Spoiler: Army lists === Copy of Xinfernoc's Inferno [1999 pts] Warhammer: The Old World, Lizardmen === ++ Characters [964 pts] ++ Xinfernoc [365 pts] - Hand weapon - General - Lore Familiar - Becalming Cogitation - Battle Magic Azcaramani [339 pts] - Great weapon - Heavy armour (Scaly skin) - Battle Standard Bearer - Carnosaur - Armour of Meteoric Iron - Talisman of Protection Aeontezin [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold One - Giant Blade - Bedazzling Helm - Horned One ++ Core Units [639 pts] ++ 10 Skink Skirmishers [55 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) 5 Jungle Swarms [200 pts] - Hand weapons 20 Temple Guard [334 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer ++ Special Units [196 pts] ++ 4 Kroxigors [196 pts] - Great weapons - Heavy armour (Scaly skin) ++ Rare Units [200 pts] ++ Troglodon [200 pts] - Venomous talons - Venom spray - Heavy armour (Scaly skin) - Skink Oracle with hand weapon (required) --- He had - lord on a manticore ogre blade mark of Nurgle - sorcerer in chaos warrior unit Tzeentch infernal puppet - chosen knights - 3 dragon ogres - hounds - forsaken - hero on chariot - chariot Just a straight battle today as my opponent hasn't played in a while Turn 1 My turn - I did not like how this looked. Deployment was difficult as he has a lot more units. I didn't think anything I had could beat the manticore and I would also really struggle with the knights and where they were positioned. My plan was really to make an honest game of it and get lucky. Turn 1 - him One thing I've been practicing angling my skirmish bases in a direction which means when they charge and win thet shoot off to the side. Both his manticore and dragon ogres hit the swarms and the question was whether they could do 5 wounds in a single combat? Nope, he only got through 20. My carnosaur wasn't far enough back and the GG follow up meant the dragon ogres were in combat. He focuses his magic on my old blood / horned one but couldn't get a wound through. Turn 2 - me My skinks has been doing a decent job of shooting and has hit a few hounds. My old blood charges his unit trying to tie up his sorcerer so I can actually cast but it was a bad match up and they win combat by static, I GG they restrain. My carnosaur hurt the dragon ogres but they win combat via the swarms thats left. His manticore follows into the Kroxigor. I manage to get a charge off from the Trog to the knights. I carefully work out the combat in my head and if I can cast hammerhands I should get 1.5 wounds. Without lances I should live for a turn. It's the best chance I've got but if course I totally forgot counter charge. The trog is deleted instantly. Turn 2 - him The battle is going how I expect which is badly. His chariot charges my old blood and his dragon ogres charge my carnosaur. The chariot doesn't get impact hits because it's too close. He rolls poorly but it's generally a better match up for me. It GG and I restrain. Meanwhile the Carnosaur wipes out the dragon ogres, overruns a long way and just clips the edge of his infantry unit. The manticore deletes the Kroxigor as expected, but it's not looking too bad. Turn 3 - me As expected the carnosaur beats the unit, but he rolls terribly on his leadership and flees. The carnosaur runs them down and reforms. Suddenly I'm looking good. The old blood destroys the chariot and follows into the forsaken. Battle magic continues to do very little. This is abridged from here because this forum has deleted all my work. I won't be posting these anymore. It's too much work to lose suddenly. Turn 3 - him He charges the temple guard, we challenge and FBIGO. Turn 4 I charge the lord in the flank twice with old blood and carnosaur. The carnosaur is left on 1 wound but we win and he flees (can't FBIGO) but he flees over the knights and we don't catch him Rest of game His knights kill the carnosaur on 1 wound The old blood kills the chariot The knights and old blood fight but it's a stalemate they can't hurt each other The lord hits my unit but he rolls terribly for many combats in a row. We are left with 5 models at the end of the game so he doesn't get any VPs. We win 1390 to 1140. It's mostly due to my ridiculous luck, making armour saves where I needed it and the TG holding true.
Ffs. This is the second time I've written out the entire battle report and it's just reverted to the earlier version. I'm now going to keep track of these another way. That was an hours work gone because of the auto draft saves.
Thank for the report! My suggestion is to write in word and then copy past (with pictures added later) Both dragonogres, chaos chariot, tzeentch magician are OP. Knights and Manticore are really good. Our units are unfortunately not so good as well. You had luck, he had a tougher list in my opinion and i guess you could change a bit your list and have much better results. I don't think it's a problem of play in itself but a bit of army list...So if i may give some suggestions check below. 1) Troglodon, I understand you want to play it but sincerely now that stegadons give +1 to cast there is no reason to continue play them.... 2) Kroxigor...well I don't like them but still better of Troglodon, just a question, do you usually attack fully with everyone? I would consider to play only 3 to increase manovrability. 3) magic items...Glyph Necklace is one of the two good items we got. Tzunki blade is the other. Consider a tzunki blade and a talisman of protectio non the cold one hero, or a great weapon, bedazzling helmet and hide of cold one to have 2+ even when 2 handed (and a charmed shield for a ward save) stupidity at 8 with 3 dice is ok, at 9 even better so horned one is not an autoinclude anymore. About carnosaur Glyph Necklace is nearly obligatory, together with meteoric iron you have a double 5+ save AND magic resistance for 65 points. Yes you need an oldlord on carnosaur but it's worth it. 4)I tried becalming cogitation severaltimes and I am not satisfied with it. Lore familiar is meh, but i play elementalism. Consider that for the same point you can buy ruby ring and still have 5 good spells, so with battle magic there is even a less reason to buy it. Another thing...have you ever miscasted? I risked twice to have the whole unit explode, so i like earthing rod to get a reroll and save a lot of temple guards. Recently I played a 2 days tournament with 26 players and reached 4Th place with W/D/L and 3rd place by victory points with renegade. So it's hard but it's possible to get some good results!