Most recent report/update is at the bottom.
As referenced in the topic I posted under Army Lists (http://www.lustria-online.com/threads/1000-point-adepticon-list.6008/), I tested out my Adepticon list against my brother a few days past. I was hoping to test out something new, perhaps figure out the best way to go about supporting my ally for that team tournament (Bretonnians). Knowing that Knights are expensive and few in number, I went about making the horde of skinks that would provide enough bodies on the field to help augment the forces he had.
This was the origin of the list from the Army List thread, and so is slightly different:
Heroes
Total Cost:
(Note: This particular list has been erased twice over; I'm working off of memory for this and the game itself, though the latter was far more memorable.)
In my brother's care:
Heroes
Total Cost:
The table was set up with about a dozen small pieces of cover (none averaging over 4 inches in diameter), with a house on one half and large forest on the other. The table was split up diagonal across the middle, with a 24" buffer between the two starting zones. This allowed for us to have enough room to flank each other (in theory), while still allowing enough of a backfield in the case of us wanting to start out of archery range (I was also under the assumption that he'd take more units to the field).
Setting up, he placed his forces right at, or close to, the starting edge, gunning for the closest unit I deployed (the larger of the skirmisher units), with his bolt thrower hanging back in a tree clump. I placed my regiment of Skinks (with the Chief) behind the first unit of skirmishers (with the Priest), with the second deployed angled against his forces, with the salamander deployed in the notch formed by the missing skink in the rear rank (rank of seven, with a rank of six behind). The stegadon was deployed on the far flank in a cusp of trees, and the chameleons scouted behind his bolt in further cusps of trees, ready to strike when it was their turn.
Rolled spells proved beneficial; rolling a 4, 5, and 6 (Urannon's Thunderbolt, Comet of Cassandora, and Chain Lightning) on the Heavens table, I had all the firepower I needed at my disposal, though this was my first time using a lore other than Life, so I proceeded with caution. His mage took Lore of Fire, getting Flame Storm and Cascading Fire-Cloak.
---
Turn One
Winning the initiative, he proceeded to open up full bore, marching forwards will everything save his bolt thrower, which targeted the flanking skirmisher unit, killing 4 in the process (The Skinks held their ground). The mage (owing to poor rolling for the winds of magic) used all available dice in the casting of Flame Storm, which scattered wildly (a good thing too; it would potentially have dealt a serious blow to the skink cohort). The Sea Guard also shot, though poorly, and only killed a single skirmisher (from the main unit) for their troubles.
The Lizardmen, in deference to their fallen comrades, proceeded to reap a bloody toll. The Priest rolled beautifully for his magic, first successfully casting Thunderbolt (killing 4 Swordmasters, who made their panic check), followed by a devastating casting of Chain Lightning, which proceeded to kill another 2 Swordmasters, 5 Sea Guard, and 3 Phoenix Guard. Sadly, the Salamander rolled short, and failed to hit anything. Shooting from the skirmishers in range killed another triplet of Sea Guard, followed by another pair of Phoenix Guard (all units making the needed panic checks). The chameleons killed a crew member of the bolt thrower, panicking the other, and disabling the ballista for a turn (which, frankly, was rather disappointing shooting for 20 dice).
Turn 2
Turn two started off with an attempted charge of both skirmisher units, who promptly fled away from the chargers, who were left out in the open for the next round of shooting. His mage proceeded to cast Cascading Fire-Cloak, which miscasted, robbing the mage of all magic ability. His Sea Guard rolled dismally for shooting, failing to hit any of the Lizardmen standing in front of them, and so gave the Lizardmen a brief respite, expecting the favor in return.
The Lizardmen gave the Elves their dues, blasting apart another half-dozen elves with Chain Lightning, with the Comet of Cassandora directly in front of the Sea Guard as further punishment. Shooting saw one squad of Chameleons finish off the bolt thrower, while the other chewed at the Swordmasters, dropping a few more of their number. The skirmishers eliminated another couple Sea Guard and Phoenix Guard, and the salamander making up for the last round, killing 9 of the Sea Guard in the process, reducing them to a functionally useless entity (around 4 or so).
Turns 3 On
By this point, the game was all but decided. The lizardmen continued to eat the elves alive, who, despite my brother's best efforts to get into melee combat to weather the storm of shooting aimed at him, only succeeded to enter it once; on turn five, a mere 4 phoenix guard entered melee with a unit of skirmishers, and, to their credit, killed four of the skinks. However, their victory was short lived, as the stegadon, who had a very quiet battle, charged in, obliterating the Phoenix Guard (working out to something in the manner of 12 unsaved wounds).
At the end of turn six, it was only the Elven former-mage remaining, surrounded by the bodies of his comrades, and a massive number of skinks and scary things swarming straight at him.
In the end, the battle saw the High Elves wiped out to a single man/elf, with the Lizardmen only suffering 14 casualties in return (13 skirmishers, 1 handler). The Priest took the honor for most useful unit, easily blasting apart twice his worth in points.
I'll probably write up the second battle tomorrow (less outright victory, more fiddly work), but it was great to see a list I was merely testing out proceed to work beyond my expectations.
As referenced in the topic I posted under Army Lists (http://www.lustria-online.com/threads/1000-point-adepticon-list.6008/), I tested out my Adepticon list against my brother a few days past. I was hoping to test out something new, perhaps figure out the best way to go about supporting my ally for that team tournament (Bretonnians). Knowing that Knights are expensive and few in number, I went about making the horde of skinks that would provide enough bodies on the field to help augment the forces he had.
