Ok, so first battle with a completely revised army... http://www.lustria-online.com/viewtopic.php?f=8&t=4983 Never fought Skaven, so I knew next to nothing about them, but I was expecting template weapons and loadsa rats. His army was: Grey Seer, Chieftain, 36(?) Clan Rats 20 Clan Rat Spearmen 20 Clan Rat Spearmen 20 Plaque Monks Doomwheel 6 Rat Ogres with Master Moulder Catapult thing Flame Thrower thing 2 Mortars 3 or so other characters here and there- one was a level 2 spellcaster. I took lore of Fire Terrain... walls on my side, woods to my right and left, a building and a carnel pit far on the left, hill on his side... I deployed my Saurus blocks centrally (TG, SS, SW), with a unit of skirmishers and the Skink cohort unit on their left flank to oppose the doomwheel, and face off against his larger blocks. On the right of my deployment, Salamander, 2x Skinks, Salamander, to face plague monks, rat ogres. Chameleons about 6 inches out of my deployment, behind a wood. Skaven first turn He rolled first turn, generally advanced with everything. Magic was largely uneventful, as was shooting- his stuff scattered, and I lost in total about 3 skinks and a couple of Saurus. Doomwheels move far, running down my left flank like something scary. Lizards first turn Temple Guard advance to wall, other Saurus blocks in line with them. Cohorts block a gap between woods, to guard Temple Guard. Left skinks wing round the building to fire upon the doomwheel. On the right, everything surges forward to fire upon the Rat ogres and Plague Monks. Magic was a wet fish. Nothing happened. Shooting. 2 wounds on the Doomwheel, sending it crashing through the wood and ending up in front of his infantry. Huzzah. I manage about 7 kills on the Plague Monks, but forgot that they are immune to panic because they are frenzied. Dang. I also manage to take out both Rat Ogre handlers, meaning they are now subject to stupidity on a Ld of 5. Hooray. Thats his falnks scuppered. Skaven second turn Doomwheel charges Saurus Spears. Plague Monks charge Skink Skirmishers. Rat Ogres shuffle forwards drooling pathetically. My Skinks flee, and he redirects his charge onto the Chameleons. Which also flee. So the Plague Monks hit the Saurus warriors. His magic again is largely ineffective- a few casualties here and there, but nothing to shout or cry about. Shooting-wise, he misfires on just about everything. I get to place his templates on his units, which is great, and chars a few more rats. Combat wise, I thoroughly dismiss his Plague Monks, and decide not to pursue. They are now blocking one of his units, and unfrenzied. Saurus lose no casulaties in the fight. Doomwhell chews up a great few Saurus Spearmen, but I manage a further 2 wounds on the damn thing, and hold firm. Lizards second turn Temple Guard declare a charge on the large Clan Rat unit. Salamander charges the now rallied plague monks. Unengaged skirmishers rally, and move into new firing positions. I skirt round the moronic rat ogres to shoot them in the ass with a Salamander and a Skink Unit. Everything else prepares for the worst should the TG falter. I roll crappy for magic again, but get the flaming shield thing up. Really useful. He loses another rank of rats. Shooting wise, I unlease hell upon his Rat Ogres, leaving 2. In combat, I finally nail the Doomwheel, after losing 12 Saurus Spearmen. The Temple Guard lose 3- in response they pulverise the Skaven, who hold steadfast for another round of humiliation. The Salamander chews through yet more Plague Monks, but loses a wound and all handlers in the process. I kill some scummy character, but lose the combat. Mr Salamander isn't going anywhere though, and decides to fight on. ...to be continued...
Skaven Turn 3. 20 Clanrats charge into the flank of my engaged Temple Guard. Apart from a little shuffling around, the rest of his army does little. His remaining Rat Ogres line up on the Salamander. His magic gets a little bit malicious here. He sends off some direct-line-initiative-test-or-die spell though the Temple Guard Champ, Slann, a Skink and a Kroxigor. I roll individually. TG champ goes down. Skink goes down. Kroxigor goes down. I close my eyes and roll... Slann lives. Somehow he hauls his fat carcass out of the way. I cry tears of joy and get on with killing rats. A morter lands on the left-most Skirmisher unit, and they run away. I get to place one of his templates on his own unit again- the one that flank charged my Temple Guard. Another rank dies. Combat-wise, another 2 Temple Guard die. 2 fight against the unit on the flank, killing 3. The remaining Temple Guard punish the large unit. I win the combat. Again, the large unit remains steadfast, but the flanking unit fail their break test, and run off. The Salamander reduces the Plague monks further, and they fail to wound him in return. They don't flee. Lizards Turn 3 My skirmishing units continue to circle his remaining units. Chameleons advance through a gap in my lines, whilst all else gets the best possible angle on his unengaged unit. The unengaged Salamnder sweeps round a wood on his side of the board. I roll 9 for magic, and channel one up. Awesome. First spell rolls a double 1, and my meant-to-be-awesome magic phase ends within 10 seconds. Shooting-wise, I kill the remaining Rat Ogres and a weapons team. Another ineffectual combat round, but his numbers grow ever smaller...
Skaven Turn 4 Not a great deal left for him to move. He has one unengaged unit, 2 weapons teams (one of which can't shoot this turn), and a Catapault that can't really do much to my Lizards. Magic for him doesn't do a great deal (at all). Shooting- everything misses. It's as if he has lost the will to go on. The Plague Monks hold firm, inflicting no wounds. The Salamander eats the musician. The Temple Guard continue to inflict casualties, suffering no loses. He remains in the fight, just. Lizards Turn 4 I have it in the bag- I have all my units remaining. He has one left. I advance my Chameleons behind his unengaged unit, with a Skink Skirmisher unit to the front. The unengaged Salamamder pack also draws a bead on the unit. The Skinks on the left rally. I roll poorly for magic, and also miscast, suffering a strength 6 hit that doesn't wound, but losing all bar one dice. He dispels the fireball. I focus my fire on the unengaged Clanrats, killing loads. He flees, and whichever way he flees, he hits me. They all die. In the combat phase, the Salamander gets busy and kills the last 2 Plague Monks. The Temple Guard rout the large Unit and run them into the ground. With that, all his units, hi General, Battle Standard Bearer and Mages are all dead. He has 2 weapons teams and a catapault, and the store is closing. Solid Victory for the Lizardmen.
Correct me if I'm wrong, but don't you only end the magic phase on a double 6, whereas all other doubles just cause irresistable force? Great battle report, though.
He rolled 2 ones, giving him a dice roll of under 3, you need to roll at least a 3 to cast any spell, regardless of casting value. His Slann was spell locked and he didn't have another wizard to use up his dice. I've done it before on the first spell too and cried I can't tell exactly what happened, but the salamander handlers cannot be attacked in close combat, but they do get to attack anything that is in base contact with the monster they are prodding forward. You can only kill them with shooting (skink takes a wound on a 5+ essentially giving the sally a 5+ "skink save" vs shooting).