Scenario: Magic Flux
Deployment: Battleline
Special Rules: Wizards worth +50 points and when generating dice, roll
them all and if a ‘1’, give to opponent (power and dispel).
The List:
Saurus Oldblood, Carnosaur, shield, burning blade of chotec, glittering
scales, dawnstone
Skink Chief, BSB, Ancient Stegadon, stegadon war-spear
Skink Priest, Cube of Darkness
35 Saurus Warriors, full command
35 Saurus Warriors, full command10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
10 Skink Skirmishers
2 Salamanders
2 Salamanders
After playing two games of rough light magic I was glad to see a list
without lots of magic (surprise, he was down with me). For magic I rolled up Vermintide and Plague
on my dispel scroll guy (both great skink clearing spells), bless and wither on
my other level two (both good saurus killing spells) and cloud on my level 1
(yay steg and carnosaur? Well, sort
of). Chris took Ice shard after rolling
wind blast. I thought wind blast would
have been great as I only had one real target and it would help him have the
time he needed to get his flank.
Chris commented that we should just push it forward, and I pointed out
that was all I had. For deployment he
counted every one of my rat darts with a unit of skinks. I then put my unit off center on the right
where he wouldn’t be able to easily tag team me based on where his skinks were. He put his monsters to follow up and hid his
caster behind the impassible. He also
put a flamer on each side. I held a unit
of gutter runners back to assassinate the caster and otherwise put the units on
the right side.
We roll off and I get first turn for the third game in a row. I move up a little, but don’t move into range
for plague and so don’t cast. I shoot
the right salamander and he makes all 5 saves for the wounds I do.
On Chris’ turn 1 he charges his salamander into the gutter
runners. He takes a wound on the stand
and shoot. A 3PD/1DD magic phase has him
casting ice shard on the rat ogres. His
shooting kills a gutter runner and 1 giant rat.
The salamanders kill 3 rats in shooting on the left and panics the
unit. In combat I do 3 wounds to the
salamanders, and he does 2 back resulting in a tie combat.
My turn 2 the giant rats charge the skinks that had moved to shoot the
gutter runners. When the gutter runners
also charge he does some fleeing. After
a few other charges I get to kill some skinks and leave my chaff in a fairly
good position, even with flanks exposed.
The gutter runners come on the table right next to the wizard, and then
take him out in shooting. I roll a
massive 1PD/2DD magic phase (thanks mission!).
I fail fear in the combat, and the gutter runners get run down by the
salamander.
Chris’ turn 2 and his steg charges the gutter runners. They flee.
He redirects into a dart which also flees. The warriors take the flank of a dart. His shooting on the left moves to
encircle. His flame takes out 2 of the
fleeing gutter runners. He also puts a
wound on a rat ogre and kills some more rats from a fleeing unit. He then kills some giant rats, leaving 1 rat
and a packmaster, which flee away from the saurus. He holds and I only roll 3 inches, putting me
right in front of his unit and between my rat ogres and his unit.
My turn 3 and I have a problem.
I can’t get to his saurus warriors for sure. So I put a dart into the flank of his saurus
warriors. This puts him also chaffing
the carnisaur. It will allow my rat
ogres to fight twice as I put them into the skinks. I now need the rat dark to fail its 7
leadership and run past the rat ogres.
But alas they rally. Now I need to
figure out how to get it out of my way… and I have a solution. First I roll my magic, a nice 6/3 phase. I roll 3 dice on wither to draw out his
dispel dice, and they do. I then put 3
into cloud and pray I can roll a 4+ to kill off my unit. AND I DO!
Skaven killing off its own unit to clear up space for me to get into the
saurus warriors. In combat I demolish the
skinks and over run into the saurus warriors.
Then, before he gets to attack I proceed to demolish the warriors,
leaving 8 after my attacks. He does a
single wound to my T5 wall and then runs on two chances for snakes.
At this point Chris concedes. His
other unit is chaffed and so his options are to charge just with the characters
or risk me getting the charge on my turn as his chaff in the center is
gone. He also gets a text from a girl
who wants to meet him for dinner. Win,
20-0 but not even half a game.
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