8th Ed. First real game and I'll be danged a victory

Discussion in 'Battle Reports' started by Total AnOrky, Feb 13, 2012.

  1. Total AnOrky
    Skink

    Total AnOrky New Member

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    Well I joined a campaign this weekend and after 5 years of lugging a Lizard army around I finally got to throw down a fantasy game.

    Slann w/ light, rumination, cognition, cupped, and one other power
    Skink Priest, dispel

    3 squads of 6 Chamelions
    2 squads of 10 skinks w/ blowpipes
    1 squad of 20 skink W/ 2 krox
    2 scar vets w/ GW and shield, light armor
    30 saurus
    30 saurus with spear
    26 Temple Guard
    2 Stegadons

    3000 points

    Grimgor
    24 Black Orcs
    24 Big Uns
    24 Boyz
    2 x 20 night goblins w/ 3 fanatics each
    6 Trolls
    Ragnarok
    8 Boar Boyz
    Ballista
    Rok Lobba
    Doom Diver
    Ork chariot
    Orc shaman level 4

    Well we did a straight up kill scenerio to keep it easy for me. There was a Tower in the middle of the board with fence around the courtyard.

    Basically, the tower really broke things up and made it difficult for both of us to deploy and manuever around the building. I went TG with Saurus on each side with Scar Vet in regular Saurus and the TG. Skirmisher squads on each side of those saurus squads. Skink Priest on his own in some ruins. The Krox unit on the far right flank and a stegadon on each side.

    He had everything directly across the middle. But the Trolls were blocking the Black Orcs. The Big Unz to the left the Orc boyz and both squads of Goblins to the right. The Ragnarok and the Chariot to the left with rok lobba and doom diver in far left corner. The ballista and boar boyz on far right flank.

    Lizards go first move up. The chameleons kill the doom diver, put a wound on the chariot and the ragnarok. The stegadons do nothing, and my magic phase puts a wound on the ragnarok.

    Orcs shaman is outside of 24 and in the magic phase he gets off Foot of Gork with irresistable force. He kills 10 spear SW, 6 TG then wanders off. Two squads of chameleons die and the other breaks.

    Lizard turn 2.

    Chams continue to run away. The Stegadon on the left charges the Ragnarok and the Saurus charge the Big Unz. The Slann gets 10 dice and decides to attempt to buff all within 12 with better initiative. He fails miserably. I end up losing the entire squad of 30 SW and Scar Vet. The overrun puts the Big Unz into base with my TG but the building only allows the Vet and one TG to be in combat. Thr Ragnarok dies to the STegadon!


    Orcs charge the Stegadon on the right and the Boar Boyz hit the Krox. The Fanatics end up in te way and kill about 4 Boyz. The STegadon receives the charge and proceeds to win mighily. The Krox smash the Boar Boyz as well.

    The combat between the Big Unz and TG is held up but my Scar Vet smacks down some of them.

    Lizs 3


    The left side Stegadon gets a flank charge on the Big Unz. The Spear SW attempt to charge the Gobbos but they run away and keep going through unit after unit and off the board. The building prevents the trolls and the Black Orcs from getting where they want to go and really helps me start picking him apart. My kiinks go after the shaman and cut him down. The Slann again tries to buff all teh units around him and fails. The Skink priest who had so far managed to dispel the Orc magic of shifting his Black Orc into the battle now managed to boost the Spear Saurus and Krox and skirmishers with rerolsls of 1.


    At this point the game really turns in my favor. The stegadon cuts down the big unz and the TG and other lizard units gear up to take down the last unit of Black Orcs and the chariot. Everything else of the Orcs were picked apart and slaughtered. Game time ended and The Lizards had only lost one s of Saurus and 2 squads of Chameleons.
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Congratulations on your victory! Always feels good to smash some greenskins...
     
  3. Total AnOrky
    Skink

    Total AnOrky New Member

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    Well round two was not so good.....but a really fun game.

    I ended up playing a Tomb King army and felt like I was on my back feet reeling the entire time.

    In the end a few questions came up though.

    1) Can the Slann be picked out by shooting or magic if he is in a unit of Saurus? or TG?
    2) How do the "free" power dice work for the Slann in the magic phase? He gets one extra one per round of magic or as the book says.....one per spell?

    Well I nearly turned the battle to my favor but finally lost too many TG to his unit of special magic weapon toting elite fighters. Also I kept failing to stop him getting a regen spell off that kept getting his chariots and big Sphinx things back to full health.
     
  4. n810
    Slann

    n810 First Spawning

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    as the book says.....one per spell? :jawdrop:

    Yep. :smug:
     
  5. Hasnat
    Chameleon Skink

    Hasnat New Member

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    Good victory - well done.

    1) No, unless the shot/spell is a template (e.g. stone thrower) or if its hits models within a certain line (e.g. Crack's Call from the Skaven Spells of Ruin, or a cannon).
    2) One per spell, I think.
     
  6. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Death magic will be able to pick heroes and lords (even BSBs) out for sniping them.
     

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