Friday, June 1, 2012

1500 Lizardmen vs. High Elves


Brother C here,

Fantasy Battle Report this time. So for the Shadowbane Escalation League, I played my 1500 point match this past week against Alex and his High Elves.

I’ll be honest. I thought he would have me here. He knew exactly what I was bringing, and he brought counters for them. He had a lvl 4 high magic mage, a lvl 2 shadow wizard (joy, pit of shades and drain magic) a block of sword masters, a block of phoenix guard, 2x spearmen blocks (1 mage hid in each) and a unit of dragon princes with noble with BSB (I believe)

I brought my slaan, 2x blocks of saurus, 4x groups of skink skirmishers, a salamander pack, and a terradon pack. We played the mission with the ‘no mans land’ going diagonally across the center of the table, and this area was also deemed a stinky swamp that caused dangerous terrain tests in order to pass through it. (it was chosen for fluffy reason and to help people learn about dangerous terrain and to make the mission more of a challenge)

I deployed everything first as the mission states, as far forward as I could. I wanted to be in range of dwellers as well as my slaan’s innate abilities. I only had to put two units of skirmishers in reserve. I had the terradons ready for a vanguard move.

He deployed along his back table edge, he was trying to lure me into an ambush and then hit me with all his blocks at once. He went for the mindrazor with lore of shadow instead of pit (whew). He had to put both his spearmen blocks in reserve which really got him out of his strategy. He did not know what to do with the mages without those blocks.

I vanguard my terradons safely across the swamp, fly over his lines and drop rocks on his swordmasters on turn 1. killing 4 of the 8. I land safely out of harms way beside the calvary, but out of front arc. Everything else just sorta shimmies into the swamp. (thank you aquatic) I take some losses here and there on the saurus. I stop short of crossing because I want to try to entice him to come into the swamp, and take the dangerous terrain tests. I have numbers on him, so, some free kills would be even better. My goal was to wait until later turns and then move just enough guys across the river to capture it, while still having a unit or two in my deployment zone to capture it. I figured if I brought the fight to him, he would have to be on the defensive and forget about capturing my side.  

HE turn one he charged his swordmasters into a skink skirmisher unit I had and took some heavy losses to terrain tests and stand and shooting, I think he only had 1-2 left when he came in, but that was enough to wipe the skirmishers out. Javelins from the terradons would later finish them off.  The dragon princes and phoenix guard missed their charges. His mages were still out of range for any of their good spells, so he just dispelled a bunch of my remains in play. (hiding back in the corner awaiting their spearmen escort)

Turn 2 I shot my salamanders at his calvary, killed 1-2 of them. Moved my skirmishers up along the flank, trying to entice him to assault me off the table. Slaan got 2 augument spells, but miscast on both (both on just 3 dice) and ended up making me a lvl 1 mage instead and taking a str 10 hit, which I later healed back up. I did manage to get dwellers off on his phoenix guard and took down a slew of them.

His turn 2 had his spearmen move up, calvary charges the salamanders. This combat would go on for a few turns which saw my salamanders finally beat down the calvary, after I fled and regrouped and came back for more. The stomps really came through in the end. Regrowth really helped me keep that squad alive during the match as well.

Slaan attempted dwellers again, worked again, and took down more phoenix guard which I think got blow piped down to finish them off.

HE turn 3 he again moved his spears up. He was throwing magic into my saurus and taking them down, but there were just too many bodies.

Turn 4, I move up again and start putting shots into his flanks of his spearmen block, taking down a ton.

High elves finally assault into the saurus blocks. He assaults both into the main one and we actually tied combat. He did however make a HUGE mistake by charging those two units into my block. He left the 2 mages all by their lonesome with 2 groups of skirmishers and a terradon unit nearby. Now they were hiding in terrain, and he saw it afterwards, and knew it was a bonehead move.

My turn 5, I was able to actually get a flank charge on his one block of spearmen locked in combat with the other saurus block (go go good positioning) and that was when the hammer came down. I was also able to blow pipe his lvl 2 mage down, and take 2 wounds off the lvl 4, but not quite finish him off. The spearmen ran like crazy from the saurus, I was just completely overwhelming him. I was able to catch on the blocks, but the other blocks got away. And the game ended.

I had most of my entire army on his side of the table. But I had the slaan over there and that sealed the deal. I had just one unit of skirmishers sitting on my end behind a house and that was enough to hold both table halves and earn the victory for me.

