8th Ed. Lizardmen vs Orcs & Goblins 2000 pts (game 4)

Discussion in 'Battle Reports' started by Kinslayer, Jul 31, 2012.

  1. Kinslayer
    Saurus

    Kinslayer New Member

    Messages:
    51
    Likes Received:
    3
    Trophy Points:
    0
    Tonight I played my fourth Lizardmen game, this time against the Orcs & Goblins (same player as the Skaven in game 3)

    I didn't take down as many details about his army and as we only had 2 hours to play once set up a lot of this is from memory.

    Knowing I was facing the hard hitting Orcs I wanted to take a more steady battle line in this game which could not easily be broken, whilst still being able to dish out the damage in return.

    Here is my list,

    400 - Slann BSB (Lore of Life) - Focused Rumination, Focus of Mystery, Cupped Hands of the Old Ones, Ironcurse Icon
    93 - Scar Veteran - light armour, shield
    360 - 30 Saurus - full command
    360 - 20 Temple Guard - full command, gleaming pennant
    285 - 24 Skinks & 3 Kroxigor
    80 - 10 Skink Skirmishers
    80 - 10 Skink Skirmishers
    96 - 8 Chameleon Skinks
    96 - 8 Chameleon Skinks
    150 - 2 Salamander Hunting Packs

    Total - 2000


    And here is his list completely from memory,

    (NB: he is using the 7th edition O&G army book still)

    Orc Boss on foot
    Night Goblin Shaman level 3
    20 Black Orcs - full command
    20 Orc Boys - full command
    20 Orc Boys - full command
    25 Night Goblins - 3 fanatics
    25 Night Goblins - 3 fanatics
    10 Squig Herders
    8 Squig Hoppers
    Snotling Pump Wagon
    Doom Diver
    Rock Lobber
    Giant


    He rolled the spells Hand of Gork, Foot of Mork, and one another. I think he rolled 4, 5, 5 and swapped a 5 for spell 1.

    He had one that lets a unit move forward D6'' and one that does D6 S6 hits. The other was a magic missile of some sort.

    I had Loremaster (Lore of Life) and knew all 7 Life spells.


    Here are the first pictures, taken just after Deployment:

    My left:

    2012-07-30200344.jpg

    My right:

    2012-07-30200350.jpg

    His left:

    2012-07-30200400.jpg

    His right:

    2012-07-30200407.jpg



    Turn 1 Lizardmen:

    2012-07-30201646.jpg

    2012-07-30201640.jpg

    Pictures taken at the end of the turn. On my left flank the Skink Skirmishers and Salamanders moved up while the Kroxigor unit just turned slightly. On the right the Skirmishers advanced too, while the Chameleons moved closer to the Squig Hoppers and prepared their blowpipes. After a successful round of shooting, only 3 of the Hoppers remained. This magic phase also gave a few bonuses that would not matter, but I didn't get Throne of Vines off yet.



    Turn 1 Orcs & Goblins

    2012-07-30203552.jpg

    2012-07-30203601.jpg

    2012-07-30203608.jpg

    Everything passed their animosity and almost everything moved up, the four main units in the middle coming down the centre whilst his Black Orcs headed down the flank towards my units there alongside the Pump Wagon. On the other flank the Squig Hoppers had charged the Chameleons and lost another 2 to stand and shoot, and the Giant moved behind the other nearby Chameleons and turned to face their backs.

    In the magic phase, he got off the D6'' movement spell and the Giant surged into the back of the Chameleons. At this point I didn't realize I could make a flee reaction as it was an out of phase charge, so they held there and were promptly squished. The other notable thing this turn was his Rock Lobber aiming at the Slann, and although it only clipped the Slann with S3 and did not wound, it would have killed 4 Temple Guard including the one at S9 were it not for the Ironcurse Icon ward save, as only 2 of them died.



    Turn 2 Lizardmen:

    2012-07-30204932.jpg

    2012-07-30204948.jpg

    2012-07-30204940.jpg

    This turn the Skink Skirmishers advanced again, while the Salamanders went forwards a few inches to better their chances in shooting and the Saurus and Kroxigor both edged up the board. In the Magic phase I got off Throne of Vines, and then gave the Kroxigor unit +4 Toughness and the Slann unit Regeneration 4+ and cast Awaken the Wood on the rightmost Orc Boys, killing one. The Skink Skirmishers then did a good job shooting, one unit killing a Black Orc as the other wounded the Giant with poison. The Salamanders then shot and killed two more Black Orcs. In combat, the remaining Chameleons managed to kill the last Squig Hopper after taking a few casualties last turn, before he could attack thanks to Initiative.



    Turn 2 Orcs & Goblins:

    This turn I forgot to take pictures, but not much happened anyway. Both Night Goblin units squabbled and he decided to hold back the Orc Boys with them. The Giant charged the other unit of Chameleon Skinks, as the Black Orcs charged the Skink Skirmishers and the Pump Wagon the Salamanders. A lot of my units were too close to the board edge to risk a flee maneuver, so the Salamanders held, the Chameleons held as they were too close to stand and shoot, and only the Skink Skirmishers fled away from the Black Orcs. They got away, leaving the Black Orcs flank exposed.

