Yesterday I played my first game of Warhammer Fantasy, I was a little disspointed in myself for making three rookie mistakes, beyond that things were ok. The game tied in a Draw.
1250 points
Dwarves ( Doing this from Memory)
1 Thane with Gear (I never found out what)
---20 Long Beards with Thane
20 Man Long Beard Regiment
20 Man Iron Breaker Regiment
10 Man Thunderer Unit
10 Man Thunderer Unit
2 Bolt Throwers
1 Organ Gun
Lizardmen
1 Scar Veteran with Great Weapon, Spawning of Sotek and Aura of Quetzl
----16 Man Saurus Warrior Regiment with Scar Vet.
16 Man Regiment of Sauarus Warriors
1 Skink Priest with 2 Power stones and level upgrade
----12 Man Skink Screen for Saurus Regiment with Scar Vet
1 Skink Priest with two Power Stones and level upgrade
-----12 Man Skink Screen for Saurus Regiment
4 Saurus Calvary (ultimately a waste, Rookie Mistake to field them but I needed the points....)
9 Chameleon Skinks ( Would have been amazing if I hadn't screwed up by making a stupid mistake)
This was the first game of Fantasy either one of us had ever played. With my opponent the game began with scenery, we cleared a board and started placing our respective pieces. We ended up with five pieces of Scenery. A large part of his strategy is to clear the board before each game and make damn sure some hills go down so he can put his artillery one them and fire over my skink screens. I bit the bullet on this one and let it go back and forth for a few turns so the board wasn't so boring. Needless to say what we ended up with was one side with two tiny hills on either board edge with a forest in the middle. The other side had this huge flat plateu with a big forest next to it. I won the roll of for deployment so I claimed the side with the huge flat plateu hoping he wouldn't be able to fit all his artillary on one hill. It ended up paying off. I suspect that our games will eventually be watered down to two piece of scenery which will probably be a hill with a forest next to it every damn game, or if I go first then a hill with a forest on one side and a forest on the other.
Deployment ended up with my forces on one edge of the table, with the exception of my calvary which I through on the opposite side to throw him off and by some slick hand gestures on my part (maybe). He ended up with 10 Thudnrers and a Long Beard Squad on the wrong side of his deployment zone, 2 Bolt Throwers and 10 Tunderers on a hill, and the rest in front of that hill. 10 Thunderers and 20 Long beards spent four turns marching across the table to get to the fight, which was good. And my Chameleon Skinks went into the forest next to the bulk of his force.
I can tell right now that my friend isn't going to give me an inch, not even with terrain or deployment, he's actually considering making in his own hills so he can bring them in and field his artillary on them. Let that soak in for a moment....
TURN ONE( I won this roll too)
LIZARDS
The Saurus blocks move forward with the skinks in front of them to shield any organ gun shots. One of my priests rolls double ones and explodes. The other one rolls low and is dispelled by the Dwarves. My Chamelion Skinks kill a couple long beards from his command unit.
DWARVES
I lose three skinks to the organ gun and Two Saurus from each unit from Missile fire.
TURN TWO
LIZARDS
Repeat of Turn one, Dwarf Command is getting shot up, it's now a rank lighter. My remaing priest burns a power stone and almost kills himself.
DWARVES
Repeat of Turn one, I lose a few more Skinks and Saurus. The Squads on the far edge of the table havn't moved at all.
TURN THREE (Finally something Interesting, sort of)
LIZARDS
I move my forces forward again, putting my skinks in his assault range. I move my saurus Calvary toward the rest of my army. My skinks kill two or three more dwarves from the command squad and no Iron Breakers. The plan is to have them flee and counter assault when his forces don't connect with anything. Dwarf Command loses most of another rank to Chamelion Skinks. My priest tries to get off a spell but is dispelled by the Dwarves ( This is one priest casting four power dice).
DWARVES
The Iron Breakers and the Command Squad assault my skinks. I fall back and they connect with nothing. Woo hoo! I lose more guys to missile fire. His organ gun kills two Chamelion Skinks. His lone Thunderers and Long Beards come off of their hill and move towards the battle but are still like 18 inches away. One Saurus Unit is below half strength and the other is at about 75%. Skink squads are at roughly 60% each.
TURN FOUR
LIZARDS
Both Skink Units rally using the LD of the general. My command Squad assaults his command squad, my weak Saurus unit goes after his Iron Breakers. My Saurus Calvary flanks his command squad. The Chamelion Skinks fire into his Organ Gun and kill one crewmember.
