed to do a total of 3 wounds to my Kroxigor unit with his cannons. Had I taken the wounds properly, this would have taken one of my Kroxigor out.

Lizard turn 4
I charge his southern thunderers with my saurus warriors. He stands and shoots taking out 1 saurus on the way in. This is the last wound my saurus will suffer.

I fire at his cannon doing little or nothing. I fire at his northern thunderers taking them down to 3 left in the unit.

Close combat goes about like you would expect I take out all but 2 or three of his thunderers who, needing snake eyes, run like scared little girls. I pursue into the warrior unit right behind them.

Dwarf turn 4
He fires at my northern skirmishers doing some damage. Then he gets to try his northern cannon, which misfires, this is the same one that misfired on turn 2. This time it explodes. His other cannons don't do much.

In melee, I am counted as charging so I tear through several of his guys before he gets his attacks. Had we remembered how CC works, he would have only hit back with his general and his champion. As it was, he did not do much, he needed a three to stay in the fight and rolled an eight. He rolled 10 making it 9" that he ran, I rolled an 11 putting my front line on the edge of the board and overruning both of his routed units.

Lizard turn 5
My saurus reformed to face his cannons to the north. My chameleons marched towards his middle cannon. My Kroxigor, still out of charge range, marched forward behind their skink screen.

Shooting saw the southern thunderers go down to 2, and the middle cannon lose the master engineer.

Dwarf turn 5
His northern thunderers took my northern skinks down to 2 or 3 left. His southern cannon fired... and exploded. They just were not helpful to him.

Thinking this was turn 6, we called it. I missed something in there because at the end of the game he had only one crewman on his remaining cannon. At the end of the game, he had 2 thunderers and one crew on one cannon. I had lost most of one unit of skinks, 2 or 3 saurus, and taken enough wounds on my Kroxigor unit that I should have removed one.

Saturday, March 14, 2009

Dwarfs versus Wood Elfs pre-game nonsense

What a day. I have been looking forward to this game since last month's devastation of Josh's Orcs at the hands of my heroic and gorgeous Wood Elf shooting army of doom.  The humiliation of waiting 14 years to play a Wardancer unit only to see them routed by a crap unit notwithstanding, the game was a lot of fun. Warhammer usually is. Plus, with the new lights Rick installed and the felt he and I covered the tables with, it should look spectacular.

So I have been painting like mad and spent a good deal of time making sure there would be competitive armies for the Goblins, a couple Dwarf armies, a Wood Elf army, a fun and competitive Vampire count army. So I got the lists all together, gathered up all the stuff and set out to pick up Chad. 

Then I returned home to pick up the army lists. And headed off to pick up Chad.

Then returned home to pick up the army I forgot to bring. Then headed off to pick up Chad.

Then turned back to get the new scenery I had purchased. 

AAAAAAAAAggggggggghhhhhhhhhh! Not a good start.

Well, knew we would be having pizza, so did not eat breakfast. Well, got there late, things were a bit discombobulated. Never did get anything ordered. No big deal...except when all was said and done I would go from 2:30 yesterday afternoon until 9:00 tonight without eating. D'oh!

Well, anyway, we started off with a good game of Heroscape. Got some nice pictures, hopefully will get my camera issues resolved soon and get them up.

Unfortunately, the one thing I did not get resolved was table space issues. So we matched up Kenneth and his Dark Elf army against Josh and the Goblins, Phillip and his lizardmen against Rick and the Dwarf army (with Chad studying the game under Rick) and Kevin's new Ogre Kingdom army against Chris and the Vampire Counts. That left me without a game.

Now, to be fair Rick offered to sit out but I could not bring myself to play when someone else was sitting out so I was just going to take pictures and notes of all the games.

Oh, remember the numerous things I forgot to bring with me this morning? Well...I also forgot to recharge my camera batteries after Friday's Blazer game so I essentially had no batteries left. Just not meant to be my day.

I mostly watched Kevin and Chris. I explained the way I built the Vampire army to work; the Cairn Wraiths working as a protective screen to allow the Skeletons and Grave Guard to get into close combat without taking a lot of damage, plus carry Mannfred the Acolyte with them and let his Sword of Unholy Power do its work.

