So I've finally gotten enough practice in 7th edition owning my bretonnian and my VC friend, that I decided it was time to play some strangers. I used to play 3 years ago, and I played against my Bretonnian friend (using empire) and a Skaven player, quit for a while, and now I'm back and have played 7 games with my new 7th edition lizards. So this morning I went to my gaming club and randomly asked a fantasy player to a friendly game, and he agreed. We seemed to like eachothers play styles and friendly attitude, so you might be able to expect me referring to my new Dwarf friend, heh. Anyway onto the stuff you want to read... Lizardmen List Scar Vet - Enchanted shield, LA, GW, Charm of Jaguar Warrior, Talisman of Protection Skink priest lv2 - Plaque of tepok, wardrums of xahutec, EoTG Skink Priest lv2 - Diadem of Power, Dispel Scroll (tourny list, for all comers) 19 Saurus warriors - musician, standard 10 ranked skinks 6 Cold one riders - standard, warbanner 6 Chameleons 6 Chameleons Salamander - extra handler
Dwarf List Thane - I don't remember the gear, but he had a high armor save and a badass great weapon. 25 dwarf warriors - full command 25 dwarf warriors - full command 25 dwarf warriors - full command Dwarf Cannon Dwarf Cannon Grudge Thrower Grudge Thrower Organ Gun I think I might be missing out on some upgrades to the warmachines, but he really just wanted to have a sh!t load of warmachines, and was obviously going to castle up. To be honest it isn't his usually list, it was make-shift and done by removing from a 2k list he had come with. He might have done better with foreknowledge of playing a lizardmen player.
Terrain: Terrain placement was a joke, every time it was his turn he put down a hill, every time it was my turn I put down a forest across from the hill, Lol. Anyway... Left to right from my view - Small hill nestled in bottom left corner, with a forest in the middle of the board on the left side, with a hill in the top corner. The middle of the board in my deployment zone had a small forest. at the bottom right was a hill, with a forest in the top right. Tha was pretty much it, it was very funny because he simply wanted a hill in both deployment zones.
Deployment: Dwarfs - left to right, my view; He placed a unit of 25 warriors touching the left table edge right next to the hill. He his organ gun just between the warriors and top left hill, but not on it. His other 4 warmachines went on the hill. His other 2 units of warriors went side by side in the middle of the board. And his thane was just between the two units of warriors in the middle, alone. (I advised against this, but he chose to leave it like that) Lizardmen - Cold one knight up on my bottom left hill, forest blocks his hill from seeing me. Salamander on my left hill just to the right of cold ones. EoTG just to the right of salamander, just off the the hill. Skink priest in forest in middle of my deployment zone. Ranked skinks on bottom right hill. Saurus with scar vet behind the skinks, behind the hill, to block line of sight. Chameleons in forest between the two hills on the left. Both units.
Turn 1 (Dwarfs win first turn) Dwarfs win first turn, but lucky for me, and this report, his turns consisted of...not moving....and shooting....He eventually moves a little, but anyway: Dwarfs- No moving, no magic (obviously), shooting only lets him attempt to shoot both cannons at the only target > my ranked skinks on the bottom right hill. The first guess range was too short, overshot only by 2 inches, and then stuck into the ground. The second one only managed to hit and kill 1 skink on the bounce. Lizardmen- I move my cold ones into the forest behind chameleons and move one unit of them out of the forest. My skinks and saurus began to march towards the oposite corner of the table. My EoTG moves towards the middle of the board but remains out of sight from his warmachines. My skink priest marches forward to the side of my Engine. Magic (this was interesting..) has me miscast on forked lightning on 2 dice with my skink priest on foot...followed by a roll of a 2, so he instantly dies and would have also done a str 10 hit to everything in contact with him. Remember this is the first spell of the game, and my first spell. Second spell, i cast uranons thunderbolt with my priest on EoTG with 3 dice, and a 3 and two 6's show up, rolling 6 hits on his lone thane general, causing 4 no armor save wounds, killing him instantly. At that point I'm at a complete loss as to if the magic phase was a good sign or a bad one. Scared of tempting the dice gods I ended my magic phase without using my last 2 power dice. Shooting has my chameleons kill one crew member off a grudge thrower, nothing special though.
Turn 2 Dwarfs- He moves middle-left units of warriors forward 6 inches, and then proceeds to end his movement phase, and go straight to shooting. Shooting goes about the same as last time, one cannon manages to hit ranked skinks, killing one. and a grudge thrower lands on the front corner of my saurus block, I fail look out sir, but pass my armor saves. He only managed to kill one saurus where as the other 3 or 4 all get lucky and over power the str 5 partial hits. (just so everyone knows, idk if you get armor saves from a stone thrower, or if the str is only 5 on partials, he was telling me what it was and I went with it.) His organ gun also unloads 10 hits on my first unit of chameleons and wipes them out completely. Which I expected after he explained the auto hits and str 5 bullets. Of course at this point I realize with it theres no way i can pick off crew members of the grudge throwers out of grapeshot range. Lizardmen- Cold ones move deeper into center of forest about 5 inches from the edge, second unit of chameleons move out of forest to the left, out of organ gun arc. Eotg enters the forest and while it is about 2.5" from the edge near the hill, it has line of sight out of the corner/right side towards middle-right warriors. Skinks and saurus continue towards dwarf castle. Magic is and ends up useless for the rest of the game, every uranons doesn't make casting value, and second sign of amul and such is dispelled easily. Shooting kills three dwarfs thanks to poison, from the far left block.
