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TOW 2000 v Skaven

Salamander

discomute

Well-Known Member
Messages
841
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===
Copy of Venertalli's Elite [1998 pts]
Warhammer: The Old World, Lizardmen
===

++ Characters [994 pts] ++

Venertalli [395 pts]
- Hand weapon
- General
- Lore Familiar
- Ruby Ring of Ruin
- Becalming Cogitation
- High Magic

Aeontezin [260 pts]
- Hand weapon
- Heavy armour (Scaly skin)
- Shield
- Cold-One
- Horned One
- Bedazzling Helm
- Giant Blade

Azcaramani [339 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Battle Standard Bearer
- Carnosaur
- Armour of Meteoric Iron
- Talisman of Protection

++ Core Units [808 pts] ++

20 Saurus Warrior [314 pts]
- Thrusting spears and shields
- scaly skin (counts as heavy armour)
- Spawn Leader (champion)
- Standard bearer

20 Temple Guard [334 pts]
- Hand weapons
- halberds
- and shields
- scaly skin (counts as heavy armour)
- Revered Guardian (champion)
- Standard bearer

4 Jungle Swarms [160 pts]
- Hand weapons

++ Special Units [196 pts] ++

4 Kroxigors [196 pts]
- Great weapons
- Heavy armour (Scaly skin)

Narrative battle today with a double capture the castle scenario.

Turn 1 - him
20250502_180822.jpg

With such few units he has the better deployment. My theory was to run the swarms into the abomination and use the carnosaur to hit the storm vermin. They have magic weapons so not a good match up for my temple guard.

Unfortunately it became obvious I was in for a rough day. Those multishot poison gutter runners tore through my carnosaur doing 3 wounds and definitely getting another crack at it.
Turn 1 - me
20250502_181652.jpg

Unfortunately my fireball couldn't cast on the gutter runners. Fiery convocation did well and got 6 storm vermin. We slowly advanced.

Aside from my old blood on the horned one who flank charged the giant rats. A bit of a gamble as the pack masters have killing blow but I won and they went off the tables.

Turn 2 - him
20250502_183444.jpg

Yep - gutter runners have no issue killing the carnosaur.

He otherwise advances slowly

Turn 2 - me
20250502_185109.jpg

I dispel his templates. The jungle swarms made a long distance charge on the abomination and do 2 wounds. I was hoping for more but 2 is a nice number looking at the Aeontezin who is the last one there that can handle it.

Aeontezin and the Kroxigor hit the other pack of rats and they lose and break. Aeontezin is millimetres from following into the storm vermin!

Turn 3 - him
20250502_190856.jpg

It's on as everyone charges. I badly lose everything. One thing goes for me which is the Abomination and the wheel reduce the swarms to 1 wound but can't kill - now the Abomination is in place for an Aeontezin charge.

Additionally he follows up the Saurus with the gutter runners and faces his clanrats to the temple guard...

Turn 3 - me
20250502_193709.jpg

The gutter runners do more damage but they still lose to the block unit. It means the Saurus can follow into their flank.

Aeontezin does 4(!) wounds (8!!) to the abomination but he regenerates 3! At least I don't take damage back. He FBIGO so next turn I'll get init and furious charge.

Turn 4 - him
20250502_195507.jpg

So we win combat with the Saurus but not by a lot and they FBIGO so it's still looking grim.

He charges, smashes and breaks the temple guard. I was ethereal the whole time but he has magic weapons.

His rats and the little doom wheel charge the krox but they can't do anything and we win, break them and run them down.

Aeontezin does another 4 wounds to the abomination and he can't regenerate any. I win but he turns into giant rats.

Turn 4 - me
20250502_201254.jpg

Aeontezin charges the clanrats.

The krox charge the gunner but he flees away.

Aeontezin cuts down enough clanrats but they FBIGO and fight on.

Turn 5 - him
20250502_202839.jpg

His gutter runners charge the Saurus. They reduce them to 3.

Aeontezin only kills a couple of rats and they GG. I get some inspiration here and hold ground.

Turn 5 me

20250502_204341.jpg

The Kroxigor charge the clanrats

Aeontezin charges the gutter runners. We kill them all except 1 and it flees away from the Saurus. Aeontezin follows and ends up in combat with the clanrats and we get the roll again.

We wipe out the entire right flank and they have the entire left flank.

If felt like a come from behind draw but he wins around 1500 to 1250.

(Crap we thought we played 6 turns but it was 5!)

Aftermath

My big mistake was not putting skirmishers either side. Either of the two I had could have dealt with the gutter runners and saved the carnosaur.

Aside from that I should have worked harder on keeping the TG away from the one unit that could deal with them.

However there was some really good moves made at the end of the game. I ensured Aeontezin got two fights in a turn and my combination was the only way I was going to eliminate everything on the right flank.

I think I was lucky to get as close as I did given the carnosaur died after one move and I let my best unit get chewed up by a bunch of magic weapon weilders.
 
