I am taking my lizards to battle in an 8 week long campaign setting vs 8 other opponents. I will be using this space to post a few updates on my progress. I will try to include some pictures as well later on. So opening moves happened Monday, for week one each player can only be attacked once and attack once. I had the unfortunate roll and placed on the board last, which got me overall one less magic item then all the other players. My magic items: biting blade Obsidian lode stone Banner of eternal flames Meh nothing amazing, probably try to trade them all away at some point My opponents 1. Warriors of Chaos 2. Beastmen 3. Skaven 4. Vampire Counts 5. Another Lizardmen player 6. Dwarves 7. Dark Elves 8. Me with my lizards We are starting at 1000 points and increasing by 200 each week. We are required to take a lord and a hero in every army, but point limit rules out a Slann at least to start. For my opening move I attacked the Chaos warriors Capitol city. This means he will have 30% more points then me in the battle. On the other side I got attacked by Skaven in an open group area with no special locations. ( the board includes cities, mines and fortresses) My plan is to build an army to take on the chaos warriors and probably though the game against the Skaven. So here is the is the army build I am currently planning on. Lord: Old blood on a cold one with a great weapon and light armor Hero: skink priest, roll on beasts Hero: skiing priest, roll on beasts Core: 10x skink skirmishers, patrol leader 10x skink skirmishers, patrol leader 15x saurs full command and spears 15x saurs full command and spears Special Bastiladon with solar solar engine Tactically the plan is to lose to Skaven and use the fight to just level up one of my saurus blocks and the old blood. Then focus on the fight against the warriors . My plan for the warriors is to win the movement and magic phases. Movement phase, bait with skinks, force terror test with bastilidon. Try to force exposed flanks of warriors using skirmishers then capitalize with saurus. Magic phase, buff saurus to be able to go up against chaos warriors, shoot at block with lAzER BeAMs on the bastilidon. Shooting phase, whittle away at large block with skinks or, preferably shoot at anything big on the field such as demon princes or dragon ogres. Combat , pray for good rolls and hope the work done in other phases has been enough. Any thoughts on the over all plan, or even the list? I will be posting more updates as the campaign progresses! All comments an thoughts are welcomes!
My first round against the skaven that were attaching me I had last night . Here was his list: 45 Slaves 45 Clan Rats 45 Plague Monks Lord: Warlord with Fel Blade Hero: Plague Preist Turn 1: The game started off not looking so good. His plague spell wiped one of my skirmisher blocks down to one remaining, though he did miscast on it nothing too bad happened to him. We both moved up. There was a lot of terrain on the board including two scree slopes (that are all dangerous terain tests) I did my best to use this to my advantage and force as many dangerous tests on his huge blocks as I could, Also during turn one my Solar Engine managed to kill persisley one slave. Turn 2: Turn two brought mostly some suffeling up and carful avoidence of dificut terrain, a couple declared and failed charges on his end. I used terror with my Bastiladon to force his slaves to run away. It was pretty amusing. Turn 3: The action begins Plague monks charge through a dangeous marsh to get to a saurus block and lose 8 in the process. Clan Rats charge the Old Blood over a dangerous scree slope losing 6, Combat does not go well for me my Sauruss lose combat by 4 from heavy losses however they end up sticking thanks to wonderful cold blood! The Old Blood is challenged and killed with a single hit from the Warlords fell blade. SPLAT! Not a good top of turn! On my turn my skink priests started coming into their own, Wild Form was cast on hurting saurus block in close combat and Curse of Anraheir on the clan rats (who happen to be standing on a scree slope.) The saurus combat goes much better this time with his weaker rats not being able to do very much and the saurus rolling several sixes for predatory fighter, I kill 9 he kills two, he takes his leadership and flees the saurus then run down and kill all the remaining 20+ plague monks and his plague priest Turn 4: Clan rats take heavy losses from dangerous terrain but manage to turn to face my other saurus block before it can make it into its flank. Slaves roll double ones and rally but are stuck in the far corner of the board with a river between them and any fighting. Rest of Game: Slugfest between saurus block and Clan rats ends up going for some time, skinks buff the saurus and eventually charge into the rear to force a good round of combat res, (he still passed the leadership) Only crazy thing too note one skink Priest managed to survive against the Warlord with the Fellblade in a challenge then on the same turn the skaven finally broke and were run down and killed. Leaving only a block of slaves on the table and my opponent conceding the game. I took the felblade from the dead rats corpse and my surviving units each got a nice little level up. Saurus blocks +1 WS, Str and Leadership Skiing Skink Priest +1 spell Bastiladon +1 WS and Leadership Sunday I play the Warriors of Chaos who won their last battle and have leveled up guys and also he has a bonus 300 points because I am attacking his capitol city. Not sure the best way to face him, I am allowed to replace everything in my army that did not level up.
