Salamander
discomute
Well-Known Member
- Messages
- 842
- Likes Received
- 826
- Trophy Points
- 93
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1000 lizard carno [1000 pts]
Warhammer: The Old World, Lizardmen
===
++ Characters [364 pts] ++
Saurus Oldblood [364 pts]
- Great weapon
- Heavy armour (Scaly skin)
- General
- Carnosaur
- Armour of Meteoric Iron
- Talisman of Protection
++ Core Units [436 pts] ++
11 Skink Skirmishers [60 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
20 Saurus Warrior [321 pts]
- Thrusting spears
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [55 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Patrol Leader (champion)
++ Rare Units [200 pts] ++
1 Troglodon [200 pts]
- Venomous talons and venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with hand weapon (required)
He had a treeman level 3 wizard
Wardancers with a champ level 1 Wizard
3x6 dryads
12 archers
---
Turn 1 saw a set up and my vanguard skinks managed to kill 3 dryads
Turn 1 his archers hit 2 wounds on the Troglodon that was a sitting duck, wind blast did another 2 wounds, charged and smashed my skinks with dryads

Turn 2 I succeeded in charging his treeman with my carnosaur, picked off a few models with the javs. His dancers when getting fired were able to FBIGO as a special rule.
Combat - massive disaster with just horrific rolling. One wound each to the carnosaur and treeman, I should have easily won that.
Turn 2
Wardancers charge my carnosaur
Archers kill the Troglodon
Combat - my own idiocy prevails and I forget to issue a challenge. My rolling is again poor (not as bad as turn 1) and I do 4 wounds (2 saved by regen) and he does 5. My carnosaur is on one wound and loses by 1 and rolls 11 on his break test
Turn 3
Carnosaur rallies. Need to get lucky to stay in this
My spearman just advance

Turn 3
Carnosaur - Ultimately I take 3 wounds with double 5's to save and take 1 wound,bye old blood.
Double rear charges my Saurus with the dryads
Wardancers smash my skinks and move into combat with the Saurus
He does around 7 wounds, I do quite a few back but I lose combat by 1. They give ground (which is really weird with two in the back and one in the front)
Turn 4
The Saurus fight on and again lose by 1. There is only one wardancers left and 8 Saurus. I think they'll prevail ultimately. However - they roll and 8 in the break test and flee (under 50%)
Wardancers catch me and I'm wiped out!
I might have forgotten a turn here but i was wiped out turn 5
Rolling really badly with my general was tough. Although he made me -1WS which was annoying as I was 4's to hit
The troglodon was useless but i suppose drew all the arrow fire
Skinks were okay and Saurus were close to prevailing against 3 units and a double rear charge, including wardancers throwing down 3-4 attacks per model.
Skirmishing around a block to deprive any charge is brutal!
1000 lizard carno [1000 pts]
Warhammer: The Old World, Lizardmen
===
++ Characters [364 pts] ++
Saurus Oldblood [364 pts]
- Great weapon
- Heavy armour (Scaly skin)
- General
- Carnosaur
- Armour of Meteoric Iron
- Talisman of Protection
++ Core Units [436 pts] ++
11 Skink Skirmishers [60 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
20 Saurus Warrior [321 pts]
- Thrusting spears
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [55 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Patrol Leader (champion)
++ Rare Units [200 pts] ++
1 Troglodon [200 pts]
- Venomous talons and venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with hand weapon (required)
He had a treeman level 3 wizard
Wardancers with a champ level 1 Wizard
3x6 dryads
12 archers
---
Turn 1 saw a set up and my vanguard skinks managed to kill 3 dryads
Turn 1 his archers hit 2 wounds on the Troglodon that was a sitting duck, wind blast did another 2 wounds, charged and smashed my skinks with dryads

Turn 2 I succeeded in charging his treeman with my carnosaur, picked off a few models with the javs. His dancers when getting fired were able to FBIGO as a special rule.
Combat - massive disaster with just horrific rolling. One wound each to the carnosaur and treeman, I should have easily won that.
Turn 2
Wardancers charge my carnosaur
Archers kill the Troglodon
Combat - my own idiocy prevails and I forget to issue a challenge. My rolling is again poor (not as bad as turn 1) and I do 4 wounds (2 saved by regen) and he does 5. My carnosaur is on one wound and loses by 1 and rolls 11 on his break test
Turn 3
Carnosaur rallies. Need to get lucky to stay in this
My spearman just advance

Turn 3
Carnosaur - Ultimately I take 3 wounds with double 5's to save and take 1 wound,bye old blood.
Double rear charges my Saurus with the dryads
Wardancers smash my skinks and move into combat with the Saurus
He does around 7 wounds, I do quite a few back but I lose combat by 1. They give ground (which is really weird with two in the back and one in the front)
Turn 4
The Saurus fight on and again lose by 1. There is only one wardancers left and 8 Saurus. I think they'll prevail ultimately. However - they roll and 8 in the break test and flee (under 50%)
Wardancers catch me and I'm wiped out!
I might have forgotten a turn here but i was wiped out turn 5
Rolling really badly with my general was tough. Although he made me -1WS which was annoying as I was 4's to hit
The troglodon was useless but i suppose drew all the arrow fire
Skinks were okay and Saurus were close to prevailing against 3 units and a double rear charge, including wardancers throwing down 3-4 attacks per model.
Skirmishing around a block to deprive any charge is brutal!
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