7th Ed. 1K CC only Lizardmen V Vampires

Discussion in 'Battle Reports' started by Eagleblaze, May 3, 2009.

  1. Eagleblaze
    Temple Guard

    Eagleblaze New Member

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    I've been collecting Lizardmen for nearly 10 years now, have only recently however started to play. Recently played a game using the old edition as my new edition list was still in need of completion. The game was at my local GW and the 1k undead were commanded by a staff member. Since I am still developing my skills I decided to go for a saurus force, foregoing magic and shooting just so I could see how saurus fair in CC alone. The undead force however did include magic but not to it's full potential (the undead unit count didn't double, i'll put it like that)
    The lists are as best I remember them but are somewhat lacking in detail.

    Lizardmen
    Scar Vet - Armour/Shield/
    Skink Chief - Armour/Shield

    20 Saurus - Full comm
    16 Saurus - Spears/Full comm

    5 CoR - Full comm

    Undead
    2X Vampires

    Skeleton warriors (30 I believe)
    10 ghouls
    zombies (roughly 30)
    2X5 Dire wolves
    10 Grave Guard - Great Swords
    Corpse Cart

    Deployment
    Stream from top to bottom roughly 1 3rd of the way in, not considered noteable terrain.
    Desecrated temple in VC deployment.
    Forest placed off centre of the board

    Standard across the board deployment.
    2 saurus blocks in the centre, riders on the right flank, scar vet placed between riders and saurus. Chief takes up the left flank. The riders are to break the flank while one saurus block moves to the centre, the other moving with the chief to the left flank to position between the board edge and the forest.

    Skeletons deployed in the centre with one vampire in tow alongside the ghouls. General is positioned to the rear of the force to allow for marching and such. 5 wolves on each flank. GG take up position on the flank opposite my riders. The zombies are placed on (my) left flank.

    Battle is Joined!
    Lizardmen take the first turn.
    The plan is to march all units up the board. One saurus squad taking the left flank and positioning between the board edge and the forest with spears at the ready to prevent the wolves from flanking.
    The other SS is to position in the centre with the forest on it's left side to try to reduce the number of possible combatants.
    However!! the riders fail their first stupidity test, take a few steps forward and then call it a day.
    The battle line stalls.

    Vampire Counts Turn 1
    The entire undead horde surges forwards in an attempt to take ground to prevent the lizardmen from using the terrain to their advantage.
    Nothing spectacular happens except a few more individuals join the fray as a result of some dark magics.

    Lizardmen Turn 2
    Having passed the stupidity test the move is on. The riders try to make up for lost time by charging the GG that have miscalcualted and moved just an inch too far forward.
    The saurus move to their designated locations just in time before the undead foe get their first.
    The skink chief moves ahead of the saurus on the left flank while the scar vet looks for a vampire to decapitate.
    --Combat!--
    The riders draw first blood by dispatching 5 greatweapon wielding GG and eliminating their first rank.

    Vampire Counts Turn 2
    Angered by the loss of his greatweapon toting powerhouses the vampire general orders the SW's in the centre to engage the 20 strong saurus warriors. The wolves on both flanks do little. The zombies ramble forwards towards the spear wielding saurus warriors.
    The counts magic phase is a dud and little.

    --Combat!--
    The saurus and skeletons clash in a blur of mayhem and slaughter. As the dust settles 4 skeletons have fallen and a single saurus, slain by the vamire scourge leading the living dead unit. Several more skeletons fall after failing their CR test.

    The riders dispatch the remaing guard without taking any wounds.

    Lizardmen Turn 3
    The riders charge the wolves looking to break the exposed flank of the saurus warriors clashing with the skeletons in the centre.
    The saurus on the flank attempt to charge the zombies but fail their fear test. The skink chief nearby attempts to charge the wolves looking to charge the saurus on the flank and manages to do so.
    The scar vet heads towards the vampire at the rear of the army.

    --Combat--
    The riders dispatch the wolves in one fell swoop and then thunder on towards the vampire general, managing to score but a single wound. One rider is brought low in return.
    The combat in the centre carries on as to be expected, the saurus dispatch skeletons while the vampire with the unit dispatches saurus warriors. The skeletons lose but are still a ways away from beaing dust.
    The Skink Chief manages to score no wounds and is slain in return, ripped to little skink nibbles by those darstadly wolves.

    Vampire Counts turn 3
    The ghouls look to move through the woods and into the flank of the saurus but is restricted by movement as so cannot make it.
    The unit of wolves on the left flank charges into the spear wielding saurus, the saurus stand their ground and take the charge.
    Evil magics add to the number of bodies walking around.

    --Combat--
    The wolves fell two saurus and lose 3 in kind. The vampire general fells one rider and the champion and receives only a single wound in return. The vampire and skeletons manage to fell the saurus champion and several saurus, they in return lose several of their own however the saurus lose the combat. They however ,stand resolute.

    Lizardmen Turn 4
    The scar veteran charges in to assist the beleagured riders.

    --Combat--
    The saurus riders and scar veteran bring down the blood sucking monster but the riders are reduced to a single indivdual, the banner falls.
    The saurus on the flank bring down the wolves.
    The SS v SW/V once again remains a stalemate.

    Vampire Counts Turn 4
    With their general dead the magics animating the corpses begins to break and units start the crumble.
    The zombies on the flank charge, the ghouls move into range to engage the saurus flank next turn.
    The corpse cart charges the scar veteran.

    --Combat--
    All combats are drawn to a stalemate, with the saurus warriors fairing better.

    On that note the game was ended as the saurus warriors were deemed sure to win the day.

    -------------------------------------------------------------------------------------------------------------------------

    For one of my first games I would say it went well. The loss of my opponent's grave guard early on meant that my cavalry was free to dominate the flank and then eventually hunt down the vampire general.
    Fortunatly for me, the only stupidity test that they failed was that opening one. I do find it necessary to note the fact that the GW staff member may have been taking it easy on me given my lack of experience. However I would like to think I gave him a bit of a shock with my fairly well executed battle plan.

    In terms of analysing my own play, I have come to several conclusions.
    - A skink priest is a better usage of points and slots than a chief.
    - A 5 strong unit of cavalry, while effective, is better fielded as an 8 strong unit.
    - Lizardmen, although cold blooded are still vulnerable to fear.
    - In battles of attrition, lizardmen will not last forever, each loss is valuable.

    Any comments on ways to improve my tactics or just general comments would be greatly appreciated.



    Next time, an all shooty army!!
     
  2. limitlessreborn
    Skink

    limitlessreborn New Member

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    i dont understand, u didnt put ur characters in units?
    also like to know how the shooty army goes GREAT BATTLE REPORT BTW KEEP IT UP

    :D :D :D :D :D :D :D
     
  3. strewart
    OldBlood

    strewart Well-Known Member

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    Good work, nice win! Congrats.
     

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