His Dwarven Thane challenges my Scar Veteran and the Vertan kills him, the Saurus Calvary take two casualties and kill one dwarf. Go figure. The Saurus kill thre more Dwarves. My weak Saurus unit don't do jack to the Iron Breakers and take a few casualties. The Dwarves run away, I overrun them and advance into that damn organ gun and proceed to kill all the crewmembers. My priest almost deals another wound to himself when he uses his last power stone.
DWARVES
He whittles down my Skink Squads a little more and the lone Sqaud of Longbeards begins taking fire from my Chameleon Skinks, I kill five in one round which is awsome. He loses another two from my other Skink Squad who's priest exploded. The Iron Breakers kill some more Saurus and I kill one of them.
TURN FIVE
LIZARDS
My Command Regiment hits his gunline and wipes out a bolt thrower, sweeps into another bolt thrower and kill all of them too. The stand and hold options take out a rank of Saurus from my command unit. That leaves 10 Thunderers on the hill, we're next to one another though so they can't shoot or charge me and I can't do jack to them. My Saurus are killed down to one guy who runs away from the Iron Breakers. Chamelion and regular skink fire whittles down the lone long beards to about six guys. I forgot about my Wizard that round. (There's one of my rookie mistakes.)
DWARVES
I lose more skinks to missile fire, both squads are now under 40%. His lone longbeards move closer to the fight and lose noone to skink fire. His Iron Breakers turn around.
TURN SIX
LIZARDS
My Command Regiment turns around. My lone saurus runs off the table. My remaing two Saurus Calvary charge into the long beards and get butchered. My skink priest is dispelled.
DWARVES
The priestless skink squad is wiped out by the lone handgunners who have been shooting at them. The Iron Breakers and the Lone Longbeards charge my command sqaud and I kill four Iron Breakers with my Scar Vet and one warrior with the Saurus. I lose two Saurus, the command squad is now at like 40%. The Warrios run, the Iron Breakers don't. One handgunner squad kills my remaining skinks down to two guys and the priest. Who manages to make a Leadership check.
TURN SEVEN (we kept playing out of a need for closure)
LIZARDS
My Skinks move back into the forest to avoid being killed and my Scar Vet kills three more Iron Breakers, the Iron Breakers deal no wounds but both sides stay. My priest gets dispelled by the dwarves again. The Chameleon Skinks stay where they are and whiff.
DWARVES
Both Thudnerers stay where they are and do nothing. The Iron Breakers are killed down to a man and the Saurus are down to just over a single rank. The one remaining rank of Lone Longbeards goes into the forest after my skinks but comes up short.
TURN EIGHT(LAST TURN)
LIZARDS
My Skinks stay in the woods, so they don't get wiped out by the two squads of Dwarven Thunderers that are waiting for them to try something. The Command Squad Turns toward one thunderer unit. I forget to move my Chameleon Skinks farther into the woods because I"m focused on the damn Iron Breakers and the fact the store is closing. My priest is dispelled again. I gave up on trying to cast Comet of Cassendora and am just going for second sign at this point, anything to make him do something.
DWARVES
His single Iron Breaker rallies. The Thunderers whiff and kill a single Saurus, one rank left. His one rank of long beards assault and butcher my Chamelion Skinks, I forgot to move them in my turn, stupid rookie mistake.
---End of Game
Last Men Standing
LIZARDS
Scar Veteran with one rank of Saurus.
Level 2 Priest with 3 skinks.
Roughly 375 point of Lizards left.
DWARVES
Twenty Thunderers.
1 Iron Breaker
5 Longbeards.
Roughly 375 points is what I was told.
End Result = DRAW
We didn't tally up extra Victory Points for capture regiments, slain generals or bouard corners. I did a once over and I think it still would have been pretty even. On the upside, I killed his Thane which felt really good.
CLOSING THOUGHTS
GOOD THINGS
The Lizardmen were making breakchecks all game I didn't think they would, especially the skinks being so close to the general, that was great. The Chamelion Skinks did amazing, way better than I expected, except when I forgot to move them. The normal Skinks have amazing staying power, I can only imagine how they last when the guys shooting them don't have a bs of 4. The Saurus were amazing, enough said. The Scar Vet is a death machine, no other way to say it. He broke two units and killed three war machines almost by himself with the saurus just soaking up all the hits.
BAD THINGS
My screw ups, the Calvary were a waste of 150 points. I let the Chameleons die. The priests were a total waste of points but I forgot about one of them for a round or so.
I lost over half a unit to artillary and I would have lost more if I hadn't tricked him in his deployment, the only reason it wasn't a massacre was the lost Thunderers and Long Bears units. The Iron Breakers will not go down to normal saurus, I need something that hits harder. Although two ranks of Saurus did hold them up for several turns. I need to find a counter for those damn hills, next time it will be more artillery and he'll learn to use bigger hills in terrain deployment.