Last edited:
===
Copy of Venertalli's Elite [1998 pts]
Warhammer: The Old World, Lizardmen
===

++ Characters [994 pts] ++

Venertalli [395 pts]
- Hand weapon
- General
- Lore Familiar
- Ruby Ring of Ruin
- Becalming Cogitation
- High Magic

Aeontezin [260 pts]
- Hand weapon
- Heavy armour (Scaly skin)
- Shield
- Cold-One
- Horned One
- Bedazzling Helm
- Giant Blade

Azcaramani [339 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Battle Standard Bearer
- Carnosaur
- Armour of Meteoric Iron
- Talisman of Protection

++ Core Units [808 pts] ++

20 Saurus Warrior [314 pts]
- Thrusting spears and shields
- scaly skin (counts as heavy armour)
- Spawn Leader (champion)
- Standard bearer

20 Temple Guard [334 pts]
- Hand weapons
- halberds
- and shields
- scaly skin (counts as heavy armour)
- Revered Guardian (champion)
- Standard bearer

4 Jungle Swarms [160 pts]
- Hand weapons

++ Special Units [196 pts] ++

4 Kroxigors [196 pts]
- Great weapons
- Heavy armour (Scaly skin)

Narrative battle today with a double capture the castle scenario.

Turn 1 - him
View attachment 161156

With such few units he has the better deployment. My theory was to run the swarms into the abomination and use the carnosaur to hit the storm vermin. They have magic weapons so not a good match up for my temple guard.

Unfortunately it became obvious I was in for a rough day. Those multishot poison gutter runners tore through my carnosaur doing 3 wounds and definitely getting another crack at it.
Turn 1 - me
View attachment 161157

Unfortunately my fireball couldn't cast on the gutter runners. Fiery convocation did well and got 6 storm vermin. We slowly advanced.

Aside from my old blood on the horned one who flank charged the giant rats. A bit of a gamble as the pack masters have killing blow but I won and they went off the tables.

Turn 2 - him
View attachment 161158

Yep - gutter runners have no issue killing the carnosaur.

He otherwise advances slowly

Turn 2 - me
View attachment 161159

I dispel his templates. The jungle swarms made a long distance charge on the abomination and do 2 wounds. I was hoping for more but 2 is a nice number looking at the Aeontezin who is the last one there that can handle it.

Aeontezin and the Kroxigor hit the other pack of rats and they lose and break. Aeontezin is millimetres from following into the storm vermin!

Turn 3 - him
View attachment 161160

It's on as everyone charges. I badly lose everything. One thing goes for me which is the Abomination and the wheel reduce the swarms to 1 wound but can't kill - now the Abomination is in place for an Aeontezin charge.

Additionally he follows up the Saurus with the gutter runners and faces his clanrats to the temple guard...

Turn 3 - me
View attachment 161161

The gutter runners do more damage but they still lose to the block unit. It means the Saurus can follow into their flank.

Aeontezin does 4(!) wounds (8!!) to the abomination but he regenerates 3! At least I don't take damage back. He FBIGO so next turn I'll get init and furious charge.

Turn 4 - him
View attachment 161162

So we win combat with the Saurus but not by a lot and they FBIGO so it's still looking grim.

He charges, smashes and breaks the temple guard. I was ethereal the whole time but he has magic weapons.

His rats and the little doom wheel charge the krox but they can't do anything and we win, break them and run them down.

Aeontezin does another 4 wounds to the abomination and he can't regenerate any. I win but he turns into giant rats.

Turn 4 - me
View attachment 161163

Aeontezin charges the clanrats.

The krox charge the gunner but he flees away.

Aeontezin cuts down enough clanrats but they FBIGO and fight on.

Turn 5 - him
View attachment 161164

His gutter runners charge the Saurus. They reduce them to 3.

Aeontezin only kills a couple of rats and they GG. I get some inspiration here and hold ground.

Turn 5 me

View attachment 161165

The Kroxigor charge the clanrats

Aeontezin charges the gutter runners. We kill them all except 1 and it flees away from the Saurus. Aeontezin follows and ends up in combat with the clanrats and we get the roll again.

We wipe out the entire right flank and they have the entire left flank.

If felt like a come from behind draw but he wins around 1500 to 1250.

(Crap we thought we played 6 turns but it was 5!)

Aftermath

My big mistake was not putting skirmishers either side. Either of the two I had could have dealt with the gutter runners and saved the carnosaur.

Aside from that I should have worked harder on keeping the TG away from the one unit that could deal with them.

However there was some really good moves made at the end of the game. I ensured Aeontezin got two fights in a turn and my combination was the only way I was going to eliminate everything on the right flank.

I think I was lucky to get as close as I did given the carnosaur died after one move and I let my best unit get chewed up by a bunch of magic weapon weilders.

Interesting batrep, good to see an all-Saurus list this time. How come the Temple Guard were Ethereal and the Stormvermin had magic weapons?
 
Interesting batrep, good to see an all-Saurus list this time. How come the Temple Guard were Ethereal and the Stormvermin had magic weapons?

