Saurus
Kinslayer
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This evening I played my first 8th edition game using my new Lizardmen army. Me and my opponent are both new to this edition, in fact the only 8th edition games either of us have played was against each other back when it was first released. Back then he was using the same army but I was using VC. I haven't played Lizardmen since 6th edition, and even back then I didn't play very often.
So, we set the game at 2000 points, on a relatively simple board with no special terrain rules or anything. We had a 3 hour slot to play but spent the first hour checking rules and setting up, so the game was cut short despite what looked like an inevitable victory for one side towards the end. I'd like to get some feedback on both the list I used and how I played if possible. We have a rematch next week.
My army list:
Slann BSB (Light) 350
focus of mystery, focused rumination
Scar Veteran 100
light armour, enchanted shield, luck stone
11 Temple Guard 211
full command
20 Saurus Warriors 238
musician, standard
24 Skinks & 3 Kroxigor 285
2x 10 Skink Skirmishers 2x 80
Javelin & Shield
10 Chameleon Skinks 120
Stegadon 235
2x 2 Salamander Hunting Packs 2x 150
Total - 1999
His army:
(not 100% sure about this one)
Lord
2 Paladins
2 level 1 Damsels (Fire & Life)
(in here a normal dispel scroll and dispel scroll that can wound me)
8 Knights Errant
8 Knights of the Realm
8 Knights of the Realm
8 Grail Knights
11 Skirmishing bowmen
10 bowmen
10 bowmen
Deployment & Setup:
I had Loremaster / all spells. He rolled Fireball and Flesh to Stone.
I won the roll for first turn and chose him to start deploying first.
I finished deploying last with my scouts, but he let me go first to get a ward.
You can see the battlefield after deployment here from my point of view. My Stegadon is way off on the right and my Chameleons in the trees by his archers.

From left to right;
Skirmishing Bowmen, Grail Knights with Lord, Knights of the Realm with Fire Mage, Knights Errant with Paladin, Knights of the Realm with Paladin, Archers, Archers
Skinks & Kroxigor, Skink Skirmishers, Slann & Temple Guard, Salamanders, Saurus Warriors & Scar Veteran, Skink Skirmishers, Salamanders, Stegadon, Chameleons (scouting)
Turn 1 Lizardmen:

This photo was taken at the end of my turn. I moved my Kroxigor up the left flank and moved up my Stegadon back in towards the centre after it had nothing deployed opposite it but archers. I completely forgot to move my chameleons since they were hidden in the trees so they could not see to fire this turn, my first big mistake. The skirmishing units moved up a bit to draw out his knights and shoot them. I'm not sure I played them right now. In the magic phase, the Slann failed its first spell and shut down the turn.
(we actually played a whole round of magic before remembering a failed casting means no more spells this turn, so we undid all that was done)
Turn 1 Bretonnia:

This picture was taken at the end of his first turn. His archers moved up away from the chameleons behind them in the woods. His knights charged the skinks who shot at them and did nothing, before overunning into the Salamander (who I then realized can't stand and shoot! my second big mistake). His other knights didn't want to risk the charge at long distance so trundled forwards about 6 inches. His magic phase was uneventful too, I dispelled what he got off. He also shot down some more skinks with his skirmishing bowmen.
Turn 2 Lizardmen:

This picture was taken at the end of this turn. My Kroxigor skinks marched up around the terrain again, but I now realized they were never going to make it into the flank of the knights, and would probably take a few turns to get into position to charge them in the rear. Another big deployment or play mistake I think. The Slann meanwhile had popped his brain with a miscast which nuked my Temple Guard and wounded him.

My skinks shot one of his skirmishing bowmen dead, and the Chameleons I remembered to fire killed another two bowmen on the other end of the board. The Salamanders then shot his grail knights and one killed three, but the other turned around and ate a skink instead! Finally some success, kind of. The Saurus and Scar Veteran had charged the knights which had overrun into the Salamanders, and in the subsequent combat both Paladin and Scar Vet missed all their attacks. The knights however destroyed the Salamanders(*1), and broke both the left over skinks and the Saurus (despite cold blooded). Both were run down, caught and destroyed.
Turn 2 Bretonnia:
At this point he turned his rampaging knights to face my depleted Temple Guard and their Slann, and charged his others into the remaining Salamander hunting packs. The Sallies turned and fled, through the Slann who thankfully held, and so his charge failed and he moved forwards a small amount shown by his dice (*2)

Also not seen in the photo, he moved his skirmishing bowmen slightly and shot down a couple of skinks, and moved his other bowmen in a wheel that turned them to see the chameleons. He then fired one of the two units at the chameleons, killed 3 of the 10 which caused a panic test.... which they failed! And my jungle stalkers turned tail and fled (probably out of spite since I forgot to use them on turn 1)