1250 points
Dwarves ( Doing this from Memory)
1 Thane with Gear (I never found out what)
---20 Long Beards with Thane
20 Man Long Beard Regiment
20 Man Iron Breaker Regiment
10 Man Thunderer Unit
10 Man Thunderer Unit
2 Bolt Throwers
1 Organ Gun
Lizardmen
1 Scar Veteran with Great Weapon, Spawning of Sotek and Aura of Quetzl
----16 Man Saurus Warrior Regiment with Scar Vet.
16 Man Regiment of Sauarus Warriors
1 Skink Priest with 2 Power stones and level upgrade
----12 Man Skink Screen for Saurus Regiment with Scar Vet
1 Skink Priest with two Power Stones and level upgrade
-----12 Man Skink Screen for Saurus Regiment
4 Saurus Calvary (ultimately a waste, Rookie Mistake to field them but I needed the points....)
9 Chameleon Skinks ( Would have been amazing if I hadn't screwed up by making a stupid mistake)
This was the first game of Fantasy either one of us had ever played. With my opponent the game began with scenery, we cleared a board and started placing our respective pieces. We ended up with five pieces of Scenery. A large part of his strategy is to clear the board before each game and make damn sure some hills go down so he can put his artillery one them and fire over my skink screens. I bit the bullet on this one and let it go back and forth for a few turns so the board wasn't so boring. Needless to say what we ended up with was one side with two tiny hills on either board edge with a forest in the middle. The other side had this huge flat plateu with a big forest next to it. I won the roll of for deployment so I claimed the side with the huge flat plateu hoping he wouldn't be able to fit all his artillary on one hill. It ended up paying off. I suspect that our games will eventually be watered down to two piece of scenery which will probably be a hill with a forest next to it every damn game, or if I go first then a hill with a forest on one side and a forest on the other.
Deployment ended up with my forces on one edge of the table, with the exception of my calvary which I through on the opposite side to throw him off and by some slick hand gestures on my part (maybe). He ended up with 10 Thudnrers and a Long Beard Squad on the wrong side of his deployment zone, 2 Bolt Throwers and 10 Tunderers on a hill, and the rest in front of that hill. 10 Thunderers and 20 Long beards spent four turns marching across the table to get to the fight, which was good. And my Chameleon Skinks went into the forest next to the bulk of his force.
I can tell right now that my friend isn't going to give me an inch, not even with terrain or deployment, he's actually considering making in his own hills so he can bring them in and field his artillary on them. Let that soak in for a moment....
TURN ONE( I won this roll too)
LIZARDS
The Saurus blocks move forward with the skinks in front of them to shield any organ gun shots. One of my priests rolls double ones and explodes. The other one rolls low and is dispelled by the Dwarves. My Chamelion Skinks kill a couple long beards from his command unit.
DWARVES
I lose three skinks to the organ gun and Two Saurus from each unit from Missile fire.
TURN TWO
LIZARDS
Repeat of Turn one, Dwarf Command is getting shot up, it's now a rank lighter. My remaing priest burns a power stone and almost kills himself.
DWARVES
Repeat of Turn one, I lose a few more Skinks and Saurus. The Squads on the far edge of the table havn't moved at all.
TURN THREE (Finally something Interesting, sort of)
LIZARDS
I move my forces forward again, putting my skinks in his assault range. I move my saurus Calvary toward the rest of my army. My skinks kill two or three more dwarves from the command squad and no Iron Breakers. The plan is to have them flee and counter assault when his forces don't connect with anything. Dwarf Command loses most of another rank to Chamelion Skinks. My priest tries to get off a spell but is dispelled by the Dwarves ( This is one priest casting four power dice).
DWARVES
The Iron Breakers and the Command Squad assault my skinks. I fall back and they connect with nothing. Woo hoo! I lose more guys to missile fire. His organ gun kills two Chamelion Skinks. His lone Thunderers and Long Beards come off of their hill and move towards the battle but are still like 18 inches away. One Saurus Unit is below half strength and the other is at about 75%. Skink squads are at roughly 60% each.
TURN FOUR
LIZARDS
Both Skink Units rally using the LD of the general. My command Squad assaults his command squad, my weak Saurus unit goes after his Iron Breakers. My Saurus Calvary flanks his command squad. The Chamelion Skinks fire into his Organ Gun and kill one crewmember.
His Dwarven Thane challenges my Scar Veteran and the Vertan kills him, the Saurus Calvary take two casualties and kill one dwarf. Go figure. The Saurus kill thre more Dwarves. My weak Saurus unit don't do jack to the Iron Breakers and take a few casualties. The Dwarves run away, I overrun them and advance into that damn organ gun and proceed to kill all the crewmembers. My priest almost deals another wound to himself when he uses his last power stone.
