I don’t know yet if I’m going to be attacking or defending next week. I also don’t know yet whether my friend will take his High Elves, Orcs and Goblins, or Lizardmen. I’m guessing Orcs and Goblins because they are easily his favorite army. I don’t see how my forces would need to change substantially for any of those three armies. We are planning to use Blood in the Badlands Siege rules. Attacking Siege Force Slann, Lore Mastery, Extra Power Dice, Lore of Fire, Cupped Hands of the Old Ones, BSB Banner of Eternal Flame Saurus Scar Veteran, Gambler’s Armor, Burning Blade of Chotec, Potion of Fool Hardiness, shield Skink Priest, L1, Cube of Darkness Skink Priest, L1, Dispel Scroll 25 Saurus Warriors, Musician, Champion 25 Saurus Warriors, Musician, Champion 10 Skink Skirmishers with Javelins and Brave 10 Skink Skirmishers with Javelins and Brave 29 Temple Guard with Champion with Terrifying Mask of EEE!, Musician 3 Kroxigors (with Battering Clubs) 3 Kroxigors (with Battering Clubs) 3 Kroxigors (with Battering Clubs) 3 sets of Battering Clubs 3 Battering Rams (represented by riderless Stegadon goaded by Salamander handlers) 1 Undermine Plan is simple, the Slann and Temple Guard will assault the gate, the two Saurus blocks will attack the sides. The Temple Guard have the Banner of Eternal Flame, one Saurus group will have the Scar Veteran with the Burning Blade of Chotec and the Third will get the Flaming Sword of Ruin from the Slann whenever possible. That means the three main attacking forces will have flaming attacks most of the time which is a huge boon for building assaults. Each of the attacking forces will have one Battering Ram Steggy and one set of battering Kroxigors to try to breach their respective sections paving the way for the Saurus to force their way in. The Skirmishers are to provide cover for the Skink Priests who in addition to caddying dispel items will provide line of sight to let the Slann aim magic missiles at any building section not currently being assaulted and later to aim magic missiles at the relief force stopping them in their tracks. As an added bonus the Skirmishers can still hit troops in hard cover on 6s if they close to short range (and why wouldn’t they? No one is going to charge them!). Defending Force Slann, Lore Mastery, Extra Power Dice, Lore of Fire, Forbidden Rod, BSB, Banner of Eternal Flame (deployed in gate) Saurus Oldblood, Fencer’s Blades, Glittering Scales (deployed in gate) Skink Priest, L1, EDIT: Opal Amulet, Ruby Ring of Ruin (deployed in Wizard’s Tower) 22 Skinks, 1 Kroxigor, Musician, Skink Brave and Flaming Ammunition (deployed in wizards tower) 22 Skinks, 1 Kroxigor, Musician, Skink Brave and Flaming Ammunition (deployed in regular tower) 22 Skinks, 1 Kroxigor, Musician, Skink Brave and Flaming Ammunition (deployed on west wall) 22 Skinks, 1 Kroxigor, Musician, Skink Brave and Flaming Ammunition (deployed on east wall) 10 Skink Skirmishers with Blowpipes (relief force) 30 Temple Guard with Champion and Musician (deployed in gate) 5 Cold One Cavalry with Musician and Standard (relief force) 7 Chameleons with Stalker and Flaming Ammunition (scouting) 7 Chameleons with Stalker and Flaming Ammunition (scouting) 4 Terradons with Flaming Ammunition (vanguard) 7 sets of flaming ammunition 2 Cauldron’s of Burning Oil 2 Sally Forths Hellgate Tower Upgrade: Wizard’s Tower Plan is slightly less simple. Hopefully with two Sally Forths and seven rounds of flaming ammunition all siege towers and battering rams (and maybe the other artillery pieces if any) will all be dead after round one. The attackers deployment zone is apt to be widely scattered so the Terradons and Chameleon Skinks should have free reign to be very annoying to the attacking forces trying to head in the opposite direction. As long as each of my Skroxigor unit maintains 10 Skinks, that’s 80 poisoned shots in the opening salvo round (hitting on 5s), 40 poisoned shots every stand and shoot (hitting on 5s) and 40 poison shots every shooting phase (hitting on 4s). That should bleed the attacking forces down hard. The Kroxigor will provide Fear and hitting power to each unit in assaults and I can hopefully use the Life lore attribute to keep most of the Kroxigor alive. Most if not all the Skink units will be in range of the Slann and test on Ld9 rerollable with Stubborn. As long as the Skink’s sections aren’t breached I think I can keep them in position. I chose to go with Temple Guard to defend the gate rather than cheaper Saurus because the Gate is the most likely section to be breached and if my gate defenders are driven out after a breach, the Temple Guard will be better positioned to retake it than a Saurus block would (that’s why they have the flaming attacks). The lore master Skink Priest and Lore Master Slann should have a huge variety of magical options. Any section that does get breached will get the lion’s share of spells like Flesh to Stone, Ice Shard Blizzard, Harmonic Convergence, and Regrowth. Hopefully I can avoid getting two sections breached because I doubt I’ll have enough magical tonnage to metaphorically “plug” two holes. When the relief force arrives, the Cold Ones are going to smack the rear of the most dangerous attacking force and the Skinks will try to sneak through the gate giving me the auto-win (assuming I still control the gate).
I haven't played a Siege in a very long time (like 10+ years ago), and neither has anyone else by the looks of it. BUT your armies look very well thought out! I'd be keen on reading a battle report of the mayhem. Good luck.
I definitely plan to post the results.....eventuallly. Problem is, my friend had to postpone playing with me.
Battle Report Here! http://www.lustria-online.com/threads/a-tale-of-two-sieges-2500-pts-versus-o-g-offense-and-d.10216/