1250 vs HE Hey guys, this is the First report of this topic. And it’s fought between me and my lizardmen vs the high elves of my buddy. My list (roughly) was: Combat 1250 Lizardmen Scar-Vet-Cold one, Maiming shield, LA, Sh Scar-Vet-Cold one, BSB, LA, Enchanted shield and Sword of might 18 Saurii spears FC (deployed 5 wide) 18 Saurii spears FC (also, 5-wide) 10 skink skirmishers 10 skink skirmishers 10 skinks 6 chameleon skinks 4 terradons 1x Salamander w/extra handler His list roughly was: Mage, lvl 2, seerstaff and gem of +1 PD Noble, BSB, Banner of sorcery, GW 17 spears with FC (BSB) 15 White lions FC 5 Dragon princes 5 Dragon princes 2 RBT’s Sooo, I had massacred him the last 2 times. But those battles featured my magic list. This time: combat had to do it, still; I was feeling confident. Deployment looked something like this: From left to right: RBT, 5 dragon princes, spears with BSB, 5 Dragon princes with mage (alone!) behind, RBT, White lions My side: Saurii spears with BSB, Saurii spears with general both screened by skink skirmishers. (general is on the far right-side of the unit to provide leadership to Sala, Terradons and skinks) Then Salamander (red), 4 Terradons and 10 skinks. On the far right is my last unit of skirmishers, I deployed them there to try and lure out a unit somewhat. That failed, but it didn’t matter. Game plan: Use screening skinks to, well, screen and bait the DP’s. Angle blocks and engange Dragon princes, they will flee off the board. After that, engage spears with my own spears. All my support would make a hussle for the RBT’s. Ignore White lions. High elves go first. Turn 1: General advance. Dragon Princes (from now on: DP’s) move up in charge range. Spears and white lions advance. Mage moves in front of spears to get nice LOS. Shooting and magic fails to deliver, 3 skinks and 2 saurii fall. I respond with also making the advance, I angle my Saurii so if the DP’s hit them and flee; they will likely run of the board. Screening skinks move away behind the hill. Support moves up. I take a gamble with the terries, I skip them over the hill, in shooting range of the mage. He cannot charge them next round (with spears) unless he is willing to risk his mage, because the mage is standing in front of the unit!. Shooting: Javelins score a wound on the mage! Plan: I normally use my skinks to redirect knights all across the board, by moving them away this turn I did something I normally don’t do. I think it really tempted him to charge my blocks; I knew I could win that fight. It also allowed me for more support to engange his RBT’s. Also, notice the placement of my blocks. He pretty much has to dual-charge the lighter green block. Then I can flank him and make him flee of the board. If he decides to go 1 on 1 with by blocks I am in an even better position. If he decides not to charge, It will be a simple storm ahead! (remember I tempted him to charge though) Turn 2: Both DP’s charge my BSB’s unit. Mage moves into spears. White lions advance. Shooting and magic hurts, well the panic does actually: my chameleons and Terradons make a run for it; delaying the rush on the war machines. Combat: he kills 9 spears! His to-hit rolling was off the chart for this one…My BSB manages to kill 2 DP in return. I have 3 ranks, banner, BSB, outnumbering, 2 wounds vs his 5 wounds… He holds this round. My turn 2: My general’s block charges into the flank of the DP-Spears combat. Everything rallies. Skinks shuffle around white lions. Shooting: Salamander fires at white lions, but he spits waay to far. Killing just 1, and they pass their panic. Combat: his DP don’t manage the fight against my powerfull blocks and flee off the board! I pursue with the now depleted block.
