Skink
Shane
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Hey all,
I had my first game in a new campign starting up at a local store tonight. I played against Ogres and annihilated them! The best unit of the game (and ironically, the cheapest) was definitely my Skinks, taking down an Ogre with each of its volleys of double-shotted poisonous darts and making a unit of Ogres run twice in panic!! Below are the army lists, my inital list before improvements can be found here: http://www.lustria-online.com/viewtopic.php?f=8&t=7741
LIZARDMEN ARMY:
HERO Saurus Scar-Veteran
Gambler's Armour
Bane Head
Great Weapon
CORE 14 Saurus Warriors
Full Command
Spears
CORE 10 Skink Skirmishers
SPECIAL 5 Cold-One Cavalry
Standard Bearer
Musician
OGRES ARMY (details sketchy):
HERO Flamebelcher
Level 2 Wizard
4 Ogre Bulls
4 Leadbelchers
1 Gorger
DEPLOYMENT:
He deployed first, Bulls on the left, Belchers on the right with the General in between. The terrain was set up with a forest in the middle to the left and a small building closer to my side on the right. My strategy was pick my battles by splitting his army up and to keep out of sight of the Belchers if I couldn't get them into combat early. The building on the right was too close to the table edge to get both infantry units around it towards the Leadbelchers, so I opted for the left flank. My saurus were on the extreme left, Cold-One Cav to their right and skinks the next over.
LIZARDMEN TURN 1:
I marched my units up in line with each other to the forest using it as cover from the Belchers, remaining out of sight of their guns whilst threatening the Bulls with both my Saurus block and Cold-One Cav.
OGRES TURN 1:
The Bulls try to charge my Cav but fail so the Fire-belcher joined their ranks. The Leadbelchers could just see around the forrest and took shots at my skinks, still covering the other units. All shots missed - thankyou to-hit modifiers
I took a fireball on my Saurus block, taking out 2 or 3 models.
LIZARDMEN TURN 2:
The Cold-Ones failed their stupidity test and stumbled forward 3". Otherwise I may have attempted a charge, but instead I manouvred the Saurus next to them so either of them could get a flank charge on the Bulls if they got a charge off next turn. The skinks had a choice of shooting at the Leadbelchers on the right or the Bulls on the left. I thought the Bulls were more of a threat as they were staring down my other units, so I moved the skinks through the forrest to face them on the other side. They double-shotted, scoring 5 wounds(!), none saved. One Ogre down!
OGRES TURN 2:
The roll for the Gorger was low, so luckily he didn't join the battle this turn. The Bulls left their General behind, declaring a charge at the Stupid Cold-Ones and hit it. The impact hits didn't do much and we both struck at the same time. He did 4-5 wounds but my high armour saved all but two models. Re-gaining their senses, the Cold-Ones did one wound and the Saurus did 3-4(!). Another Ogre dropped and he had to take a break test at -4, failing and easily being run down by the Cav. A whole unit down for the price of two Cav! The Leadbelchers declared a charge on the skinks through the forest. I stood and shot, doing 3-4 wounds, taking down an Ogre. They panicked and fled from the little (but poisonous) skinks! The Ogre magic phase was uneventful, not making the casting cost on the first spell.
LIZARDMEN TURN 3:
I decide to turn the remaining Cold-One Cav towards the lone Fire-belching general and the Saurus block, who were also out of reach of the general, towards the fleeing Leadbelchers and started to chase them down, also getting away from table edges where the Gorger could appear. The Skinks turned towards the General and unleashed a volley of double-shotted, poisoned darts, doing 5 wounds! Luckily for the Ogre player, after some muttered expletives followed by a lot of pacing whilst shaking the dice in his hands (probably praying to the Ogre gods), he rolled the two saves neccessary to keep the General alive on 1 wound.
OGRES TURN 3:
The roll for the Gorger was better this time and he pops up right behind my Cav on the left hand side of the board. The Leadbelchers rally and move threateningly towards my Saurus block. The Fire-belcher manages to get off an upgraded Fireball, taking out 5 Saurus (not bad at all), who then pass their panic test and hold steady.
LIZARDMEN TURN 4:
With the Gorger looming at their backs, the Cold-One Cav charge at the general and make it comfortably. The Saurus block declare a charge at the Leadbelchers but don't make the large-ish roll required. With the General in combat, the Skinks turn their attention back to the Leadbelchers and fire off another volley, taking out another Ogre, who fail their panic test and run away from the pint-sized Skinks - AGAIN
The Fire-blecher's breath weapon and combat rolls were abysmal and it doesn't manage to even hit them . The Cold-Ones didn't wound, but the 3 Saurus riders came through, scoring 3 wounds, more than enough to see the General taken out of the game. The Cav roll high on their over-run (as I had hoped, getting away from the Gorger) and get over close-ish to the fleeing Leadbelchers.
