Monday, January 7, 2013

2500 point Fantasy Battle Report - Lizardmen Vs. Orks + Goblins

Warhammer Fantasy Battle Report - 2500 points

Lizardmen vs. Orks + Goblins

Deployment. 12" from edge. Victory points.

New year, resolution…. Put up more blog posts.. including… battle reports. First one of the new year.. is a fantasy report. 2500 points my lizardmen vs. Warbringa's O+G. 

Lizardmen list (approx.)

Slaan - lore of life
3x 25 man saurus blocks
2x 10  man skink skirmishers
2x 3 terradons
2x 2 salamander units
2x 5 man chameleon skinks
scar vet on cold one with burning blade of coptec
7 man cold one calvary unit

O+G (approx.)

Choppy warboss on warboar
lvl 4 savage ork shaman
lvl 1 goblin shaman
big block of night goblins with 2x fanatics
big block of savage orks
rock lobba
3 man river troll unit
block of black orks

John ended up deploying his forces very distributed throughout the board, because of which, I ended up throwing down my skirmishing chaff to see where I could take an advantage, I decided to sorta castle up in a corner. It looks pretty bad on deployment, but  the terradons will vanguard, and the skirmishers will march 12" out of the way of the blocks.

Gonna give you guys a bulleted timeline of events…

Chameleons appear, one squad on each flank,  goal is to hit the chariot, rock lobba and trolls. Terradons vanguard up behind the two towers, ready to drop rocks on turn 1.
Orks just move up. Nothing in range. 

Lizards move up, drop rocks from terradons. Kill one and wound another troll with chameleon and rocks, move out of charge range of the trolls. Saurus all move up (mistake) deal  two wounds to the chariot, but he is still up (makes a ton of saves, not good for the right flank). Scrolls a dwellers.

Ork chariot kills chameleon squad with impact hits, ouch. Trolls pivot to charge, spider charges into saurus block. Black orks charge skirmishers, they flee, charge the salamanders, they flee. Spider wins combat, steadfast and hold.

More shots into trolls and rock lobba, plinking wounds off. Kill the chariot with combined blow pipe shooting. Saurus flank charge spider, scar vet pushes forward to start hitting flank and come from behind. Calvary wheel around. Slaan irresistibly casts dwellers on the savages, takes down a third of them, warboss and shaman are fine. I roll a power drain and he loses 2 levels. Ouch. I lose shield of thorns and dwellers.  Spider eats lots of saurus, steadfast and hold. Can't penetrate that high toughness.

Savages flank charge saurus block (was really hoping to pop the spider that turn) and spider continues to eat more and more saurus. Everything else wheels around.

I forget to charge my scar vet at the river trolls, bad bad bad, tower blocked my view of him and forgot all about him. Salamanders and terradons keep plinking away orks here and there.


First saurus block breaks and flees off table. Skirmishers flee off table. Savages and orks keep grinding down saurus, but saurus are holding. 

Calvary charge into flank of spider, trolls go down, rock lobba goes down. Salamanders throw flames into black orks but its not enough. Being immune to panic checks really hurting as I have terradons ready to sweep them in the backfield. Spider is still up despite the calvary charge and continued saurus grinding. Flesh to stone is keeping them alive.

Savages run through a saurus block and turn around to face next assault. Spider finishes off the knights.  Black orks slowly making their way around. 

Saurus finish off the spider, finally. But savages finish them in the next round. Continuing to plink away with salmanders, but not enough damage.  

Scar vet finally gets in combat with savage ork block. Challenges shaman and chops him up.
Next round warboss challenges and scar vet is chopping him up. 

Skirmishers do not charge in, as they would just be free points. Scar vet chops again at warboss, has one wound left when game ends. 

Close game, I would have had to take down at least the block of savages or the block of black orks to pull out the victory. Lots of blood and dead bodies.. but..
Victory - Orks and Goblins.

