TOW 1000 points (+ wood elf ally 1000) vs 2000 dark elves

Discussion in 'Battle Reports' started by discomute, Aug 5, 2024.

  1. discomute
    Troglodon

    discomute Well-Known Member

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    This time we teamed up with the wood elves to rid us of an evil presence...

    ===
    Aeontezin's Questers (HO) [998 pts]
    Warhammer: The Old World, Lizardmen
    ===

    ++ Characters [415 pts] ++

    Aeontezin [264 pts]
    - Great weapon
    - Heavy armour (Scaly skin)
    - Shield
    - General
    - Cold-One
    - Talisman of Protection
    - Bedazzling Helm
    - Horned One

    Skink Chief [151 pts]
    - Cavalry spear (if appropriately mounted)
    - Light armour (Calloused hide)
    - Shield
    - Battle Standard Bearer [Sun Standard Of Chotec]
    - Ripperdactyl

    ++ Core Units [457 pts] ++

    21 Saurus Warriors [357 pts]
    - Thrusting spears
    - Shields
    - Heavy armour (Scaly skin)
    - Shieldwall
    - Spawn Leader (champion)
    - Standard bearer
    - Musician

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Special Units [126 pts] ++

    3 Ripperdactyl Riders [126 pts]
    - Cavalry spears
    - Shields
    - Light armour (Calloused hides)
    - Ripperdactyl Champion

    ---
    Created with "Old World Builder"

    [https://old-world-builder.com]

    Turn 1
    They came at us and their shooting wasn't that good.

    In response i ran my ripperducks behind the cold ones (passed impetuous) ready to storm the crossbowman where the bloat toad is. With cover they are -3 to hit us.

    He conveyances a weaker unit towards us
    Skinks manage to take a cold one knight out.
    Turn 2 - him

    20240805_135955.jpg

    The crossbowman move and rapid fire for -5 and still kill two rippers and do one wound on the hero. Geeees.

    Old Blood charges and wins combat but I'm realising with terror a good unit strength it will take a lot to.finally get rid of this unit.


    He uses his conveyance spell.to out cold ones at the rear of the Saurus!

    His spearman charge my Saurus and combat is dead even

    Turn 2 - us
    Two things happen to me that seem to be gamebreaking luck...

    Firstly the skinks take down two cold one knights. From 5 to 3 makes me less concerned about the incoming rear charge.

    Secondly the rippers... Well they do their best with 2 models left and only do 3 wounds, taking back a wound that kills the champion. Overall they won combat by 1 although it's just the hero left. And the crossbowman & level 4 sorcerer roll a 10 for leadership, outright fleeing! Rippers catch them and my opponent thinks it's probably game.

    The Saurus draw combat although do more damage.

    My teammate takes out the bolt thrower and we do a lot of shooting to the black guard.

    Turn 3 - him

    20240805_145320.jpg

    His knights charge the Saurus and they easily win combat and kill half. I FBIGO, his spearman manage not to catch me but his knights do. My old blood reduces that unit down to 3 and restrains.

    Turn 3 - us
    My old Blood charges his cold.one knights who have a tough general. I do one wound, take zero back. Spearman kill another cold one knight. Knights lose combat and flee.

    Allys treeman charges and wins combat against black guard.

    At this point our opponent concedes and we just played two games in a row so we're happy to take it.

    What did I learn?
    I had all the luck!
    Also the general was interesting... I thought cold ones gave+1w but they do not so it's a 3 wound character I'm spending all those points on. Really lacks damage too. But something I'll persist with for sure.
     
    Last edited: Aug 5, 2024

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