Salamander
discomute
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With my last game for the tournament (I will miss the last three due to some holidays) I wanted to have some fun. My list was:
Despite trying my hardest to win on the field, I ran power levels a bit low with my army list. The carnosaur is dope but obviously the Lord has no protection, and kroxigor and Troglodon are poor choices.
Turn 1 - deployment

On deployment he put his knights early on right on the edge. Because of the impassable object, I decided to bunch up in the middle and try to punch through enough of his units before they arrived. They had a 2+ save and with lances, I feared them the most. His unit of spearmen had a banner that doubled his rank combat res so I also thought that was his other powerful unit.
I missed out on the first turn again and he moved up. His cannon overshot my Trog and hit my carnosaur and did 2 wounds.
I moved up, my fireball did nothing but i did cast both monsoon and pillar of fire. Monsoon did nothing for the game but that pillar of fire next turn his his ogres and did some wounds, then hit ogres/spear/great weapon detachment.
Turn 2 - him

He still wants to wait for me to come to him and shoot. Meanwhile I'm scoring VPs off the objective points. The highlight is him casting doombolt on the Saurus. He killed 1, but the miscast on the dispel from the skink killed 4! His cannon has my lord in its sights, I got very lucky with a misfire.
Turn 2 - me

The carnosaur charged the haldberds and rolled very well. We won combat and they used stubborn.
The trog failed a charge on the detachment and shuffled forward 2.
My lord charged the cannon and took it out.
Saurus moved so they could claim two objectives. Skinks and priest continued to shoot the ogres.
Turn 3 - him

His sole ogre charged the skinks who fled and the kroxigor then killed the ogre and followed up.
This time the haldberds won combat on the carnosaur and carnosaur GG
Turn 3 - me

Note his knights are close to the trog, he forgot to move them and i let him adjust after the photo.
The trog charges the detachment and they flee from terror and do not rally.
He finally issues a challenge with his lord and a giant Blade on the carnosaur, he gets a wound through (which is 2!) and now the carnosaur is on two wounds. We do 2 back and easily lose combat, fortunately we roll well and GG again. The krox his the detachment and the old blood hits the other ones they both flee. The Saurus turn to meet the incoming knights.
Turn 4 - him

Boom the Knights connect. He rolls badly but not terribly and only kills 4. There were 8 attacks back on 5+ and 3+ and I roll well doing 5 wounds. At a 3+ save we kill 3 of them! Bad dice are now coming into play as we win combat.
The carnosaur also gets lucky and doesn't take the remaining wound and wins combat again.
Turn 5 onwards
The krox eventually do a bizarre "only the old world charge" where the spearmen need to align their flank and close the door to us. However they lose easily and flee, but eventually rally.
The spearmen follow into the lord. He accepts a challenge with his BSB which was a bad mistake as he loses his awesome Banner. We hold firm until the carnosaur (who eventually wipes out the halberds) arrives and the twins finish them off.
The Saurus slowly wear the knights and and eventually win with 5 remaining models, this is the only VPs my opponent get.
The score is 2000 - 150 and it's a crushing victory for us.
Aftermath
The dice were a big part of it, especially the knight battle and my skink who dispelled a bit and did a few really useful spells.
Part of it was the Knights arriving too late, his spearmen delaying combat when they would have smashed anything on that table imo.
Overall it was a fun game for me, though a lot of small weird rules came up I think my opponent was getting frustrated on.
The krox are blocked on their left (photo right). They need to execute a flank charge..They the use their right to wheel green arrow) in the charge which connects with the (on appearance) front of the spearman. However this a flank charge and the angle doesn't matter, so the spearmen then wheel sideways (black arrow) to close the door and the krox fully have their flank. Bizarre but the rules.
===
1500 Borderland Campaign [1498 pts]
Warhammer: The Old World, Lizardmen, Renegade, Grand Melee
===
++ Characters [709 pts] ++
Saurus Oldblood [245 pts]
- Hand weapon
- Heavy armour (Scaly skin)
- Shield
- General
- Cold One
- Horned One
- Bedazzling Helm
- Biting Blade
Skink Priest [125 pts]
- Hand weapon
- Light armour (Calloused hide)
- Wizard [Level 2 Wizard]
- On foot
- Ruby Ring of Ruin
- Battle Magic
Saurus Scar-Veteran [339 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Battle Standard Bearer
- Carnosaur
- Talisman of Protection
- Armour of Meteoric Iron
++ Core Units [393 pts] ++
23 Saurus Warriors [343 pts]
- Hand weapons
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [50 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
++ Special Units [196 pts] ++
4 Kroxigors [196 pts]
- Great weapons
- Heavy armour (Scaly skin)
++ Rare Units [200 pts] ++
Troglodon [200 pts]
- Venomous talons
- Venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with Hand weapon
1500 Borderland Campaign [1498 pts]
Warhammer: The Old World, Lizardmen, Renegade, Grand Melee
===
++ Characters [709 pts] ++
Saurus Oldblood [245 pts]
- Hand weapon
- Heavy armour (Scaly skin)
- Shield
- General
- Cold One
- Horned One
- Bedazzling Helm
- Biting Blade
Skink Priest [125 pts]
- Hand weapon
- Light armour (Calloused hide)
- Wizard [Level 2 Wizard]
- On foot
- Ruby Ring of Ruin
- Battle Magic
Saurus Scar-Veteran [339 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Battle Standard Bearer
- Carnosaur
- Talisman of Protection
- Armour of Meteoric Iron
++ Core Units [393 pts] ++
23 Saurus Warriors [343 pts]
- Hand weapons
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [50 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
++ Special Units [196 pts] ++
4 Kroxigors [196 pts]
- Great weapons
- Heavy armour (Scaly skin)
++ Rare Units [200 pts] ++
Troglodon [200 pts]
- Venomous talons
- Venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with Hand weapon
Despite trying my hardest to win on the field, I ran power levels a bit low with my army list. The carnosaur is dope but obviously the Lord has no protection, and kroxigor and Troglodon are poor choices.
Turn 1 - deployment

