Tuesday, May 13, 2014

Adepticon – Team Event– Round 2 – Wayne Kemp/Jeff Creasser – Skaven/Lizardmen

The Story
The battle raged for almost two days, the fighting was brutal with one side very disciplined and moving with great precision, while the other seemed as a chaotic mass, eager to throw themselves into battle.  As I watched from my high vantage point, I could see the might of the slann mage priest’s host and their superior fighting ability.  Hundreds of Saurus warriors fighting and moving as one.  It looked as if the slann lord directed them through thought alone, as they carried out their maneuvers quickly and efficiently.  In comparison, the skaven horde attacked in their thousands, wave upon wave of rabid rats clawing their way to pull down their enemies in a seething mass.

The maelstrom of this conflict had reached a critical point.  As the skaven numbers started to grab an advantage, arcane magics from both sides had done massive damage, but the verminous horde was starting to push their advantage due to the sheer quantity of sorcerers compared to the single slann.  Suddenly, a huge explosion could be seen from the center of the battlefield.  At first, I though a great spell had been conuured, but this was not the case.  As the debris and smoke cleared I could see that a great host of daemons had appeared from a huge portal that glowed with eldritch power.  The daemonic host poured from the portal, butchering both lizardman and skaven alike.  Panic surged through the skaven ranks and even though the lizard man stood resolute no one would survive this day.

Taken from the journal, ‘Adventures in Lustria’ by Marius Bollini, Tilean merchant and map maker

Terrain:  All forests are mysterious.
Our forest is fungal and theirs is a venom thicket.

Deployment: Battleline

Special Rules
Overlord Trait: (1-2) +1 Toughness; (3-4) ASF (if already have than reroll wounds), (5-6) Add 1 auto power/dispel die.
Overlord’s Inspiring Presence is increased by 3”.
Overlord makes 1 core unit (must be inside and also adds to any other characters), either vanguard or ambush.

I get +1T on my overlord, while they get a free power/dispel die.  Neither of us decide to ambush, and mine can already vanguard.  They won’t end up vanguarding.


Bonus Points
+1 for all rare units destroyed or fled.
+2 if overlord is still alive
+1 for killing a BSB
+1 for killing first to get core unit into enemy’s deployment zone
+1 for killing overlord

The List
Warlord, enchanted shield, weeping blade, potion of strength, war-litter

Chieftain, halberd, shield, BSB
Engineer, doom rocket, level 2
Scar Vet, cold one, light armor, great weapon, dragon helm, dawnstone, other trickster’s shard

29 clanrats, full command, shields, warpfire thrower
30 slaves, musician
30 slaves, musician
23 Saurus, full command
10 skink skirmishers
10 skink skirmishers

5 gutter runners, slings, poison
3 Terrodons
6 Chameleon Skinks
Bastiladon, solar engine

Warp lightening cannon
Warp lightening cannon
Salamander, extra skink

Magic
My death caster again chooses spirit leech.

The engineer takes skitter leap and warp lightening.

Deployment
We again spread out our army into a good mix.  I really like the synergy of the doubles list, it’s just too bad that the skinks of low leadership and we can’t be allied strongly enough for my leadership 10 to help him.

They bunker their blocks more to the left.  They do put their big Bastiladon monster on the right side, which draws me to put my doom fire warlocks on the right side.  I’m not thinking at the time that it’s the lizardman only magic and that by killing it we will shut down half their magic phase… no, I see a shit leadership model that can easily be spirit leached for a lot of wounds and therefore a good chance of getting them back.  I do after all have 3 spells I would like to cast each turn.

We manage to roll first for vanguard, scout and to get the first turn.


For my vanguard, I spread out my doom fire warlocks as I expect there is a doom rocket coming their direction.


Turn 1 – Dark Elves/Lizards
Knowing we want to take out their ranged threats first, we move aggressively with the terradons, dropping rocks on their Chameleons and taking them out.  This put our terradons in a great position, with the building to flee through but also access to their back field.  True we could be subject to shooting or magic, but it allowed me to move up along the back of the building we terradons to screen for me.  I had to convince Sean into taking the risk, as the terradons are one of his more versatile unit, but I think it was worth it for the quick removal of the Chameleons and the position it put us in, and could the scramble it could put them into.

