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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