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8th Ed. 2000 Pts Vs Tomb Kings

Scar-Veteran

spawning of Bob

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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/
 
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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