Carnasaur
The Hunted
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Hey everybody,
It has been quite a long time since I posted, but I'm trying to get back...Uni is killing me, but that will not stop me!
I had a battle today vs my friends' Skaven army. We played a small battle, read further to see what happened! One more note: My opponent has a habit of rolling above average, pretty much always. His leadership tests are also rolled high most of the time
My list:
Scar-vet General, CO, LA, Sh, BBoC
Scar-vet BSB, enchanted shield, luckstone
24 SW-St-Mu
21 SW-St-Mu-Spears
10 skirmishers
6 chameleon skinks
1 Salamander + extra handler
(might be off by a model or so)
The skaven list:
Warplock Engineer, Lvl 2, Doomrocket. (Spells: Warp lightning and Crack's call)
Chieftain BSB- gear unkown (nothing much)
30 Clanrats-St-Mu
30 Clanrats-St-Mu
----Warpfire thrower
25 Clanrats St-Mu
----Poisoned Wind Mortar
HPA (!!)
So, he had lots of ranks, allways unpredictable Skaven shooting and a Hell Pit Abomination.
I had my standard list for 1k, but swapped some equipment so my General had a flaming weapon.
By lack of real terrain, we played with 3 pieces, which were all 100m Stone collums (Impassable, blocks LOS). In real life, they would be used as candles
Deployment looked something like this:
------PWM-------------WFT
----------CL1----HPA -CL2-------Cl3
--Ch-IMP-----imp--------IMP
----------Sp----SW--Skirm----
----------------------Sala
So my spears were facing off vs 25 Clanrats (with warplock engineer) and a Poisoned wind mortar.
My SW, skirmishers and Salamander faced the HPA, 2 units of rats and the Warpfire thrower.
The chameleons scouted to my left, to get behind his lines and fire away!
He took the first turn.
Turn 1:
General advance across the field.
I dispell warp lightning, crack's call kills 3 spears.
Shooting fails.
My saurii also advance a bit, my general making sure he can sui-charge the HPA if it needs to come to that. My chameleons move behind his lines to fire at his HPA, my skirmishers sacrifice themselves for a 'shoot&sac'. Salamander moves up for a shot.
No magic!
Shooting puts 2 wounds on the HPA (because that's average when needing 4+ on 6 dice:| )
Turn 2:
He charges my skirmishers with his CL2 and HPA, with stand and shoot they put another 2 wounds on the terrible beast! (2 to go..). Otherwise he advances his CL1 and CL3, his warplock engineer bailes out of the unit to try and fry the chameleons behind his unit.
Magic: He IF warp lightning, rolls a 1 to hit, wounds his own engineer with his own spell and miscasts into another wound! Therefore he kills his own engineer, which panics of CL1 (to my left). They retreat to behind my chameleons skinks, and flee off the board next turn.
So instead of killing my chameleons, he blew up his own warplock engineer and fled off a unit of clanrats->win!
Combat: he destroys my poor skirmishers, and overruns a bit.
I charge his HPA with both my saurus units.
Sala goes to fry his CL3
Shooting: Chameleons shoot off his Poisoned wind mortar, Sala fries 11 clanrats but they hold.
Combat: HPA 'feeds', killing 7 Saurii and putting a wound on my General. My General then puts a flaming[/b] wound on it, and my BSB finishes it off.
Now, here is where my friend makes a HUGE mistake. The HPA is 'too horrible to die', meaning it can come back to life on a roll (needing a 6). BUT, this is impossible when he has taking a flaming wound....naturally, he did not read that part and rolls a 6! It comes back with 2 wounds.
My Saurii units overrun into CL2 (with the BSB).
The HPA comes back on the battlefield, facing the flank of my spears.
Turn 3:
He charges his HPA in the flank of my spears, and CL3 to their front.
He has no other movement left. (HPA+CL3 in combat with spears, CL2+BSB in combat with SW+my BSB)
Shooting: warp-fire thrower kills 3 skink handlers...but the Sala lives!
Combat: By this point I was pretty dissapointed. I did everything right, but that stupid HPA came back to life and kill my spears. There was absolutely nothing I could do about this, so I wasn't a happy bunny. The HPA kills about 10 of my spearmen (including stomp), I kill a batch of clanrats back. Everything holds.
