27/5/11 LM Vs TK 1500 Pts Slann Life, focus, rum, cog Scar Veteran CO LA ESh Piranha Blade BSB 3x10 skink skirmishers 21(ish) Saurus warriors +B TGx10+B Stegadon Sal+ 1499 pts Deployment LM Sal on (L) flank Skirmish screen and SW with SV Skinks centre, TG and Slann ® centre Steg far right, skirm on ® flank TK Horse archers and block of skel archers on my left with hierophant in unit Mounted liche priest L2 next Nehek Sphynx w. Tomb Guard riders centre left Necro knights centre, skull catapult centre (behind) 3 Chariots mid ® 3 Carrion ® flank Game TK go first Turn 1 minor losses both sides to miscasts and such Skull storm (vortex moves 4D6 in line, 2D6 S4 hits on each unit hit) passed across LM lines with minimal effect, although remaining in play Slann gets throne of vines and shield of thorns for all game from then on (L) flank skirmishers put 1 wound on sphinx, Sal misfires, eats 3, Steg misses Turns 2-4 LM dominate Turn2 Skirm screen flee onto the skull storm – 2 survive. SW hold to receive sphinx charge Skinks flee from carrion TK buff gives extra attack to all nearby Shooting kills salamander (never got off a shot) Combat. Sphynx impact hits on SW, Tomb guard fail to wound SV, thundercrush and thunderstomp wipe about 5 SW. Meanwhile SVoD and SW took all but 1 wound on sphinx, which lost combat by 2 and crumbled….. 2 lots of skinks rally TG charge flank of carrion and destroy. Leave my flank open to chariots by failing overrun charge. should've reformed SV fails charge on archers SW charge nec knights flank, kill one knight Turn 3 Chariots charge TG Forgettable magic and shooting TG hold in combat (only one TG left) and take a few wounds off Chariots SW defeat knights SV charges short of archers Steg charge chariots flank, SW charge other flank Slann and Steg destroy chariots. All TG killed, slann loses a wound Turn 4 Magic and shooting happened Hiero flies out and sandstorms (is this actually a verb ?) 2 skirm to death (2D6 S2 hits), 1 wound on SV Line reformed close to TK corner Dwellers below kills 50% of archers Turn 5 Skull storm across line destroys skinks, softens SW and skirm Hiero sandstorms all but 1 skink who flee to left Catapult kills Slann ! suddenly uh oh! Steg flees ! Really uh oh! SV finally kills archers (3 rounds in combat) Steg reforms, skink keeps fleeing SV charges and kills Liche priest. Game ends LM still have skirm, Steg, SW and SVod on the table TK have hiero, horse archers and catapult left TK got 880 pts LM got enough to win ! (despite losing 100pts for a dead general) Good Bits SW and SV kill Sphynx in 1 round of combat SW get flank on and kill necro knights in 2 rounds Slann attribute really messed up 2 phases of TG magic Rallied skirm with double ones (they died later anyway…) Only failed one fear test, only failed one rally (needing double ones) Even 1 TG makes Slann stubborn Bad Bits Forgot thorns every time ! Sal never fired Steg never hit, kept moving steg where he couldn’t get clear shots Regeneration on TG blocked charge corridor for steg Should’ve regenerated TG before they all died Should’ve put Slann in “Look out sir” range of SW Next time Hiero hunting needs more than 1 unit ! (If he can fly) Deploy steg closer to the action. While closing in, consider line of sight on every move Remember thorns and other remains in play stuff ! Stay out of stone thrower line of sight, hunt it down ! Try Light What if he attacks my Slann with sepulchral stalkers (S1 attacks against initiative 1 – no armour saves !) Are these magic phase or shooting phase attacks? Do ward saves work ? More Spawning of Bob in Lizardman Fluff http://www.lustria-online.com/threads/spawning-of-bob.6957/
Glad to see the lizards triumph over those dreaded skeletons. You mentioned in 'bad bits' that the Stegadon couldn't get any clear shots. In my opinion you shouldn't worry about the bolt thrower, just get the Steg into combat as soon as lizardly possibly. I guess if you can get a couple of shots off whilst doing that then so much the better. The gaze of the Sepulchral Stalkers is a shooting attack. It ignores armour saves but the Slann would still be able to use its ward save. You could spend points upgrading the Slann to have a 2+ ward vs ranged attacks but there's little point in this if he's in a unit of Temple Guard, since it's so rare that he'll be dislodged from them. With 'remains in play' spells, I tend to put the card next to the affected unit so it's easier to remember.