This was the origin of the list from the Army List thread, and so is slightly different:
Heroes
- Skink Priest (General)
Level 2, Plaque of Tepok - Skink Chief
Battle Standard, Light Armor, Shield, Blowpipe, Burning Blade of Chotec
- Skink Skirmishers
14 Skinks, Javelins & Shields
- Skink Skirmishers
13 Skinks, Javelins & Shields
- Skink Cohort
24 Skinks, Full Command
- Stegadon
Giant Bow
- Chameleon Skinks
5 Chameleons
- Chameleon Skinks
5 Chameleons
- Salamander Hunting Pack
Extra Handler
Total Cost:
- Under 1000 points
(Note: This particular list has been erased twice over; I'm working off of memory for this and the game itself, though the latter was far more memorable.)
In my brother's care:
Heroes
- Mage
Level 2
- Sea Guard
24 Sea Guard (approximately), Full Command
- Phoenix Guard
10 Guard (Looks like I overestimated them in the other thread; it explains why I went through them so quickly!), Full Command (Probably) - Swordmasters of Hoeth
16 Swordmasters, Full Command
- Repeater Bolt Thrower
Total Cost:
- 1000 points
The table was set up with about a dozen small pieces of cover (none averaging over 4 inches in diameter), with a house on one half and large forest on the other. The table was split up diagonal across the middle, with a 24" buffer between the two starting zones. This allowed for us to have enough room to flank each other (in theory), while still allowing enough of a backfield in the case of us wanting to start out of archery range (I was also under the assumption that he'd take more units to the field).
Setting up, he placed his forces right at, or close to, the starting edge, gunning for the closest unit I deployed (the larger of the skirmisher units), with his bolt thrower hanging back in a tree clump. I placed my regiment of Skinks (with the Chief) behind the first unit of skirmishers (with the Priest), with the second deployed angled against his forces, with the salamander deployed in the notch formed by the missing skink in the rear rank (rank of seven, with a rank of six behind). The stegadon was deployed on the far flank in a cusp of trees, and the chameleons scouted behind his bolt in further cusps of trees, ready to strike when it was their turn.
Rolled spells proved beneficial; rolling a 4, 5, and 6 (Urannon's Thunderbolt, Comet of Cassandora, and Chain Lightning) on the Heavens table, I had all the firepower I needed at my disposal, though this was my first time using a lore other than Life, so I proceeded with caution. His mage took Lore of Fire, getting Flame Storm and Cascading Fire-Cloak.
---
Turn One
Winning the initiative, he proceeded to open up full bore, marching forwards will everything save his bolt thrower, which targeted the flanking skirmisher unit, killing 4 in the process (The Skinks held their ground). The mage (owing to poor rolling for the winds of magic) used all available dice in the casting of Flame Storm, which scattered wildly (a good thing too; it would potentially have dealt a serious blow to the skink cohort). The Sea Guard also shot, though poorly, and only killed a single skirmisher (from the main unit) for their troubles.
The Lizardmen, in deference to their fallen comrades, proceeded to reap a bloody toll. The Priest rolled beautifully for his magic, first successfully casting Thunderbolt (killing 4 Swordmasters, who made their panic check), followed by a devastating casting of Chain Lightning, which proceeded to kill another 2 Swordmasters, 5 Sea Guard, and 3 Phoenix Guard. Sadly, the Salamander rolled short, and failed to hit anything. Shooting from the skirmishers in range killed another triplet of Sea Guard, followed by another pair of Phoenix Guard (all units making the needed panic checks). The chameleons killed a crew member of the bolt thrower, panicking the other, and disabling the ballista for a turn (which, frankly, was rather disappointing shooting for 20 dice).
Turn 2
Turn two started off with an attempted charge of both skirmisher units, who promptly fled away from the chargers, who were left out in the open for the next round of shooting. His mage proceeded to cast Cascading Fire-Cloak, which miscasted, robbing the mage of all magic ability. His Sea Guard rolled dismally for shooting, failing to hit any of the Lizardmen standing in front of them, and so gave the Lizardmen a brief respite, expecting the favor in return.
The Lizardmen gave the Elves their dues, blasting apart another half-dozen elves with Chain Lightning, with the Comet of Cassandora directly in front of the Sea Guard as further punishment. Shooting saw one squad of Chameleons finish off the bolt thrower, while the other chewed at the Swordmasters, dropping a few more of their number. The skirmishers eliminated another couple Sea Guard and Phoenix Guard, and the salamander making up for the last round, killing 9 of the Sea Guard in the process, reducing them to a functionally useless entity (around 4 or so).
Turns 3 On
By this point, the game was all but decided. The lizardmen continued to eat the elves alive, who, despite my brother's best efforts to get into melee combat to weather the storm of shooting aimed at him, only succeeded to enter it once; on turn five, a mere 4 phoenix guard entered melee with a unit of skirmishers, and, to their credit, killed four of the skinks. However, their victory was short lived, as the stegadon, who had a very quiet battle, charged in, obliterating the Phoenix Guard (working out to something in the manner of 12 unsaved wounds).
At the end of turn six, it was only the Elven former-mage remaining, surrounded by the bodies of his comrades, and a massive number of skinks and scary things swarming straight at him.
In the end, the battle saw the High Elves wiped out to a single man/elf, with the Lizardmen only suffering 14 casualties in return (13 skirmishers, 1 handler). The Priest took the honor for most useful unit, easily blasting apart twice his worth in points.
I'll probably write up the second battle tomorrow (less outright victory, more fiddly work), but it was great to see a list I was merely testing out proceed to work beyond my expectations.