Kroxigor
Spiney Norman
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I've just begun a Tale of gamers style event at my local GCN club. For those that are not familiar with the concept, armies start small, only 500pts in the first month, and gradually grow in size, adding an additional 250pts each month.
My starting army is as follows
Ku'Qulkan, Saurus Scar Veteran w/ enchanted shield
15 Saurus Warriors w/ Hand weapon & shield, Full command
10 Skink Skirmishers w/ Blow Pipes
Bastiladon with Solar Engine
My first game was against the wimpy warmbloods of Talabheim
Warrior Priest w/ hand weapon
30 Halberdiers w/ full command
10 Handgunners (detachment)
5 Knights w/ lance & shield
Note: references to 'left' and 'right' are all taken from my (lizardmen player's) viewpoint.
Deployment
The Knights deployed on the Left side (from my view), with the Halberdiers (and WP) in the centre and the handgunners on the right.
The saurus deployed opposite the knights with the Bastiladon in close support and the skinks on the right flank opposite the handgunners.
Empire T1
First turn went to the men of the Empire, the handgunners found themselves out of range and the entire army marched forwards.
In the magic phase the warrior priest mumbled a few ineffectual prayers but the only one that was likely to matter (5+ ward) was easily dispelled.
Lizardmen T1
In the Lizardmen turn the saurus moved forwards to recieve the knights charge next turn, the skinks darted forwards bringing their blowpipes into range of the Halberdiers and the Bastiladon followed the saurus.
In the magic phase the winds of magic blew strongly, yielding 9 casting dice and 6 dispels. The Bastiladon unleashed an irresistible beam of chotec, incinerating 2 halberdiers. The skinks were unable tio get into short range and so only fired once, and so only felled one halberdier with their blow pipes and the turn was over.
Empire T2
In the second imperial turn the Knights charged the saurus, who held firm, the Halberdiers judged the Bastiladon to be too far away and instead settled on advancing to within range for next turn.
Another strong magic phase saw the priest again attempt to pray a 5+ ward save on to his unit, but the dice gods were clearly favouring the Lizardmen, who rolled a colossal 25 on 6 dice for their dispel roll.
The handgunners fired at the Bastiladon, managing to cause two wounds.
On to the combat phase and the Preceptor issued a challenge, eager to prove his worth the Saurus Champion stepped up to the plate and was promptly spitted on the noble Knights lance. Striking before the humans thanks to the presence of the Solar engine, the Scar Veteran managed to fell two knights, The knights cut down two saurus while the Lizards were frustrated by the thick plate armour of the knights. The knights held, though their position was looking increasingly tenuous.
Lizardmen T2
The Bastiladon moved closer to the saurus, the skinks remained still to improve their aim.
The magic phase yielded 6 casting dice and 4 dispels, allowing the Bastiladon to unleash another devastating beam of chotec, this time inflicting 2D6 Str5 on the hapless halberdiers, killing 5 of them.
In the shoot phase the skinks killed another 2 halberdiers with their blowpipes
In the contuing melee the preceptor's success had clearly gone to his head and he challenged the scar veteran. The ancient saurus obligued and cut the troublesome human into bite-sized chunks while the saurus brought down one of his two remaining compatriots, inflicting a staggering 10 wounds on the two knights.
The remaining knight, overcome by the horrors he had witnessed, fled, hotly pursued (but not caught) by the Saurus.
Empire T3
The halberdiers found an angry horde of saurus bearing down on them, but due to a quirk of luck the last member of the Knight unit found himself blocking their charge path and they instead elected to charge the skinks on the right hand side in an attempt to get out of the way. The skinks promptly fled and the halberdiers ground to a halt, going only 3", and most definitely not out of the saurus' way.
In the magic phase the priest prayed furiously, failing to cast his 5+ ward save for the 3rd time, but managing to give his unit reroll wounds.
Lizardmen T3
The saurus charged the lone knight, the Bastiladon moved in on the halberdiers and the Skinks rallied on 4, much to my relief (they were outside of the general's Ld bubble).
The beam of chotec once more lanced across the battlefield, again cast with irresistible force, but it seems to be running a little low of energy at this point, only causing 3 S3 hits, killing a single halberdier. The skinks faired slightly better in the shoot phase, killing two with their blowpipes.
In combat the scar veteran cut down the last surviving knight and the unit overran, straight into the flank of the Halberdiers.
Empire T4
Things began to unravel fast, with a winds of magic roll of 6,1 the priest attempted two prayers, which were both dispelled by the Lizardmen so the halberdiers went into combat unaided. In the shoot phase the handgunners turned their attention to the skinks, but failed even to hit them at long range.
The Scar Veteran bellowed his challenge to the warrior priest, who chose instead to send his subordinate, the halberdier champion, to die in his place. And die he did, taking three wounds from the Scar Veteran while his meagre attacks failed to even hit the hulking lizard.
The warrior priest and his halberdiers failed to bring down a single saurus, who reaped a fearsome toll in reply, shredding no less than 9 of the pitiful warmbloods. To the warrior priest's dismay he discovered that his halberdiers were no longer steadfast and needed double 1 on their break test to stay in the fight. Needless to say they fled and were run down by the angry saurus who made a mighty 11" move, ending up scant inches from the front of the handguners.
Lizardmen T4
The saurus continued their rampage of destruction by charging headlong into the handgunners who were unable even to bring their rifles to bear before the Lizards were upon them.
Unable to keep up with the the saurus the Bastiladon was content to munch some grass and watch the show as the Saurus and their fearless leader slaughtered the handgunners to a man.
