I'm just gonna give the lists and a quick rundown of what happened. I made a bigger report, but somehow i cannot post it here... LM: Priest, level 2 Priest, level 2, cloak of feathers, rod of storm, Scar-ver, sh, la, gw, CotJC 10 skirmishers 10 skirmishers 10 skinks, mu 15 saurus, mu, st 15 saurus, mu, st 4 terradons 7 chameleon skinks 1 salamander with extra handler. HE: Mage, level 2, Seer, extra PD Noble, BSB, GW, Battle Banner 17 Spearmen, FC 5 Dragon Princes, champ 5 Dragon Princes, champ 8 PG, st, mu 2 RBT's I rolled second sign and uranon's bolt for the mage on foot and forked lightning and uranon's bolt for the flying mage! This meant i had a super anti-knight magic phase...He chose the 2d6 S4 MM, and the 5+ ward for his mage. There were some woods on either end of the field, and a big impassable totem in the center. My left flank was: 10 skirmishers screening, 4 Terries, walking mage, Salamander. My center: 10 skinks screening 15 Saurri with JSOD, and 15 Saurri (they were supposed to be a missile magnet) Right flank: 10 skirmishers with flying mage, scouted the chameleons in the forest (4" ahead of the rest of the army!!) His army, from my point of view was: 5 Dragon Princes hiding behind wood, thinking of which way to go..RBT, 17 spears with noble, RBT, PG with mage, dragon princes. Turn 1: I won the roll-off and took 1st turn, my movement was straight forward. literally. My terradons took shelter behind some woods, threatening his DP, RBT, spears and possibly second RBT with rocks/charge. Magic was ace! I fried his outmost Dragon princes with thunderbolts left and right... my right flank was looking more solid now! The elves reacted by turtling up, protecting his whole line from the terradons but not moving forward. Only the PG moved into casting range.Unfortunately, the mage managed to do: dud. his shooting shot 8 skirmishers of my screening unit! they did not panic and hid for the rest of the game. preserving VP. Turn 2: Lizardmen moved forward, i did not move my terradons. Because he had moved his army to counter them, i could simply let them stay were they are, and still threaten everything. but he did not have enough resources to deal with them in the end! I skipped my magic phase as i could not see his knights and the other targets werent as juicy, so i did not take the risk. HE: Moved slightly forward, knowing he could not turtle up all the way, as i ws closing in: fast. moved PG with mage back a bit, scared of 15 Saurus Warriors moving their way, his magic was again a dud, as was his shooting: 3 Saurii fell... Turn 3: my Saurii moved into the face of the PG, my skinks blocked LOS for an RBT, and moving into range of the Spears. If they charged te RBT would not have any targets =D My Saurrii would await the overrun, and all my shooting units, terries, skinks, chameleons were in that area to fire at the overruning elves. my magic did nothing this turn, failed miserably HE: charged spears into skinks, thus blocking sight for his RBT. Moved dragon princes far out left, into flanking position, charged PG into Saurii, he did not have any faith in his magic anymore and over-estimated his PG... Shooting: he shot all the handlers from the Sala! but this faithfull beast stood still and protected the bodies from his former masters... combat: i kille dhis mage and some PG, running them down into the face of the RBT, which i could charge next turn...My skinks were beaten by a lot, and ran. Faster than the elves could! Turn 4: moved mages into LOS for dragon princes, shot everything i had at the spears, magicly propel my JSOD into one RBT, whilst charging the other with 12 Saurus warriors... ~8 spears were killed, the both RBT's and the dragon princes got killed through magic/combat! HE: gave up, as 10 spears + noble could not beat the rest of my army, ever. Result: Massacre! Notes: my magic was on fire when i needed it! this killed his hammer/flanking units from the word go...his dispelling was abysmal... but overall: He played too defensive this time, and it worked out bad for him as i could surround him and create loads of stuff.... The list i took is from the tactics section, thanks a lot! The Hunted
Yeah, cavalry forces aren't so good for turtling up. They're tough, but 10 dudes on horses at the end of the day are just 10 wounds. 2x Uranon's Thunderbolt can do that Great job! I don't have a lot of experience with Lizardmen but I've played Tyranids in 40k for years. I'll cheer for the army with the most models any day. What did your cham skinks do? I never really saw them show up in the battle report but they would have been GREAT at killing off those RBTs (which seemed to really be the only thing that damaged your army). Also, why not fly the terradons around behind his "turtle?"
my cham skinks and my right-most skink unit didn't do much. They threatened his right RBT when i gave him too much targets, shot some (~3) elves, march-blocked. And in the last turn, my Sala got a good shot at his spears and my chameleons would be in the right spot to crossfire them... But pointswise, they did drat. Position wise, they gave my oponent stuff to think about as they could suddenly appear in front of his RBT/other unit. I kept my terradons back a bit because....: He kept his Dragon Princes and his Spears angled and in the same spot to counter my terradons. If I moved these boys behind him, he could shoot them with Repeater Bolts and move these units pretty much freely. I did not do this so i could advance/surround him with the rest of my army, once he saw this happening he moved. But then the damage was done, and i was in position. From that moment, my terries flew over the spears (as both RBT's were already dealt with!) yeah, rolling Uranon's Thunderbolt twice was a real winner. especially when you wipe out 5 DP in the first turn. The other was blocked/protected by a forest and held back vs my Terradons. That was the signal for me to rush in and surround. Thanks for the reply, makes me happy The Hunted