Kroxigor
skink chief
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BATTLE 3:
The battle for the town of Scarryvor. After my 1st army fought the giant, they were ordered to go south to the river Mourn and follow it to the west.
They found this town on the river ( with a bridge aswell). Since I was there with the DM we decided to play this battle. I have to proxy some units since I did not know that this army was going to fight. A treeman proxies my salamander and a Mohawk warrior on horse represents my scar vet on cold one.
Enemies: same as before: 20 warriors, 1 mage lvl 2 elemental, 16 bowmen, 10 special bowmen, 1 bolt thrower.
Objective: Again the most points by the end of turn 5 near the well wins the town.
Spells: I get Wind blast and Comet => I trade wind blast for iceshard blizzard.
He gets the Stone spell again and another spell that does not come into effect ( and i forgot what it was)
Set up:
***Me
My sally is on the left side next to the house. My unit of 11 skirmishers with javs & shields + my lvl 2 priest are in the building ( you can see the priest close to the sally on the roof). My saurus warriors are in the center with the general on cold one in the unit. My right side skirmishers (10) move in to the house (you can see 1 of them in there).
***Him
His 16 bowmen + lvl 2 elemental mage go in the building across my mage and skirmishers building ( you see them on the roof). The bolt thrower is placed on the bridge. The warriors next to the cemetary in the center of the map. His special bowmen in the woods next to the cemetary.

Turn 1
***Him
He gets first turn and immidiatly charges my saurus. I hold.
No other movement.
Magic:
I can stop everything he throws at me.
Shooting:
Bolt thrower misses. Bowmen kill some of my left sided skinks (think2). Special bowmen kill some of my right sided skinks (think 3) , they have to make a panic check and stay cold blooded with the general in range on exactly the 8 they needed to stick.
Close Combat:
The Berserkers come out. One goes short, the other one gets to go true my saurus and kills of 3 again...

***Me
I charge my scar vet out of the unit and into his warriors. I move my sally up 6 inches.
Magic:
I get 10 power dice. Roll 5 for getting of the comet. Get irrisistable and take a wound on my priest (rolled an 8 again for the miscast table).
I roll 5 for iceshard blizzard on the bowmen, get irrisistable ( we forgot the loss of D6 dice from the pool, apperantly). Roll an 8 again on the miscast table and my lvl 2 is dead. So with the last battle and this one combined, I have thrown 4-5 dice at 5 spells, getting irrisistable force on all 5...
!
Shooting:
I shoot for the berserker in front of my saurus with my right sided skink failing to kill him. I'm forced to target the same berserker with my right sided skirmishers, they kill him. I forgot to fire my sally
.
Close Combat:
He can't touch my 1+ AS 4++ Ward save monster.
My scar vet gets 4 attacks, predatory fighter gives him 2 extra, I do 5 wounds, he saves 1. The cold one kills 1 more.
I win combat by 3, he loses frenzy but sticks.


Turn 2
***Him
The berserker that had gone true my saurus now has to go in a random direction... He rolls perfectly, going rue my saurus yet again, killing some more (2) and being in their front again! So I can't charge
.
Magic:
The Comet comes down and I roll a 4 on 2D6 for range, only hitting his bowmen in the house, killing of 3 or 4.
He wants to dispel iceshard blizzard, but failed to do so and lost concentration. ( We looked up is hex spells can be dispelled in his magic phase, but did not find the answer, we rolled it off on 4+ he coeld and he got a 4, being able to try and dispel. If any of you know the ruling on this, please let me know, a rulebook page is welcome asell ofcourse
).
Shooting:
He kills off even more skink. The bolt thrower hits my saurus and kills 1.
Close Combat:
He fails yet again to hurt my scar vet. My scar vet kills 2, my cold one fails to hit, I lose by one but stick on cold blooded 7 with ease.
***Me
I move my sally just a little bit. No other movement.
Magic:
None. (Priest dead).
Shooting:
My right sided skink fail to kill the berserker blocking my saurus yet again. I need my left sided skinks to shoot at this target
, but do end up killing him.
The Sally kills off 3 bowmen in the building.
Close Combat:
He fails to wound my scar vet. My scar vet kills like 5 of them. They lose combat and break. I run them down.
Turn 3
***Him
No movement.
Magic:
He gets his throw stones spell off on my saurus and kills off 3.
Shooting:
The bolt thrower kills one more saurus warrior, I +6 armour save the second hit. He kills even more skinks left and right side. ( yes my skink are getting really low on models).
Close Combat:
None.
***Me
I charge my scar vet in his bolt thrower.