On deployment he put his knights early on right on the edge. Because of the impassable object, I decided to bunch up in the middle and try to punch through enough of his units before they arrived. They had a 2+ save and with lances, I feared them the most. His unit of spearmen had a banner that doubled his rank combat res so I also thought that was his other powerful unit.
I missed out on the first turn again and he moved up. His cannon overshot my Trog and hit my carnosaur and did 2 wounds.
I moved up, my fireball did nothing but i did cast both monsoon and pillar of fire. Monsoon did nothing for the game but that pillar of fire next turn his his ogres and did some wounds, then hit ogres/spear/great weapon detachment.
Turn 2 - him

He still wants to wait for me to come to him and shoot. Meanwhile I'm scoring VPs off the objective points. The highlight is him casting doombolt on the Saurus. He killed 1, but the miscast on the dispel from the skink killed 4! His cannon has my lord in its sights, I got very lucky with a misfire.
Turn 2 - me

The carnosaur charged the haldberds and rolled very well. We won combat and they used stubborn.
The trog failed a charge on the detachment and shuffled forward 2.
My lord charged the cannon and took it out.
Saurus moved so they could claim two objectives. Skinks and priest continued to shoot the ogres.
Turn 3 - him

His sole ogre charged the skinks who fled and the kroxigor then killed the ogre and followed up.
This time the haldberds won combat on the carnosaur and carnosaur GG
Turn 3 - me

Note his knights are close to the trog, he forgot to move them and i let him adjust after the photo.
The trog charges the detachment and they flee from terror and do not rally.
He finally issues a challenge with his lord and a giant Blade on the carnosaur, he gets a wound through (which is 2!) and now the carnosaur is on two wounds. We do 2 back and easily lose combat, fortunately we roll well and GG again. The krox his the detachment and the old blood hits the other ones they both flee. The Saurus turn to meet the incoming knights.
Turn 4 - him

Boom the Knights connect. He rolls badly but not terribly and only kills 4. There were 8 attacks back on 5+ and 3+ and I roll well doing 5 wounds. At a 3+ save we kill 3 of them! Bad dice are now coming into play as we win combat.
The carnosaur also gets lucky and doesn't take the remaining wound and wins combat again.
Turn 5 onwards
The krox eventually do a bizarre "only the old world charge" where the spearmen need to align their flank and close the door to us. However they lose easily and flee, but eventually rally.
The spearmen follow into the lord. He accepts a challenge with his BSB which was a bad mistake as he loses his awesome Banner. We hold firm until the carnosaur (who eventually wipes out the halberds) arrives and the twins finish them off.
The Saurus slowly wear the knights and and eventually win with 5 remaining models, this is the only VPs my opponent get.
The score is 2000 - 150 and it's a crushing victory for us.
Aftermath
The dice were a big part of it, especially the knight battle and my skink who dispelled a bit and did a few really useful spells.
Part of it was the Knights arriving too late, his spearmen delaying combat when they would have smashed anything on that table imo.
Overall it was a fun game for me, though a lot of small weird rules came up I think my opponent was getting frustrated on.
The krox are blocked on their left (photo right). They need to execute a flank charge..They the use their right to wheel green arrow) in the charge which connects with the (on appearance) front of the spearman. However this a flank charge and the angle doesn't matter, so the spearmen then wheel sideways (black arrow) to close the door and the krox fully have their flank. Bizarre but the rules.
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