Hi Guys, Earlier this week i asked your help with an army-list @1K. I played the list i put together with this help en it worked like a charm! I played: Scar-Vet (general) * Charmed shield * Dawnstone * Sword of might Skink Priest * Diadem of power 20 Saurus warriors * FC 10 skink skirmishers 10 skink skirmishers 5 chameleon skinks 5 chameleon skinks 1x 2 Sallies met extra handler 1x 1 Sallie met extra handler He Played: Lvl 2 liche priest, Nehekharan Lore Lvl 2 Liche priest on steed, Death Lore 20 archers * Full command 2 x 10 archers 3 necro knights 3 stalkers casket of souls: Again…forgive my English…..plzzzz We rolled the diagonal battle…..(don’t know the name….) en we had to roll a die for each unit and character we deployed. On a roll of 1 it stayed in reserve. Deployment: All my units came round one! Yesssssss I placed my SW block in the center, with one sallie on the left flank and the other two sallies on the right. My skinks were placed in front of my SW. Something in the line of: -----Sallie-------skinks--------skinks---------mountain------Sallie, Sallie---- ------------------ Scar-Vet---SW+priest------------------------------------------- Then it was his turn to roll……first character…in reserve, second character………again in reserve…..0_o The rest could be deployed. His deployment was: -------------------Stalkers-----------------20 archers--------------------------casket----- ----archers-----------archers----------------------------------necro knights-------------- Then my scouts were placed. I deployed them a close as possible to the casket. (after the game he admitted that the deployment of the casket was a big and pricy mistake!) Round 1 Lizzies: I move everything up for optimal shooting. (Sallie on the left: 7inch away from the archers and on the right: 1 inch in front of the necro knights (perfect spot to shoot @ the big archerblock AND stop there movement next round) Magic: Just used my diadem Shooting: * Skinks killed 1 archer from the left block and 4 archers from the other. Left Sallie toasted 5 other archers within that block. * Sallies on the right: misfire (ate one skink) and 2 dead archers. * Cameleons kill the casket! (poison ftw!) It explodes and hits (D6) all units within 6 inch. (Sallies 1 wound on a sallie, Knights; 1 wound, chamo1: 2 dead (pass panic test), chamo2: 1 dead ) Round 1 TK His characters came into play to dance with the lizzies. Movement: Knight charge my Sallies. The Skellies move up to make room for the Stalkers. They move forward (but my SW are out of reach for there gaze). Magic: He casts a hex on my SW (-1 str + -1 T). I did not try to dispell that one. I needed my die for the extra movement (Stalkers) and/or shooting. He did try to cast those and i dispelled them! Shooting: Skellies shoot @ my SW but AS saved the day. Only 1 kill. Stalkers Gaze @ my skinks, but I4 means wound on a 6. Again. 1 kill! Combat: Knights VS Sallies. The I of my Sallies is higher, so i bite first and wound twice! (That’s 1 dead knight!) He strikes back and causes 4 wounds (That’s 1 dead sallie and 2 wounds). He wins combat and i fail my test. The single Sallie tries to run but is killed “on the way home”. He overruns 9 inches. Round 2 Lizzies: Movement: I move everything forward just a bit and make room form y Scar vet to charge next turn. Sallie on the left moves up to shoot @ the Stalkers and charge the archerblock next round. Chamo’s move close behind the knights to poison the hell out of them. Magic: Just used my diadem (again) Shooting: Nothing special to tell. Round 2 TK Movement: His stalkers move up to gaze @ my SW (so i thought) Knights move forward to speed up behind my SW. Magic: Again the hex…..resolves. again the shooting…dispelled. Then a casts a snipe-spell VS my priest……….. Poof…..one dead Skink priest. Shooting: Stalkers gaze @ my Scar Vet (oh oh….) but i lucked out (again!) 1 misfired and received 3 wounds (a.k.a. Killed himself) and the other rolled a 2, with no wounds. Archers take out 3 SW. Round 3 Lizzies: Movement: Sallie charges archerblock. Skinks charge remaining Skellie. Scar-vet charges the remaining Stalker and the other block of skinks charges with him (just in case ;-) Chamo’s are in persuit of the two knights. My SW move in for the charge on the big skellie block next turn. Shooting: Nothing to note. Combat: Sallie eats skellies an wins combat. 2 Skellies left with his hierophant. Skinks beat the single skellie…. Scar-Vet kicked owned the Stalker. He and the skinks overran. Scar vet moved 10 inch to be on the flank of the big skellie unit. Skinks move 9 inch and run into that same block! Yesssss!!! Round 3 TK: He surrenders ! Only his knight unit was alive and (almost) out of harms way. The archerblock with hierophant would be killed next round. His big block wound stand there en had to fight the skinks. No matter the outcome, that would mean a flank charge of my scar-vet and a front charge of my SW next round! After thoughts: I had luck on my side BIG TIME!!! * Killing his casket round one * His mistake in deployment. * 2 characters NOT showing up round one * Die rolls were on my side! (He failed almost every “die roll target” (AS/Atk/etc. he had to make) On the game side: * Chameleons are the nuts! (This game for sure, but other games as well) • Poison hurts Skellies and constructs. • Sallies VS low T units……auch! • Skink lvl one (+diadem) is enough magical defence @1K. I’m happy with this list. Maybe i have to play more agressive next time. My Sw have to be in combat asap! Next stop will be Ogre Kingdom (again @1K) any pointers fort hat game? Hope you enjoyed the read!
Just reviewed the list in the other post. Looks like the revised army did well. Glad it was a good game. Even a marginal list can become a strong force if you stay on top of movement and let your opponent open himself up.