Slann
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We house ruled that Orcs and Goblins can take BRB magic lores and that Skink Skirmishers and Cohort Skinks may swap their javelins and shields for short bows.
LM Army
Lord 410 points
Slann Mage, BSB, Standard of Discipline, Scroll of Shielding, Iron Curse Icon, Soul of Stone, Becalming Cognition, 410 points
Heroes 230 points
Skink Priest L1 Beasts, Sivjer's Hex Scroll 115 points
Skink Priest L1 Beasts, Feedback Scroll 115 points
I had three scrolls of _____ and didn't use any of them...,
Core 770 points
20 Saurus Warriors, FC, HWS 250 points
20 Cohort Skinks, javelins and shield, FC 130 points
20 Cohort Skinks, short bows, FC 130 points
10 Skink Skirmishers, javelins and shield, Champion 80 points
10 Skink Skirmishers, short bows, Champion 80 points
10 Cohort Skinks, javelins and shields 50 points
10 Cohort Skinks, javelins and shields 50 points
Special 1130 points
25 Temple Guard, FC 380 points
6 Kroxigor with Ancient 320 points
Stegadon no upgrades 215 points
Stegadon no upgrades 215 points
Rare 260 points
2 Salamander Hunting Pack 130 points
2 Salamander Hunting Pack 130 points
O&G Army
Lords 600 points
Level 4 Orc Shaman with lore of Shadows, Dispel Scroll
Orc Warboss, Enchanted Shield, Talisman of Preservation, Basha’s Axe of Stunty Smahin’, Wyvern
Heroes 394 points
Level 2 Orc Shaman with Lore of Beasts, Lucky Shrunken Head
Orc Big Boss, Armor of Destiny, BSB, great weapon
Savage Orc Big Boss, Sword of Striking, Opal Amulet
Core 769 points
20 Night Goblins, Musician, Standard, 3 Fanatics
27 Savage Orc. Addition big’un additional handweapons, big stabbas, full command
23 Savage Orc. Addition, additional handweapons, big stabbas, full command
Special 335 points
5 Squig hoppers
Spear Chukka
Spear Chukka
Spear Chukka
Boar Chariot
Boar Chariot
Rare 700 points
Pump Wagon
Pump Wagon
Pump Wagon
Pump Wagon
Doom Diver
Doom Diver
8 River Trolls
Magic Determination
Savage Orc Shaman got Wyssans Wildform and Flock of Doom
Shadow Orc Shaman got Withering, Okkams Mind Razor, Melkoth’s Miasma, and Penumbral Pendulum
My Slann got Throne of Vines, Flesh to Stone, Dweller’s Below, Earthblood
Blue Skink Shaman had Amber Spear
Green Skink Shaman had Curse of Anaheir (never used)
Set up
We randomly rolled for all six of the BRB scenarios and rolled a Battleline (again).
We ended up rolling relatively little terrain including a normal hill, Wyrding Well, Mysterious River (which turned out to be a River of Light), Earthblood Mere Marshland, and 2 ordinary buildings.
(picture is from Midjourney AI)
My opponent chose to make the river lay out over a large portion of the table making it something of a larger factor than usual. I guess he had a cool river set with some fork pieces we never used before because I usually place the river and make simple straight rivers.
For those not familiar with the River of Light, every time a unit first enters the river, they are targeted by a random spell from the Lore of Light. To randomize it, one player would mix up the seven magic cards and the other player would draw without looking. It seemed like Biorona’s Time Warp came up an awful lot.
There was a lot of ambiguous things. A unit normally triggers a spell when they enter a river, but it doesn’t say what happens if they deploy in the river. We ultimately house ruled that nothing happens if they deploy in the river because we didn’t figure out what happens if a spell goes off before the game even started.
It is not clear when a spell triggered by the River of Light ends so we ruled on the spot that it lasts from movement phase to movement phase.
Birona’s Time Warp increases a unit’s Movement trait. This happens in the middle of the movement phase. We weren’t sure if this meant the unit got the ability to move extra or not. We ruled on the spot no, because we forgot about that aspect of the spell until it was too late to do anything with.
Overall, we found dealing with the River of Light more annoying than fun and may or may not house rule it away in future games.
My opponent deployed on the left and I deployed on the right.
There was a building (house in this case) on both sides of the top of the baord. The Wyrding Well was put in the dead center of the table so we say that our two armies were fighting over it. It's small and unpainted, but you can see on the river. Since we didn't have an Earthblood Mere, we used the Nurgle Pool (the green thing) showcased on Eron's terrain blog.
Orc Deployment, Top to Bottom
We have a spear chukka in the large house with a group of squig hoppers in front of it. Then a Doom Diver with a chariot in front of it. Then the Wyvern War boss with the river trolls in front of him. Then the Savage Orc Big Un, then the regular Savage Orcs with a Snotling Pump Wagon in front of them.
Then a Spear chukka in the back of the river, the Night Goblin archers in the front of the river. Then a pump wagon, then another spear chukka, then another Pump Wagon. Then the Doom Diver with a chariot in front of it, and another pump wagon.
Lizardmen deployment, Top to Bottom
I deployed ten javelin and shield Cohort Skinks in the river mostly obscured by the house. On the other side of the house was 20 javelin and shield Cohort Skinks, then my six Kroxigor, then a pair of Salamanders, then a Stegadon, then a 10 man javelin Skink Cohort with the Saurus Warriors behind them, then my Temple Guard and Slann, then the other Steggy.
Below the river I had ten javelin and shield skirmishers with the other Salamander pack behind them, then I had my archer cohort Skinks on the hill, then I had 10 archer skirmishers in my bottom corner.

