This is the first game I played at my local tournament. I'll get around to putting up the rest, as well.
This was my first game with Lizardmen and one of my first games in WHFB, so I made plenty of mistakes. I also was fighting with an all-comers list against my most hated opponent (dwarfs). That said, I'm extremely happy overall with how things went, and I'm especially appreciative of the great advice I got on my list here (Anubris, Rhodium, you guys are great).
My list
Slann Priest w/ Lore of Life, Battle Standard Bearer, Focus of Mystery, The Focused Rumination, Becalming Cogitation, Cupped Hands of the Old Ones, Standard of Discipline
Scar Veteran w/ Cold One, Light Armor, Charmed Shield, Dawnstone, Burning Blade
18 Saurus Warriors w/ Musician and Standard Bearer (Scar Vet goes here)
20 Saurus Warriors w/ Full Command
10 Skink Skirmishers
10 Skink Skirmishers
6 Chameleon Skinks
6 Chameleon Skinks
20 Temple Guard w/ Full Command
2x Salamander w/Extra Handler
2x Salamander w/Extra Handler
Right before the game started, I was trying to figure out how to fit in a couple additional Saurus and while I was doing the math realized I hadn't included the price of the Full Command upgrades for the Temple Guard (that is, I was 35 points over). My opponent was gracious enough to let me drop the command and play anyways- under the rules of the tournament, I probably could have been disqualified entirely. Anyways, I talked to a judge after the game and he let me modify the official list to show I didn't have command for the TG. I don't think the lack really hurt me in any of my games, but it was definitely annoying making such a stupid error.
Enemy List
Runelord
Thane
40 Warriors
35 Warriors
40 Hammerers
Grudge Thrower
Cannon
Organ Gun
Right off the bat I gave a huge sigh of relief to see that a) she didn't bring a ton of shooting or war machines and b) there wasn't an absurd amount of anti-magic. The first game I ever played was against Dwarfs and it consisted entirely of two things: every single spell I cast being contemptuously blocked, and then trying desperately to get into combat while something like six war machines and ungodly numbers of handgunners and crossbowmen mowed me down. Oh, and then I finally got there and some dwarf lord killing machine singlehandedly wiped out everything I had left.
Deployment
I lost the roll for table side, which concerned me because it let the three war machines get good sightlines. The dwarfs opted for a fairly tight deployment with the machines looking between the two forests in the middle of the table (can't remember what type of forest they ended up being, it didn't have any impact on the game).
I scouted six Camo Skinks as far forward as I could on each of her flanks, hoping to do as much damage as possible before the Organ Gun took them out. I put one of the 2x Salamander units on each flank, the Slann with Temple Guard flanked by two Saurus blocks in the middle, and the Skinks screening.
Lizardmen Turn 1
1. Movement
I push the Saurus, TG and Skinks forward, doing my best to keep the terrain in between them and the war machines. The salamanders swing wide looking to get off flanking shots on the warriors.
2. Magic
I roll well and have ten power dice to play with. Along with Rumination, this is excellent. The dwarfs- after adding everything up (sigh)- have nine. Incidentally, after some confusion it was ruled that you can never have more than 12 dice in your pool, but you can use more than 12 during your turn if the pool gets refilled (through the lore of death attribute, rumination, etc.) Anyone know if this is right?
Anyways, Throne of Vines is dispelled, as is Awakening of the Woods. I really have nothing left to cast so I go for a Dwellers Below on the Hammerers. No miscast, no IF... and he dispels it with the Dwarf version of the dispel scroll, only they get to bring like fifteen of them. Overall, that round left me thinking: Yay for unbeatable Slann magical prowess!
3. Shooting
The camo skinks take a wound off of the Cannon and the Grudge Thrower each. The salamanders open up on the warrior blocks at a pretty bad angle/distance, killing off four on the left and five on the right.
Overall, a disappointing first round.
Dwarf Turn 1
1. Movement
Everything moves forward. The right hand block of 40 (now 34) warriors charges my right hand block of Saurus but hit the screening skinks- not sure if this was an error. The left hand block isn't quite in range to attempt the same thing.
2. Shooting
Just like I knew it would, the Organ Gun kills the four Camo Skinks threatening the cannon and the rest immediately break (in future turns they run off the table, so I won't mention them again). The Grudge Thrower hits the right hand block of Saurus, perhaps hoping to alleviate the inevitable counter-charge against the warriors after they blow through the skinks. The cannon shoots at the Slann and plows through the Temple Guard, taking off five.