Turn 3: Spears shuffle around some more, white lions do so too. Without any real targets on that flank they are feeling rather lonely. They can chase skinks…but we all know how effective that is RBT’s fire and panic some skinks who panic the chameleons behind them! Boo…Magic fails to deliver. My turn 3: My BSB moves to the fresh and big block. The smaller block turns and moves back to the fight. Supporting troops rally and hide. Nothing dies from shooty. It was a bit of an awkward situation; my support was devided. If I hid this turn and then go for an all-out next it would be better than arrive in waves which he could deal with pretty easily. ‘Target overload’ was my motto here. This turn: he’d fire at my saurii. But they could take it. My heroes could charge an RBT while 1 terradon on a single wound oculd charge the other…(he couldn’t get away!) Turn 4: Shuffling around with troops. Shooting and magic kill some spears. Nothing to worry about. My turn 4: BSB+General charge 1 RBT and annihalite the poor crew. They don’t overrun of the board (which was 9” away ) Wounded terry charges the other RBT and holds! My big block advances into the face of his spears. Depleted block moves up in support. Turn 5: White lions realize they are not getting into combat and stay put. Spears charge my spears. Terradon manages to kill a crew and survive the incoming attacks! My spears kill the mage AND the BSB in a single turn, and chase down the spears. I didn’t even need to bring back my heroes to deal with them My turn 5: Salamander charges the RBT to help out. Turn 6: None and none I couldn’t kill his white lions, but they did nothing all game. The plan worked out great. His DP’s falling to my blocks. And then the advance paid off as well. The only disappointing this was my support…they took way to long to reach the RBT’s. Panic was the factor here. I had lost, 1/2 skink skirmishers, ½ terradons, chameleon skinks, ½ Saurii. He had lost: Everything bar white lions… Result: Massacre!! The next report will be posted in here shortly (then with even more maps AND thought/plan analysis!) The Hunted
Edit: for some reason, I cannot get the pictures to work. So I'm putting the link of the album here. And hope I can fix it...(you can also copy/paste the individual links in your browser, that'll get you the right picture at the right time) I am also going to test what happens if I put less pictures in 1 post. Soo, the report vs The Empire at 1250 points. Hope you like it, if you do: I might do this type of report more often. My list (so you don’t have to scroll all the way up) 1250 Lizardmen combat Scar-Vet-Cold one, BBOC, LA, Sh Scar-Vet-Cold one, BSB, LA, Enchanted shield and Sword of might 18 Saurii spears FC (deployed 5 wide) 18 Saurii spears FC (also, 5-wide) 10 skink skirmishers 10 skink skirmishers 10 skinks 6 chameleon skinks 4 terradons 1x Salamander w/extra handler And my opponents list: Captain-Barded warhorse, Full plate, Sword of Righteous steel (general) Captain-Barded warhorse, Full plate, Dragon Bow Captain-Barded warhorse, Full plate, BSB, Banner of ‘me and my unit is stubborn’ 23 Swordsmen with FC (BSB here) ---detachment 10 free company 6 Vanilla knights, musician 6 Knights of the Inner Circle (dragon bow captain here), FC. 18 Greatswords FC (general here) ---Detachment 6 X-bows 1 Great cannon Both of us used our standard lists. Nothing new here. 2 stubborn blocks. 2 tough knight units and 3 captains, of which 2 can run around and chase skinks. (the BSB really wants to stay in the swordsmen) Deployment looked something like this: From left to right: Cannon (black), IC knights with Dragon bow captain (yellow) 20 greatswords with 6 X-bows (orange) and general. 23 Swordsmen with BSB and detachment of 10 Free company (dark red) and 5 Vanilla knights (white) out on the flanks. 18 Saurii with BSB (dark green) flanked by 18 Saurii with General (light green), both screened by skink skirmishers (light blue). Next is the Salamander (red) and 10 skinks (light blue). 6 Chameleons scout in the water feature. Out on the flanks are more skink skirmishers and my terradons. Plan: Engage IC knights with my BSB. Engage blocks with my blocks. Hit BSB with my general; beat him; beat the swordsmen. Use sala to force panic. Chameleons for crossfire and march blocking. Skink cohort for flank/redirect/marchblock. Terries for annoy and Great cannon hunt, more skirmishers to redirect the ‘nillas. Nothing spectacular about deployment. I knew that the screening skinks are going to die; They will bait the IC knights in order for my BSB to charge. Empire got first turn. Turn 1: A general advance across the board. The IC knights move up nearly full speed, while the Vanilla knights on my right moved a bit more cautious. Cannon shot 1 saurus, the Saurus warrior behind him caught the cannon ball and demanded that the cannon was out… My turn 1: Screening skinks go forward and prepare to redirect (and probably die in the process). Then my BSB can charge