Terradon
Gor-rok
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irony 1
— n , pl -nies
1. the humorous or mildly sarcastic use of words to imply the opposite of what they normally mean
2. an instance of this, used to draw attention to some incongruity or irrationality
3. incongruity between what is expected to be and what actually is, or a situation or result showing such incongruity
Our winter league has started, so here's my first battle: Yet another account of a 1K High Elf battle. Aside from being great to play against, my opponent is known as a skilled general, so I took the hardest list I could think up. I was glad I did! This game featured the most consistently strange die rolls I've ever seen.
For special rules, he had scouts (I have to set up first and he gets first turn), and I had elite army (no restrictions on special or rare choices- still have to make core %). I didn't use the ability, but having it kept someone else from getting it this round.
Lizardmen:
Scar Veteran: General, cold one, light armor. Charmed Shield, Dawnstone, Venom
Skink Priest: Level 2 (Got Iceshard and Uranons Bolt)
23 HW&S Saurus: full command
Stegadon
6 Chameleon
2x salamanders: Extra handler each
High Elves:
Noble: General, great weapon, armor. Reaver Bow.
Mage: dispel scroll (Got Flames of the Phoenix + Drain Magic)
15 White Lion: full command
20 Sea Guard: Full command, shield?
2x bolt throwers
We rolled Dawn Attack. I had to set up everything first, except for the chameleons.
Me:
Left Flank: The general and saurus on the far left edge, next to an Abyssal wood. One salamander (Orange) in the wood. Ahead of them is a river of light.
Center: The poor stegadon with no cover, out in the open.
Right Flank: The priest and other salamander (Red), hiding in a regular wood. An earthblood mere is ahead of them.
Him:
On my left: Mage, out in the open. Bolt thrower atop a skree slope.
Center: Sea Guard with general in the center of the skree slope, with other bolt thrower to its right. White Lions at the base of the hill to the right of that.
The chameleons then deployed clear into the left hand corner, menacing the bolt thrower and mage.
Turn 1) The chameleons really alarmed him; I don't think he expected me to be able to fit them in where I did. He fast reformed with the sea guard to aim at them, and the mage moved back and faced them as well. Them mage blasted at them with the flame spell, and I failed to stop it. Four died, and the rest failed their test and ran off.
At least the archers had wasted their aim...
One bolt thrower missed the stegadon, and the other failed to wound it. Phew!
On my turn, the priest and red salamander made their way through the forest toward the marsh. The stegadon marched straight ahead, hoping to charge something before the bolts got it. Orange salamander moved out, and saurus moved up.
He scrolled my thunderbolt at the Lions, but I got Iceshard on the right bolter.
2) Archers and mage turned back; Lions moved up to prepare for the stegadon. The mage got ultimate power on FotP at the saurus, killing four. She forgot her spell as a consequence, making my life easier.
Archers killed two of Orange's handlers and wounded him. One bolt killed a stegadon crewman, and the other hurt the beast- thankfully only causing one wound.
My turn: Stegadon declared a somewhat long charge against the Lions- they passed terror; he made it! Saurus advanced, priest and Red went into the marsh; Orange moved into range for the sea guard.
Thunderbolt on the sea guard- three hits, two dead. Iceshard on the bolter again- dispelled. Orange made a long shot at the mage and sea guard- a lucky hit, killing four guard.
In combat, the stegadon trampled 2 lions; they rolled poorly to wound and only did three back- taking it down to its last wound. Its return attacks and stomp killed a bunch more, and I won combat by a ton- a lucky break.
It was here that we made a critical mistake. We both spaced off that White Lions are stubborn, and he tested as though he needed double 1's.
By the time I remembered this it was a whole turn later, and he chose not to mess around with trying to reset things. As I said, a great person to play against!
Thus, the Lions broke and escaped, with the stegadon close behind.
3) Lions failed to rally! The now mostly useless mage moved tantalizingly close to the saurus, tempting them away from the main lines. Sea guard shot Orange, killing him. One bolter picked another crewman off the badly wounded stegadon, and the other missed- surely its luck must run out soon!
My turn (sound trumpets): Saurus took the bait and charged the mage, who comfortably escaped. Stegadon charged the fleeing Lions, and they didn't make it; stegadon successfully reformed to face the battle... I dispelled FotP that was still burning the saurus... Priest cast thunderbolt at one of the bolters, and he let it go- six hits and two wounds to kill the crew... Red approached the Sea Guard and nailed a perfect shot, hitting every last one of them! Eleven out of seventeen died...