Unfortunately, he did not quite get what I was saying and put his screening unit off on the left, leaving his Grave Guard w/Mannfred unit exposed to the Leadbelchers of Kevin. With only 1000 point armies, this was a great risk; should the leadbelchers do enough damage to cause a break test and the test fail, he conceivably could lose almost half his army to the opening volley, a totally unnecessary risk.

That is why these learning games are good, because I could freely mention the strategy upgrade and reasoning behind it.

Meanwhile, Kevin had a pretty good set-up and won the first turn. His Leadbelchers and Gut-dudes all rumbled forward. Unfortunately for him, the Leadbelchers were about 1/4" out of range and his magic phase saw either failure to cast or else dispelled by Chris.

Then Chris was able to correct his set-up. He got the Ethereal Cairn Wraiths in front of his units so they would be the only target for the Leadbelchers. That was essentially the game as it turned out.

The next turn for Kev was more maneuvering and failed Magic. Then Chris charged his Cairn Wraiths into the Leadbelchers. Open up with the Banshee Ghostly Howl and soon the Leadbelchers were gone without ever getting to fire their guns. 

That was the way the game went; Kevin had nothing that could hurt the Cairn Wraiths who rampaged through every unit he had. Ultimately, one unit of Zombies Chris managed to raise was slain by one of Kevin's units, giving him 50 points, the total he ended with. At the end of the game he had fleeing Gnoblars and 1 character (75 point character) on the table while Chris lost a total of 4 skeletons. Brutal.

Lesson: Always, always, always have some way of dealing with ethereal creatures. That one unit did ALL the damage, 925 points. 

Meanwhile, the Lizardmen/Dwarf battle was almost as bad. A major tactical error saw 2 of the 3 cannons covered up by Thunderer units; the army he decided to use had 2 10 man Thunderer units (150 points each), 3 cannons (90 points each), a Master Engineer, and a 17 man Warrior regiment meant to surround the Thane. In theory, nobody in the entire army would move until the Warriors charged late in the game. However, he missed that part of the design and planned to move his Thunderers out of the way of the Cannons. However, an all-shooting army that sees 33% of its shooters unable to shoot (Move or Fire) is going to struggle. 

Phillip put a skirmishing screen of skinks all the way across the front. Perfect. Moved forward, fired. Rinse, repeat, and roll to a massacre victory which was only helped when 2 of the cannons blew up in the same turn. *Sigh*. Poor Rick. No luck paired with sub-optimal starting position meant disaster.

And in the third game, Josh also missed part of the army design. I tried to explain that he needed to put his Spider Riders spread 10 wide, then his Archers 20 wide, then all his hand to hand units, meant to move forward, firing as they went, and allow him to numerically overwhelm the badly outnumbered Dark Elf army. Instead he bunched the Spider Riders on one wing 5 wide, the archers about 10 wide, and spread his hand-to-hand units all across the table. Worse yet, he put his general off on his right wing.

This allowed Kenneth to charge his best unit into the unsupported, unready for close combat Spider riders, shoot one of his 40 spearmen units to ribbons on their way across the field, and never outnumber the Dark Elf army. Even with a 200 point advantage, that set-up meant he was way behind. 

I almost cried on the turn he charged his remaining spearmen into the Dark Elf quarrelers and instead of flanking them with his stone troll, instead charged the stone troll solo into a unit of Dark Elf Corsairs. 

Kenneth and Josh thought it was luck that the Stone Troll died in turn one; nope. Not even close. There were 3+ ranks of Corsairs. He had a +2 for that, +1 for outnumbering, +1 for Standard bearer. Before it even started he had a +4 to his combat resolution. He only had 3 attacks. Even if he killed with all 3 of them and took no return wounds, he would have to take a break test on Leadership 4 (out of range of the general) with a -1. The troll was dying that turn. 

This is not taking anything from Kenneth. He set up his army better and moved them better. Josh was in deep trouble from the word go. 

Overall, looked like everyone had fun, so that is a good thing. Shortly will post report on my battle with Chad.