Walk Between Worlds from the Slann's High Magic gives Ethereal (with Renegade the Slann can join the Temple Guard so they're a valid target) and Warpstone Weapons from the Stormvermin gives them Magical Weapons and an additional point to AP on their Hand Weapons.
 
Walk Between Worlds from the Slann's High Magic gives Ethereal (with Renegade the Slann can join the Temple Guard so they're a valid target) and Warpstone Weapons from the Stormvermin gives them Magical Weapons and an additional point to AP on their Hand Weapons.

Ah yes, should have remembered Walk Between Worlds. I hadn't noticed Stormvermin get the Warpstone Weapons rule on their hand weapons, that makes them more capable against certain targets to a point.

And welcome to Lustria! Good to see another TOW player join us!
 
So this is where @Lord Agragax of Lunaxoatl has been hiding out instead of helping out! ;)

Hiding? No, just preparing my Beastman Ambush :p

In all seriousness, I did notice your thread, but to be honest, being a player who's more about fun than competitiveness (and one who's rapidly losing interest in 8th now that TOW's here and with better inter-faction balance), I couldn't think of anything beyond what @Krox_v.2 had already proposed to try and counter your Trollstar list, and that list still failed pretty badly to do much against it.
 
I have noticed. You will be missed, but we wish you pleasant journeys as you embark on your new adventure.

Thank you very much, good sir... and I wish you all the best as you continue to enjoy your favourite edition too. I was glad to see both you and @Mrs. NIGHTBRINGER still had a lot of fun in your big game... and at the end of the day, fun is what we're all after as wargamers :)

Some/most of that might come down to execution. @Mrs. NIGHTBRINGER openly admits that she is not at all a tactician.

Very true, in any Edition of Warhammer lists that are competitively strong can still fail down to tactical mistakes or simply infernally-bad luck on the dice (as per with your Skullcrushers' armour save rolls :p).
 
simply infernally-bad luck on the dice (as per with your Skullcrushers' armour save rolls :p).
Hahaha... I still can't believe that one. 1 in 216 odds. It was the most memorable moment in the game.
Thank you very much, good sir... and I wish you all the best as you continue to enjoy your favourite edition too.
Have you gotten some good TOW games in? What army have you been primarily playing in TOW? I know you have a good number to choose from (5 or 6?).
 
Have you gotten some good TOW games in? What army have you been primarily playing in TOW? I know you have a good number to choose from (5 or 6?).

Haven't got any full-on games in yet, principally because for the past 3.5 years I've now been working in a full-time 8:30-5:30 job with significantly fewer holidays than what I've been used to in the past. However I did have some fun replaying the old Battle for Skull Pass training scenarios using the TOW rules a while back to get the hang of them and try out some of the nifty new aspects of the game like Marching Columns - a heady blend of the old and the new - and the advent of TOW has encouraged my closest wargaming pal from my school days to jump back into the hobby after many years of having other commitments. He's been gradually picking up and painting Vampire Counts and Empire armies for the occasion to add to his original collections of Empire, Bretonnians and a few Dark Elves and Wood Elves. Between him, my father and an uncle of mine who comes down every so often for a game of something, I'll have a good few opponents to play TOW with when I get time.

As for armies I'll be playing, I'll be playing all six of the armies I have (Dwarfs, Orcs and Goblins, Lizardmen, High Elves, Skaven and my small-but-growing Beastmen Warherd) whenever I can... no army will be left out just because I've moved onto a new edition :D. Though if I were to choose the favourites, I'm looking forward to adding some of the new Arcane Journal units to my Dawi (I have a couple of the cart models from Battle for Skull Pass and the Miners kits that can now be taken as mini support Chariot units, and have picked up some Fyreslayer Hearthguard Berzerkers to use as Doomseekers), they've done a particularly good job at improving Beastmen in the new version of the game and with Night Goblin Fanatics now no longer able to be killed through shooting attacks or being 'jumped on' by enemy units (but with a fair chance of killing themselves), I'm interested to see what sort of chaos my Greenskin force can cook up.
 
advent of TOW has encouraged my closest wargaming pal from my school days to jump back into the hobby after many years of having other commitments. He's been gradually picking up and painting Vampire Counts and Empire armies
You have a friend that plays both Vampire Counts AND Empire?!?!? Aren't those your two most hated armies? It's like he doesn't even know you! ;)

At least you'll have motivation to wipe them from the board.
 
You have a friend that plays both Vampire Counts AND Empire?!?!? Aren't those your two most hated armies? It's like he doesn't even know you! ;)

Haha, they are certainly the armies I like the least, but it is his choice of course and his hobby as much as it is mine, and if they give him pleasure in the way that my Dwarfs, Greenskins, Lizardmen, High Elves, Skaven and Beastmen do for me, then at least they've done something worthy of a modicum of respect.

At least you'll have motivation to wipe them from the board.

Absolutely, that's how I like to view it... it gives me the opportunity to practice destroying them upon the field of battle! :cool:
 
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