4) His mage failed to rally and went off the board. The remaining sea guard aimed at Red, taking him to one wound and three crew, while the last bolter miraculously failed to kill the stegadon yet again.
Stegadon failed a short charge at the Sea guard, and needed 6+ armor to save against the Reaver Bows' stand and shoot... Me: "I need a 6 to save him!" (rolls 6)
The Saurus attempted to charge across the river of light to get the Sea Guard, too, and needed a Ten to make it. I rolled... a ten! As they entered the river, the random spell went off- it's the Net. I have to pass a strength test to continue moving. I boldly declared "This Saurus Hero is strength five, so I just need to not roll a six!" I rolled a six, and we stopped in our tracks, taking wounds from the spell.
Thunderbolt killed a few more sea guard, while Red ate two handlers.
5) The Noble and his remaining two archers shot Red. He will live on in the Hall of Heroes. The Bolter hit the stegadon, and rolled a 3 to wound...
Stegadon needed a 9 to make it to the bolter (couldn't handle another stand & shoot by the Noble)... I rolled a 9, and passed its dangerous terrain going up the hill with a 2! The Saurus almost slogged across the river the rest of the way. The Skink killed the remaining sea guard with thunderbolt, and put a wound on the hero. As the stegadon flattened the bolter, it was down to just the Noble...
6) The noble ran alongside the stegadon, trying to hide from the oncoming saurus. Three shots at the stegadon, point blank- one wound, enough to finally kill it! (Imagine Legolas versus the giant elephant...)
Finally, the Saurus made their charge. Saurus hero passed dangerous terrain from the river, and the two generals squared off for the final fight.
The Elf swung, somehow landing just one hit, even with his re-roll. I defiantly announced my Charmed Shield- "As long as I don't roll a 1, I'll not be hit!"
I rolled a 1.
He wounded, but my armor held, and two of my return strikes hit. 2s to wound... I rolled a 1 and a 2. The fey Elf fell to the ground, and the table was mine!
If we'd gotten it right with the White Lions, the game would have been much different... They would have likely killed the stegadon, subjecting the salamanders and priest to fire much earlier. The Sea Guard would have still been standing when the Saurus got there- could have been quite a fight.
As it stands, I claim mastery over naught but improbability.
— n , pl -nies
1. the humorous or mildly sarcastic use of words to imply the opposite of what they normally mean
2. an instance of this, used to draw attention to some incongruity or irrationality
3. incongruity between what is expected to be and what actually is, or a situation or result showing such incongruity
Our winter league has started, so here's my first battle: Yet another account of a 1K High Elf battle. Aside from being great to play against, my opponent is known as a skilled general, so I took the hardest list I could think up. I was glad I did! This game featured the most consistently strange die rolls I've ever seen.
For special rules, he had scouts (I have to set up first and he gets first turn), and I had elite army (no restrictions on special or rare choices- still have to make core %). I didn't use the ability, but having it kept someone else from getting it this round.
Lizardmen:
Scar Veteran: General, cold one, light armor. Charmed Shield, Dawnstone, Venom
Skink Priest: Level 2 (Got Iceshard and Uranons Bolt)
23 HW&S Saurus: full command
Stegadon
6 Chameleon
2x salamanders: Extra handler each
High Elves:
Noble: General, great weapon, armor. Reaver Bow.
Mage: dispel scroll (Got Flames of the Phoenix + Drain Magic)
15 White Lion: full command
20 Sea Guard: Full command, shield?
2x bolt throwers
We rolled Dawn Attack. I had to set up everything first, except for the chameleons.
Me:
Left Flank: The general and saurus on the far left edge, next to an Abyssal wood. One salamander (Orange) in the wood. Ahead of them is a river of light.
Center: The poor stegadon with no cover, out in the open.
Right Flank: The priest and other salamander (Red), hiding in a regular wood. An earthblood mere is ahead of them.
Him:
On my left: Mage, out in the open. Bolt thrower atop a skree slope.
Center: Sea Guard with general in the center of the skree slope, with other bolt thrower to its right. White Lions at the base of the hill to the right of that.
The chameleons then deployed clear into the left hand corner, menacing the bolt thrower and mage.
Turn 1) The chameleons really alarmed him; I don't think he expected me to be able to fit them in where I did. He fast reformed with the sea guard to aim at them, and the mage moved back and faced them as well. Them mage blasted at them with the flame spell, and I failed to stop it. Four died, and the rest failed their test and ran off.