3. Combat
The Skinks melt away, inflicting a single casualty, and the 33 Warriors sneer contemptuously at the 15 Saurus about to crash into them... only to notice the Scar Veteran riding among them, blade aflame.
Lizardmen Turn 2
1. Movement
The Saurus block charges the warriors- I probably should have waited for more salamander shots but I wanted to see what the Scar Veteran could do. The Temple Guard set up for a flanking charge. The other Saurus and skirmishers are set up so the dwarfs can only charge the skirmishers, setting up a counter charge. The salamanders on the right are out of targets, so they move up to get in range of the organ gun; the ones on the left move to hit the warriors.
2. Magic
I have seven dice to play with, the dwarf has seven as well. I don't expect much to get done. Throne of Vines is dispelled, but Flesh to Stone goes off on the charging Saurus. Best result I could have hoped for from this phase.
3. Shooting
The skinks take off another couple warriors. The camo skinks take out the grudge thrower. The left salamanders pick off another five warriors.
4. Combat
Just beautiful. The dwarf champion is instantly killed on the challenge, and then my Saurus inflict 5 wounds, taking the unit down to 27 warriors... who attack my now-T6 troops and fail to inflict a single wound.
Dwarf Turn 2
1. Movement
I have to believe this was a serious error, but perhaps annoyed at the shooting, the unengaged warriors- still 30 strong- charge the Skinks, taking a wound to shooting and then wiping them out. My opponent was a good deal more experienced then I, but I really can't understand why this move made sense, opening her up as it did to a combination charge from the TG and Saurus block. Anyone know?
The hammerers set up a charge on the Temple Guard.
2. Shooting
The organ gun wipes out the other camo skinks, which is fine- they did their job, and bought my main army two rounds of artillery-free relaxation. The cannon takes out three more Temple Guard and the Slann is suddenly feeling awfully exposed.
3. Combat
The combat between my saurus and the dwarfs turns into a massacre; two saurus go down, followed by ten Warriors. The remaining dwarfs somehow manage not to break.
Lizardmen turn 3
1. Movement
I charge the warriors who just finished massacring my skinks with the Saurus and Temple Guard blocks. One unit of salamanders charges the organ gun, and the other moves up to hit the Hammerers.
2. Magic
I roll extremely well for winds of magic (sorry, I forgot to note the exact number- 11 or 12) and get throne of vines off, followed by a regrowth on the Temple guard which brings me back nearly to full strength. I throw everything else at Dwellers on the Hammerers and get IF. 40 Hammerers turn into 31 after some above-average rolling, but I don't care- the Runelord fails his test. I start to feel better about the Slann.
3. Shooting
The salamanders snack on Skink.
4. Combat
The scarvet and saurus finish wiping out the last of the warriors and reform to face the hammerers. On the other side the saurus champion challenges the thane and is instakilled, while combat itself- despite flanking with Temple Guard, sadly- is a literal draw, with almost no kills on either side. The organ gun crew is killed and the Salamanders are now directly behind the Hammerers.
Dwarf Turn 3
1. Movement
The hammerers charge the Temple Guard.
2. Shooting
My opponent spends a long time trying to work out a shot on the saurus + scar vet block, but ultimately realizes the grudge will have to wait to be settled, and gets revenge for the organ gun instead, wiping out my salamander.
3. Combat
Everything hits my Temple Guard and I start to feel a bit nervous about my Slann, who I think I may have overexposed. I go from 18 to 7 Temple Guard, LD 10/best of 3d6/re-rerollable keeps me in the fight. My saurus fare better, losing most of their front rank but dishing out the same to the warriors.
4. Lizardmen Turn 4
1. Movement
I try desperately to get my other saurus block into the fight but I'm too far away; next turn they'll be able to charge the Hammerer flank, at least.
2. Shooting
The Salamanders take out the organ gun crew.
3. Magic
Mediocre roll but it doesn't matter- with the Runelord gone, Throne of Vines is still in play and a Regrowth followed by Flesh to Stone on the Temple Guard gives me 12 Toughness 8 Temple Guard. That's actually too tough for anything left on the board to wound. I now am firmly over my bitterness towards the Slann.
4. Combat
A few hammerers, warriors, and saurus all go down, followed by a single temple guard (I forgot about the thane, sadly).
