Some lessons learned from my game against Daemons:
1. Terradons can be really useful if properly protected. They are however quite vulnerable when left exposed.
2. The Shield Of The Mirrored Pool, while a cool item, isn't very great. It serves as a guarantee that your opponent will only ever cast one magic missile against the unit but that's all. It doesn't even guarantee that the one cast won't go off. If you only have one block worth protecting, it is quite good. If you have several, you need to have other protection on the rest of them or he'll just pick a new target.
3. Killing Blow is really good against my saurus of all varieties. I need to be a lot more wary of it in the future.
4. Bloodcrushers with a Herald are an incredibly scary unit. I'm not sure how I'm going to deal with it in the future. They have a huge move range which makes it really hard to divert them for long and I don't really have anything that can kill them effectively. They are well protected from my magic and they can killing blow any lord or hero I send into combat against it. Even getting the charge on them is no guarantee. A carnosaur and oldblood with blade of realities is really the only thing I think has a shot and that is only if it gets the charge. Even then it might not wipe them out and a single killing blow landed will finish off my general. I think my best bet is my Engine of the Gods and LOTS of poisoned shots. If the engine could set up a flank charge, it might be worth it. A flank charge from a Skink Warchief with Stegadon War-spear is also good but it would probably only ever work in one game.
5. Blue Scribes can really help an opponent's magic phase and should be sniped/assassinated as soon as possible.
6. Pink Horrors and Heralds of Tzeentch with the D6 + 1 hits, D6 + 1 S magic missile are not that great. Odds are one of the dice will be low and completely ruin the spell. The AE spell is a lot nastier but can be equally inconsistent.
7. That banner that does D6 S6 hits in an area is really scary. I need to make sure I alwasy have some dispel dice for that.
8. My temple guard really are useless in close combat. Striking last due to poor initiative really hurts them and killing blow effectively bypasses their armor save. Having them in combat without a good and safe way to negate my enemies ranks is not good.
9. I need to do a better job of getting the Plaque of Dominion out into the center of the table where it can be seen more easily. I also need to remember to use it and the Becalming Cogitation when I can.
Overall, I learned quite a bit and hopefully these lessons will help me improve my play.
Search This Blog
Labels
lizardmen
Warhammer Fantasy
Hordes
Trollbloods
WarmaHordes
Painting
Battle Report
Ogre Kingdoms
Theoryhammer
Assembly
Skaven
Slann Mage-Priest
Daemons of Chaos
Competition
warhammer
Army List
Borka Kegslayer
Dark Elves
Kriestone Bearer
Pyg Burrowers
Skorne
Stone Scribe Chronicler
Warmachine
Cold One Cavalry
Cygnar
Dire Troll Bomber
Dire Troll Mauler
Empire
Engine of the Gods
Khador
Legion of Everblight
News
Orks
Rant
Review
Salamanders
Saurus Warriors
Swing Dancing
Temple Guard
Trollbloods Warpack
Trollkin Champions
Unboxing
vampire counts
Showing posts with label warhammer. Show all posts
Showing posts with label warhammer. Show all posts
Wednesday, June 9, 2010
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:
Initial setup (closer look at daemons):
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
Labels:
Battle Report,
Daemons of Chaos,
lizardmen,
warhammer
Tuesday, October 27, 2009
Battle Report 10/24/2009
I ended up facing off against Frans on Saturday with a slight variation to the lizardmen list from the previous post. He fielded a vampire counts list with a vampire lord on zombie dragon, a vampire, a wight king in a unit of grave guard, 2 units of 10 skeletons, 20 zombies, and 2 varghulfs.
