Tuesday, 7 September 2010

Battle Report Lizardmen VS Empire (again)

OK so I played Ginge again on Sunday, we ended up playing 2 games as the first one (and then the second one) didn't go so well.

Game was 2250 I'm not going to write down the lists as I'm lazy like that, you'll get the gist during the report.

We rolled the Dawn attack Mission so deployment was random (second time we had this mission and I won last time by quite alot) so neither of us could plan deployment. I really like this mission and turns out we both had pretty sweet deployments alot of my units on the left flank including my 3 Salamanders and 3 Kroxigors, about 24 Skink Skirmishers and the Ancient Stegadon and Engine of the Gods sat in the next to my 19 Saurus plus Scar-Veteran (not used one before thought I would try it as I built one from a spare Temple Guard). Ginge had alot of his Infantry in the middle, a cannon in the centre and to his left both got an engineer near by, mortar also in pretty good locale not that it needs it with indirect fire.

I had first turn and as usual just plowed forward, majority of my army is movement 6 so can cover half the board quickly, great when most of my shooting is also 12". My Salamanders whizzed down the flank trying to stay in cover from the Hand gunners. 12 power dice in the magic phase, Ginge has an Arch Lector though so ends up with lots of extra dispel dice. My Slaan got double 6 on Throne of Vines (Lore of Life) first spell but is the one you really need to buff the other 5. I used Cupped Hands of the Old Ones to pass it to Ginge and all of his Mages and dispel dice supplies took strength 6 hits, wounded a level 2 and the Arch Lector. Cast Ice Shard Blizzard on the Hell-Blaster with my Skink Priest on the EOTG meaning it would be at -1 to hit shooting (and combat??!!). My Salamanders first shot only killed 3 Swordsmen.

Ginges turn had a few closing moves, Swordsmen moving onto the Temple of Skulls to join my Skinks who's Brave had just gained +3 Movement by praying to Chaos ( lol ). Magic phase largely uneventful don't think much happened apart from my Stegadon needing a *1* not to be dragged into the Pit of Shades and me rolling it much to Ginges utter dis-belief. One of the Cannons hits my Engine and Ginge rolls a 1 to wound it but kills to crew as I fail my 5+ ward save ( the first of many that bounce of my Engine), the second Cannon falls just short, like half and inch.

Second turn, my Kroxigors charge a unit of Swordsmen, slightly weakened from Salamander shooting, I don't normally do frontal charges with these guys but deployment forced my hand and turns out the win by 3 in the end anyways lol. I have a unit of 12 Skirmishers moving down the right flank behind the Temple of Skulls to kill the hiding Cannon next turn, which is easy now as they are not immune to Poison anymore (you hit the crew hiding behind the Cannon). Magic phase and my Slaan is worried the Flagellants will be hitting my army next turn so cast Dwellers Below with Irresistible, but ignores it on 2+ thanks to the Throne of Vines (awesome remains in play spell) kills 15 as Ginge has to make 30 strength tests on 3. Ancient Steg shoots 4d6 shots at the same unit felling another fine through mass poison dart fire. Shot of the match is my Salamanders who then shoot through the Flags killing a few more but hitting a unit of Spearmen killing 22. A unit of Skirmishers also wound his Level 4 Shadow Mage twice despite his 5+ ward.

Turn 2 for Ginge, His Flags charge my Ancient Stegdon hiding in the Arcane Ruins, the remaining Spearmen charge my Skinks and the flee, on the Temple of Skulls the Swordsmen charge my Skinks, lose 4 to stand and shoot (also by this time my and Ginges Champions in these units both have 4 wounds lol). Magic pretty uneventful again, Ginge having some bad luck of me stopping the spells. Shooting and BOTH the Cannons miss my EOTG and his mortar fails to do anything but make craters still. Combat and the Flags smash the crap out of my Stegadon, re-rolls on hits and wounds at strength 5 is nasty. They over-run into my Saurus block but are in the front arc. My unit of Skinks lose 7 in combat and flee like bitches, only killing 2 Swordsmen before they do. Kroxigors are still spanking the Swordsmen in combat amazingly taken no wounds yet.

Turn 3 is pretty much the decider in this game. Skinks continue to flee and the flanking unit makes it to stand behind the Cannon on Ginges left. I move my Salamanders so the cant be charged but are stood in between 2 of Ginges units still able to shoot decently. Magic phase I try and help my Krox by casting Shield of Thorns, 2d6 Strength 4* hits on the unit in base contact at the end of the magic phase (* normally 3 but Throne buffs it to 4) only kill 3 but is enough for my Krox to help them win combat against the dwindling Swordsmen. My Saurus also manage to wipe out the Flags for only a couple of loses.

