Hey guys,
So I had my first warhammer game since a long time last weekend. It was a complete massacre for WoC. Points to note: we were both on our way to figuring out ''how the game worked and what changed about it'' and hence, we made a lot of mistakes. But still I think it's worth sharing and I wonder if you have any tactics for a possible rematch.
My list:
Heroes (238)
Saurus Scar-Veteran: light armour, shield, venom of the firefly frog, dragonhelm, dawnstone (138)
Skink Priest: level 2 wizard (100)
Core units (550)
-15 saurus warriors: full command (195)
-10 skink skirmishers (70)
-24 skinks: 3 kroxigor (285)
Special units(60)
-5 charmeleon skinks (60)
Rare units (150)
-Salamander (75)
-Salamander (75)
His list (roughly): 1 chaos sorceror on disc of tzeench, ~16 (?) chaos warriors, 5 chaos knights, 3 skullcrushers of khorne
I'll try to give you guys an overview of what happened.
DEPLOYMENT
sorc.
knights warriors forest rock skullcrushers
sal. sal. forest(inc. skinks) saurus forest (charm. skinks) skrox
I got to deploy first and this is what it turned out to be (roughly). Then, the first problem occured: I had no idea where to deploy my charmeleon skinks. He placed his sorceror in such a way that I couldn't put my charmeleon skinks behind his army (which was my plan). So I ended up putting them in the bottom-right forest --> turned out to be a mysterious forest I could not stay in.
Magic: My skink priest gets Curse of the midnight wind + chain lightning (I didn't take iceshard blizzard because he has no shooting whatosever).
His sorceror gets flickering fire of tzeench + a remain in play spell I cannot remember the name of (my units cannot use leadership of heroes and casting ''double'' results are ignored).
TURN 1 LM
no charges. I move my salamanders forward, and we get into a discusison about ''move and shoot''. After the game we looked it up; it seems salamanders can march and shoot? In our game they could only move 6 inches and fire. I move my skinks + priest in the forest to prepare for an attack. I move my chamo's up as well as I want to try and bait/shoot at his army.
Magic phase: I try to blow up his chaos warriors with chain lightning; I misscast and end up killing 5 skinks. My charmeon skinks cannot fire at anything (nothing is withing 12 inch).
TURN 1 WoC
He charges my charmeleon skinks with his skullcrushers; I flee. He moves his knights forward, but moves his chaos warriors backwards (he's afraid of 2x salamander I suppose). He flies his sorceror in front of his knights and warriors and casts flickering fire of tzeench on my skink unit; they all die except for the priest. He also casts that annoying remains-in-play spell. (I do not have any dispell dice to spare, I used my 5 dice for the misscast chain lightning).
TURN 2 LM
I tried to charge his skullcrushers with krox; it fails. My charmeleons fail to rally. Saurus move forward a bit. I move both salamanders forward in an attempt to toast his chaos knights. My skink priests stays in the forest.
Magic phase: after lots of doubting I cast curse of the midnight wind on his skullcrushers, it gets dispelled. I thought about trying chain lightning again, this time on his sorceror (and hopefully bouncing to his warriors or knights) but I wanted to ''play safe'' and keep some dispell dice.
Shooting: first salamander missfires and eats 2 skinks. Second salamander: the flame backfires into my salamander, no wounds taken.
TURN 2 WoC
He charges my salamanders with the knights, I flee (cannot stand and shoot like razordons). He charges my skrox with his skullcrushers and fails. His chaos warriors move a bit forward.
Magic: He kills my priest with flickering fire of tzeench, I fail at dispelling it.
Fast forward of events (it went really fast from here onwards)
-Charmeleons end up rallying but die to flickering fire of tzeench
-Salamanders keep fleeing
-Skrox fails charge again and ends up getting charged by skullcrushers; in combat he kills 6-8 skinks and I kill 1 skullcrusher. He wins combat by 6 and I end up fleeing and get overrun....
At this point I concede defeat, for fun we try to let my saurus fight his warriors of chaos: 6 saurus die in one round of combat and I kill like 1 or 2 of his warriors (even though I have a scar-vet in the unit).
So yeah, conclusions:
-Misscast on a high-risk-high-reward spell.
-We did not allow salamanders to march and shoot, giving me a lot of difficulty to get them into position. How close do you guys move them to the enemy army before firing?
-We did not realize that without a wizard, you still have dispell dice.
-My skrox unit was not capable of stopping his skullcrushers, which was disappointing. I thought they were ''good'' against knight-units, but it ends up I underestimated his unit.
-I have no idea how shooting works (can javelins/'blowpipes shoot beyond 12 inches or not?) and I have no idea where to put my charmeleon skinks
-His sorceror can fly, has a 2+ (or so) armour save, a good ward save and kills half my army. Basically I have no idea how to stop his sorceror.
-In general my placement of units was incorrect (I think). I wanted to use my skrox as a flanking unit for the saurus but his warriors stood still (avoiding salamanders as much as possible) and the skullcrushers went straight for my skrox. Meanwhile his wizard causes me lots of trouble even though he is IN MY FACE. I want to kill that wizard!
Do you guys have any tips?
