Spoiler: My list === Copy of Eleuminotl's Hunters [1998 pts] Warhammer: The Old World, Lizardmen === ++ Characters [843 pts] ++ Eleuminotl [360 pts] - Hand weapon - General - Battle Standard Bearer - Becalming Cogitation - High Magic Skink Chief [89 pts] - Cavalry spear (if appropriately mounted) - Light armour (Calloused hide) - Ripperdactyl - Charmed Shield Aeontezin [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold One - Giant Blade - Bedazzling Helm - Horned One Saurus Scar-Veteran [134 pts] - Cavalry spear - Heavy armour (Scaly skin) - Shield - Cold One - Hide of the Cold Ones ++ Core Units [616 pts] ++ 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) 5 Jungle Swarms [200 pts] - Hand weapons 20 Temple Guard [366 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [War Banner] - Musician ++ Special Units [539 pts] ++ 3 Ripperdactyl Riders [126 pts] - Cavalry spears - Shields - Light armour (Calloused hides) - Ripperdactyl Champion 6 Cold One Riders [224 pts] - Cavalry spears - Shields - Heavy armour (Scaly skin) - Pack Leader (champion) - Standard bearer 5 Cold One Riders [189 pts] - Cavalry spears - Shields - Heavy armour (Scaly skin) - Pack Leader (champion) - Standard bearer --- Created with "Old World Builder" [https://old-world-builder.com] So my elementalism Slann decided to take high magic. I thought the cold ones would be better with new stupidity and I was keen to see what a palanquin could do. We rolled that diagonal scenario. I told my opponent I didn't like it because troops that are reserve can make or break you. Well Aeontezin was off for me. And his grey seer! I also rolled great magic getting the ethereal conveyance I wanted - what a boost to TG. Do it was looking good Deployment and Turn 1 I got first turn. Looking at the sides, with his grey seer off I felt pretty confident. Unopposed Slann got his spells off including fiery convocation which killed around 10 storm vermin. My jungle swarms pressed the abomination (I thought with the poison it was my best match up). On his turn he just hung back waiting for his grey seer. Turn 2 - me My cold one knights charged his decimated storm vermin. My cold ones with a hero charged his clan rats. The rippers with fury of khaine got cocky and his his rat ogres. It looked like I was going to table him turn 2 so hey, let's see what they can do. They rolled really well! Killing two rat ogres and only losing one ripper back. He FBIGO. The cold one knights with the hero had to face a rattling gun who could now stand and shoot. Two died! I rolled poorly in combat and another died meaning I'd done zero damage and he won easily. We FBIGO and he didn't pursue, needing that grey seer to be to join that unit. The other knights hit the storm vermin. He has a lord with a paymasters coin, weeping blade and the brutal initiative of 7. He cut down 3 before we could strike! We got their champion in a challenge, they killed another, and we again lost FBIGO. They followed up. The game had swung! Those cold one riders were just... Not that good. The skinks and gutter runners shot at each other with the skinks eventually taking them out. Turn 2 - him His grey seer arrived and got into his clanrats. His abomination hit the rippers, but the hero lived on one wound fleeing away unable to be caught. His storm vermin killed the knights and charged the flank of the TG. He shot and killed the last of the Saurus knights - except for the hero that was now a skirmisher. Turn 3 - me Aeontezin and the swarms hit the abomination in the flank. Some good rolling and we do the 6 wounds needed (taking 1 back). However it is too horrible to die and regains 3 wounds! Nevertheless, it breaks and is caught by Aeontezin. The swarms pursue into the rat ogres. The ripper hero rallies on 1 wound and hides. The scarvet now a skirmisher works in my favour. He's able to charge the flank of the storm vermin. Furthermore, we manage to get walk between worlds off, our temple guard are ethereal. The Skaven lord deals with a challenge from the TG champion. We still win and they break. The TG restrain but the scar vet tries.to chase them down but just comes up short. The battle rages on and it seems a bit even now Turn 3 - him A massive rally test for his storm vermin and he passes it. The war rages on between the swarms and the rat ogres. It is roughly even but the handlers keep rolling 6's on their killing blows. Turn 4 - me My scar vet runs behind his storm vermin. No way can I take down a lord with a weeping blade and init 7. Aeontezin charges his rattling gun which forgets quick shot so flees and is run down. The hero on the ripper moves into position. The TG and Slann move towards the rats daring them to charge - as we will be ethereal next turn. Fiery convocation kills the rest of the gutter runners. The swarms and rat ogres fight on. Turn 4 - him Boom - the clanrats charge. The grey seer issues a challenge. I forget anyone can accept so the Slann declines and is shamed. The illusion assailment