Thursday, 4 April 2013

Lizardmen Vs. Dwarves 2400 Points


This report is from a game played at my local club last night against John's Dwarves. He hasn't played these guys in nearly a year but has decided to dust them off for Runefang after all of the recent mocking of the stunties on the blogosphere. I was using a slightly changed Skink Cloud list with only one Slann but 3 Scar Vets.

Shaka Zulu! Shaka Zulu! Shaka Zulu!



Dwarves vs. Lizardmen
=====================

Overview
--------
Location: Manawatu Duellists
Date played: Friday, 5 April 2013
Scenario: Battleline

Dwarves
-------
General: John
  (R) Runesmith [1 point]
      - 3xRune of Spellbreaking

  (B) BSB [1 point]

  (Q1) 14 Quarellers [1 point]
      -

  (Q2) 14 Quarellers [1 point]
      -

  (W1) 40 Warriors [1 point]
      - Great Weapons, FCG

  (W2) 40 Warriors [1 point]
      - Great Weapons, FCG

  (H) 30 Hammerers [1 point]
      - FCG, Standard of Discipline

  (C) Cannon [1 point]
      - Rune of Burning, Rune of Forging

  (GT) Grudge Thrower [1 point]
      - Rune of Accuracy, Rune of Penetrating

  (G) Gyrocopter [1 point]


  Total: 10 points
  ----------------

Lizardmen
---------
General: Jeff
  (S1) Slann (Ron Swanson) [1 point]
      - General,BSB,Standard of Discipline, Soul of Stone, The Becalming Cogitation, The Focused Rumination, Focus of Mystery, Divine Plaque of Protection, Dispel Scroll, Lore of Metal

  (SV1) Scar Vet [1 point]
      - Cold One, Burning Blade of Chotec,Dragonbane Gem,Gambler's Armour,

  (SV2) Scar Vet [1 point]
      - Cold One, Great Weapon, Charmed Shield, Talisman of Preservation, Light Armour

  (SV3) Scar Vet [1 point]
      - Cold One, Great Weapon, Dragonhelm, Venom of the Firefly Frog, Dawnstone, Light Armour

  (SC1) 20 Skink Cohort [1 point]
      - Standard + Muso

  (SC2) 23 Skink Cohort [1 point]
      - Standard + Muso

  (SC3) 24 Skink Cohort [1 point]
      - Standard+Muso

  (SS1) 10 Skink Skirmishers [1 point]

  (SS2) 10 Skink Skirmishers [1 point]

  (SS3) 10 Skink Skirmishers [1 point]

  (T1) 3 Terradons [1 point]

  (T2) 3 Terradons [1 point]

  (T3) 3 Terradons [1 point]

  (CS1) 9 Chameleon Skinks [1 point]

  (CS2) 9 Chameleon Skinks [1 point]

  (CS3) 6 Chameleon Skinks [1 point]

  (S2) 2 Salamanders [1 point]

  (S3) Salamander [1 point]


  Total: 18 points
  ----------------

Deployment
----------


1. Deployment

John won the roll for table edge and deployed as per above. He is pretty rust with his Dwarves but at least he didn't leave any gaps for the Camo Skinks to scout into. The real issue with his deployment  though is he hasn't castled in a corner. This means that no matter who gets first turn I will kill the Gyrocopter for a maximum loss of 5-6 skinks and then start zulu dawning his blocks from Left to Right while the Scar Vets mess shit up. To support this I've deployed my Camo Skinks and Terradons well up to engage the Gryocopter, while the rest of the army will try to lure the other blocks out of the corner.

Turn 1 - Lizardmen
------------------


1. Movement

I won the roll for first turn and surrounded the Gyrocopter while a unit of Terradons and Skirmishers set up a double flee for W2. The rest of my army moves up to just outside charge range with the Scar Vets setting up to get between the blocks and the Salamanders located centrally to start flaming blocks off the board.

2. Magic

I roll a 7 for dice and cast Plague of Rust on W2, John uses a Spelleater Rune (Dispel Scroll), I then 6 dice Final Transmutation at the Hammerers, killing 1/3rd of the unit and more importantly the Runesmith meaning John no longer has any magic defence. I get a power drain and opt to re-roll and suffer a calamitous detonation which kills a skink or two.