I lost the roll off and my opponent made me go first.
LM Turn 1
Movement Phase

Skinks, Salamanders, and Kroxigor which means they can march across rivers. Stegadons and Sauri cannot march across rivers.
Most of my aquatic units went forward to the edge of the river. My Kroxigor and two Skink units got Birona's Time Warp. My Salamanders triggered burning Gaze but took no damage. My top most Stegadon which barely clipped the river got Light of Battle.
South of the River my Salamanders advanced close to but not in the river and my archer skirmishers went as far as they could. My cohort archers attempted a swift reform to widen their ranks and advance forward six inches, but they failed their leadership test and only widened their formation.
The archer Skirmishers marched forward just enough to let everyone shoot.
Magic Phase
6 PD versus 4 DD
I cast Throne of Vines to get in play and threw threw the rest of my dice at Amber Spear blasting the nearest Pump Wagon to death.
Shooting Phase
Not a lot of stuff was in range, I inflicted a pittance of wounds on a couple things. The only real difference between this next picture and the previous one is one pump wagon is missing (which happened in the magic phase)

There was no close combat yet.
LM Army
Lord 410 points
Slann Mage, BSB, Standard of Discipline, Scroll of Shielding, Iron Curse Icon, Soul of Stone, Becalming Cognition, 410 points
Heroes 230 points
Skink Priest L1 Beasts, Sivjer's Hex Scroll 115 points
Skink Priest L1 Beasts, Feedback Scroll 115 points
I had three scrolls of _____ and didn't use any of them...,
Core 770 points
20 Saurus Warriors, FC, HWS 250 points
20 Cohort Skinks, javelins and shield, FC 130 points
20 Cohort Skinks, short bows, FC 130 points
10 Skink Skirmishers, javelins and shield, Champion 80 points
10 Skink Skirmishers, short bows, Champion 80 points
10 Cohort Skinks, javelins and shields 50 points
10 Cohort Skinks, javelins and shields 50 points
Special 1130 points
25 Temple Guard, FC 380 points
6 Kroxigor with Ancient 320 points
Stegadon no upgrades 215 points
Stegadon no upgrades 215 points
Rare 260 points
2 Salamander Hunting Pack 130 points
2 Salamander Hunting Pack 130 points
O&G Army
Lords 600 points
Level 4 Orc Shaman with lore of Shadows, Dispel Scroll
Orc Warboss, Enchanted Shield, Talisman of Preservation, Basha’s Axe of Stunty Smahin’, Wyvern
Heroes 394 points
Level 2 Orc Shaman with Lore of Beasts, Lucky Shrunken Head
Orc Big Boss, Armor of Destiny, BSB, great weapon
Savage Orc Big Boss, Sword of Striking, Opal Amulet
Core 769 points
20 Night Goblins, Musician, Standard, 3 Fanatics
27 Savage Orc. Addition big’un additional handweapons, big stabbas, full command
23 Savage Orc. Addition, additional handweapons, big stabbas, full command
Special 335 points
5 Squig hoppers
Spear Chukka
Spear Chukka
Spear Chukka
Boar Chariot
Boar Chariot
Rare 700 points
Pump Wagon
Pump Wagon
Pump Wagon
Pump Wagon
Doom Diver
Doom Diver
8 River Trolls
Magic Determination
Savage Orc Shaman got Wyssans Wildform and Flock of Doom
Shadow Orc Shaman got Withering, Okkams Mind Razor, Melkoth’s Miasma, and Penumbral Pendulum
My Slann got Throne of Vines, Flesh to Stone, Dweller’s Below, Earthblood
Blue Skink Shaman had Amber Spear
Green Skink Shaman had Curse of Anaheir (never used)
Set up
We randomly rolled for all six of the BRB scenarios and rolled a Battleline (again).
We ended up rolling relatively little terrain including a normal hill, Wyrding Well, Mysterious River (which turned out to be a River of Light), Earthblood Mere Marshland, and 2 ordinary buildings.
(picture is from Midjourney AI)
My opponent chose to make the river lay out over a large portion of the table making it something of a larger factor than usual. I guess he had a cool river set with some fork pieces we never used before because I usually place the river and make simple straight rivers.