Dwarf turn 4
Combat grinds on, with the Saurus warriors taking heavy losses and being reduced to only a few models; the Temple Guard remain impregnable. Rules question; if the Thane is on the corner between two flanking blocks, can he just switch facing whenever (during my turn, and again during my opponents turn)? I didn't want to challenge it but it seemed weird that he was always in whatever combat was currently underway.
Lizardmen turn 5
1. Movement
The saurus + scarvet finally charge into the flank of the Hammerers. We're now arranged like a zipper:
_____________________Hammerers---------Saurus w/ Scar Vet
________________________|
Warriors w/ Thane------Temple Guard
_______|
Saurus (almost dead)
2. Shooting
Salamanders realize they can't shoot anything, and stupidly last turn I forgot to get them in position for a charge into the Hammerers rear. Dammit.
3. Magic
I roll snake eyes. Throne of Vines was dispelled so I throw two dice + rumination at Flesh to Stone and roll high but its dispelled. I hate how dwarfs can do that.
4. Combat
The Scar Vet tears through the Hammerers, who break (?!? I had thought dwarfs breaking was like Temple Guard breaking) and run. I choose not to pursue so I can get my scar vet into the other combat. The Thane finishes off the Saurus but the Temple Guard kill enough warriors to force another break test, which the Dwarfs barely pass.
Dwarf Turn 5
The hammerers rally. The Thane decimates my Temple Guard again (seriously isn't this supposed to be elite infantry?) and I'm somehow back down to seven TG.
Turn 6 plays out with the Hammerers rallying but never getting back in it, regrowth and flesh to stone going off on the TG, and the saurus w/ scar vet charging into the warriors flank. Nothing else gets finished off but I kill all but five warriors and the Thane.
Ultimately, I lost both units of Skinks, a unit of Salamanders, both units of Camo skinks, a full block of Saurus and half my temple guard unit. In exchange I got everything but the shreds of the Hammerers and Warriors, plus the Thane. Oddly, the whole time I felt like I was crushing the enemy, but it works out to be only a marginal victory. Not that I'm complaining- it was a fun game and I thought all my units did everything I wanted them to, except for a generally lackluster performance by the Salamanders.
This was my first game with Lizardmen and one of my first games in WHFB, so I made plenty of mistakes. I also was fighting with an all-comers list against my most hated opponent (dwarfs). That said, I'm extremely happy overall with how things went, and I'm especially appreciative of the great advice I got on my list here (Anubris, Rhodium, you guys are great).
My list
Slann Priest w/ Lore of Life, Battle Standard Bearer, Focus of Mystery, The Focused Rumination, Becalming Cogitation, Cupped Hands of the Old Ones, Standard of Discipline
Scar Veteran w/ Cold One, Light Armor, Charmed Shield, Dawnstone, Burning Blade
18 Saurus Warriors w/ Musician and Standard Bearer (Scar Vet goes here)
20 Saurus Warriors w/ Full Command
10 Skink Skirmishers
10 Skink Skirmishers
6 Chameleon Skinks
6 Chameleon Skinks
20 Temple Guard w/ Full Command
2x Salamander w/Extra Handler
2x Salamander w/Extra Handler
Right before the game started, I was trying to figure out how to fit in a couple additional Saurus and while I was doing the math realized I hadn't included the price of the Full Command upgrades for the Temple Guard (that is, I was 35 points over). My opponent was gracious enough to let me drop the command and play anyways- under the rules of the tournament, I probably could have been disqualified entirely. Anyways, I talked to a judge after the game and he let me modify the official list to show I didn't have command for the TG. I don't think the lack really hurt me in any of my games, but it was definitely annoying making such a stupid error.
Enemy List
Runelord
Thane
40 Warriors
35 Warriors
40 Hammerers
Grudge Thrower
Cannon
Organ Gun
Right off the bat I gave a huge sigh of relief to see that a) she didn't bring a ton of shooting or war machines and b) there wasn't an absurd amount of anti-magic. The first game I ever played was against Dwarfs and it consisted entirely of two things: every single spell I cast being contemptuously blocked, and then trying desperately to get into combat while something like six war machines and ungodly numbers of handgunners and crossbowmen mowed me down. Oh, and then I finally got there and some dwarf lord killing machine singlehandedly wiped out everything I had left.