I charge my Sala into his Warpfire thrower, but it gets killed off. My chameleons then proceed to shoot it down.
Combat:
HPA destroys the R&F saurus, my general then comes back into base contact with it and does its job by killing it. Again. While it shouldn't have been alive...
my BSB and his Saurus do their job against the clanrats again, felling 5 of their number.
My general flees from combat, but gets away.
His clanrats+BSB also break, but I catch them!
Turn 4:
His clanrats charge my fleeing General, who tries to get away but fails.
We call it here, because I could not catch his other clanrats anymore.
I win the game, but I should have massacred him. The HPA just chewed through my saurus spears like there was no tomorrow. I expected this, therefore I shot some wounds off of it, so my General (with flaming attacks) and BSB could finish it off. That plan worked fantastically!
If it hadn't come back to life, I would chew through his remaining clanrats and kill them off. Wiping him off the board...with the HPA alive it was very tense!
He got unlucky with his warplock engineer, but had tremendous 'luck' with his HPA.
My luck was normal as always, my dice rolls below average except for 1 round where my saurii went berserk (they always do that!).
Final report:
General: fantastic, with his flaming attacks made sure the HPA could not rampage on.
BSB: Solid, killed lots of rats and helped kill of the HPA.
Spears: unfortunately got 'killed' by a reanimated HPA. Still did their job by holding on to the bitter end, slaying some clanrats in the process.
Saurus Warriors: Nearly untouched, and with the BSB chewed through clanrats. Solid!
Skirmishers: put 3 wounds on the HPA, and blocked a unit of clanrats and the HPA. This meant I could charge, instead of receiving the charge.
Chameleons: The warplock engineer blew himself up when targetting them, taking the clanrat unit with them! Also took a wound of the HPA and destroying both weapon teams.
Salamander: Killed of lots of rats, didn't panic them and got killed in a foolish attempt by me. Still good!
Overall, I was a bit grumpy when his HPA came back to life...but very happy knowing I killed it twice and still won without tailoring my list (a whole lot).
Thanks for reading!
The Hunted
It has been quite a long time since I posted, but I'm trying to get back...Uni is killing me, but that will not stop me!
I had a battle today vs my friends' Skaven army. We played a small battle, read further to see what happened! One more note: My opponent has a habit of rolling above average, pretty much always. His leadership tests are also rolled high most of the time
My list:
Scar-vet General, CO, LA, Sh, BBoC
Scar-vet BSB, enchanted shield, luckstone
24 SW-St-Mu
21 SW-St-Mu-Spears
10 skirmishers
6 chameleon skinks
1 Salamander + extra handler
(might be off by a model or so)
The skaven list:
Warplock Engineer, Lvl 2, Doomrocket. (Spells: Warp lightning and Crack's call)
Chieftain BSB- gear unkown (nothing much)
30 Clanrats-St-Mu
30 Clanrats-St-Mu
----Warpfire thrower
25 Clanrats St-Mu
----Poisoned Wind Mortar
HPA (!!)
So, he had lots of ranks, allways unpredictable Skaven shooting and a Hell Pit Abomination.
I had my standard list for 1k, but swapped some equipment so my General had a flaming weapon.
By lack of real terrain, we played with 3 pieces, which were all 100m Stone collums (Impassable, blocks LOS). In real life, they would be used as candles
Deployment looked something like this:
------PWM-------------WFT
----------CL1----HPA -CL2-------Cl3
--Ch-IMP-----imp--------IMP
----------Sp----SW--Skirm----
----------------------Sala
So my spears were facing off vs 25 Clanrats (with warplock engineer) and a Poisoned wind mortar.
My SW, skirmishers and Salamander faced the HPA, 2 units of rats and the Warpfire thrower.
The chameleons scouted to my left, to get behind his lines and fire away!
He took the first turn.
Turn 1:
General advance across the field.
I dispell warp lightning, crack's call kills 3 spears.
Shooting fails.
My saurii also advance a bit, my general making sure he can sui-charge the HPA if it needs to come to that. My chameleons move behind his lines to fire at his HPA, my skirmishers sacrifice themselves for a 'shoot&sac'. Salamander moves up for a shot.