Against WoC, it may be worth your while to take Heavens on the Skink Priest that didn't level up. Your opponent may bring flying models with his 30% extra cash, so the Lore Attribute could wind up giving you an extra wound here and there. Iceshard Blizzard is nice for muddling up Hellcannons, and the -1 To Hit/Ld compounds nicely for close combat. If your opponent pursues your Bastiladon with a flying Daemon Prince, that -1 To Hiit will be more beneficial than +1 Toughness, in my opinion - he'd take D6 S4 hits too, for what it's worth. In any case, not getting hit has always helped me much more than higher Toughness against WoC. When they hit, they hit very hard. Harmonic Convergence, Curse of the Midnight Wind, Urannon's (especially Urannon's), and the Comet: these are all nice to have in a fight against Chaos. Wind Blast gets a bad rap because it's situational, but don't overlook it! EDIT: Forgot to add - Skrox Darts are nice for dealing with the big killy things of Chaos. Poisoned Javs and fairly mobile with a musician (reforms/marches taken at Krox's Ld7), they can dance around monsters. It's worth mentioning that Chaos doesn't shoot very much, so Skirmishers won't benefit very often from their -1 To Hit rule. In Close Combat, they get their poisoned attacks at I4, a parry save, reduce Terror to Fear and thereby cause Fear, plus the Krox gets his big S7 swings w/ PF, and they are even Steadfast against monsters. Send them into a flank, and they'll disrupt rank bonuses (which Skirmishers cannot do). While they are MUCH better with High Magic in the mix, they are still potent without it. !!!: As the Skrox Dart nears the end of its usefulness, try this if you have at least two ranks five-wide: Charge the flank of a block of Chaos Warriors with it. In your magic phase, do whatever must be done to cast Iceshard Blizzard on that same block. Doing so means this: most Chaos Warrior blocks are taking a Fear check on Ld7 (they will probably fail) every round of Close Combat. If they fail, that is awesome. Compounded with Iceshard, the few flank attacks that they get will hit on 5's, and yours are hitting on 3's. You will most likely win this combat, or at least prepare that block for one of your more lethal charges. Assuming you win, they are now facing a Break test at Ld7. Barring great luck, your very inexpensive M6 chaff may run down his or her expensive M4 buttkickers. At the very least, your very inexpensive unit is effectively holding up their very expensive unit! As a note: there is a Mark of Chaos that prevents Panic/Break, so make sure that they don't have it. I believe it's Slaanesh's. I love Skirmishers, but this unit is certainly worth a look. It's up to you to decide whether to take command, but I only run a musician to save points. Wyssan's is nice on them too, since these guys carry it over into combat more effectively. Very competent tarpit/chaff hybrid. 14 Skinks + Krox isn't too expensive considering what they're capable of holding up for a few turns (and possibly killing). I have a short write-up on my experience with them in the 'Weird Tactics' thread (maybe on page 2 of the forum now). Good job beating the Skaven! Good luck against Chaos.