My list:
Lord Kroak
Level 2 skink priest
- engine of the gods
- plaque of tepok
- dispel scroll
Level 2 skink priest
- cube of darkness
saurus scar veteran
- venom of the firefly frog
- light armor
- great weapon
- aura of quetzl
20 temple guard
- standard bearer and champion
- plaque of dominion
- burning blade of chotec
20 saurus warriors
- full command
- spears
10 ranked skinks
10 ranked skinks
3 jungle swarms
Setup was like the following:
|skeletons| |grave guard| |skeletons| |vampire| |zombie dragon|
|varghulf| |-------------zombies----------------| |varghulf|
------|skinks| |swarms| |temple| |engine| |saurus| |skinks|
-------------------------------------------------------|priest|
I had Lord Kroak in with the temple guard and the scar veteran in with the saurus. On my first turn, I marched everything up being careful to keep some range on my guys. I attempted to cast some spells with the skinks using kroak's dice. None of them succeeded but I was able to draw out a dispel scroll. On Frans' turn he moved the varghulfs to the flanks of each of the skink groups, everything else moved forward, and the zombie dragon attempted to charge the engine of the gods and fell about an inch and a half short. His magic drew out my cube of darkness which failed to end the magic phase but I was able to prevent any spells from going off.
On my second turn, everything I had charged. The engine charged into the front of the zombie dragon, the temple guard charged the flank on my left, and the saurus charged the flank on my right. The skinks both charged the zombie line with the skinks on the right getting the flank of the zombies. The jungle swarms charged the varghulf on the left. During my magic phase I unleashed the burning alignment from the engine and Lord Kroak's spell at casting value of 5+. Together these two spells dropped the zombie dragon AND reduced the vampire lord down to 1 wound remaining. It also killed several zombies from the unit engaged with the skinks. Frans used a dispel scroll on the second of Lord Kroak's spells cast with the 10+ casting value.
When close combat began and before the impact hits were calculated, Frans conceded the game.
Later in the afternoon I helped Chaney(Demons) and Aaron(Chaos) try to learn to play the game. Details on that later.
My list:
Lord Kroak
Level 2 skink priest
- engine of the gods
- plaque of tepok
- dispel scroll
Level 2 skink priest
- cube of darkness
saurus scar veteran
- venom of the firefly frog
- light armor
- great weapon
- aura of quetzl
20 temple guard
- standard bearer and champion
- plaque of dominion
- burning blade of chotec
20 saurus warriors
- full command
- spears
10 ranked skinks
10 ranked skinks
3 jungle swarms
Setup was like the following:
|skeletons| |grave guard| |skeletons| |vampire| |zombie dragon|
|varghulf| |-------------zombies----------------| |varghulf|
------|skinks| |swarms| |temple| |engine| |saurus| |skinks|
-------------------------------------------------------|priest|
I had Lord Kroak in with the temple guard and the scar veteran in with the saurus. On my first turn, I marched everything up being careful to keep some range on my guys. I attempted to cast some spells with the skinks using kroak's dice. None of them succeeded but I was able to draw out a dispel scroll. On Frans' turn he moved the varghulfs to the flanks of each of the skink groups, everything else moved forward, and the zombie dragon attempted to charge the engine of the gods and fell about an inch and a half short. His magic drew out my cube of darkness which failed to end the magic phase but I was able to prevent any spells from going off.
On my second turn, everything I had charged. The engine charged into the front of the zombie dragon, the temple guard charged the flank on my left, and the saurus charged the flank on my right. The skinks both charged the zombie line with the skinks on the right getting the flank of the zombies. The jungle swarms charged the varghulf on the left. During my magic phase I unleashed the burning alignment from the engine and Lord Kroak's spell at casting value of 5+. Together these two spells dropped the zombie dragon AND reduced the vampire lord down to 1 wound remaining. It also killed several zombies from the unit engaged with the skinks. Frans used a dispel scroll on the second of Lord Kroak's spells cast with the 10+ casting value.
When close combat began and before the impact hits were calculated, Frans conceded the game.
Later in the afternoon I helped Chaney(Demons) and Aaron(Chaos) try to learn to play the game. Details on that later.
Labels:
lizardmen,
vampire counts,
warhammer
Subscribe to:
Posts (Atom)