Thursday, 21 February 2013

Lizardmen vs. Beastmen 2500 Points


Lizardmen vs. Beastmen
======================

Overview
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Scenario: Battle for the Pass
Location: The Man Cave
Date played: Thursday, 21 February 2013

1. The table had been set up and Brendon had the honor of rolling for mission. The roll came down a 3 and it was to be a battle for the pass. The narrowness of the table meant I would have trouble getting around him but that nearly all of my army would get to flee past my General when they decided discretion was the better part of valour. This game was a practice game for an upcoming no-comp tourney, so I had pulled out every toy in the lizardmen army book to shut down enemy magic phases, while Brendon was using his herdstone Death/Shadow list which he's had mixed success with recently.

Lizardmen
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General: Jeff


  (TGwS) 26 Temple Guard with Slann - L4, BSB, Standard of Disc, Becalming, Rumination, Mystery, Soul of Stone, Cupped Hands, Ruby Ring


  (SP1) Skink Priest - Dispel Scroll

  (SP2) Skink Priest - Cube of Darkness


  (SW) 25 Saurus Warriors - Muso+ Standard

  (SC1) 10 Skink Cohort + Muso

  (SC2) 10 Skink Cohort + Muso

  (SC3) 10 Skink Cohort + Muso

  (SS1) 10 Skink Skirmishers - Javelins

  (SS2) 10 Skink Skirmishers - Javelins

  (T1) 3 Terradons

  (T2) 3 Terradons

  (CS1) 9 Chameleon Skinks

  (CS2) 9 Chameleon Skinks

  (CS3) 6 Chameleon Skinks

  (S1) 2 Salamanders

  (S2) Salamander




  Total: 16 points
  ----------------

Beastmen
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General: Brendon
  (BL) Beast Lord- 4+,4++

  (B1) BSB- 2+,5++

  (GBS) Great Bray Shaman- L4, Death

  (S1) Shaman- L2 Shadow

  (S2) Shaman - L1 Shadow, Herdstone

  (S3) Shaman - L1 Shadow, Herdstone

  (G1) 40 Gors - AHW, Beast Banner

  (G2) 30 Gors - AHW

  (B2) 25 Bestigor - Flaming Banner

  (CH1) 5 Chaos Hounds

  (CH2) 5 Chaos Hounds

  (CH3) 5 Chaos Hounds

  (H1) 5 Harpies

  (H2) 5 Harpies

  (C1) Chariot

  (C2) Chariot

  (UR1) 5 Ungor Raiders

  (UR2) 5 Ungor Raiders


  Total: 18 points
  ----------------

Deployment
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Deployment

Deployment sees Brendon win choice of table edge. He deploys right up on the edge of his deployment zone and I opt to do the same. Of note is that he has invested a lot of his skirmishing assets into defending his back-zone out of fear of ambushing chameleon skinks and of Terradons making a second turn dash over the front line. I've deployed most of my skirmishers on the line with the exception of one unit of terradons and 2 skink priests which I have used to ensure his harpies can't get behind me.

In terms of Magic I have brought a tooled-up Slann with life and two L1 Heavens Skinks. He has 2 Shadow Level 1's who are in the Bestigor unit near the herdstone, a Level 2 with shadow and a Level 4 with Death. I though have brought Cupped Hands, Becalming Cogitation, Dispel Scroll and Cube of Darkness so expect to be able to completely shut down his Magic Phase. With a toss of the dice I manage to pull first turn.

Turn 1 - Lizardmen
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1. Movement

I saw that I had a chance to get around Brendon's left flank so took it with the Camo Skinks and pushed them up to wipe out his dogs. The rest of the army advanced warily forward to avoid charges from his combat blocks. The Slann did a quick reform and started moving towards the enemy Level 4 in order to get into Becalming Cogitation range.

2. Magic

I rolled a measly 4 for magic so put up throne of vines and shield of thorns on the Temple Guard. Due to range and LoS issues I had no other real options.

2. Shooting

The Camo Skinks opened up on the Hounds and wiped them out. A good start to the game.

3. Combat

None

Turn 1 - Beastmen
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1. Movement

The Bestigors declare a charge on CS2 who opt to flee. I can't recall if he failed the redirect or opted to accept the failed charge. Brendon was wary of leaving behind the herdstone so early in the game. His chaff repositioned to allow the harpies to try and double charge fleeing skinks in the next turn.

2. Magic

Brendon rolledd average for winds of magic and spirit leeched the Salamander S2, I dispelled this. He then cast Miasma on the Terradons which I dispelled.

3. Shooting

None

4. Combat

None                                                          

Turn 2 - Lizardmen
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1. Movement

The Camo Skinks rally while the other two units begin working their way around Brendon's left flank. The rest of the army advances up into charge range of most of his blocks in order to flee again. The Temple guard continue moving in order to get in Becalming range.

2. Magic

I attempt to 6-Dice Dweller's Below on G2 and get it off, Brendon uses his scroll, I then use awakening of the wood on G1 and kill 5 (they are just in the forest).