For those not familiar with the River of Light, every time a unit first enters the river, they are targeted by a random spell from the Lore of Light. To randomize it, one player would mix up the seven magic cards and the other player would draw without looking. It seemed like Biorona’s Time Warp came up an awful lot.
There was a lot of ambiguous things. A unit normally triggers a spell when they enter a river, but it doesn’t say what happens if they deploy in the river. We ultimately house ruled that nothing happens if they deploy in the river because we didn’t figure out what happens if a spell goes off before the game even started.
It is not clear when a spell triggered by the River of Light ends so we ruled on the spot that it lasts from movement phase to movement phase.
Birona’s Time Warp increases a unit’s Movement trait. This happens in the middle of the movement phase. We weren’t sure if this meant the unit got the ability to move extra or not. We ruled on the spot no, because we forgot about that aspect of the spell until it was too late to do anything with.
Overall, we found dealing with the River of Light more annoying than fun and may or may not house rule it away in future games.
My opponent deployed on the left and I deployed on the right.
There was a building (house in this case) on both sides of the top of the baord. The Wyrding Well was put in the dead center of the table so we say that our two armies were fighting over it. It's small and unpainted, but you can see on the river. Since we didn't have an Earthblood Mere, we used the Nurgle Pool (the green thing) showcased on Eron's terrain blog.
Orc Deployment, Top to Bottom
We have a spear chukka in the large house with a group of squig hoppers in front of it. Then a Doom Diver with a chariot in front of it. Then the Wyvern War boss with the river trolls in front of him. Then the Savage Orc Big Un, then the regular Savage Orcs with a Snotling Pump Wagon in front of them.
Then a Spear chukka in the back of the river, the Night Goblin archers in the front of the river. Then a pump wagon, then another spear chukka, then another Pump Wagon. Then the Doom Diver with a chariot in front of it, and another pump wagon.
Lizardmen deployment, Top to Bottom
I deployed ten javelin and shield Cohort Skinks in the river mostly obscured by the house. On the other side of the house was 20 javelin and shield Cohort Skinks, then my six Kroxigor, then a pair of Salamanders, then a Stegadon, then a 10 man javelin Skink Cohort with the Saurus Warriors behind them, then my Temple Guard and Slann, then the other Steggy.
Below the river I had ten javelin and shield skirmishers with the other Salamander pack behind them, then I had my archer cohort Skinks on the hill, then I had 10 archer skirmishers in my bottom corner.

I lost the roll off and my opponent made me go first.
LM Turn 1
Movement Phase

Skinks, Salamanders, and Kroxigor which means they can march across rivers. Stegadons and Sauri cannot march across rivers.
Most of my aquatic units went forward to the edge of the river. My Kroxigor and two Skink units got Birona's Time Warp. My Salamanders triggered burning Gaze but took no damage. My top most Stegadon which barely clipped the river got Light of Battle.
South of the River my Salamanders advanced close to but not in the river and my archer skirmishers went as far as they could. My cohort archers attempted a swift reform to widen their ranks and advance forward six inches, but they failed their leadership test and only widened their formation.
The archer Skirmishers marched forward just enough to let everyone shoot.
Magic Phase
6 PD versus 4 DD
I cast Throne of Vines to get in play and threw threw the rest of my dice at Amber Spear blasting the nearest Pump Wagon to death.
Shooting Phase
Not a lot of stuff was in range, I inflicted a pittance of wounds on a couple things. The only real difference between this next picture and the previous one is one pump wagon is missing (which happened in the magic phase)

There was no close combat yet.
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