Not a full battle report, as it wasn't a full battle, but here's how it went. I took: 20 temple guard with Slann (cupped hands, rumination, cogitation, mystery) 1 skink priest with cube of darkness 24 saurus w/music, stand, plus scar veteran 24 saurus w/music, stand, plus scar veteran 25 saurus w/music, stand 14 skinks with javelins 12 skinks with javelins 1 salamander w/extra handler 1 salamander w/extra handler He took: 10 black knights 5 dire wolves 14 ghouls 14 ghouls 25 grave guard with vampire general 39 ghouls with vampire 1 solo vampire And a host of banners/magic items (he didn't have the items listed, just the effects, and went over them quickly) From my perspective, he put his wolves and knights on the far left, his grave guard and ghoul horde in the middle with a unit of 14 ghouls on each side. I set up my left side with a unit of saurus (w/scar) behind, 14 skinks in front to the left and salamander in front to the right. The middle was the temple guard, a saurus unit in front to the left and 12 skinks in front to the right. The right was a unit of saurus (w/scar). His first turn was just moving everything forward, the wolves screening for the knights. He cast a couple of invocations that raised 11 ghouls for his far right unit, hit the salamander on the left with a gaze of nagash for two wounds, and that was it. I responded with my skink priest casting a net of amyntok on the grave guard/general unit. Expecting the ghoul horde to hit me soon, I put curse of the midnight wind on them. Making them reroll 6's (and thus negating a lot of his poison) was nice. My 14 skinks on the left moved forward a bit and threw their javelins, wiping out the unit of dire wolves. The salamander on the left moved forward and spit across the black knights, killing 4 of them. The salamander on the right moved into position for a spit at the ghoul horde, but the distance roll was low and it only killed one. The second turn saw his knights charge the 14 skinks, killing 7, then chasing them down. His right flank ghouls tried to charge the 12 skinks, failed, and lost 3 to stand and shoot. The horde charged my saurus unit in front of the temple guard. The best part of the turn was his grave guard attempting to charge with the net on them. He rolled a 6 for the test, failing even with his vampire lord's strength, and was stuck.. losing 2 grave guard in the process. He tried to cast summon undead horde, which I used the cube of darkness on. It stopped the spell, but didn't end the magic phase. He then tried casting gaze, vanhel, another summon and an invocation, all either failing or being dispelled by my slann. The ghoul horde kills 7 saurus, while they kill 3 ghouls in return. I didn't have a lot of movement, but did cast pha's protection on my saurus fighting his ghoul horde. Put a net on the unit of ghouls to the right, killed a knight with banishment, one salamander failed to wound the knights, the other misfired at some ghouls and ate 3 handlers. The fight between the ghoul horde stays much the same, about half a dozen saurus killed to a few ghouls. Third turn, he charges his solo vamp into my wounded salamander on the left but failed his charge with one of his ghouls at the same salamander. The vampire was enough and kills it off. His right side ghouls fail to break free of the net, are held fast and lose a few. He casts vanhels repeatedly until his black knights get the rear charge into my saurus on the left, while the grave guard charge them from in front. The battle goes predictably and the saurus are wiped out. The horde still can't finish off the saurus in the middle, with my slann right behind them giving leadership rerolls. At this point, my opponent informs me that I can take my turn, but then he has to leave. I rolled 4 for magic, and then tried a full force cast of banishment, hoping to miscast and use the cupped hands. Unfortunately, even with 5 dice total, couldn't get the spell off. I charge my saurus on the right into the flank of his invocation-increased ghouls, killing a bunch through combat, and wiping them out with the resolution. Salamander has an uneventful turn, and the highlight is my saurus unit against the horde. All but the standard bearer finally fell to the poisoned claws, but even needing a 3 on the leadership roll, he stood solidly in defiance of the undead. Game over. Vampires 531 to Lizards 152. I'm confident that the next turn would've seen his other small ghoul unit destroyed by my right side saurus, which would have then been in a spot to charge the rear of the horde. The horde would've killed off the standard bearer on his own, but leaving them open to a charge from my temple guard. It was pretty frustrating to me for him to leave when he did. My biggest mistakes? I didn't take into account terrain, then I paid too much attention to it. It was my first game in over a decade, and I wasn't sure about being able to move through forests, which were all over on my side of the table. Because of this, I ended up not moving my temple guard at all, and that really crippled me. Plan had been to keep all the saurus near the slann, using magic to boost them. I also targeted badly with my spells, hitting knights and grave guard with burning gaze and banishment, rather than the ghouls (no armor). I should have also used the nets more on the ghouls, and was lucky that his vampire failed to break free. Other thoughts? Curse of the midnight wind on the ghouls was big. The saurus units were tough, had I put a scar vet into the unit fighting the horde, I might have even won a round or two. The salamanders were pretty good, but balanced out. I pretty much shut down his magic phases, but he did get a few spells through. I'm likely to be playing him again. Any tips for me?
I have a amp player friend from what I can gather a good choice woud be oxylotl and snipe his vampire one hes dead his hoards will die very easily
Yeh I agree i give my templegaurd vetran Blood Statuette of Spite and roll 2 squads of 7 chameleon skinks with oxytol, you can pick of alot of heros easily.