After the picture, I also move my sally to get a better position. My right sided skink have suffered enough and go behind the woods next to the house they were in. My saurus move into the house that is no longer occupied by the right sided skinks.
Shooting:
I kill some bowmen with the left sided skink, but not a whole lot.
My sally gets a really nice flame attack off, and rolls like absolute crap.

I only needed 3's mate! As you can see I rolled 3 3+ on 11 dice... He kills 3, no saves from the Strength 4.
Close Combat:
My scar Vet goed to town on the bolt thrower, killing it.
From here on, not much happens, he shoots me some more, I take some more casualties, but nothing major.
In the end I take control of the town of Scarryvor and keep it. It is located by the river mourn, has a bridga, AND a road leading to the south. So this is a very interesting positioned town, wich I will upgrade hopefully after I can get a lot of income from conquering a Tomb next week
!
So what happens with this conquered town? I get 50 gold per week from it. If an enemy player assaults this town, I will get the models I just fought and be able to control them to defend this town. I can also place some of my own units in the town to defend, but a town cannot hold that much army. When we get Motte and Bailey and larger, we will be able to put in more of my army if it needs defending.
We roll of my losses: I lose 3 saurus warriors and 5 skink skirmishers ( I can't be unhappy about that, especially the saurus had a pretty decent roll).
Then we roll on the character chart: I roll a 36 on a D100. My Priest lives!! He does suffer -1 toughness for the rest of the campaign, but yeah, that doesn't relly do much, so I'm pleased with that result.
Award goes to my scar vet for being an absolute monster. Killing of a group of 20 frenzied warriors by himself and then killing of the bolt thrower. He did great!
Sorry I didn't take as many pictures this game. This is all somewhat new to me, and I'm always just too exited to think about it
. I will really try my best to give you guys more content in the form of pictures.
So there you go. Hope you enjoyed it. I'm going to figure out what I want to do start of week 4 and I will get back to you guys probably today still
.
The battle for the town of Scarryvor. After my 1st army fought the giant, they were ordered to go south to the river Mourn and follow it to the west.
They found this town on the river ( with a bridge aswell). Since I was there with the DM we decided to play this battle. I have to proxy some units since I did not know that this army was going to fight. A treeman proxies my salamander and a Mohawk warrior on horse represents my scar vet on cold one.
Enemies: same as before: 20 warriors, 1 mage lvl 2 elemental, 16 bowmen, 10 special bowmen, 1 bolt thrower.
Objective: Again the most points by the end of turn 5 near the well wins the town.
Spells: I get Wind blast and Comet => I trade wind blast for iceshard blizzard.
He gets the Stone spell again and another spell that does not come into effect ( and i forgot what it was)
Set up:
***Me
My sally is on the left side next to the house. My unit of 11 skirmishers with javs & shields + my lvl 2 priest are in the building ( you can see the priest close to the sally on the roof). My saurus warriors are in the center with the general on cold one in the unit. My right side skirmishers (10) move in to the house (you can see 1 of them in there).
***Him
His 16 bowmen + lvl 2 elemental mage go in the building across my mage and skirmishers building ( you see them on the roof). The bolt thrower is placed on the bridge. The warriors next to the cemetary in the center of the map. His special bowmen in the woods next to the cemetary.

Turn 1
***Him
He gets first turn and immidiatly charges my saurus. I hold.
No other movement.
Magic:
I can stop everything he throws at me.
Shooting:
Bolt thrower misses. Bowmen kill some of my left sided skinks (think2). Special bowmen kill some of my right sided skinks (think 3) , they have to make a panic check and stay cold blooded with the general in range on exactly the 8 they needed to stick.
Close Combat:
The Berserkers come out. One goes short, the other one gets to go true my saurus and kills of 3 again...