So I had my first warhammer game since a long time last weekend. It was a complete massacre for WoC. Points to note: we were both on our way to figuring out ''how the game worked and what changed about it'' and hence, we made a lot of mistakes. But still I think it's worth sharing and I wonder if you have any tactics for a possible rematch.
My list:
Heroes (238)
Saurus Scar-Veteran: light armour, shield, venom of the firefly frog, dragonhelm, dawnstone (138)
Skink Priest: level 2 wizard (100)
Core units (550)
-15 saurus warriors: full command (195)
-10 skink skirmishers (70)
-24 skinks: 3 kroxigor (285)
Special units(60)
-5 charmeleon skinks (60)
Rare units (150)
-Salamander (75)
-Salamander (75)
His list (roughly): 1 chaos sorceror on disc of tzeench, ~16 (?) chaos warriors, 5 chaos knights, 3 skullcrushers of khorne
I'll try to give you guys an overview of what happened.
DEPLOYMENT
sorc.
knights warriors forest rock skullcrushers
sal. sal. forest(inc. skinks) saurus forest (charm. skinks) skrox
I got to deploy first and this is what it turned out to be (roughly). Then, the first problem occured: I had no idea where to deploy my charmeleon skinks. He placed his sorceror in such a way that I couldn't put my charmeleon skinks behind his army (which was my plan). So I ended up putting them in the bottom-right forest --> turned out to be a mysterious forest I could not stay in.
Magic: My skink priest gets Curse of the midnight wind + chain lightning (I didn't take iceshard blizzard because he has no shooting whatosever).
His sorceror gets flickering fire of tzeench + a remain in play spell I cannot remember the name of (my units cannot use leadership of heroes and casting ''double'' results are ignored).
TURN 1 LM
no charges. I move my salamanders forward, and we get into a discusison about ''move and shoot''. After the game we looked it up; it seems salamanders can march and shoot? In our game they could only move 6 inches and fire. I move my skinks + priest in the forest to prepare for an attack. I move my chamo's up as well as I want to try and bait/shoot at his army.
Magic phase: I try to blow up his chaos warriors with chain lightning; I misscast and end up killing 5 skinks. My charmeon skinks cannot fire at anything (nothing is withing 12 inch).
TURN 1 WoC
He charges my charmeleon skinks with his skullcrushers; I flee. He moves his knights forward, but moves his chaos warriors backwards (he's afraid of 2x salamander I suppose). He flies his sorceror in front of his knights and warriors and casts flickering fire of tzeench on my skink unit; they all die except for the priest. He also casts that annoying remains-in-play spell. (I do not have any dispell dice to spare, I used my 5 dice for the misscast chain lightning).
TURN 2 LM
I tried to charge his skullcrushers with krox; it fails. My charmeleons fail to rally. Saurus move forward a bit. I move both salamanders forward in an attempt to toast his chaos knights. My skink priests stays in the forest.
Magic phase: after lots of doubting I cast curse of the midnight wind on his skullcrushers, it gets dispelled. I thought about trying chain lightning again, this time on his sorceror (and hopefully bouncing to his warriors or knights) but I wanted to ''play safe'' and keep some dispell dice.
Shooting: first salamander missfires and eats 2 skinks. Second salamander: the flame backfires into my salamander, no wounds taken.
TURN 2 WoC
He charges my salamanders with the knights, I flee (cannot stand and shoot like razordons). He charges my skrox with his skullcrushers and fails. His chaos warriors move a bit forward.
Magic: He kills my priest with flickering fire of tzeench, I fail at dispelling it.
Fast forward of events (it went really fast from here onwards)
-Charmeleons end up rallying but die to flickering fire of tzeench
-Salamanders keep fleeing
-Skrox fails charge again and ends up getting charged by skullcrushers; in combat he kills 6-8 skinks and I kill 1 skullcrusher. He wins combat by 6 and I end up fleeing and get overrun....
At this point I concede defeat, for fun we try to let my saurus fight his warriors of chaos: 6 saurus die in one round of combat and I kill like 1 or 2 of his warriors (even though I have a scar-vet in the unit).
So yeah, conclusions:
-Misscast on a high-risk-high-reward spell.
-We did not allow salamanders to march and shoot, giving me a lot of difficulty to get them into position. How close do you guys move them to the enemy army before firing?
-We did not realize that without a wizard, you still have dispell dice.
-My skrox unit was not capable of stopping his skullcrushers, which was disappointing. I thought they were ''good'' against knight-units, but it ends up I underestimated his unit.
-I have no idea how shooting works (can javelins/'blowpipes shoot beyond 12 inches or not?) and I have no idea where to put my charmeleon skinks
-His sorceror can fly, has a 2+ (or so) armour save, a good ward save and kills half my army. Basically I have no idea how to stop his sorceror.
-In general my placement of units was incorrect (I think). I wanted to use my skrox as a flanking unit for the saurus but his warriors stood still (avoiding salamanders as much as possible) and the skullcrushers went straight for my skrox. Meanwhile his wizard causes me lots of trouble even though he is IN MY FACE. I want to kill that wizard!
Do you guys have any tips?