out. Saurii move up somewhat. Chameleons stay put, skink cohort enter the lake. The terradons sweep wide while my last unit of skirmishers changes position. The salamander moves up next to my blocks. Thoughts: I was confidant about the IC redirect. My BSB would hold and possibly kill that unit over the course of the battle. The center was looking steady, as my spears will make minced meat out of his infantry. The salamander was looking to get some shots in, it looked to me like he was out of range (his heroes could charge out of their units). But I didn’t really mind if the guy would get charged, that would mean his blocks would be without hero-support; and for the empire that is an absolute necessity. The white knights on my right aren’t a threat. But they could make a 5-6th turn charge to change the game, I will have to make sure that doesn’t happen. Turn 2: IC knights charge my skink skirmishers who flee. The skinks manage to get away (saurus pass panic) and the IC knights stand halfway waiting to be charged by my BSB. His BSB charges out of his unit (!!) into my salamander. His general wants to do the same, but he fails his fear test; thus he and his unit freeze on the spot! The white knights and free company detachment move up some more. So do the swordsmen. Shooting: 2 saurii fall to a cannonball and 2 to x-bowfire. Remember: there’s only 6 of these guys!! Combat: His BSB and my Sala stand still looking at the beautifull sky…doing nothing. Well, I have to engange that swordsmen unit ASAP. Also, I have to make sure that ONLY his BSB can combat my Salamander for the next 2 turns. My turn 2: My BSB charges his IC knights; he holds. Skinks fail to rally and flee off the board. Chameleons and skink cohort move up. Terradons sweep left and drop rocks on the free company (march blocking the white knights). My 2 blocks move up, blocking any charges from his general. And moving into charge range for next turn. Shooting: Combined shooting of the rocks from terradons and chameleon skink manage to wipe out the 10 free company! Succes! Combat: My sala gets hurt, but holds out. The BSB challenges, but his cowardly hero refuses. So I chop up 2 knights instead. We hold on in that combat as well. Everything is going according to plan. His position isn’t strong, and mine is getting better every turn. He cannot get his swordsmen out next turn, so has to hold on and prepare for the worst. The only threats now are: his greatswords in my flank as I can only charge the swordsmen with 1 unit of saurus. Meaning that if I do NOT break them; the greatswords will flank me. And the other threat are his vanilla knights who can make a game-saving charge late in the game. Turn 3: Minimal movement. White knights adjust position, infantry shuffles. Shooting: fails. Nuff’ said. Combat: In the BSB combat, I kill 2 more knights and we simply hold there. The Salamander holds out the BSB, thanks to being in the Ld bubble from my General. My turn 3: General and his spears charge the swordsmen in the front, the skink cohort charge them in the flank (we had to roll for it). Terradons charge the cannon. The other infantry block moves up to make sure they can support the other block. Chameleon skinks move behind the enemy infantry; making crossfiring a sure thing. Skink skirmishers on my right dance around his knights. Simply moving back, while the other unit march blocks him. Shooting: Fails. the board before the combat initiated. Take a good look at all the options/variables/possibillities in the center. Combat: Salamander holds after receiving another wound. Terradons kill 2 crew, the last one flees. I ran them over and am off the board (this is the first time in many games that my Terradons manage to kill out a war machine in a single round of combat!). BSB kills 1 knight and holds. Then, the combat which is important: My skinks fail to deliver any wounds. So do my Saurii…my general makes up for it by cleaving 2 humans to their demise. The swordsmen however, manage to kill 2 skinks back. Meaning I win combat, he fails his break test (even with re-roll) and I break him. I pursue out of LOS of the greatswords and manage to out-run his swordsmen. Score! Great turn. Killed big unit of infantry, made sure my BSB will win that combat. Killed the Cannon. And his flanking knights are nowhere near the action. Even my Salamander lives! His