goes off with headsmans axe (why I was keen to decline) and plus their D3 combat res banner, the clatrans absolutely smash the TG. Stubborn + Shieldwall means we GG. They follow up as to no allow the Slann to cast. Turn 5 - me My scarvet is not interested in their skaven lord and runs around him. Aeontezin charges their flank. He issues a challenge to the bell which is accepted. We sneak a wound through (2). Along with some favourable rolls, we just manage to win combat res and they give ground. Aeontezin follows up to continue the challenge and keep them locked in place. Meanwhile the TG refuse to follow as to prevent the Slann from being shamed and get him back into the magic phase. The hero on the ripper charges the rat ogres (who are slowly losing wounds but will likely beat the swarms). The hero manages to kill the two pack masters, with that we defeat the unit. Turn 5 - him His grey seer gets spectral doppelganger off but only does two hits on Aeontezin the old blood... however he follows that up with a double 6, thus my old blood gets his head cut off twice! The clanrats overrun straight forward (that's TOW for you) into the Temple Guard. 2d6 impact hits are nasty, there is a lot riding on whether I can get walk between worlds off here... Turn 6 - me Everything is locked in the middle. The scar vet on the cold one charges their front. The last swarm and the hero on the ripper charges their rear. Fury of Khaine is cast on the Temple Guard. Walk Between Worlds.... is cast. Suddenly, things are look really good for the lizardmen. The hero on the ripper issues the challenge and dies, but the Slann is there to dispel doppelganger. Rolls are good, and you've got 18 attacks coming from the temple guard, 5+2 from the scar vet, 5 from the swarm. We win combat by 10. Their magical number to avoid fleeing in leadership is 6 but they can't hit it even with their BSB so they flee. The swarm has a 7 inch head start and manages to run them down. And that's game! Breakdown What a great game! It looked like we had easily won then suddenly as the cold ones failed it looked like we didn't have a chance. We slowly clawed our way back into the game to totally win in that one combat where everything aligned for us. The luck was probably with me, because having his grey seer off and missing the first turn really gave us a massive head start. I think his list wins 70% of the time in a straight combat, I just got the better rolls on the day where I needed them. Renegades Having a Slann that wasn't a total liability really made the game much more enjoyable. As did having leadership that mattered, it really added to the immersion of our race being the stoic servants of the old ones. A few spells (and lores) are now boosted with walk between worlds and earthen ramparts being the obvious ones. Additionally, small boosts to deathy cabal and plague of rust. And generally all the enchantments and hexes that now have 360 degree vision. Opponents Reflection: Great game! Nail biter right to the end, where the Temple Guard went to Super Saiyan Goku mode with Ethereal Khaine buffs and clinched it fair and square. Thoughts on the Renegade alterations: Hellpit Buff - probably needed as the big critter was struggling, even in a meta that favours big monsters. Why impact hits though, and why does the H-Bomb get as many as a doomwheel? Hardly anything in the Giant class gets impacts and I'd consider making the H-Bomb more stompy. Pulled Along Bells: 10/10 for rule of cool, but I think this is fixing a style problem that wasn't on my mind a lot and opens up some new problems besides. Fitting and manoeuvering the silly thing, mostly, but also building lists with big Win Game / Lose Game death stars. Which is (yes) basically what I did. But, probably not good for the game. Core units: This is probably the best change in the Renegades list from my early impressions, and possibly opens up a LOT of viable options in the war teams now that they get supporting actions. Ratling guns might go from strong (or the "least bad" core tax option) to possibly overpowered; the other weapon team options might go from awful to worth a look, which I'm really excited about. Given that, I'm inclined to think that fiddling with the Clanrat requirements might have gone too far and a 1 minimum slot might have been ideal. Slann Palanquin: It looks Hella Cool, so top marks for that. I might have said, again, that it's fixing a problem nobody really has, but I'm assured that Slann need help to be viable, which is bad news for a level 4 wizard nowadays. I found him virtually impossible to touch, let alone kill; if temple guard still get Guardians could we not have the palanquin in the front rank? Finally: OOPS we forgot the Wisdom Of The Old Ones Slann buffs! Oh well, gg Yes we did... wow the Slann is suddenly much more viable!
Cool report! Well even skave got nice buff and how you describe both armies can now have fun without thinking to much frustratring thing as army composition!