OGRES TURN 4:
The Leadbelchers fail their rally test and keep running. The Gorger charges the Skinks still in the forrest, who have their backs to him and so unable to shoot back as their reaction. The Skinks strike first but as good as they have been at range, they weren't able to score any wounds close up. The Gorger, on the other hand killed 3 Skinks, who would have failed a break check if not for the nearby General.
END:
The die roll to see if there would be another turn came up as a negative. If it had gone on, I suspect I would have been in good shape to mop up the rest of the Ogres, running down the Leadbelchers with the Cav and turning to face the Gorger with the remainder of my Saurus block.
OBSERVATIONS:
Skinks are freaking awesome. Poison shots are amazing, allowing this low-costing unit of 10 to be either directly or partially responsible for most of the Ogre Army's losses. Lucky rolls of 6's for the poison did play a role though.
The Cold-One Cav were hard-nuts, holding an Ogre charge (depleted by one model thanks to the Skinks) and striking back hard enough to make them panic and flee, then chasing them down. This and the over-run on the General were the only times their higher movement made a difference though. Its debatable as to whether their points was worth it over another Saurus block that could have done everything else just as well, though the high armour save and +1 weapon skill definitely made a difference in the combat.
My Saurus block, however, did seem a bit useless. It didn't get into combat (though this was because the Bulls made their charge against the Cav instead, who made short work of the Ogres), so for the whole game they pretty much wandered back and forth across the board and soaked up some fireballs from the Fire-belcher (which at least weren't cast on the Cav).
I was a little dissapointed that my kitted-up hero-eating Scar-Vet didn't get a chance to chomp any Ogre bones, let alone the General's, but maybe next time. Or I could mount him on a Cold-One for an extra hard hitting and mobile unit
My deployment plan seemed to work very well, splitting his units and allowing me to focus on one with both of my combat units and as it turned out, they didn't really need to swing their attention to the other unit as the Skinks already had it covered. However, overall I think I did benefit from some lucky rolling and some ordinary/sub-par rolling may have cost the Ogres player.
THE FINAL WRAP UP:
The Lizardmen won convincingly, taking out 500/600 points of Ogres (including the still fleeding Leadbelchers) with a loss of only 163-175/600 points, with no full units going down. This earned me some sweet, sweet honour points (though I would have had more if I had tome to paint my army- thanks uni...), 50 more points to play with in my next battle and my first win of the campaign
I had my first game in a new campign starting up at a local store tonight. I played against Ogres and annihilated them! The best unit of the game (and ironically, the cheapest) was definitely my Skinks, taking down an Ogre with each of its volleys of double-shotted poisonous darts and making a unit of Ogres run twice in panic!! Below are the army lists, my inital list before improvements can be found here: http://www.lustria-online.com/viewtopic.php?f=8&t=7741
LIZARDMEN ARMY:
HERO Saurus Scar-Veteran
Gambler's Armour
Bane Head
Great Weapon
CORE 14 Saurus Warriors
Full Command
Spears
CORE 10 Skink Skirmishers
SPECIAL 5 Cold-One Cavalry
Standard Bearer
Musician
OGRES ARMY (details sketchy):
HERO Flamebelcher
Level 2 Wizard
4 Ogre Bulls
4 Leadbelchers
1 Gorger
DEPLOYMENT:
He deployed first, Bulls on the left, Belchers on the right with the General in between. The terrain was set up with a forest in the middle to the left and a small building closer to my side on the right. My strategy was pick my battles by splitting his army up and to keep out of sight of the Belchers if I couldn't get them into combat early. The building on the right was too close to the table edge to get both infantry units around it towards the Leadbelchers, so I opted for the left flank. My saurus were on the extreme left, Cold-One Cav to their right and skinks the next over.
LIZARDMEN TURN 1:
I marched my units up in line with each other to the forest using it as cover from the Belchers, remaining out of sight of their guns whilst threatening the Bulls with both my Saurus block and Cold-One Cav.
OGRES TURN 1:
The Bulls try to charge my Cav but fail so the Fire-belcher joined their ranks. The Leadbelchers could just see around the forrest and took shots at my skinks, still covering the other units. All shots missed - thankyou to-hit modifiers
LIZARDMEN TURN 2:
The Cold-Ones failed their stupidity test and stumbled forward 3". Otherwise I may have attempted a charge, but instead I manouvred the Saurus next to them so either of them could get a flank charge on the Bulls if they got a charge off next turn. The skinks had a choice of shooting at the Leadbelchers on the right or the Bulls on the left. I thought the Bulls were more of a threat as they were staring down my other units, so I moved the skinks through the forrest to face them on the other side. They double-shotted, scoring 5 wounds(!), none saved. One Ogre down!