3. Shooting

The Camo Skinks open up with their blow-pipe machine guns and send the Ungor fleeing through one of the chariots, causing it to flee off the board. On the other side of the board the Skinks and salamander shoot off the last unit of chaos hounds. In the center my skinks start taking potshots at Brendon's combat blocks killing several. The two salamanders who make up S1 fire at the bestigors but only roll 2 for the distance and kill 2.

4. Combat

None if I can help it.

Turn 2 - Beastmen
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1. Movement

The Bestigor declare a charge on the Terradons (T1) who flee, they redirect into S1 but fail the charge (Brendon was pretty unlucky here). The main block of Gors charges SS2 and SC3 who both flee and lurches a couple inches forward. G2 charges the Terradons (T2) who flee but don't elect to redirect. The rest of his army manuevers in his backline.

2. Magic

Brendon's magic phase sees him cast a purple sun which I dispel with cube of darkness. I then dispel the rest of his casting attempts.

3. Shooting

None

4. Combat

None

Turn 3 - Lizardmen
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1. Movement

My Skink Skirmisher unit fails to rally and leaves the board.  My skirmishers are now in full swarm mode and move into the flanks of the Bestigors and the Gors.

2. Magic

I fail to cast Dweller's on G2 but unleash a good deal of Ruby Ring and Awakening of the Woods which rolls well and kills 7-8 Gor.

3.  Shooting

I start with the salamanders who do amazing things. S2 manages to kill 4 models in G2 but causes them to flee. S1 has even better luck and kills so many in G1 that the unit is eventually reduced to 12 models. The terradons luck out and drop 2 harpies. While The Camo Skinks collect a few more scalps off the now depleted bestigors.

4. Combat

None

Turn 3 - Beastmen
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1. Movement

G2 manages to rally while the Bestigor reform as they can't see any of my skirmishers. The BSB makes a desperate charge but fails to catch any of the fleeing skinks. The rest of his army moves towards the backline to save points.

2. Magic

All Brendon manages to get off is a Spirit Leech which kills a Salamander. He tries for a big Pit of Shades on the Saurus but just fails to cast.

3. Shooting

None

4. Combat

None

Turn 4 - Lizardmen
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1. Movement

Everyone rallies and starts swarming around the Bestigor and remaining Gors.

2. Magic

I get off a Dweller's on the Bestigor and kill both shamans as well as half the unit. I then cast awakening of the woods and fireball to bring them down to 1 model.

3. Shooting

The Camo Skinks finish off the Bestigor. While the rest of the army focuses on the remaining Gor Block, leaving only 3 and the general on one wound alive. The Harpies are also killed.

4. Combat

None

Turn 4 - Beastmen
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1. Movement

The Chariot charges the Terradons who flee and fails its charge. G2 marches straight up the board and lines up an angle for a purple sun attempt at my Slann. The BSB jumps back into the Gor and prepares to try and weather the storm.

2. Magic

The Great Bray Shaman lines up a long purple sun shot at the Slann and gets an IF off, unfortunately the vortex only moves 12 inches, killing a Terradon and a few skinks. The miscast is a power drain which Brendon opts to re-roll but comes up with snake eyes! 11 of his Gors are killed and in a truly horrific fashion the Shaman is pulled into the warp.

3. Shooting

None

4. Combat

None



Turn 5 - Lizardmen
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1. Movement

Everyone Rallies and we form a circle around the General, I'm not worried about the chariot as I can flee from it reliably.

2. Magic

I cast Dweller's Below on the Gor+General+BSB, killing the BSB and one of the two remaining Gor.

3. Shooting

Dozens of poisoned shots make a pin-cushion out of the General and one Gor.

4. Combat

None


At this point we called it a game so that we could play a few games of the LoTR LCG Brendon wanted to try out. It was a very large win to me with him only picking up about 150 points off of my army. There were a few reasons for this:

1. The Dice really favoured me, Brendon had some short failed charges to deal with, a wizard drop down a hole and me kill 3 characters with 2 Dwellers. This sort of luck saw him facing a real uphill battle and let me off the hook for the few mistakes I made.

2. I felt Brendon was too defensive with his chariots, these guys are tough as nails but he saw them as vulnerable to the Camo Skinks. I think they could have been used to effectively drive the Camo Skinks back for a few turns if deployed correctly and working with the harpies to double charge fleeing units. Furthermore his Shadow and Death Mages needed to rush the Slann and 6 dice things like Pit and Purple sun to attempt to assassinate the Slann.

3. The Lizardmen army works, I've never before played before or against this style of lizard army and was amazed by how effective it was. Even a herdstone list got essentially no magic phase. After having a poor run with animosity and randomness with my Orcs and Goblins lately it was a relief to play a dependable army that rewarded good planning.

Well that's all for now, I will aim to get more battle reports up soon as I practice with my Lizards for some upcoming tournaments. I intend to try out a Light/Saurus list as well as a Jurassic Park type list with a Carnosaur and some Stegadons. I will also post some pictures of the army as it is close to finished.


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