    His Rock Lobber hit my Saurus unit and killed a couple, the Doom Diver missing its target again this turn. In combat, the Pump Wagon wounded a Salamander on impact hits, but the beasts did two wounds back to tie the combat. On the other side of the board, the Giant jumped up and down and killed a few Chameleons. At this point I couldn't find anything in the rules to say you could elect to flee from combat voluntarily, so when I passed my break test I just played along and stayed put for round two.



    Turn 3 Lizardmen:

    2012-07-30210833.jpg

    2012-07-30212843.jpg

    2012-07-30212850.jpg

    2012-07-30212857.jpg

    My fleeing Skink Skirmishers failed to rally, before my Kroxigor unit charged the Black Orcs. The Skink Skirmishers on the top right made a move towards the warmachines, as the Saurus and Temple Guard moved up to dry and draw the Orcs forwards after their standstill last turn. At this point I had forgotten all about fanatics, I hadn't seen my opponents list but I did think before the game he might have some. Out of one Night Goblin unit popped three, two going through the Saurus and wiping out the back rank completely.

    In the Magic phase the Slann still had throne of vines, and after gaining Regeneration for its unit again renewed the +4 Toughness on the Kroxigor as well as giving them Shield of Thorns. This was the second attempt I made at a Dwellers Below on the Orc Boys, but just like last time I failed to reach the casting value despite using 3 power dice + a free one + his wizard level, rolling all 1's and 2's this time. The Salamanders finished off the Pump Wagon in combat, as the Kroxigor butchered their way through the Black Orcs after the greenskins killed a handful of Skinks. They broke, they fled and I caught them.



    Turn 3 Orcs & Goblins:

    2012-07-30214801.jpg

    2012-07-30214031.jpg

    First thing this turn his fanatics that had emerged got to roll. The first killed itself with its chain, the second turned and went straight back through the Saurus killing one or two more, as the third rolled 11'' away into no mans land. However he then charged my Temple Guard with his Orcs and Night Goblins, who I had purposefully kept 9'' away rather than move into 8'', and as I now suspected they began to move before out popped three more of the fanatics! Two went through the Temple Guard as one just missed them, those two causing four or five wounds I believe.

    Magic and Shooting did nothing of note as far as I can remember, and in combat the Giant who had fallen over last turn after attempting to Jump up and down again (this is when my Chameleons were stuck in combat with him laying down and I was not sure if I could opt to just walk away or if I had to flee, or had to continue fighting). Anyway he stood back up and swung his club around to pulverize the last three Chameleons. He then reformed by rotating on the spot to face the other Skink Skirmishers.



    Turn 4 Lizardmen:

    2012-07-30220240.jpg

    2012-07-30220248.jpg

    2012-07-30220254.jpg


    In my fourth turn I rallied the Skink Skirmishers at the bottom of the board but they were too far away now, but they had done their job in drawing the Black Orcs out. The Kroxigor unit now reformed to face the Orc Boys leaving the Salamanders to deal with the Squid Herd, I did consider charging them but the flames of the Salamanders did a good job and killed half the unit. On the other flank the Skink Skirmishers had moved away from the Giant in the direction of the warmachines and hurled their javelins at the Doom Diver, but failed to hit as only three of them were in range.

    This turn I knew I had to protect my Slann as his unit was now in combat, and not only that was surrounded by fanatics. Luckily I managed to cast both the Regeneration and the +4 Toughness on him without losing Throne of Vines, however I once again failed to cast Dwellers Below and shut down my magic phase even after my opponent had used up all his dispel dice and I had enough left to cast more spells. In combat they proved too tough to hurt, but in return they smashed into the Orcs and killed 9 in total. They fled along with their Warboss, the Temple Guard taking off in pursuit.



    At this point we had to call it time as everyone else at the club had left. My opponent conceded to me thinking that I was winning, however I think it was a Draw at the point we left it.

    Just a shame we didn't have the extra hour (we usually play for 3 not 2) as I would have liked to know what happened next, his fanatics destroy me or my units panic his and run them down.
     

    Attached Files:

  2. T`hinker`er
    Salamander

    T`hinker`er Active Member

    Messages:
    825
    Likes Received:
    248
    Trophy Points:
    28
    Next time take your poison shots at the giant. It has no armor save and is pretty easy to take out with enough poison shots.
     
  3. Kinslayer
    Saurus

    Kinslayer New Member

    Messages:
    51
    Likes Received:
    3
    Trophy Points:
    0
    Thanks for the hint.
     
  4. Dartdon
    Skink

    Dartdon New Member

    Messages:
    32
    Likes Received:
    0
    Trophy Points:
    0
    It is also worth noting that it might be a bit more effective to use a razordon against orcs
     
  5. Kinslayer
    Saurus

    Kinslayer New Member

    Messages:
    51
    Likes Received:
    3
    Trophy Points:
    0
    I am going to buy some Razordons and Terradons to complete the army choices, then start bulking it up with more of the same so I can play 3-4k games. Once I have the models I will try them out.
     

Share This Page