Turn 3 Lizardmen:
At this point the game was all but over for me, mainly because we were running out of time. Both my Kroxigor skink unit and my Stegadon had just moved around the flanks so far, and both were nowhere near the fast moving knights now so the plan to flank them had well and truly failed. The Kroxigor instead charged the skirmishing bowmen, ran them down and killed them all. The stegadon marched towards the back of the knights who were now facing my Slann after running down the Saurus. He was too far out to charge this turn though. I had nothing that could shoot, I did rally my Salamanders and reform beside the Slann to face the knights, but they couldn't shoot this turn as they had just rallied (*3). I had also rallied my Chameleons out in the wood.
My Slann threw some magic at the knights in front of him in the form of Burning Gaze, but despite it getting through it did no damage. He then cast Banishment at the long range and high strength on the lone damsel, all the way on the other side of the board by the bowmen. She was around 43'' away but the boosted version has 48'' range and Str6, I fully intended to blow her up before I went down skewered by lances. Unfortunately it was not to be, including my wizard level I cast on a 19, he then rolled 19 to dispel +1 for his wizard level, the spell was not cast. End of turn.
Turn 3 Bretonnia:
As a last bit of good luck for me, his damsel now blew up in a spectacular miscast that killed 6 bowmen in the nearby unit already shot down to 8 by the Chameleons.

I can't remember exactly the order of the end of game, but the Stegadon made a charge on the back of the knights by the Slann in a bid to save him, but failed to make it. At this point we were out of time so I called it and conceded.
I completely forgot to take an end of game shot before we packed away, but I basically had the Slann and 4 Temple Guard as seen above, with 2 Salamanders, facing 4 units of knights. On the other end of the board I had my unwounded Kroxigor & Skink unit, and out on the right my Stegadon (unwounded), and his damsel and last unit of bowmen in the sights of my Chameleons once more.
So, that was game one. We will be playing again next week, same time.
I think my magic rolling really screwed me up, as well as my deployment perhaps, or more so my strategy to hold the middle and move up the flanks. I didn't need to, he came to me!
*1 = What happens to the skinks if the Salamanders die and they survive, do they form a unit of six, two units of three, or just get removed as casualties?
*2 = The Sallies turned and fled, through the Slann who thankfully held, and so his charge failed and he moved forwards a small amount shown by his dice. Is this correct or does he not make a failed charge move as I fled?
*3 = I did rally my Salamanders and reform beside the Slann to face the knights, but they can't shoot on the turn they reform. Is this correct?
So, we set the game at 2000 points, on a relatively simple board with no special terrain rules or anything. We had a 3 hour slot to play but spent the first hour checking rules and setting up, so the game was cut short despite what looked like an inevitable victory for one side towards the end. I'd like to get some feedback on both the list I used and how I played if possible. We have a rematch next week.
My army list:
Slann BSB (Light) 350
focus of mystery, focused rumination
Scar Veteran 100
light armour, enchanted shield, luck stone
11 Temple Guard 211
full command
20 Saurus Warriors 238
musician, standard
24 Skinks & 3 Kroxigor 285
2x 10 Skink Skirmishers 2x 80
Javelin & Shield
10 Chameleon Skinks 120
Stegadon 235
2x 2 Salamander Hunting Packs 2x 150
Total - 1999
His army:
(not 100% sure about this one)
Lord
2 Paladins
2 level 1 Damsels (Fire & Life)
(in here a normal dispel scroll and dispel scroll that can wound me)
8 Knights Errant
8 Knights of the Realm
8 Knights of the Realm
8 Grail Knights
11 Skirmishing bowmen
10 bowmen
10 bowmen
Deployment & Setup:
I had Loremaster / all spells. He rolled Fireball and Flesh to Stone.
I won the roll for first turn and chose him to start deploying first.
I finished deploying last with my scouts, but he let me go first to get a ward.
You can see the battlefield after deployment here from my point of view. My Stegadon is way off on the right and my Chameleons in the trees by his archers.

From left to right;
Skirmishing Bowmen, Grail Knights with Lord, Knights of the Realm with Fire Mage, Knights Errant with Paladin, Knights of the Realm with Paladin, Archers, Archers
Skinks & Kroxigor, Skink Skirmishers, Slann & Temple Guard, Salamanders, Saurus Warriors & Scar Veteran, Skink Skirmishers, Salamanders, Stegadon, Chameleons (scouting)
Turn 1 Lizardmen:

This photo was taken at the end of my turn. I moved my Kroxigor up the left flank and moved up my Stegadon back in towards the centre after it had nothing deployed opposite it but archers. I completely forgot to move my chameleons since they were hidden in the trees so they could not see to fire this turn, my first big mistake. The skirmishing units moved up a bit to draw out his knights and shoot them. I'm not sure I played them right now. In the magic phase, the Slann failed its first spell and shut down the turn.
(we actually played a whole round of magic before remembering a failed casting means no more spells this turn, so we undid all that was done)
Turn 1 Bretonnia:

This picture was taken at the end of his first turn. His archers moved up away from the chameleons behind them in the woods. His knights charged the skinks who shot at them and did nothing, before overunning into the Salamander (who I then realized can't stand and shoot! my second big mistake). His other knights didn't want to risk the charge at long distance so trundled forwards about 6 inches. His magic phase was uneventful too, I dispelled what he got off. He also shot down some more skinks with his skirmishing bowmen.
Turn 2 Lizardmen:

This picture was taken at the end of this turn. My Kroxigor skinks marched up around the terrain again, but I now realized they were never going to make it into the flank of the knights, and would probably take a few turns to get into position to charge them in the rear. Another big deployment or play mistake I think. The Slann meanwhile had popped his brain with a miscast which nuked my Temple Guard and wounded him.

My skinks shot one of his skirmishing bowmen dead, and the Chameleons I remembered to fire killed another two bowmen on the other end of the board. The Salamanders then shot his grail knights and one killed three, but the other turned around and ate a skink instead! Finally some success, kind of. The Saurus and Scar Veteran had charged the knights which had overrun into the Salamanders, and in the subsequent combat both Paladin and Scar Vet missed all their attacks. The knights however destroyed the Salamanders(*1), and broke both the left over skinks and the Saurus (despite cold blooded). Both were run down, caught and destroyed.
Turn 2 Bretonnia:
At this point he turned his rampaging knights to face my depleted Temple Guard and their Slann, and charged his others into the remaining Salamander hunting packs. The Sallies turned and fled, through the Slann who thankfully held, and so his charge failed and he moved forwards a small amount shown by his dice (*2)

Also not seen in the photo, he moved his skirmishing bowmen slightly and shot down a couple of skinks, and moved his other bowmen in a wheel that turned them to see the chameleons. He then fired one of the two units at the chameleons, killed 3 of the 10 which caused a panic test.... which they failed! And my jungle stalkers turned tail and fled (probably out of spite since I forgot to use them on turn 1)

Turn 3 Lizardmen:
At this point the game was all but over for me, mainly because we were running out of time. Both my Kroxigor skink unit and my Stegadon had just moved around the flanks so far, and both were nowhere near the fast moving knights now so the plan to flank them had well and truly failed. The Kroxigor instead charged the skirmishing bowmen, ran them down and killed them all. The stegadon marched towards the back of the knights who were now facing my Slann after running down the Saurus. He was too far out to charge this turn though. I had nothing that could shoot, I did rally my Salamanders and reform beside the Slann to face the knights, but they couldn't shoot this turn as they had just rallied (*3). I had also rallied my Chameleons out in the wood.
My Slann threw some magic at the knights in front of him in the form of Burning Gaze, but despite it getting through it did no damage. He then cast Banishment at the long range and high strength on the lone damsel, all the way on the other side of the board by the bowmen. She was around 43'' away but the boosted version has 48'' range and Str6, I fully intended to blow her up before I went down skewered by lances. Unfortunately it was not to be, including my wizard level I cast on a 19, he then rolled 19 to dispel +1 for his wizard level, the spell was not cast. End of turn.
Turn 3 Bretonnia:
As a last bit of good luck for me, his damsel now blew up in a spectacular miscast that killed 6 bowmen in the nearby unit already shot down to 8 by the Chameleons.

I can't remember exactly the order of the end of game, but the Stegadon made a charge on the back of the knights by the Slann in a bid to save him, but failed to make it. At this point we were out of time so I called it and conceded.
I completely forgot to take an end of game shot before we packed away, but I basically had the Slann and 4 Temple Guard as seen above, with 2 Salamanders, facing 4 units of knights. On the other end of the board I had my unwounded Kroxigor & Skink unit, and out on the right my Stegadon (unwounded), and his damsel and last unit of bowmen in the sights of my Chameleons once more.
So, that was game one. We will be playing again next week, same time.
I think my magic rolling really screwed me up, as well as my deployment perhaps, or more so my strategy to hold the middle and move up the flanks. I didn't need to, he came to me!
*1 = What happens to the skinks if the Salamanders die and they survive, do they form a unit of six, two units of three, or just get removed as casualties?
*2 = The Sallies turned and fled, through the Slann who thankfully held, and so his charge failed and he moved forwards a small amount shown by his dice. Is this correct or does he not make a failed charge move as I fled?
*3 = I did rally my Salamanders and reform beside the Slann to face the knights, but they can't shoot on the turn they reform. Is this correct?