***Me
I charge my scar vet out of the unit and into his warriors. I move my sally up 6 inches.
Magic:
I get 10 power dice. Roll 5 for getting of the comet. Get irrisistable and take a wound on my priest (rolled an 8 again for the miscast table).
I roll 5 for iceshard blizzard on the bowmen, get irrisistable ( we forgot the loss of D6 dice from the pool, apperantly). Roll an 8 again on the miscast table and my lvl 2 is dead. So with the last battle and this one combined, I have thrown 4-5 dice at 5 spells, getting irrisistable force on all 5...
Shooting:
I shoot for the berserker in front of my saurus with my right sided skink failing to kill him. I'm forced to target the same berserker with my right sided skirmishers, they kill him. I forgot to fire my sally
Close Combat:
He can't touch my 1+ AS 4++ Ward save monster.
My scar vet gets 4 attacks, predatory fighter gives him 2 extra, I do 5 wounds, he saves 1. The cold one kills 1 more.
I win combat by 3, he loses frenzy but sticks.


Turn 2
***Him
The berserker that had gone true my saurus now has to go in a random direction... He rolls perfectly, going rue my saurus yet again, killing some more (2) and being in their front again! So I can't charge
Magic:
The Comet comes down and I roll a 4 on 2D6 for range, only hitting his bowmen in the house, killing of 3 or 4.
He wants to dispel iceshard blizzard, but failed to do so and lost concentration. ( We looked up is hex spells can be dispelled in his magic phase, but did not find the answer, we rolled it off on 4+ he coeld and he got a 4, being able to try and dispel. If any of you know the ruling on this, please let me know, a rulebook page is welcome asell ofcourse
Shooting:
He kills off even more skink. The bolt thrower hits my saurus and kills 1.
Close Combat:
He fails yet again to hurt my scar vet. My scar vet kills 2, my cold one fails to hit, I lose by one but stick on cold blooded 7 with ease.
***Me
I move my sally just a little bit. No other movement.
Magic:
None. (Priest dead).
Shooting:
My right sided skink fail to kill the berserker blocking my saurus yet again. I need my left sided skinks to shoot at this target
The Sally kills off 3 bowmen in the building.
Close Combat:
He fails to wound my scar vet. My scar vet kills like 5 of them. They lose combat and break. I run them down.
Turn 3
***Him
No movement.
Magic:
He gets his throw stones spell off on my saurus and kills off 3.
Shooting:
The bolt thrower kills one more saurus warrior, I +6 armour save the second hit. He kills even more skinks left and right side. ( yes my skink are getting really low on models).
Close Combat:
None.
***Me
I charge my scar vet in his bolt thrower.

After the picture, I also move my sally to get a better position. My right sided skink have suffered enough and go behind the woods next to the house they were in. My saurus move into the house that is no longer occupied by the right sided skinks.
Shooting:
I kill some bowmen with the left sided skink, but not a whole lot.
My sally gets a really nice flame attack off, and rolls like absolute crap.

I only needed 3's mate! As you can see I rolled 3 3+ on 11 dice... He kills 3, no saves from the Strength 4.
Close Combat:
My scar Vet goed to town on the bolt thrower, killing it.
From here on, not much happens, he shoots me some more, I take some more casualties, but nothing major.
In the end I take control of the town of Scarryvor and keep it. It is located by the river mourn, has a bridga, AND a road leading to the south. So this is a very interesting positioned town, wich I will upgrade hopefully after I can get a lot of income from conquering a Tomb next week
So what happens with this conquered town? I get 50 gold per week from it. If an enemy player assaults this town, I will get the models I just fought and be able to control them to defend this town. I can also place some of my own units in the town to defend, but a town cannot hold that much army. When we get Motte and Bailey and larger, we will be able to put in more of my army if it needs defending.
We roll of my losses: I lose 3 saurus warriors and 5 skink skirmishers ( I can't be unhappy about that, especially the saurus had a pretty decent roll).
Then we roll on the character chart: I roll a 36 on a D100. My Priest lives!! He does suffer -1 toughness for the rest of the campaign, but yeah, that doesn't relly do much, so I'm pleased with that result.
Award goes to my scar vet for being an absolute monster. Killing of a group of 20 frenzied warriors by himself and then killing of the bolt thrower. He did great!
Sorry I didn't take as many pictures this game. This is all somewhat new to me, and I'm always just too exited to think about it
So there you go. Hope you enjoyed it. I'm going to figure out what I want to do start of week 4 and I will get back to you guys probably today still
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