8th Ed. My First Blood and Glory Scenario

Discussion in 'Battle Reports' started by Scalenex, Aug 2, 2011.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Army List for 7-29-11
    Slann Mage Priest, Two Disciplines, Cupped Hands of the Old Ones, Divine Plaque of Protection, Battle Standard Bearer

    Saurus Scar Veteran, Cold One, Spear, Shield, Light Armor, Dawnstone
    Saurus Scar Veteran, Cold One, Spear, Shield, Light Armor, Luckstone

    28 Saurus Warriors, Full Command
    28 Saurus Warriors, Full Command

    21 Temple Guard, Full Command, Ironcurse Icon, War Banner (that I forgot to use)
    8 Chameleon Skinks
    7 Chameleon Skinks
    7 Chameleon Skinks

    3 Salamanders, 2 extra handlers
    3 Salamanders, 2 extra handlers
    2500 points total

    We used my homebrew generator for Lustria terrain. There was a dense jungle in lower left corner with a hill in front of it, then a swamp (which turned out to have swamp gas, but that didn’t affect anything), and another dense jungle off in the other corner. A regular jungle was across from it on the other corner. An encampment in the middle on the left side. A forest in the middle towards my side. An alter of Tepoc was off in the far corner by my opponent who wanted to keep me from using it. The only place terrain really did much was one unit of dwarf warriors that had very bad luck with difficult terrain tests.
    Deployment
    Saurus, T-Guard, Saurus on far edge sallies on flanks ahead
    Left to right from my view, gyrocopter, space, warriors, slayers, hammers with rune lord and bsb, warriors with dwarf lord, rangers in my lower right corner, I arrayed two of my chameleon skink groups to be pointed at the back or side of the rangers and the other to go behind the main line
    It was a Blood and Glory Scenario. The Dwarves couldn’t win without killing my Slann and that would automatically win if the Slann died. I held the Slann and Temple Guard back on my far table edge. My Saurus on their flanks did likewise. I expected to face a couple war machines. My opponent expected me to go heavy on war machine hunters so he used no war machines to surprise me. I had twenty-two chameleon skinks without war machines to hunt. The upside is I had ranged attacks and he didn’t (minus some quarrelers) so I had an incentive to hang back and delay close combat with my Saurus while I tried to whittle units down with blowpipe darts, salamanders, and the Pit of Shades, so that’s what I did.

    LM Turn 1
    My Saurus stayed put and my sallies lined up for shots trying to stay out of likely charge distance. Two of my chameleon skink units moved for better shots on the rangers. The other angled for a shot at the
    general’s unit. Chameleon skinks kill two rangers and no warriors. One Salamander team kills 6. The other misses once and misfires twice killing four handlers. The only spell I got off was a Miasma on the general’s unit to try to prevent them from charging my Salamander team (though another unit did charge them).
    Dwarf Turn 1
    I gambled that the dwarfs wouldn’t reach my sally and I failed on this, and they got successfully charged anyway.
    The warriors moved normally not wanting to march through the thick forest. The slayers marched forward. The gyrocopter moves to the hill and pointed at my Saurus on the left. The Quarrelers fire on the unit of Saurus nearest to them and knock off a few.
    In CC I put the maximum number of possible attacks on the runelord wounding him twice. I also killed the unit champion and one normal unit. The sallies are then slaughtered and overran bringing them into CC with a unit of my Saurus.

    Lm Turn 2
    I get okkams mind razor off on the Saurus in combat, the other spells I attempted failed or were dispelled. Chamo skinks kill six rangers, remaining sally team kills four warriors, chamos kill two off generals unit.
    CC I killed 7, lost 11. My scar vet challenged his bsb and the scar vet took one wound, inflicted none (very lucky saving on six twice in a row), I rolled snake eyes and held. Probably the most game affecting roll of the match.
    Dwarf Turn 2
    Depleted rangers attempt to charge the Saurus fighting the Hammers and fall short. The warriors near the sally successfully charge them, but lose four to difficult terrain tests due to the dense forest.
    Gyrocopter roasts four Saurus
    Scar Vet kills the bsb, the Saurus kill eight lose nine, win combat by one and run their foes down. The pursuit takes them into dwarf general’s unit. Now the runelord is dead and my magic phases become more potent.
    The warriors fighting the Salamanders kill two of the three Sallies (leaving one with one wound left). The salamander (now spoilt for crewmen) breaks and flees. The dwarves fail to restrain pursuit and fail to catch them. They also ran through a swamp and lose four more to difficult terrain tests.

    LM Turn 3
    Chameleon skinks behind his main line kill one slayer. The two chamo skink units near the rangers kill three of them. My sally rallies. I got off pit of shades toasting five more slayers. Then I got Okkams mind razor on the heavily depleted Saurus facing the general’s unit.
    Scar Veteran takes around nine wounds or so fighting the dwarf lord, then rank and file Saurus kill three dwarfs, then they are horribly butchered to the last lizard.
    Dwarf Turn 3
    Slayers attempt a charge on the Temple Guard and fail. Warriors with the general march forward, while the warriors who beat the Salamander before reformed.
    Quarellers shoot at the Saurus and fail to wound. The gyrocopter does no damage either

    LM Turn 4
    I attempt a charge with my Saurus and fail, temple guard move up slightly to line up with them, sally lines up for a shot. My one chamo skink unit move behind the slayers to get a short range shot while the other chamo skinks continue their vigil at the flank and rear of the quarreler rangers.
    I kill some of the generals posse with pit of shades, Cast the Withering on the unit in front of the sally and with my extra dice enfeeble the slayers (realizing later that was completely undone by the Slayer ability), chamos kill off a other ranger, a couple slayers, and my sally burns three warriors
    Dwarf Turn 4
    Gyrocopter, slayers, and warriors all successfully charge the temple guard. The Gyrocopter is in the rear while the other two are on the front. The withered warriors reform
    The Lord stomps my revered guardian flat with max overkill points, I kill one slayer, lose two regular temple guard.

    LM Turn 5
    Sally and Saurus charge unengaged unit (the warriors who nearly killed off my second sally team), skinks close in on the main melee between my temple guard and every other dwarf just in case I feel like doing a supporting charge with them later.
    Saurus and Sallies kill six, I lose the sally and three Sauri. I won the combat and broke the unit. I restrained the pursuit so I could reform the unit and point them at the slayers to protect my Slann with a supporting charge next turn.
    Temple guard kill four slayers and a warrior, wound gyrocopter, lose seven Temple Guard. They are stubborn, cold blooded Ld9 with a reroll so they hold easily.
    Dwarf Turn 5
    Dwarfs win combat killing more than me, but the Temple Guard hold again. The fleeing dwarves fail to rally and keep running.

    LM Turn 6
    My Saurus Warriors charged the slayers. All told I killed four slayers and lost two Saurus. The Slayers were reduced to their standard bearer, the gyrocopter and general’s unit broke. Nothing I had could pursue but it didn’t matter since the Dwarves were down to one standard, so I won.

    So there you go, The Slann was the only thing I really had to protect and I had to break most of us stuff to win so I kept the Slann back as long as possible and it worked.
     

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