Trespassers in holy land. While the lizards were once our teachers they are no more, a fallen and dirty race fit only for the swamps. We will drive them from this river, from our river. Lizardmen vs High Elves – 1200 This second game happened directly after my game with the dwarves. Further up the same river and all that. My list was unchanged from last game River Lizards Skink priest on EotG, lv 2 caster with 2 dispel scrolls 440 Scar Vet on a cold one with,LA, BoM and ES 145 16 Saurus with spears no command 192 2 x 10 skink skirmishers 140 6 Cold one Calvary 210 6 Chamo skinks 72 Total: 1199 The high elf list follows: Warrior type general, with killing blow weapon (other magic items were not mentioned) Lv 2 wizard with incense of some sort. It put all ranged attacks against the bearer's unit at an additional -1 to hit. 15 seaguard ~12 pheonix guard (wizard in this unit) ~12 sword masters (General here) 2 bolt throwers As my opponent mentioned to me this was a list he tossed together in about 5 minutes. For magic I got portent of far and celestial shield He took high magic and got curse of arrow attraction, drain magic, and winds of magic. At this point we both cursed our luck for giving us less than amazing spells. Deployment: Once again we're playing with a big river in the middle of the table and bridges across it in two places. In the front left of the photo there was a largish castle, just out of the edge of what you can see above. He deployed first beginning with a large infantry block in the middle of his side (left in the photo) and I just lined up skinks until all three of his infantry blocks were down and then castled on the right side. He put one bolt thrower in each corner of the table and I managed to just barely squeeze my chamo skinks behind the castle. The following are relatively close up shots of our armies and you can clearly see how much more painting I have ahead of me. These two games spurned me on though and my steg is more complete now than in these photos. Top of turn one : Blade masters move up toward the bridge in the bottom of the deployment photo, generally toward my flank I think the phoenix guard turn and start walking toward the bridge most of my army is across from (they might have stayed put this turn as they didn't seem to arrive at the scrum in a timely manner.) and the seaguard inch forward into range. In the magic phase I let the curse of arrow attraction go off on one of my skink units and dice down everything else. In shooting both units of skinks lose 3-4 models between the bolt throwers and seaguard. But stick around. Bottom of turn one: Both skink units advance into the river at a march. I'm at first stumped about what order I want to cross the bridge in and choose to push my CoC forward in front followed by my EotG and the saurus warriors behind that. My chamo skinks march up behind the bolt thrower by the castle. In magic nothing much happens and I put up my ward save. This is followed by no shooting from my marching skinks. Top of two: Sword masters realize they're going to miss the action and turn and begin heading up toward the house along side the river, phoenix guard keep moving toward the seaguard. Everything else stayed put. In the magic phase I scroll down a curse of arrow attraction and dice away the drain magic. In shooting nothing interesting happens. There may have been a wound or (or dead crew member) on the steg or a dead saurus but nothing which made enough of a difference that I remember it. I do know that one bolt thrower aimed at the chamo skinks and was shocked by their camouflage ability which he was not expecting. Bottom of two: Chamo skinks charge the bolt thrower. Skinks move into better positions in the river. Instead of charging ranked ASF spear men from the front I ignore them with my cold one Calvary and move up to their right (but within los of the sea guard). The EotG moves to the elf side of the bridge lining up for a charge and the saurus warriors move in behind them. In magic I keep my ward save up and put a celestial shield up on my steg (not that I matters much). In shooting I shoot at the phoenix guard with my skinks (as they're closer). Between move and shoot and long range I needed sixes (which is fine since they're poisoned) but then he told me about his incense which pushed it to seven and made that round of shooting ineffective. In CC the chamo skinks kill a handler, and lose a skink, no one runs. Top of three: The blade masters charge into my river bound skinks who flee out of range easily leaving the sword-masters with wet feet. While they do run into the other skink unit it