Great game against a great opponent. I made some major mistakes. Forgetting about the scar vet for 2 rounds was HUGE. Once he was in combat, he was just shredding orks. Should not have deployed the calvary unit in the corner, they should have stayed more central and threatened flank charges.  The irresistible power drain really hurt the slaan. He had a tough time trying to cast spells the rest of the game, even with the extra slaan dice. I am still very very happy with the list, and I am still planning to run the list at our Fundraising tourney in February.

Good game Mr. Warbringa, next time my friend.. next time.

Wednesday, January 2, 2013

Dusting Off An Old Army

My name is Rob and I am so excited to be a guest blogger for Brother C. I recently had a hobby epiphany and wanted to share some thoughts.

My Local FLGS Adventure’s Guild of Harrisburg has decided to get back into hosting tournaments.  The first one is set for 01/19/12 and is a 1K affair.  I currently have 3 armies to choose from to play in this event: Orks, space marines (who doesn’t) and  Sisters of Battle. Now my Orks are my  most competitive army and I have won with them, placing high in several local tournaments. My drop pod Marines are my fluffy, fun list and have played them pretty regularly over the past year. That leaves my Sisters.

My Sisters were my favorite army when I first started playing ten years ago, before they were tragically White Dwarfed. It was overall a solid army and was the scourge of the table tops, with the ability to table opponents while being fluffy doing it. I tried playing the White Dwarf codex in fifth edition once or twice and just didn’t like it. The codex did not have enough tools to deal with the power builds, therefore making my army non-competitive. I made the difficult decision to shelve my sisters, but no one likes to see an army collecting dust. Although I am not a WAAC player, nobody wants to go and loose every game. So with these reservations fresh in mind I prepared for battle.
The first thing one does when preparing for a tournament is write an army list, considering the local meta or what kind of lists you could see.  My typical goals for constructing an army list in 6th edition is as follows: 

Excel in one phase of the game and be competitive in the other two.
Have an ability to deal with flyers. 
Have a unit that can get into my opponents deployment zone.
Have several durable scoring units.   

Using this template let’s  take a look at how My Sisters can meet my goals.  

Sisters excel best in the shooting phase at mid range,  have mobility in the movement phase and can tar pit with the best of them in the assault phase. They, as with  most armies, have a limited answer to flyers with the addition of an Aegis defense line with a quad gun (which is a bargain at 100 points). 

Sisters have a couple of options in regards to getting to the other side of the table. They have scouting Immolators (think Razorbacks with limited weapons options) with a suicide squad inside and Rhinos and Seraphim (jump pack, storm troopers stats, dual hand flamers and several special rules). 

The base stats of a Sister of Battle is ws 3, bs 4,  s/t 3 with 3+ and a 6i save. They  come in squad sizes of  10-20, have accesses to a good mix of special and heavy weapons, and cost 12 points. I think they define what it means to be a durable troop choice. In addition, they can man the quad gun and receive a 2+i save if behind the Aegis. 

So, in looking at my collection of models, I now have the following list in mind. St. Celestine, 2 twelve man Battle Sister Squads with flamer/multi-melta  and combi-flamer or power maul, two exorcists, an Aegis defense line, and seven seraphim with two sets of hand flamers and a power axe.

The second thing I do to prepare for a tourney is play test my army.  I have now played six games with my Sisters out of retirement and I am happy to report that it has eased most of my reservations. I have found that it is such a unique army to play, and have enjoyed playing the army as I first did so many years ago. I am still a getting to the tipping point of the battle and not having enough force to topple my opponent, but it has been surprising the amount of wounds my seraphim can cause. 
In regards to being competitive, if you play the mission, you always have a shot to win. Most 6th edition missions are predicated on things the army does well, like holding objectives and midrange shooting. It is all trial and error. I am hoping they fair well

So, in closing, don’t be afraid to take a second look at that old unit, army, or model lurking in the back of your hobby stash.  For you might find that they are able to be used with unexpected positive results, at least I have.