Alex had declared earlier that his general was the mounted noble BSB, so even though I did not finish off his lvl 4 mage, I still go the bonus points for taking down his general, and all the banners.

It was a pretty brutal fight. I apologize for not having pictures. I know it is a long read without some eye candy.

I really threw him for a loop with my skirmishers. He just did not deal with them well. In fact, I don’t think he really had a strategy to fend them off, he more or less tried to just ignore them, which is always a bad idea when there are 30 of them running around your flanks picking off your expensive units, and of course always a threat to those lone casters in the back.

I wish we had a better magic duel. Dropping down to lvl 1 on turn 2 was a bummer. Hurt me a lot. But having the ability that my opponent ignores all 6s he rolls for casting really really hurt him. It basically completely shut down his magic for the majority of the game (I later showed him how to maneuver so he would be out of the range for his own casting and keep forcing me to maneuver to stay in range)

It was a fun match, Alex was on a hot streak, he thought he would challenge an opponent above him and try to narrow the gap, which is what he should have done, but he was not fully prepared for this fight. We will play again soon, and he’ll be ready for the 2k round for sure.

Tuesday, May 22, 2012

Lizardmen at 2500



Brother C here without his Dark Angels this time.

The Fantasy Escalation League is in full swing and I have been trying to figure out some ways to unlock the Lizards at 2500 (since most of the events are 2500 points)We end the league with 2000 points assembled and painted.. I am finding myself torn between how to finish off the list and get it ready for some events in the fall. Below see two of the contenders in my current build environment.

Please feel free to comment, flame, and/or praise my choices for finishing off the list.

thanks guys,

Brother C.


Lizardmen 2.5k - Warmachine / Lone Character Hunting


Slaan: 275
+ Focused Rumination (free)
+ The Becalming Cogitation (+50pts.)
+ Plaque of Tepok (+15pts.)
+BSB (+25pts.)
+Divine Plaque of Protection (+30pts.)
= 395pts.

Scar Vet:
+Cold One
+Dragon Helm
+Sword of Striking
+Dawn Stone
+Light Armor
=160

Saurus Warriors: (25 man) – Full command = 305pts.
Saurus Warriors: (25 man) – Full command = 305pts.
Saurus Warriors: (24 man) – Full command = 294pts.

Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.

Salamanders: (2 salamanders – 6 handlers) = 150pts.
Salamanders: (2 salamanders – 6 handlers) = 150pts.

Terradons: (3 man) = 90 points.
Terradons: (3 man) = 90 points.
Terradons: (3 man) = 90 points.

Chameleon Skinks: (5 man) = 60 points.
Chameleon Skinks: (5 man) = 60 points.
 

ALTERNATE VERSION

 

Lizardmen 2.5k - Steady as She Goes

Slaan: 275
+ Focused Rumination (free)
+ The Becalming Cogitation (+50pts.)
+ Plaque of Tepok (+15pts.)
+BSB (+25pts.)
+Divine Plaque of Protection (+30pts.)
= 395pts.

Saurus Warriors: (24 man) – Full command = 294pts.
Saurus Warriors: (24 man) – Full command = 294pts.
Saurus Warriors: (23 man) – Full command = 283pts.

Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.
Skink Skirmishers: (10 man) = 70pts.

Salamanders: (2 salamanders – 6 handlers) = 150pts.
Salamanders: (2 salamanders – 7 handlers) = 155pts.

Terradons: (3 man) = 90 points.
Terradons: (3 man) = 90 points.

Ancient Stegadon = 275 points.

Chameleon Skinks: (5 man) = 60 points.
Chameleon Skinks: (5 man) = 60 points.

 

 




 

Friday, May 11, 2012

Tier 3 Shadowbane Escalation League





Tier 3 Shadowbane Escalation League story battle:

Brother C here back with another report from the Fantasy Escalation League: Shadowbane. This was our tier 3 story battle. Each player brought 1000 points worth of their army to bear. 