makes it's panic tests. The sea-guard flank charge into my CoC who I decide to have take the charge as I don't want them running off the board. All magic is diced down and the bolt throwers shooting is inconsequential. I think he's shooting at my saurus who are saving between their 4+ armor (6 up vs the bolt thrower which is firing in 6 shot mode) and 5+ ward save. The seaguard have plenty of attacks against my CoC but due to their low str fail to get past the CoC 2+ armor save. The one CoC kills an elf and hangs around after losing combat resolution. Bottom of three: EotG charges into the flank of the seaguard unit. The skinks that ran last turn fail to rally and run toward the nearest board edge (my opponents long table edge). The second unit of skinks scoots toward the damp blade masters. Saurus keep marching over the bridge. In magic nothing important happens. I turn on burning alignment and kill a few sea guard. Shooting goes well against the light armored blade masters and I kill 3-4. In CC the chamo skinks lose a model and inflict no wounds but stay around. The steg causes two impact wounds stopping the spear-men from hitting it back and followed by the spear-men again failing to put a wound on the CoC despite hitting from three rows. More elves die between the steg, skink crew, and single CoC and flee needing insane courage. They are run down by my CoC. (as it has the higher unit strength). Here are a few photos at the end of turn three. Top of four: Phoenix guard keep marching forward declining to charge into the fleeing skinks. Blade masters take their turn getting out of the river. There is some magic but seeing the game winding down I scroll one spell and dice away the other. In shooting the bolt thrower kills a saurus or two. In CC my chamo skinks finally down the remaining bolt thrower crew member. Bottom of four: My CoC move forward and wheel to face to Phoenix guard. The EotG moves to the foot of the hill ready to crush the bolt thrower next turn. The Saurus finally get off the bridge and move alongside the house. The phoenix guard will have their choice of who to charge but they're going to most likely get flanked either way. River skinks hang tight better to shoot at the blade masters and the chamo skinks start marching toward the fight. Fleeing skinks rally. My opponent here said that a unit that rallies can't fire that turn (though I've had archers do it to me before). Neither of us could find the rule in the BRB so rather than bog down the game we rolled for it and he won, so they didn't shoot. My shield gets diced down and the EotG puts up it's ward save. In shooting my river skinks kill a few more of the light armored blade masters. Top of five: Phoenix guard and blade-masters move forward toward my blocks moving around the side of the building away from the river. Magic is inconsequential and the bolt thrower fails to do any meaningful damage (I think it fired at the steg in 6 shot mode and the crew and character made their armor saves while the low str bolt thrower failed to wound the T6 steg) Bottom of five: The CoC back up about three and a half inches as I want my flank charge, the block shuffles and the steg charges the bolt thrower. I kill a bolt thrower crew member with burning alignment for kicks. Skink shooting sees more dead blade-masters. In CC the steg stomps on the remaining crew member. Top of six: The phoenix guard charge my CoC (who hold) and the last few blade-masters (like 3 + general) charge my saurus block. No magic, no shooting. The phoenix guard kill a CoC and take a wound or two in return (handy ward saves). The CoC lose CR but don't run. In the blade master vs saurus combat the blade masters kill a few saurus (like 3-4) but the remaining saurus kill the blade masters and my scar-vet kills the general wiping the unit. Bottom of six: EotG turns around and moves to the side of the remaining elf block, saurus move in behind it and my skinks do the happy dance in the river. No magic, burning alignment kills an elf and a few more are killed in CC along with I think two CoC. No one runs and that is the end of the game. Here is a photo of the end. The elf player said it was probably a massacre. The elf list wasn't very optimized and he'll bring more archers next time. Said he'd used these units because he was primarily a painter and liked the way they looked. I would say that the elf's slow str really hurt him in trying to injure my T4 high armor units. Thanks for reading. Perhaps there are still things to be learned from the cold blooded ones. Once masters may perhaps be allies? Either way, next time we're keeping our distance!