3. Shooting

My shotting deletes the Gyrocopter and S2 takes a cheeky shot at W2 which kills one but they pass their panic test.

4. Combat

None

Turn 1 - Dwarves
----------------


1. Movement

The Hammerers declare a charge on SC1 needing double 6's and I stand, the charge is failed and the Hammerers stumble 6" forward. W2  declares charges  but is double flee-d and stumbles forward. W1 then moves up slightly to support the Hammerers.

2. Magic

None

3. Shooting

The Cannon fires at a Scar Vet but the hit is bounced off by a dragonbane gem while the Grudgethrower tries to smash a salamander but only manages a couple of skinks. Q2 shoots at S3 but has no joy due to needing 6's to hit while Q1 fires at SC1 killing several Skinks.

Turn 2 - Lizardmen
------------------


1. Movement

My army moves to start swarming W2 while T3 drops some rocks on the cannon to no effect. My Cohorts all swift reform and move away from the Dwarves.

2. Magic

I IF Plague of Rust onto W2 and lost 3 power dice from the pool after shaking off a S6 hit. I then attempt a Final Transmuation on W1, cast it but am dispelled by John's dispel dice.

3. Shooting

My army lays into W2 and kills about half of the unit but they make their panic test. S3 kills a few hammerers who fail their panic test and bugger off behind W1.

4. Combat

None

Turn 2 - Dwarves
----------------


1. Movement

W2 fails to charge home again due to the double flee, while W1 pivots around to try and get to grips with the Scar Vets and H rallies. For some reason Q1 swift reforms.

2. Magic

None

3. Shooting

The Cannon grapeshots the Terradons but to no effect while Q2 has a go at the Scar Vet but can't get through his armour.

Turn 3 - Lizardmen
------------------


1. Movement

The Scar Vets charge home, one into the cannon and the other two into the Quarrelers. The Zulu Dawn continues around W2 and my army turns to face the other two (now depleted blocks).

2.  Magic

I cast Plague of Rust on W1 and then cast Final Transmuation on W1, killing 9 and the BSB (my dice were on fire).

3. Shooting

W2 is decimated again and is now down to 8/9 models.

4. Combat

One Scar Vet utterly annihlates the cannon and elects to restrain and reforms outside of the Quarrelers line of sight. The other two Scar Vets break the Quarellers and run them down with one of the Scar Vets making it into the Grudge Thrower and both safe from the Hammerers.


Turn 3 - Dwarves
----------------


1. Movement

W2 tries again to get into combat but again is double fled and stumbles forward. Q2 reforms to deny the Scar Vet their flank. The two remaining blocks swfit reform and start backing into the table edge.

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet kills two of the Grudge thrower who then make their break test.

Turn 4 - Lizardmen
------------------


1. Movement

T1 and T2 drop rocks on W2 leaving only one Dwarf left alive and as such the rest of the army moves off to find new hunting grounds. T3 and the Scar Vet charge the Quarrelers while the last Scar Vet charges the Grudge Thrower.

2. Magic

I cast Final Transmuation on the Warriors, killing 9.

3. Shooting

I kill W2 off for good.

4. Combat

The Quarellers lose 6 men, break and are cut down by the pursuing Terradons. The Scar Vet duo finishes off the Grudge Thrower, leaving no survivors and reforming out of LOS for the Hammerers.

Turn 4 - Dwarves
----------------


1. Movement

The two remaining blocks form the best defense they can.

2. Magic

None

3. Shooting

None

4. Combat

None

Turn 5 - Lizardmen
------------------


1. Movement

Minimal movement this turn as I don't move units that won't be able to influence the battle. The Scar Vets go into the blind spot and next turn I will possibly charge all 3 into one unit the Warriors, I'm not gonna bother with the Hammerers as they are stubborn and there's not enough time left to grind them down.

2. Magic

I cast FT again on the Warriors and kill 8. I also cast plague of rust again so they have no saves now.

3. Shooting.

S3 takes a pot shot at W1 who takes a casualty but passes their panic test.

4. Combat

None





Turn 5 - Dwarves
----------------


1. Movement

John sees what's about to happen to the Warriors and shuffles back to protect his flank.