Deployment
I lost the roll for table side, which concerned me because it let the three war machines get good sightlines. The dwarfs opted for a fairly tight deployment with the machines looking between the two forests in the middle of the table (can't remember what type of forest they ended up being, it didn't have any impact on the game).
I scouted six Camo Skinks as far forward as I could on each of her flanks, hoping to do as much damage as possible before the Organ Gun took them out. I put one of the 2x Salamander units on each flank, the Slann with Temple Guard flanked by two Saurus blocks in the middle, and the Skinks screening.
Lizardmen Turn 1
1. Movement
I push the Saurus, TG and Skinks forward, doing my best to keep the terrain in between them and the war machines. The salamanders swing wide looking to get off flanking shots on the warriors.
2. Magic
I roll well and have ten power dice to play with. Along with Rumination, this is excellent. The dwarfs- after adding everything up (sigh)- have nine. Incidentally, after some confusion it was ruled that you can never have more than 12 dice in your pool, but you can use more than 12 during your turn if the pool gets refilled (through the lore of death attribute, rumination, etc.) Anyone know if this is right?
Anyways, Throne of Vines is dispelled, as is Awakening of the Woods. I really have nothing left to cast so I go for a Dwellers Below on the Hammerers. No miscast, no IF... and he dispels it with the Dwarf version of the dispel scroll, only they get to bring like fifteen of them. Overall, that round left me thinking: Yay for unbeatable Slann magical prowess!
3. Shooting
The camo skinks take a wound off of the Cannon and the Grudge Thrower each. The salamanders open up on the warrior blocks at a pretty bad angle/distance, killing off four on the left and five on the right.
Overall, a disappointing first round.
Dwarf Turn 1
1. Movement
Everything moves forward. The right hand block of 40 (now 34) warriors charges my right hand block of Saurus but hit the screening skinks- not sure if this was an error. The left hand block isn't quite in range to attempt the same thing.
2. Shooting
Just like I knew it would, the Organ Gun kills the four Camo Skinks threatening the cannon and the rest immediately break (in future turns they run off the table, so I won't mention them again). The Grudge Thrower hits the right hand block of Saurus, perhaps hoping to alleviate the inevitable counter-charge against the warriors after they blow through the skinks. The cannon shoots at the Slann and plows through the Temple Guard, taking off five.
3. Combat
The Skinks melt away, inflicting a single casualty, and the 33 Warriors sneer contemptuously at the 15 Saurus about to crash into them... only to notice the Scar Veteran riding among them, blade aflame.
Lizardmen Turn 2
1. Movement
The Saurus block charges the warriors- I probably should have waited for more salamander shots but I wanted to see what the Scar Veteran could do. The Temple Guard set up for a flanking charge. The other Saurus and skirmishers are set up so the dwarfs can only charge the skirmishers, setting up a counter charge. The salamanders on the right are out of targets, so they move up to get in range of the organ gun; the ones on the left move to hit the warriors.
2. Magic
I have seven dice to play with, the dwarf has seven as well. I don't expect much to get done. Throne of Vines is dispelled, but Flesh to Stone goes off on the charging Saurus. Best result I could have hoped for from this phase.
3. Shooting
The skinks take off another couple warriors. The camo skinks take out the grudge thrower. The left salamanders pick off another five warriors.
4. Combat
Just beautiful. The dwarf champion is instantly killed on the challenge, and then my Saurus inflict 5 wounds, taking the unit down to 27 warriors... who attack my now-T6 troops and fail to inflict a single wound.
Dwarf Turn 2
1. Movement
I have to believe this was a serious error, but perhaps annoyed at the shooting, the unengaged warriors- still 30 strong- charge the Skinks, taking a wound to shooting and then wiping them out. My opponent was a good deal more experienced then I, but I really can't understand why this move made sense, opening her up as it did to a combination charge from the TG and Saurus block. Anyone know?
The hammerers set up a charge on the Temple Guard.
2. Shooting
The organ gun wipes out the other camo skinks, which is fine- they did their job, and bought my main army two rounds of artillery-free relaxation. The cannon takes out three more Temple Guard and the Slann is suddenly feeling awfully exposed.
3. Combat
The combat between my saurus and the dwarfs turns into a massacre; two saurus go down, followed by ten Warriors. The remaining dwarfs somehow manage not to break.
