Salamander
discomute
Well-Known Member
- Messages
- 841
- Likes Received
- 825
- Trophy Points
- 93
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Aeontezin's Guard [1498 pts]
Warhammer: The Old World, Lizardmen
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++ Characters [697 pts] ++
Saurus Oldblood [379 pts]
- Great weapon
- Heavy armour (Scaly skin)
- General
- Carnosaur
- Armour of Meteoric Iron
- Glyph Necklace
Skink Chief [318 pts]
- Additional hand weapon
- Light armour (Calloused hide)
- Battle Standard Bearer
- Stegadon [Giant bow]
- Talisman of Protection
++ Core Units [441 pts] ++
21 Saurus Warriors [336 pts]
- Thrusting spears
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [50 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
10 Skink Skirmishers [55 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
++ Special Units [160 pts] ++
4 Ripperdactyl Riders [160 pts]
- Cavalry spears
- Shields
- Light armour (Calloused hides)
++ Rare Units [200 pts] ++
Troglodon [200 pts]
- Venomous talons
- Venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with hand weapon (required)
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Created with "Old World Builder"
[https://old-world-builder.com]
He had
- big death star archer unit with a level 4 mage general and elementalism
- dryads protecting it
- heavy cav
- 2 eagles
- level 2 treeman
- infantry that were made for killing big monsters (way stalkers?) they got extra attacks and did multiple wounds on anything that causes fear or terror
Aeontezin's Guard [1498 pts]
Warhammer: The Old World, Lizardmen
===
++ Characters [697 pts] ++
Saurus Oldblood [379 pts]
- Great weapon
- Heavy armour (Scaly skin)
- General
- Carnosaur
- Armour of Meteoric Iron
- Glyph Necklace
Skink Chief [318 pts]
- Additional hand weapon
- Light armour (Calloused hide)
- Battle Standard Bearer
- Stegadon [Giant bow]
- Talisman of Protection
++ Core Units [441 pts] ++
21 Saurus Warriors [336 pts]
- Thrusting spears
- Shields
- Heavy armour (Scaly skin)
- Spawn Leader (champion)
- Standard bearer
- Musician
10 Skink Skirmishers [50 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
10 Skink Skirmishers [55 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
++ Special Units [160 pts] ++
4 Ripperdactyl Riders [160 pts]
- Cavalry spears
- Shields
- Light armour (Calloused hides)
++ Rare Units [200 pts] ++
Troglodon [200 pts]
- Venomous talons
- Venom spray
- Heavy armour (Scaly skin)
- Skink Oracle with hand weapon (required)
---
Created with "Old World Builder"
[https://old-world-builder.com]
He had
- big death star archer unit with a level 4 mage general and elementalism
- dryads protecting it
- heavy cav
- 2 eagles
- level 2 treeman
- infantry that were made for killing big monsters (way stalkers?) they got extra attacks and did multiple wounds on anything that causes fear or terror
Battle was normal
Deploymen I thought was even until he laid down a free forest right in front of my Saurus. A great trick as going through would cause me to be disrupted!
Turn 1 - me

Moved up a bit and did 2 wounds to an eagle with my.vanguard unit
Turn 1 - him

His treeman teleports into a forest ready to flank charge my Saurus
His cav fail a tough charge to get to my carnosaur
His archers do 4 wounds to my ripperducks, they pass panic
Turn 2 - me

His elementalism template scatters onto rippers and does 3 wounds. I have one left on one wound. They are so fragile!
Trog fails charge to way stalkers
Skinks kill both eagles
Ripperduck charge dryads. I know I'll lose but forcing him to form up will make a carnosaur charge viable
Carnosaur charges the heavy cav and they countercharge
Carnosaur kills 3 and doesn't take a wound. They break and he catches them.
My single ripper rolls unbelievably well. It's ridiculous he does 3 wounds to dryads from the 4 attacks, they can't attack back and they FBIGO so it gets to charge next turn
Turn 2 - him

His treeman flank charges the Saurus. We win combat (tie/music) and he GG into the woods so now I'm permanently disrupted, and we are rolling 6's to wound.
His archers rotate and shoot my carnosaur. They all get to shoot and they do 5 wounds to him... Stand and shoot next turn might kill him. Am I within 7???
His way stalkers charge kill my trog easily.
I'm getting nervous at this point.
Lastly my lucky ripperduck manages to stay lucky and do 2 wounds! The remaining dyad does a wound back... Then nuffle my god of luck enters to help me out. It's chaos:
- the armour roll is saved, which is massive as I've won combat and he can't FBIGO
- the one dryad breaks as I'm more than double unit strength and flees through the massive archer unit with his general
- he rolls for panic on his deathstar and rolls 11!
- he rolls a 5 to flee and the ripperduck rolls a 9. The sole ripperdactyl has just chased down and single handedly taken out the biggest unit.
Turn 3 - me

The ripperduck fails impetuous again and charges the way stalkers, which do about 8 wounds to him. Vengeance!!!
The skinks move in front of the way stalkers to absorb a charge and get the Steg to charge
The Saurus wound (regen) and he GG and it's slow going there.
Turn 3 - him

He charges and deleted the skinks. Actually we muck this up and he has 2 turns in a row. For the rest of the gsme:
The combat is going back and forth with the Saurus and the treeman. But the Saurus are winning by ties but not doing damage, I think they did 1 wound. When the carnosaur charges he does enough wounds to put treeman on 1, the treeman is unable to do the 2 wounds he really needed.
The stegadon charges the way stalkers and they do 2 wounds. The stegadon does a few back but the stomp attacks do 5 wounds and the waystalkers properly break and are caught.
That's game.
What did I learn?
Slann are not worth their points, that's a fact. His magic did little without one there to dispel. His archers has magic attacks and would have deleted the Slann it one turn if it was there. BUT it is thematic and I will rarely, rarely run this list. (I also don't want to encourage an arms race in the meta for multiple dragons etc). I will have to think how I can deal with those archers if they can take our my general in turn 1.
BSBs are awesome
But mostly it was the single ripperduck on a wound who went crazy. An entire dryad unit and topping it off with taking out the general mage and archers? Wow. Even if they didn't break, the duck landing in combat would have been useful because I could have charged with the carnosaur and no stand and shoot. But the rolling to kill those dryads was out of this world. 4 attacks, 4's to hit and 4's to wound (with armour and regen), doing 3 wounds the first time and 2 the second? Wow.
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