Result: Massacre to the Lizardmen.
My starting army is as follows
Ku'Qulkan, Saurus Scar Veteran w/ enchanted shield
15 Saurus Warriors w/ Hand weapon & shield, Full command
10 Skink Skirmishers w/ Blow Pipes
Bastiladon with Solar Engine
My first game was against the wimpy warmbloods of Talabheim
Warrior Priest w/ hand weapon
30 Halberdiers w/ full command
10 Handgunners (detachment)
5 Knights w/ lance & shield
Note: references to 'left' and 'right' are all taken from my (lizardmen player's) viewpoint.
Deployment
The Knights deployed on the Left side (from my view), with the Halberdiers (and WP) in the centre and the handgunners on the right.
The saurus deployed opposite the knights with the Bastiladon in close support and the skinks on the right flank opposite the handgunners.
Empire T1
First turn went to the men of the Empire, the handgunners found themselves out of range and the entire army marched forwards.
In the magic phase the warrior priest mumbled a few ineffectual prayers but the only one that was likely to matter (5+ ward) was easily dispelled.
Lizardmen T1
In the Lizardmen turn the saurus moved forwards to recieve the knights charge next turn, the skinks darted forwards bringing their blowpipes into range of the Halberdiers and the Bastiladon followed the saurus.
In the magic phase the winds of magic blew strongly, yielding 9 casting dice and 6 dispels. The Bastiladon unleashed an irresistible beam of chotec, incinerating 2 halberdiers. The skinks were unable tio get into short range and so only fired once, and so only felled one halberdier with their blow pipes and the turn was over.
Empire T2
In the second imperial turn the Knights charged the saurus, who held firm, the Halberdiers judged the Bastiladon to be too far away and instead settled on advancing to within range for next turn.
Another strong magic phase saw the priest again attempt to pray a 5+ ward save on to his unit, but the dice gods were clearly favouring the Lizardmen, who rolled a colossal 25 on 6 dice for their dispel roll.
The handgunners fired at the Bastiladon, managing to cause two wounds.
On to the combat phase and the Preceptor issued a challenge, eager to prove his worth the Saurus Champion stepped up to the plate and was promptly spitted on the noble Knights lance. Striking before the humans thanks to the presence of the Solar engine, the Scar Veteran managed to fell two knights, The knights cut down two saurus while the Lizards were frustrated by the thick plate armour of the knights. The knights held, though their position was looking increasingly tenuous.
Lizardmen T2
The Bastiladon moved closer to the saurus, the skinks remained still to improve their aim.
The magic phase yielded 6 casting dice and 4 dispels, allowing the Bastiladon to unleash another devastating beam of chotec, this time inflicting 2D6 Str5 on the hapless halberdiers, killing 5 of them.
In the shoot phase the skinks killed another 2 halberdiers with their blowpipes
In the contuing melee the preceptor's success had clearly gone to his head and he challenged the scar veteran. The ancient saurus obligued and cut the troublesome human into bite-sized chunks while the saurus brought down one of his two remaining compatriots, inflicting a staggering 10 wounds on the two knights.
The remaining knight, overcome by the horrors he had witnessed, fled, hotly pursued (but not caught) by the Saurus.
Empire T3
The halberdiers found an angry horde of saurus bearing down on them, but due to a quirk of luck the last member of the Knight unit found himself blocking their charge path and they instead elected to charge the skinks on the right hand side in an attempt to get out of the way. The skinks promptly fled and the halberdiers ground to a halt, going only 3", and most definitely not out of the saurus' way.
In the magic phase the priest prayed furiously, failing to cast his 5+ ward save for the 3rd time, but managing to give his unit reroll wounds.
Lizardmen T3
The saurus charged the lone knight, the Bastiladon moved in on the halberdiers and the Skinks rallied on 4, much to my relief (they were outside of the general's Ld bubble).
The beam of chotec once more lanced across the battlefield, again cast with irresistible force, but it seems to be running a little low of energy at this point, only causing 3 S3 hits, killing a single halberdier. The skinks faired slightly better in the shoot phase, killing two with their blowpipes.
In combat the scar veteran cut down the last surviving knight and the unit overran, straight into the flank of the Halberdiers.
Empire T4
Things began to unravel fast, with a winds of magic roll of 6,1 the priest attempted two prayers, which were both dispelled by the Lizardmen so the halberdiers went into combat unaided. In the shoot phase the handgunners turned their attention to the skinks, but failed even to hit them at long range.
The Scar Veteran bellowed his challenge to the warrior priest, who chose instead to send his subordinate, the halberdier champion, to die in his place. And die he did, taking three wounds from the Scar Veteran while his meagre attacks failed to even hit the hulking lizard.
The warrior priest and his halberdiers failed to bring down a single saurus, who reaped a fearsome toll in reply, shredding no less than 9 of the pitiful warmbloods. To the warrior priest's dismay he discovered that his halberdiers were no longer steadfast and needed double 1 on their break test to stay in the fight. Needless to say they fled and were run down by the angry saurus who made a mighty 11" move, ending up scant inches from the front of the handguners.
Lizardmen T4
The saurus continued their rampage of destruction by charging headlong into the handgunners who were unable even to bring their rifles to bear before the Lizards were upon them.
Unable to keep up with the the saurus the Bastiladon was content to munch some grass and watch the show as the Saurus and their fearless leader slaughtered the handgunners to a man.
Result: Massacre to the Lizardmen.