Monday, December 29, 2008

Warhammer; The Elf and Lizardmen's First Appearance


It was a mighty host that gathered. Doltsneeze smiled as he looked at his host. On the right wing he had put the Elven Glade Guard, 15 elfs strong. They had been the ones who had warned him of the approaching Goblin horde. 

Apparently, they had been tracking some strange lizardmen. When the lizardmen joined the Goblin host, the Elfs scrambled for any help they could find. The nearest help was the Dwarf stronghold of Lumpyerhead. 

Behind the Glade Guard he had placed his Warriors, a dozen of them all he could muster on such short notice. Pintwerp the Dragon Slayer had shown up and, as was his wont, went where he jolly well felt like. In this case, that was next to the warriors. Doltsneeze huffed in upset. He wanted Pintwerp to guard the mighty cannon in the center, but Pintwerp had a mind of his own.

To the left of the cannon Doltsneeze placed his Thunderers. Anyone coming towards the Dwarf army would face a lot of firepower. Doltsneeze looked on the horizon for the advent of the approaching Goblins. he was confident the Dwarfs would take them with ease.

His smile disappeared when he saw the size of his enemies. There were hundreds of them! They advanced towards him. Well, all except a group on the Goblin left flank that started fighting among themselves and went nowhere. A hail of arrows from goblin archers tore through the ranks of his Thunderers. Doltsneeze stopped smiling when he saw two of them playing pincushion for the Goblins. In response he signaled the Glade Guard and Warriors to advance.

Several of the small Lizard men fell to the accurate arrows of the Elf archers, but still their numbers were limitless.
The Goblin army continued to advance, firing as they came.
Doltsneeze saw several Elf deaths, but thought little of it. After all, they were only allies. It was the whereabouts of his Miner kin and Rangers he was worried about. He needed them to show up. He moved to the side, allowing the Elf Archers to deal with the Skinks while he prepared to take advantage of the King's Wall in case the approaching Spider Riders should charge. Suddenly he heard a mighty roar from the Goblin army. He turned to see a unit of Night Goblin Spearmen, inspired by the power of the Waaagh, charge into his Thunderers, chasing them from the field. 

This was a disaster of epic proportions. Though his mighty cannon had fired thrice, killing a couple Spider Riders and 5 Night Goblins, he needed the Thunderers to do some damage, not flee in terror. Enraged, he led his Warriors in a furious charge against the Skinks. When they fled, his unit followed, hewing them to the ground to a man. Unfortunately, they bypassed the Goblin general, leaving him unmolested.
 

He found himself facing the strange lizardmen who called themselves Saurus. The Suarus proved unable to withstand the fury of Doltsneeze and his men and fled, only to be run down and slain.

At the same time, Pintwerp charged the Goblin General and began hewing away at him. For quite some time they danced their deadly duel of death, neither able to penetrate the other's defenses. And more Skinks suddenly arrived on the battlefield, coming in behind the Elf forces.


Fortunately, the Miners showed up as well. They had a chance at saving the cannon if they hurried.

 Unfortunately, the Goblins killed the cannon crew and, even with the fearsome Miners behind them, refused to flee. Meanwhile, the goblin horde massed to take down the Thane and his Ranger force.


While they massed, the mighty Pintwerp finally took down the Goblin General. As it turned out, that was a bad move.

The Skniks, seeing a target, promptly slew him. Meanwhile, the Elves took out another force of Night Goblin Spearmen, the Miners took out their enemy Spearmen, and the Thane and his Rangers moved forward, ready to fight the Night Goblin Netters. 

The Netters proved no match for the enraged Doltsneeze. He and his Rangers promptly got ready to engage the Night Goblin Archers.
The Archers soon fled. The Skinks shot down a couple of Miners, but the Miners had their vengeance by slaying the remaining Skinks. Then the Spider Riders over-ran the remaining Elves. Bothe armies turned to see who was left.

Of the once-mighty Goblin Horde, only a few Spider Riders remined. The Thane and his Rangers saw only three Miners besides themselves. The Spider Riders moved towards the Thane's unit but were no match and soon became mulch...plant food...extinct.

In the end, there were just a few survivors. The Thane, untouched. Seven Rangers. Three Miners. The rest were dead. But the Dwarfs are a hearty folk, unfazed by disasters and they will take the field again some day soon.
In