OGRES TURN 2:
The roll for the Gorger was low, so luckily he didn't join the battle this turn. The Bulls left their General behind, declaring a charge at the Stupid Cold-Ones and hit it. The impact hits didn't do much and we both struck at the same time. He did 4-5 wounds but my high armour saved all but two models. Re-gaining their senses, the Cold-Ones did one wound and the Saurus did 3-4(!). Another Ogre dropped and he had to take a break test at -4, failing and easily being run down by the Cav. A whole unit down for the price of two Cav! The Leadbelchers declared a charge on the skinks through the forest. I stood and shot, doing 3-4 wounds, taking down an Ogre. They panicked and fled from the little (but poisonous) skinks! The Ogre magic phase was uneventful, not making the casting cost on the first spell.
LIZARDMEN TURN 3:
I decide to turn the remaining Cold-One Cav towards the lone Fire-belching general and the Saurus block, who were also out of reach of the general, towards the fleeing Leadbelchers and started to chase them down, also getting away from table edges where the Gorger could appear. The Skinks turned towards the General and unleashed a volley of double-shotted, poisoned darts, doing 5 wounds! Luckily for the Ogre player, after some muttered expletives followed by a lot of pacing whilst shaking the dice in his hands (probably praying to the Ogre gods), he rolled the two saves neccessary to keep the General alive on 1 wound.
OGRES TURN 3:
The roll for the Gorger was better this time and he pops up right behind my Cav on the left hand side of the board. The Leadbelchers rally and move threateningly towards my Saurus block. The Fire-belcher manages to get off an upgraded Fireball, taking out 5 Saurus (not bad at all), who then pass their panic test and hold steady.
LIZARDMEN TURN 4:
With the Gorger looming at their backs, the Cold-One Cav charge at the general and make it comfortably. The Saurus block declare a charge at the Leadbelchers but don't make the large-ish roll required. With the General in combat, the Skinks turn their attention back to the Leadbelchers and fire off another volley, taking out another Ogre, who fail their panic test and run away from the pint-sized Skinks - AGAIN
OGRES TURN 4:
The Leadbelchers fail their rally test and keep running. The Gorger charges the Skinks still in the forrest, who have their backs to him and so unable to shoot back as their reaction. The Skinks strike first but as good as they have been at range, they weren't able to score any wounds close up. The Gorger, on the other hand killed 3 Skinks, who would have failed a break check if not for the nearby General.
END:
The die roll to see if there would be another turn came up as a negative. If it had gone on, I suspect I would have been in good shape to mop up the rest of the Ogres, running down the Leadbelchers with the Cav and turning to face the Gorger with the remainder of my Saurus block.
OBSERVATIONS:
Skinks are freaking awesome. Poison shots are amazing, allowing this low-costing unit of 10 to be either directly or partially responsible for most of the Ogre Army's losses. Lucky rolls of 6's for the poison did play a role though.
The Cold-One Cav were hard-nuts, holding an Ogre charge (depleted by one model thanks to the Skinks) and striking back hard enough to make them panic and flee, then chasing them down. This and the over-run on the General were the only times their higher movement made a difference though. Its debatable as to whether their points was worth it over another Saurus block that could have done everything else just as well, though the high armour save and +1 weapon skill definitely made a difference in the combat.
My Saurus block, however, did seem a bit useless. It didn't get into combat (though this was because the Bulls made their charge against the Cav instead, who made short work of the Ogres), so for the whole game they pretty much wandered back and forth across the board and soaked up some fireballs from the Fire-belcher (which at least weren't cast on the Cav).
I was a little dissapointed that my kitted-up hero-eating Scar-Vet didn't get a chance to chomp any Ogre bones, let alone the General's, but maybe next time. Or I could mount him on a Cold-One for an extra hard hitting and mobile unit
My deployment plan seemed to work very well, splitting his units and allowing me to focus on one with both of my combat units and as it turned out, they didn't really need to swing their attention to the other unit as the Skinks already had it covered. However, overall I think I did benefit from some lucky rolling and some ordinary/sub-par rolling may have cost the Ogres player.
THE FINAL WRAP UP:
The Lizardmen won convincingly, taking out 500/600 points of Ogres (including the still fleeding Leadbelchers) with a loss of only 163-175/600 points, with no full units going down. This earned me some sweet, sweet honour points (though I would have had more if I had tome to paint my army- thanks uni...), 50 more points to play with in my next battle and my first win of the campaign