DWARVES
He whittles down my Skink Squads a little more and the lone Sqaud of Longbeards begins taking fire from my Chameleon Skinks, I kill five in one round which is awsome. He loses another two from my other Skink Squad who's priest exploded. The Iron Breakers kill some more Saurus and I kill one of them.
TURN FIVE
LIZARDS
My Command Regiment hits his gunline and wipes out a bolt thrower, sweeps into another bolt thrower and kill all of them too. The stand and hold options take out a rank of Saurus from my command unit. That leaves 10 Thunderers on the hill, we're next to one another though so they can't shoot or charge me and I can't do jack to them. My Saurus are killed down to one guy who runs away from the Iron Breakers. Chamelion and regular skink fire whittles down the lone long beards to about six guys. I forgot about my Wizard that round. (There's one of my rookie mistakes.)
DWARVES
I lose more skinks to missile fire, both squads are now under 40%. His lone longbeards move closer to the fight and lose noone to skink fire. His Iron Breakers turn around.
TURN SIX
LIZARDS
My Command Regiment turns around. My lone saurus runs off the table. My remaing two Saurus Calvary charge into the long beards and get butchered. My skink priest is dispelled.
DWARVES
The priestless skink squad is wiped out by the lone handgunners who have been shooting at them. The Iron Breakers and the Lone Longbeards charge my command sqaud and I kill four Iron Breakers with my Scar Vet and one warrior with the Saurus. I lose two Saurus, the command squad is now at like 40%. The Warrios run, the Iron Breakers don't. One handgunner squad kills my remaining skinks down to two guys and the priest. Who manages to make a Leadership check.
TURN SEVEN (we kept playing out of a need for closure)
LIZARDS
My Skinks move back into the forest to avoid being killed and my Scar Vet kills three more Iron Breakers, the Iron Breakers deal no wounds but both sides stay. My priest gets dispelled by the dwarves again. The Chameleon Skinks stay where they are and whiff.
DWARVES
Both Thudnerers stay where they are and do nothing. The Iron Breakers are killed down to a man and the Saurus are down to just over a single rank. The one remaining rank of Lone Longbeards goes into the forest after my skinks but comes up short.
TURN EIGHT(LAST TURN)
LIZARDS
My Skinks stay in the woods, so they don't get wiped out by the two squads of Dwarven Thunderers that are waiting for them to try something. The Command Squad Turns toward one thunderer unit. I forget to move my Chameleon Skinks farther into the woods because I"m focused on the damn Iron Breakers and the fact the store is closing. My priest is dispelled again. I gave up on trying to cast Comet of Cassendora and am just going for second sign at this point, anything to make him do something.
DWARVES
His single Iron Breaker rallies. The Thunderers whiff and kill a single Saurus, one rank left. His one rank of long beards assault and butcher my Chamelion Skinks, I forgot to move them in my turn, stupid rookie mistake.
---End of Game
Last Men Standing
LIZARDS
Scar Veteran with one rank of Saurus.
Level 2 Priest with 3 skinks.
Roughly 375 point of Lizards left.
DWARVES
Twenty Thunderers.
1 Iron Breaker
5 Longbeards.
Roughly 375 points is what I was told.
End Result = DRAW
We didn't tally up extra Victory Points for capture regiments, slain generals or bouard corners. I did a once over and I think it still would have been pretty even. On the upside, I killed his Thane which felt really good.
CLOSING THOUGHTS
GOOD THINGS
The Lizardmen were making breakchecks all game I didn't think they would, especially the skinks being so close to the general, that was great. The Chamelion Skinks did amazing, way better than I expected, except when I forgot to move them. The normal Skinks have amazing staying power, I can only imagine how they last when the guys shooting them don't have a bs of 4. The Saurus were amazing, enough said. The Scar Vet is a death machine, no other way to say it. He broke two units and killed three war machines almost by himself with the saurus just soaking up all the hits.
BAD THINGS
My screw ups, the Calvary were a waste of 150 points. I let the Chameleons die. The priests were a total waste of points but I forgot about one of them for a round or so.
I lost over half a unit to artillary and I would have lost more if I hadn't tricked him in his deployment, the only reason it wasn't a massacre was the lost Thunderers and Long Bears units. The Iron Breakers will not go down to normal saurus, I need something that hits harder. Although two ranks of Saurus did hold them up for several turns. I need to find a counter for those damn hills, next time it will be more artillery and he'll learn to use bigger hills in terrain deployment.