Turn 3 Dwarfs- Middle-left warrior block moves to the edge of the forest containing most of my units, but stands just outside. waiting. middle-right block marches forward some. Organ gun moves to get a better view and can't fire. Shooting does even less then usual, as he once again only hits one ranked skink with a cannon, but this time rolls a 1 to wound. I have never seen or heard of a skink catching a cannonball before, but if you ask me he should become a special character or something.. >__> It was also at this point we noticed the cannon in question had a crew member model smoking an old style pipe, so we came to the conclusion they must have been passing the pipe around which probably contained a questionable mixture of herbs and such... Grudge throwers scatter everywhere and hit nothing. Lizardmen- Cold ones stay put. chameleons stay put. Eotg stays put. Skinks and Saurus continue footslogging towards the enemy. The salamander finally makes a march move around the right side of the forest. (didn't know where I'd need him since there was baddies on either side of forest and too much junk in the forest.) Magic does.....nothing. Shooting does...nothing.
Turn 4 Dwarfs- Middle-left unit doesn't move, but middle-right unit of warriors charge ranked skinks in the flank. Yeah thats right, I said dwarfs got the charge off, and yes it was on a flank!! Blasphemy right?? Anyway... nothing else moves. Shooting does little since the organ gun can't shoot, and the cannons now have no targets. The grudge throwers shoot at saurus but can't do much of anything, since they seem to scatter 6-10 inches into nothing everytime. Combat with skinks actually ends quite well. I didn't flee knowing the slow dwarfs would be too far for a counter charge from saurus otherwise, and as it turns out he fluffs it and only kills 2 skinks with great weapons!!! I do no wounds back, and fail my break test. I escape 9 inches where as he only manages to go 5 inches forward. Exposing a juicy flank, and becoming about 6 inches away from my saurus block. Lizardmen- Ranked skinks rally just to mock the warriors as my saurus block with scar vet barrels into their exposed flank. The salamander moves around between forest and middle-right block in combat. Cameleons try to move around far left warrior block to avoid organ gun but can't get out of line of sight. Nothing else moves. Magic is pretty uneventful. Shooting does nothing with chameleons, but the salamander toasts 4 dwarf warriors from middle-left block, but they pass panic. Combat...was complete overkill...pretty much everyone who attacked, hit, and wounded. In total I had 8 str 4 hits, causing 7 wounds, and getting 5 kills, and my scar-vet with GW got all four hits and killed 4 extra. between ranks, having a flank, and my standard I won by about 12 combat resolution. He doesn't pass his test and runs 4 inches away. I pursue 7 and my lizards coat themselves with the stunties blood in victory.
Turn 5 Dwarfs- Nothing moves. Right to shooting. Cannons shoot at salamander and saurus, salamander takes 1 wound thanks to his crappy rolling. Saurus don't get hit, but do get hit by a grudge thrower, loosing 4 saurus. (surprisingly the one that took a str 10 hit survived thanks to a roll of a 1 to wound. so we came to the conclusion that he caught it but proceeded to loose balance and dropped it on 4 nearby clapping saurus) Organ gun shreds second unit of chameleons. Lizardmen- Salamander runs towards right side of the table to later capture a table quarter, i realize he could have shot more but the cannon crew smoking from the suspicious pipe seemed to be able to focus on my salamander far too well (probably because he is painted sunburst yellow with bright blue scales and sticks out alot). EoTG charges into middle-left unit of dwarf warriors who were actually within 2" of the EoTG and were within line of sight, thank goodness he didn't think to charge first. Nothing else moves or does anything. Magic has me fail at everything until he finally forgets about my bound spell which I haven't casted yet and uses all his dispel dice. I bound spell steed of shadows and fly to hide right behind the side of a grudge thrower, no line of sight to any cannons or the organ gun, a perfect spot. Burning alignment kills 2 or 4 dwarf warriors. ( I had previously been trying to use the -1 casting value to a lore, simply to try it since I never have and couldn't seem to get anything off....still couldn't). No shooting. Combat had me getting 6 impact hits, killing 4 warriors, followed by another 2 or so from various attacks. But he passes his break test.
Turn 6 Dwarf- No movement. Shooting only has cannons missing the salamander, and stone throwers scattering everywhere but somewhere useful. Lizardmen- (this was painful to watch, but fun at the same time, ya know?) My Scar-vet charges a grudge thrower, and to save time I'll simply explain what happened: Scar-Vet kills grudge thrower, overrun into a cannon, kill it, overruns into second cannon, kills everyone as well. Salamander moves into top-right forest and securs that table quarter, ranked skinks have bottom left quarter secured, nothing is in the bottom right corner. No other movement. Last turn of combat has the burning pulse remove another 2 guys, and combat ends up with one wound on my EoTG (the stegadon itself) and I do another 4 kills or so, he breaks, and flees 7 inches, I pursue 10, and trample him, and thats game. Results: SOLID VICTORY TO THE LIZARDMEN!!! ( I was maybe 50 points short of a massacre, Lol ) PS. I just realized when I wrote this that when we calculated VP's I forgot about the 2 banners I had captured, so....slight correction. Results: MASSACRE FOR THE LIZARDMEN!!!*