Lizardmen turn 3
1. Movement
I charge the warriors who just finished massacring my skinks with the Saurus and Temple Guard blocks. One unit of salamanders charges the organ gun, and the other moves up to hit the Hammerers.
2. Magic
I roll extremely well for winds of magic (sorry, I forgot to note the exact number- 11 or 12) and get throne of vines off, followed by a regrowth on the Temple guard which brings me back nearly to full strength. I throw everything else at Dwellers on the Hammerers and get IF. 40 Hammerers turn into 31 after some above-average rolling, but I don't care- the Runelord fails his test. I start to feel better about the Slann.
3. Shooting
The salamanders snack on Skink.
4. Combat
The scarvet and saurus finish wiping out the last of the warriors and reform to face the hammerers. On the other side the saurus champion challenges the thane and is instakilled, while combat itself- despite flanking with Temple Guard, sadly- is a literal draw, with almost no kills on either side. The organ gun crew is killed and the Salamanders are now directly behind the Hammerers.
Dwarf Turn 3
1. Movement
The hammerers charge the Temple Guard.
2. Shooting
My opponent spends a long time trying to work out a shot on the saurus + scar vet block, but ultimately realizes the grudge will have to wait to be settled, and gets revenge for the organ gun instead, wiping out my salamander.
3. Combat
Everything hits my Temple Guard and I start to feel a bit nervous about my Slann, who I think I may have overexposed. I go from 18 to 7 Temple Guard, LD 10/best of 3d6/re-rerollable keeps me in the fight. My saurus fare better, losing most of their front rank but dishing out the same to the warriors.
4. Lizardmen Turn 4
1. Movement
I try desperately to get my other saurus block into the fight but I'm too far away; next turn they'll be able to charge the Hammerer flank, at least.
2. Shooting
The Salamanders take out the organ gun crew.
3. Magic
Mediocre roll but it doesn't matter- with the Runelord gone, Throne of Vines is still in play and a Regrowth followed by Flesh to Stone on the Temple Guard gives me 12 Toughness 8 Temple Guard. That's actually too tough for anything left on the board to wound. I now am firmly over my bitterness towards the Slann.
4. Combat
A few hammerers, warriors, and saurus all go down, followed by a single temple guard (I forgot about the thane, sadly).
Dwarf turn 4
Combat grinds on, with the Saurus warriors taking heavy losses and being reduced to only a few models; the Temple Guard remain impregnable. Rules question; if the Thane is on the corner between two flanking blocks, can he just switch facing whenever (during my turn, and again during my opponents turn)? I didn't want to challenge it but it seemed weird that he was always in whatever combat was currently underway.
Lizardmen turn 5
1. Movement
The saurus + scarvet finally charge into the flank of the Hammerers. We're now arranged like a zipper:
_____________________Hammerers---------Saurus w/ Scar Vet
________________________|
Warriors w/ Thane------Temple Guard
_______|
Saurus (almost dead)
2. Shooting
Salamanders realize they can't shoot anything, and stupidly last turn I forgot to get them in position for a charge into the Hammerers rear. Dammit.
3. Magic
I roll snake eyes. Throne of Vines was dispelled so I throw two dice + rumination at Flesh to Stone and roll high but its dispelled. I hate how dwarfs can do that.
4. Combat
The Scar Vet tears through the Hammerers, who break (?!? I had thought dwarfs breaking was like Temple Guard breaking) and run. I choose not to pursue so I can get my scar vet into the other combat. The Thane finishes off the Saurus but the Temple Guard kill enough warriors to force another break test, which the Dwarfs barely pass.
Dwarf Turn 5
The hammerers rally. The Thane decimates my Temple Guard again (seriously isn't this supposed to be elite infantry?) and I'm somehow back down to seven TG.
Turn 6 plays out with the Hammerers rallying but never getting back in it, regrowth and flesh to stone going off on the TG, and the saurus w/ scar vet charging into the warriors flank. Nothing else gets finished off but I kill all but five warriors and the Thane.
Ultimately, I lost both units of Skinks, a unit of Salamanders, both units of Camo skinks, a full block of Saurus and half my temple guard unit. In exchange I got everything but the shreds of the Hammerers and Warriors, plus the Thane. Oddly, the whole time I felt like I was crushing the enemy, but it works out to be only a marginal victory. Not that I'm complaining- it was a fun game and I thought all my units did everything I wanted them to, except for a generally lackluster performance by the Salamanders.