The mission was split into two teams. Order vs. Disorder (evil guys) 4v4, and since we had 2 tomb kings, one went on each side. We played on a table that was 12’-0” long and each player had secret objectives. These objectives were passed out to each player on each side, and no one knew what each other’s objectives were, not even on the same team. So you had to work as a team… without actually being able to tell your teammates what you were trying to accomplish. Now, judging by how certain armies played and deployed, you could tell right away what their objectives were, but not all. It turned out that each player on the opposing side had mirrored objectives. Tomb Kings just had to beat the other tomb king in victory points. The Skaven and Lizards had to secure a warp objective in opposite corners, and then got bonuses for helping their allies win their objectives. The elves and Ogres had to destroy/protect the fields (there were fields scattered throughout) and the Empire and Orks had to Protect/Destroy buildings (a small town). On top of THAT, there were 5 pieces of a broken amulet scattered throughout the board which were the primary objectives to continue the story. Whew. I think I got it all. So needless to say it made for a very interesting game with a ton of shenanigans.

The Skaven and the Lizards ended up outflanking their armies onto their objectives in the corners, while trying to wreck as much as they could in the process, while still holding theirs. (due to special deployment rules, we were allowed to deploy our entire forces from the table edges). The empire headed into the main town to protect the buildings from the orks, and the orks stampeded towards the town as well. The mornfang charged forward and was looking for a turn 2 rampaging, but instead took a flame cage spell, lost a single rider, failed leadership, turned and ran, and lost a few more wounds. Meanwhile, being bombarded by spells and warmachines as they tried to get themselves righted. They ended up destroying a crop or two, but not much else. (lucky high elves). The tomb kings deployed in the small farming sector of the board (see pictures) and basically just tried to aid in the other armies’ quests while staying cautious not to give up their own victory points.




As the battle progressed, the Lizards continually dropped comets onto large blocks of infantry, causing them to retreat, run in directions they didn’t want to go, or just simply get squished. The empire held off the ork charge combined with a flank from some ironguts. But the orks managed to take down I believe 2 or 3 buildings before the town was secure. The tomb kings had a sort of stalemate going in the middle, as Isaac (Order Tomb Kings) tried to hold the flank versus Nate’s Skaven and Colin’s Evil Tomb Kings. High Elves of course did nothing, they were too scared of the charge of the mornfang to move out of their castle formation. The evil Tomb Kings had a scarab squad pop up and take down the high Elves bolt thrower, the hellblaster, and the master engineer. The salamanders finally took them down on their way to claiming a piece of the broken amulet.

 



Lee and his ogres were duking it out with lizardmen skink skirmshers dashing around the map, and the large empire blocks protecting his paths to the field. He tried to cast a spell with his fire belly, miscasted, and rolled the miscast where every ally spellcaster had to take a strength 6 hit. It ended up throwing a wound on the Ork witchdoctor, killing the evil tomb king’s leader; which in turn caused his entire army to being crumbling.





On the last turn of the game, the Salamanders from the Lizards, turned on his high elf ally, taking down a block of spearmen and causing them to flee the field, while also taking a piece of the broken amulet for themselves. The Even Organizer (Jared – playing empire) announced that the Lizards were no longer allied with Order, they were now their own alliance. (keeping tabs, that makes 3 teams on the field) which.. I had no idea would happen. I simply thought.. it was the last turn of the game, so.. what the hell, lets kill something. And since the high elves literally had not moved or done much the entire game, I was going to hit them with the flame templates. Well as it turned out, I had secured a total of 2 pieces of the amulet by myself, Order held one and Evil held one, so I actually ended up winning the game with my own alliance. Which was pretty funny. Now, my secret objective was to hold the temple, which I did, but I was unable to get bonuses for allies completed their objectives because I no longer had allies, So I lose some points, but gained some by winning it all.  Honestly, it was perfect for my fluff of my army so I was happy with the result. Of course everyone on the Order side was mad. Nice.  
 


The skaven held their secret objective, the high elves ended up protecting more fields than the ogres desotryed. The empire protected more buildings than the orks destroyed. And the Evil tomb kings slightly edged out the Order tomb kings despite having lost their general.

Lord Supay was very pleased with the victory and his new shiny amulet.

Thanks again to everyone who participated, it was a blast. And.. we are now escalating to 1500 points..

A reminder to anyone interested; we host gaming every Thursday night. We usually try to get our league stuff in these days, but with spring and everyone’s schedules going crazy, it has turned into just a full out gaming time. So it is NOT specific just to the Fantasy League. We also hold the 1st Saturday of every month Gamesday as well. If you are interested, come and check us out.

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