2. Magic

None

3. Shooting

None

4. Combat

None

Turn 6 - Lizardmen
------------------


1. Movement

The Scar Vets move in front of the Hammerers to tempt him into a charge while the Salamanders position themselves.

2. Magic

I cast FT on the Warriors but it is dispelled by John

3. Shooting

The Salamanders unleash, killing a couple warriors and only one hammerer. John though fails his panic test and flees off the board.

4. Combat

None

Turn 6 - Dwarves
----------------


1. Movement

The warriors charge a scar vet (casualties allowed them to not clip the other scar vet)

2. Magic

None

3. Shooting

None

4. Combat

The Scar Vet kills 3 Dwarves but loses due to charge+rank+standard+muso, but makes his break test.


Result and Final Thoughts: The game was a brutal one for John, who made mistakes in deployment and had forgotten how double flees worked. The real issue is his steadfast (dwarven stubbornness) refusal to castle. As long as a Dwarf list like this doesn't castle it will always get tabled I enjoyed using the party slann and the 3 Scar Vets proved brutal. This was also my first game with lizards against dwarves so it was a good insight into the basics of the match-up. I got lucky with Final Transmutation, but in all honesty I would've overwhelmed his magic defence in 3 turns and started Gehenna's Hounds' ing the Runelord. John also did have some unfortunate panic tests but at the same time due to stupidity from FT, my magic and shooting he was taking leadership tests with nearly every one of his units in every phase. All in all happy with the game and hopefully John's gotten rid of the rust for Runefang.

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12 comments:

  1. A good report, and a brutal demonstration of just how effective those skinks can be, well done.

    I agree, in this game, the best a Dwarf can hope for is a narrow result either way. You have to castle, as Dwarves just don't have the movement to chase all those skinks. Better to use the Warriors and Hammerers as walls, providing -2 hard cover to the war machines (which normally negates poison), with small gaps to allow Quarrellers to shoot through. Maybe in that top-left corner, as a Quarreller block in the building gains 360 degree shooting and hard cover to help deal with skink shooting.

    It's a bit like how the Romans might have dealt with Parthian horse-archers in the open. Castle up, shields out, hope the archers and war machines can do the damage.

    ReplyDelete
    Replies
    1. Agreed Tane, I talked to John afterwards and pointed out that if he'd castled in the top left I would've been hard pressed to get much out of him. The man just really doesn't want to castle though.

      Delete
    2. He should play something else than dwarfs then.

      Delete
    3. Why would I want to do that? Dwarfs are the happy masochists of the WHFB world its just the rest of you who grumble all the time. Must be that beard envy...

      Delete
  2. Why are you so mean against Dwarfs?

    ReplyDelete
  3. Because I myself am quite short, so I take out my insecurity on them.

    To be honest I like the fluff of dwarves, but I'd like to see them move around a bit more when I'm trying to get on top of them (tada! That's what she said!)

    ReplyDelete
  4. It was a good game to play first up after a long break from my Dwarfs - who are and will remain my favourite army to play. Deployment I completely forgot you could put units into buildings which is strange as Id done it all weekend at NATCON playing FOW.

    Castling I never liked as I always prefer to charge up the middle and throw lots of dice - unfortunately this time round the only dice I was throwing were for saving throws. Who would have thought Stubborness from a Dwarf?? Either way though Jeff regardless of deployment you outplayed me and used your army extremely well - some great decision making in every turn.

    Will be modifying the list slightly. But unfortunately without Organ Guns or Flame Cannons (which are useless in 8th) there isnt anything Dwarfs can do against this kind of list.

    ReplyDelete
    Replies
    1. No deployment in building unless ENTIRELY in deployment zone.

      Delete
    2. really? I've been playing that wrong since 8th came out then.

      Delete
  5. U can play Ambush Dwarves...Miners, Rangers, Strollaz Rune banner and am Anvil of Doom...

    ReplyDelete
  6. Looked liked a fun game, shame the Dwarfs were on the other end of the win though. But don't worry John, you were just being sly for that one, come Runefang you'll be busting out all the good Dwarf ass whoopens.

    But Tane is right, I know castling isn't the funnest thing to do in the world, but do it, why fix whats broken you know. I think if you did it that game you might have pulled off a major victory.

    ReplyDelete