No magic!
Shooting puts 2 wounds on the HPA (because that's average when needing 4+ on 6 dice:| )
Turn 2:
He charges my skirmishers with his CL2 and HPA, with stand and shoot they put another 2 wounds on the terrible beast! (2 to go..). Otherwise he advances his CL1 and CL3, his warplock engineer bailes out of the unit to try and fry the chameleons behind his unit.
Magic: He IF warp lightning, rolls a 1 to hit, wounds his own engineer with his own spell and miscasts into another wound! Therefore he kills his own engineer, which panics of CL1 (to my left). They retreat to behind my chameleons skinks, and flee off the board next turn.
So instead of killing my chameleons, he blew up his own warplock engineer and fled off a unit of clanrats->win!
Combat: he destroys my poor skirmishers, and overruns a bit.
I charge his HPA with both my saurus units.
Sala goes to fry his CL3
Shooting: Chameleons shoot off his Poisoned wind mortar, Sala fries 11 clanrats but they hold.
Combat: HPA 'feeds', killing 7 Saurii and putting a wound on my General. My General then puts a flaming[/b] wound on it, and my BSB finishes it off.
Now, here is where my friend makes a HUGE mistake. The HPA is 'too horrible to die', meaning it can come back to life on a roll (needing a 6). BUT, this is impossible when he has taking a flaming wound....naturally, he did not read that part and rolls a 6! It comes back with 2 wounds.
My Saurii units overrun into CL2 (with the BSB).
The HPA comes back on the battlefield, facing the flank of my spears.
Turn 3:
He charges his HPA in the flank of my spears, and CL3 to their front.
He has no other movement left. (HPA+CL3 in combat with spears, CL2+BSB in combat with SW+my BSB)
Shooting: warp-fire thrower kills 3 skink handlers...but the Sala lives!
Combat: By this point I was pretty dissapointed. I did everything right, but that stupid HPA came back to life and kill my spears. There was absolutely nothing I could do about this, so I wasn't a happy bunny. The HPA kills about 10 of my spearmen (including stomp), I kill a batch of clanrats back. Everything holds.
I charge my Sala into his Warpfire thrower, but it gets killed off. My chameleons then proceed to shoot it down.
Combat:
HPA destroys the R&F saurus, my general then comes back into base contact with it and does its job by killing it. Again. While it shouldn't have been alive...
my BSB and his Saurus do their job against the clanrats again, felling 5 of their number.
My general flees from combat, but gets away.
His clanrats+BSB also break, but I catch them!
Turn 4:
His clanrats charge my fleeing General, who tries to get away but fails.
We call it here, because I could not catch his other clanrats anymore.
I win the game, but I should have massacred him. The HPA just chewed through my saurus spears like there was no tomorrow. I expected this, therefore I shot some wounds off of it, so my General (with flaming attacks) and BSB could finish it off. That plan worked fantastically!
If it hadn't come back to life, I would chew through his remaining clanrats and kill them off. Wiping him off the board...with the HPA alive it was very tense!
He got unlucky with his warplock engineer, but had tremendous 'luck' with his HPA.
My luck was normal as always, my dice rolls below average except for 1 round where my saurii went berserk (they always do that!).
Final report:
General: fantastic, with his flaming attacks made sure the HPA could not rampage on.
BSB: Solid, killed lots of rats and helped kill of the HPA.
Spears: unfortunately got 'killed' by a reanimated HPA. Still did their job by holding on to the bitter end, slaying some clanrats in the process.
Saurus Warriors: Nearly untouched, and with the BSB chewed through clanrats. Solid!
Skirmishers: put 3 wounds on the HPA, and blocked a unit of clanrats and the HPA. This meant I could charge, instead of receiving the charge.
Chameleons: The warplock engineer blew himself up when targetting them, taking the clanrat unit with them! Also took a wound of the HPA and destroying both weapon teams.
Salamander: Killed of lots of rats, didn't panic them and got killed in a foolish attempt by me. Still good!
Overall, I was a bit grumpy when his HPA came back to life...but very happy knowing I killed it twice and still won without tailoring my list (a whole lot).
Thanks for reading!
The Hunted