Tuesday, June 8, 2010

Lizardmen Vs. Daemons of Chaos

As promised, here is my first battle report in a long time!

My army:

Slann Mage-Priest
 - Focus Of Mystery
 - The Focused Rumination
 - The Becalming Cogitation
 - Cupped Hands Of The Old Ones
 - BSB
 - Plaque Of Dominion

Skink Priest
 - Level 2
 - Engine Of The Gods
 - Dispel Scroll
 - Diadem Of Power

Saurus Scar-Veteran
 - Burning Blade Of Chotec
 - Light Armor
 - Shield Of The Mirrored Pool

Saurus Scar-Veteran
 - Light Armor
 - Great Weapon

3 Terradons

16 Temple Guard
 - Musician
 - Standard Bearer

12 Skink Skirmishers

12 Skink Skirmishers

12 Skink Skirmishers

18 Saurus Warriors
 - Spears
 - Musician
 - Standard Bearer

18 Saurus Warriors
 - Spears
 - Musician
 - Standard Bearer

Daemons of Chaos List (Something like this):
Herald of Tzeentch
Herald of Khorne on Juggernaut
Herald Of Khorne BSB
Blue Scribes (General)
5 Chaos Furies
6 Screamers
2 Bloodcrushers
20ish Pink Horrors
20ish Pink Horrors
5 Khorne Hounds with Karanak
20 Bloodletters

Initial setup from my side:

From Lizardmen Vs. Demons


Initial setup (closer look at daemons):

From Lizardmen Vs. Demons


Turn 1 (Lizardmen):  I get the first turn and move everything up.  I fly my terradons into the jungle.  Not a whole lot gets accomplished this turn.

From Lizardmen Vs. Demons


Turn 1 (Daemons):  Everything moves up.  Harpies fly in front of me to try and force an awkward charge.  A lot of magic gets cast including a magic missile at my shield of the mirrored pool.  With typical luck, I roll the 1, have to eat the spell, and no more spells get cast at the unit the rest of the game.

From Lizardmen Vs. Demons


Turn 2 (Lizardmen):  My terradons fly over the blue scribes dropping only 4 rocks and throwing their javelins.  They manage to do 2 of the 3 wounds to him.  My skink skirmishers along the hound flank get in the way of the hounds to draw them out into an awkward charge.  I kill some of the harbies with shooting and spells but not many.  I set up my skinks on the left to try and force the bloodcrushers into an awkward charge and I move my skinks in the middle up to try and pull the bloodletters into a bad charge.

Turn 2 (Demons):  The screamers retaliate against my terradons killing all but 1.  The Blue Scribes books it to the other side of the jungle.  The hounds charge my skinks, catch and destroy them, but are succesfully pulled out of position.  The chaos furies fly to behind my temple guard unit.  The bloodletters charge my middle skinks which stand and shoot (I should have had them flee) and pursue into my temple guard.  And the bloodcrushers charge my left skinks which flee, are caught, and also manage to hit my saurus block on the left.

From Lizardmen Vs. Demons


After combat my saurus block has been mowed down.  My middle skinks have broken and fled.  It's not looking too good for me.  It is also revealed that the Herald Of Khorne has a really nasty area effect banner and I am out of dispel dice when it is used.

From Lizardmen Vs. Demons


Turn 3 (Lizardmen):  I turn my engine to prepare to engage the bloodcrushers when they come around.  Luckily they are so out of position I won't have to worry about them for a while.  I bring my remaining saurus block around to flank charge the bloodletters on the next turn.

From Lizardmen Vs. Demons


Turn 3 (Daemons):  The bloodcrushers and Khorne hounds regroup.  Blue Scribes pulls in closer near the hounds, bloodletters move more models into base contact, screamers come around, and the horrors move towards my last remaining block.

From Lizardmen Vs. Demons


Turn 4 (Lizardmen):  My saurus block charges the bloodletter flank.  My engine turns around and moves swiftly towards the hounds and scribes.  My last remaining skinks move down to stall the bloodcrushers.  My saurus warriors successfully beat the bloodletters in combat but the leadership roll is good and there are minimal casualties to the unit.  My engine of the gods triggers Burning Alignment and rolls an 11!  The Blue Scribes blow up as do some of the hounds!

From Lizardmen Vs. Demons


Turn 4 (Daemons):  The screamers move up.  The pink horrors charge the flank of my saurus warriors.  The hounds charge the rear of my saurus warriors.  The bloodcrushers charge my skinks, who flee and are caught, but successfully pull the bloodcrushers off at another bad angle.  My saurus warrior unit is demolished in combat, the pink horrors give chase (the hounds do not) and pursue into the back of the bloodletters.  The hounds are stuck in position facing the flank of the pink horrors and my lone scar-veteran escapes.

From Lizardmen Vs. Demons


Turn 5 (Lizardmen):  My Scar-Veteran moves to engage the bloodcrushers.  My engine moves away from them and blows up a bunch of the screamers.  My temple guard end up in combat with the pink horrors after the last of the bloodletters blows up.

Turn 5 (Daemons):  The hounds regroup.  The bloodcrushers regroup.  The screamers fly over my engine and scar veteran which survive.

From Lizardmen Vs. Demons


Turn 6 (Lizardmen):  More combat, more aeing things with the engine.

Turn 6 (Daemons):  The bloodcrushers charge my scar veteran overrunning into the back of the Slann.  They do a wound to him but not enough for half points.  My engine survives. as well.

Final result:  Draw just short of a minor victory in favor of the Lizardmen.  If the game had continued much longer, it might have gone a different way but I'm not sure.  The bloodcrushers were nearly defeated and my engine was still in tact so I would say a draw is a fair call.

2 comments:

  1. VERY close game. I'm actually surprised Sam didn't pull it off. I like the many-herald idea, but I think splitting between Khorne and Tzeentch to do it (with the Blue Scribes) probably doesn't accomplish it. Looks like a good game though!

    (Also, you posted the same picture twice at one point).

    ReplyDelete
  2. Nice catch! Fixed the problem.

    ReplyDelete