Ginges turn, in desperation his Hand gunners charge my Slaan (stupid me never saw this coming, or the reformed unit of Swordsmen behind him walking his way), he is Ethereal but they auto have 1 combat res for charging. Ginges Spearmen fail to roll the 5" they need to charge my EOTG (the second time they have failed a 5" roll this game). The mortar finally kills something, itself and the engineer trying to fix it ( lol ). The other unit of 10 Hand gunners kill one of my Salamanders ( I bring it back to life and heal the unit up to full wounds next magic phase). My Slaan in an act of sheer defiance at being woke up kills a Hand gunner with 1 attack and draws the combat and my Krox finally kill all the Swordsmen and reform to face the Hell-Blaster.

Turn 4 and the last turn before Ginge concedes the unluckiest game I have ever witnessed someone have. My Krox charge and kill the Hell-Blaster crew. Magic phase my Slaan casts Shield of Thorns on himself and kills all the Hand gunners (yawn then goes back to sleep). My Salamanders kill some more Spearmen so there is just the Arch Lector, BSB and champion left.

Ginges turn, to try and salvage something he charges the Arch Lector into my Slaan, Strikes him at strength 10, Slaan fails his 4+ ward, Ginges rolls to do d6 wounds. . . . . . 1. Then Mr.Toad passes his Leadership test at -3 and its game over. Win for me by a fair bit.

I have a new love in my life and its Salamanders, I will be getting 3 more for my army. In the second game they earned their points back and more as the first shot the fired at a horde of spearmen kill 30 and in both games they only ate 2 Skinks.

Love em.


  1. Congratulations on the win. Sounds like Ginges luck was pretty poor though.

  2. It stopped being funny halfway into the 2nd game and I started to feel bad about it, but then I remembered all the times hes called me fat so I was giggling on the inside lol

  3. I could tell, cos your moobs were jiggling on the outside ;oP

  4. Dude do you realise that I've played you ten times this year, and you've won 9 of them! You are my frakking nemesis! Some you were lucky (those genestealers that broke and ran through dangerous terrain spring to mind) but most of it comes from 8th ed fantasy and the absolutely DIRE streak of games I've had under the new rules.

    I don't blame the ruleset, I like it. But by christ has what little luck I ever had abandoned me since the rules changed. I merely hope I can wear away this jinx by the time the tournament arrives.

  5. Didnt realise was that many. I think you just need to keep tweeking your list and you will find something nasty, Franz was defo a game changer but like you said in 2k hes a bit much. I think my army fell quite well into 8th and as noone at the club has ever had a largely skirmish army you guys need to change tactics to match it, meaning I will hopefully do well in the tourney although its going to be like 7 dif armies out of 8 players which is going to be mad. Will never forget the fleeing Stealers that has to be the worse sequence of dice rolls I have ever seen

  6. Got to hear this story about the genestealers some time

  7. In Chris' dreamteam tourney (where you could take any unit from any codex in any combo - but combat patrol rules) I had a squad of genestealers in an ork truk. Rich pegged it and it shot directly away from him. Annoying.

    The genestealers got out and made their way towards him. He was thinking he'd be better off staying on cover, but on a long shot advanced out of cover and rapid fired. He managed to kill enough (just, 3 of 10) to cause a panic check. Which they failed on Ld 10. So they flee. Incredible.

    The fleeing genestealers run far enough to flee through the wreckage of the truck. They have to take dangerous terrain tests. I fail 3 out of 7. This took the unit below half strength, thus now being below 50% and unable to rally. Bloody irritating!!!

    The game went down to the last turn with the last man vs a deff rolla armed junka. I'd try to run him down, he'd take a rear shot with the bolt pistol. He won by kill points cos I couldn't kill that last man despite several turns of trying :o/ Funny to look back on I guess, but irritating nonetheless :oP

    And Rich, as I've said playing that skirmish army effectively lets you play 40k while we play fantasy. It's a hell of an advantage, and is proving quite difficult to counter. No matter how I build my list it won't restrict your mobility. March blocking is nowhere near as reliable (especially with cold blood rule) and dropping a terror causer among your lines would do no good. A gunline army would struggle against your mostly skirmish formation (especially given most of my gunline units can't move and shoot, allowing you to dodge the field of fire and flank the army.) I'm thinking about it, but won't design my army to beat you - if I did that, the other 6 armies at the tournament would kick my arse :oP