One bolt thrower missed the stegadon, and the other failed to wound it. Phew!
On my turn, the priest and red salamander made their way through the forest toward the marsh. The stegadon marched straight ahead, hoping to charge something before the bolts got it. Orange salamander moved out, and saurus moved up.
He scrolled my thunderbolt at the Lions, but I got Iceshard on the right bolter.
2) Archers and mage turned back; Lions moved up to prepare for the stegadon. The mage got ultimate power on FotP at the saurus, killing four. She forgot her spell as a consequence, making my life easier.
Archers killed two of Orange's handlers and wounded him. One bolt killed a stegadon crewman, and the other hurt the beast- thankfully only causing one wound.
My turn: Stegadon declared a somewhat long charge against the Lions- they passed terror; he made it! Saurus advanced, priest and Red went into the marsh; Orange moved into range for the sea guard.
Thunderbolt on the sea guard- three hits, two dead. Iceshard on the bolter again- dispelled. Orange made a long shot at the mage and sea guard- a lucky hit, killing four guard.
In combat, the stegadon trampled 2 lions; they rolled poorly to wound and only did three back- taking it down to its last wound. Its return attacks and stomp killed a bunch more, and I won combat by a ton- a lucky break.
It was here that we made a critical mistake. We both spaced off that White Lions are stubborn, and he tested as though he needed double 1's.
Thus, the Lions broke and escaped, with the stegadon close behind.
3) Lions failed to rally! The now mostly useless mage moved tantalizingly close to the saurus, tempting them away from the main lines. Sea guard shot Orange, killing him. One bolter picked another crewman off the badly wounded stegadon, and the other missed- surely its luck must run out soon!
My turn (sound trumpets): Saurus took the bait and charged the mage, who comfortably escaped. Stegadon charged the fleeing Lions, and they didn't make it; stegadon successfully reformed to face the battle... I dispelled FotP that was still burning the saurus... Priest cast thunderbolt at one of the bolters, and he let it go- six hits and two wounds to kill the crew... Red approached the Sea Guard and nailed a perfect shot, hitting every last one of them! Eleven out of seventeen died...
4) His mage failed to rally and went off the board. The remaining sea guard aimed at Red, taking him to one wound and three crew, while the last bolter miraculously failed to kill the stegadon yet again.
Stegadon failed a short charge at the Sea guard, and needed 6+ armor to save against the Reaver Bows' stand and shoot... Me: "I need a 6 to save him!" (rolls 6)
The Saurus attempted to charge across the river of light to get the Sea Guard, too, and needed a Ten to make it. I rolled... a ten! As they entered the river, the random spell went off- it's the Net. I have to pass a strength test to continue moving. I boldly declared "This Saurus Hero is strength five, so I just need to not roll a six!" I rolled a six, and we stopped in our tracks, taking wounds from the spell.
Thunderbolt killed a few more sea guard, while Red ate two handlers.
5) The Noble and his remaining two archers shot Red. He will live on in the Hall of Heroes. The Bolter hit the stegadon, and rolled a 3 to wound...
Stegadon needed a 9 to make it to the bolter (couldn't handle another stand & shoot by the Noble)... I rolled a 9, and passed its dangerous terrain going up the hill with a 2! The Saurus almost slogged across the river the rest of the way. The Skink killed the remaining sea guard with thunderbolt, and put a wound on the hero. As the stegadon flattened the bolter, it was down to just the Noble...
6) The noble ran alongside the stegadon, trying to hide from the oncoming saurus. Three shots at the stegadon, point blank- one wound, enough to finally kill it! (Imagine Legolas versus the giant elephant...)
Finally, the Saurus made their charge. Saurus hero passed dangerous terrain from the river, and the two generals squared off for the final fight.
The Elf swung, somehow landing just one hit, even with his re-roll. I defiantly announced my Charmed Shield- "As long as I don't roll a 1, I'll not be hit!"
I rolled a 1.
He wounded, but my armor held, and two of my return strikes hit. 2s to wound... I rolled a 1 and a 2. The fey Elf fell to the ground, and the table was mine!
If we'd gotten it right with the White Lions, the game would have been much different... They would have likely killed the stegadon, subjecting the salamanders and priest to fire much earlier. The Sea Guard would have still been standing when the Saurus got there- could have been quite a fight.
As it stands, I claim mastery over naught but improbability.