8th Ed. 2000 Pts Vs Tomb Kings

Discussion in 'Battle Reports' started by spawning of Bob, Jun 7, 2011.

  1. spawning of Bob
    Skar-Veteran

    spawning of Bob Well-Known Member

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    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

    27511dep.jpg

    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

    27511t2.jpg
    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

    27511t3.jpg
    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
    27511t4.jpg

    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.

    27511t5.jpg
    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 ?

    sphinx0001.jpg

    More Spawning of Bob in Lizardman Fluff

    http://www.lustria-online.com/threads/spawning-of-bob.6957/
     
  2. troubled_joe
    Saurus

    troubled_joe Member

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    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.
     

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