turn 4: He charges his greatswords into my waiting Saurii. His vanilla knights move up some more, ready to charge my Salamander if it holds out; the overrun would take them into the flank of the Saurii/greatsword combat. Shooting: fails. Combat: BSB still fails to kill the Salamander. It holds, despite being outside of general’s and BSB’s range. BSB kills the last of the unit, and is now facing the empire captain. He holds though. The enemy general and his greatswords hack down a mighty saurus (that’s right, 1!). And my spears retaliate by killing a whopping 2…I hold in this combat (L88 Cold-blood + BSB nearby). My turn 4: Turn my other block around, ready for a turn 5 charge (even when I go stupid!). Skinks redirect his vanilla knights, so they run of the board. This means: his turn 5: charge my skinks, who die and makes the knights run of the board. His turn 6: he comes back; and thus he cannot charge anything. My skink cohort move back into the lake for a refreshing bath…Also, they have an eye on the rear of the enemy BSB…Terradons come back, fly behind x-bows and fail to do anything. Chameleons do the salsa…or something like that. Combat: My BSB wounds his Dragon Bow captain, he does not wound me. He holds. The Salamander lives yet again! This time though, I needed a lucky 6+ armour save to do it. So he should have been dead by now… The spears have had their warm-up last round, and deliver the pain this round: 7 Greatswords fall…He holds, barely. http://i956.photobucket.com/albums/ae50/The_Hunted/Battle%20reports/1250vsEmpire7febturn4.jpg Thoughts by now: game is in the bag. How big can I make the victory? I cannot kill his vanilla knights, and his BSB will make the clear as well. As for the other troops: perish! His turn 5: Charge the skinks with his knights. And: charge my general’s flank with his crossbows! He would have to contact his troops with my general on Cold one, thus a fear test is necessary; which is duly passed. Combat: His BSB Finally kills the salamander and breaks & pursues them. My BSB kills his hero. Job well done! My spears kill some greatswords and then BREAK them! The crossbows don’t get to fight, my opponent throws in the towel (figuratively). (note, they would have been killed…badly!) http://i956.photobucket.com/albums/ae50/The_Hunted/Battle%20reports/1250vsEmpire7febfinale.jpg (the orange x-bows, should be in the flank of the green block) So, the final result: Massacre! He only had his BSB and his unit of vanilla knights left standing. While the only thing I lost was: 2 units of skink skirmishers and my Salamander. Thoughts: Game plan worked out great: 1. Baited his IC knights and charged them with my BSB 2. His vanilla knights did nothing worth mentioning (1 unit of skirmishers run down..) 3. His cannon died to my terradons 4. His infantry blocks fell to my superior troops and my superior board position. 5. My units worked together very well The whole army started to surround my opponent from the word go. He had nowhere to go, nowhere to hide. I had enough units to bait/annoy him and the punch delivered at the right time to break his line. I also like how I delayed the vanilla knights for pretty much the entire game. The units who march-blocked them were: Chameleon skinks, terradons, skink cohort and the skink skirmishers. And he only killed the last one, because he could have a dangerous overrun! My heroes also performed excellent, the placement of them is quite critical. The general really wants skinks near him; as with his Ld they don’t panic (as often ). And my BSB really wants the 2 Saurii blocks within range, for obvious reasons. Placing these heroes at the right place during deployment is critical. I think the only real luck I had was with the Salamander. It got charged in turn 2, and held out ‘till turn 5! It should have been dead by turn 4. I do not think It would have impacted the game at all though…(If the BSB was roaming free instead of fighting my Sala, I probably didn’t need the sacrifice the skink skirmishers!). I sure liked the game, as it all came together in the end. It was also one of the only massacres my opponent has suffered, and this victory meant I was unbeaten 7 games in a row! Go team! That’s it for now, I hope you guys liked the report. The maps and added thoughts will be a nice touch, I think… Comments? Critics? Anything else? The Hunted