Otherwise we begin the advance to claim the flanks.

A 4/3 v 2/3 magic phase starts with a 4D fireball going on their terradons, they allow it and we fail to do any wounds.  A 4D spirit leech on the bastiladon sees me taking it off and gaining back 3D (7/3 v 2/3).  A unit of skinks panics on the right flank.

My bolt thrower kills the warpfire thrower, ending the threat of a panic causing S5 template running amok later in the game as we move up and try to encircle.


The terradons manage to kill 2 gutter runners, though they pass their panic.



Turn 1 – Skaven/Lizards
They don’t take the terradon bait and so don’t charge.  They do move to shoot the terradons.  This leaves us in an awesome position.

The skink unit doesn’t rally and runs off the table.

Their terradons strike back, killing 4 of 5 Chameleons.

A 6/4 v 3/2 was really a 6 v 3/2 phase thanks to the dead bastalidon.  A 3D warp lightening fails sees a fail dispel.  It kills 4 Chameleons in the center unit.  He doesn’t cast skitterleap.

In shooting our terradons lose a model, but hold.  The third Chameleon unit takes 3 wounds for a salamander.  The second cannons kills 1 doom fire warlock.  The first one blows up.  This leaves our terradons in a great position to charge the final cannon.


The doom fire goes as expected at the doom fire warlocks, killing 4.  Once again, my doom fire warlock unit was worth not only a good chunk of my points, but also a good chunk of the bonus points.





Turn 2 – Dark Elves/Lizards
Our terradons start the turn by charging the cannon.  My dark riders also charge a unit of skinks, losing 1 to the stand and shoot.

A 3/3 v 2/2 magic phase starts with a 3D fireball and a fail dispel killing 1.  A 3D spirit leech puts a wound on the solo salamander.

Shooting kills 5 slaves.


In combat the cannon dies, as do 4 skinks and 1 dark rider.  The skink unit does break and gets run down.




Turn 2 – Skaven/Lizards
Thanks to the forest there is a fail stupid test.

The clan rats charge skinks, losing 1 and then are joined by a unit of slaves.  We allow the charge to move his units into the center where we can better encircle now that we have nearly cleared the flanks.

A 4 v 2/3 magic phase doesn’t have anything happen.

My wizard takes a wound from the solo salamander, but no panic test required.  I lose a dark rider to the terradons.


The skinks get reamed in the combat.




Turn 3 – Dark Elves/Lizards
My dark riders rear the solo salamander.  Otherwise we move to shoot the blocks in the center.

A 4/4 v 3/3 magic phase starts with a 4D fireball on the clan rats, killing 1.  A 4D spirit leech on the general goes with irresistible force, killing the skaven general and getting me a die back.  I then lose my wizard level.

In shooting the salamanders kill 2 slaves and 11 clanrats with the bolt thrower killing 2 more clan rats.  He passes both panic tests.

My dark riders kill 2 handles, lose 1, break the salamander and run him down.





Turn 3 – Skaven/Lizards
The terradons take a wound from the always dangerous forest (not sure if this was correct or not given their special rule versus the always dangerous terrain), but it takes off a model, panicking the unit off the table.

A 3 v 1/1 magic phase has us scrolling a 3D warp lightning on the now very small doom fire warlock unit.


The gutter runners kill 1 of our terradons.





Turn 4 – Dark Elves/Lizards
The left dark riders charge the gutter runners in the rear.  Our Saurus character charges the clan rats.  The doom fire warlocks also make the charge, which has them declaring a flee.  We then charge the clan rats twice more to escort them off the table.

A 4/4 v 3/2 magic phase has a 4D fireball kill 1 Saurus warror.  A 4D bubbled soulblight fails.

In shooting the salamanders kill 19 slaves, which fail the panic.  3 slaves fun far enough to get out of our shooting for the turn.  We also kill another Saurus warrior.

The dark riders kill 2 gutter runners which roll snakes to hold.



Seeing that we had full points, they had only a block of Saurus and gutter runners and slaves that were both about to be dead, they concede.  We pick up full points this round.











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