Terradon
hdctambien
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I played against the Tomb Kings yesterday. This is how the game started. Let me know what you would have done for Turn 2! (or better in Turn 1)
Deployment (left to right)
Tomb Kings:
10 Archers
10 Archers
10 Horsemen (with 2 low level wizards)
Screaming Skull Catapult
Necrosphinx
Necolith Colossus (He called it a Bone Giant)
20? Tomb Guard w/ Tomb King
20? Skeletons w/ Lv 4 Hierophant (and a Herald whose will would be done)
10 Archers
10 Archers
11 Horsemen (with Mummy?)
The two units of Horsemen vanguarded forward their max move.
Lizardmen:
10 Skinks w/ Javs
10 Skinks w/ Javs
30 Temple Guard w/ Full Command, Razor Banner, and
Slann (Light Magic, Skavenpelt Banner, Channeling Staff, Iconcurse Icon, Convergence, Cogitation)
Scar Vet (Enchanted Shielf, Light Armor, Gold Sigil Sword, Dawnstone)
Skink Priest w/ Dispel Scroll (behind Temple Guard)
Ancient Stegadon w/ Engine of the Gods
49 Skink Cohorts w/ Poison attacks, Full Command, and 1 Kroxigor
Scar Vet Cowboy w/ Crown of Command, Light Armor, Charmed Shield, Dragonbane Gem
Salamander w/ 4 handlers
3 Ripperdactyls
10 Skink Javs
5 Chameleon Skinks deployed in the middle of hte table, between the Catapult and Necrosphinx
The Ripperdactyls vanguarded backwards behind the nearby Skink Javs and the Blot Frog was palced on the Skeletons w/ the Heirophant.
Magic:
Slann: Speed of Light, Net of Amyntok, Shem's Burning Gaze, Banishment
Skink Priest: Wyssan's Wild Form
Tomb Kings: He at least had: Cursed Blades, Incantation of Protection, Righteous Smiting, Vengence
Lizardmen went first and pretty much just advanced.
All the Skinks went 12" forward and Temple Guard went 8". I kept my Stegadon a few inches back from the front line of the Skink Cohorts and Temple Guard.
I almost moved the Slann to the other side of the Temple Guard, but ultimately decided not to becasue I wanted to keep him away from the area of the unit that would likely end up involved in a combat.
The Ripperdactyls moved closer to the middle of the board, and kept behind the main lines. I also put them in a single file formation to get them out of the charge arc of the Skeleton Horsemen.
The Salamander moved up 6" and spit at the Horsemen. I think he killed 1 or 2.
The Camo Skinks moved into range of the Catapult and killed 2 of the 3 crew.
On the left flank 20 skinks shot at the Horsemen and killed 2 of them.
In Magic I shot Shem's and Banishment at the Bone Giant. Banisment was dispelled and Shem's didn't cause any wounds.
On Tomb Kings first turn there was some charging.
The Necrosphinx charged my Ancient Stegadon. Stand and Shoot did nothing. But this put the Sphinnx in a precarious situation where I would be able to get a charge on either (or both) flanks with my Temple Guard and/or Skink Cohorts next turn.
On the Left flank the Horsemen charged one of the units of skinks. They stood and shot but killed nothing.
On the right flank the Horsemen charged teh Slamander, but he fled so they redirected into the Skink Skirmishers which stood and shot but killed nada.
I burnt by dispel scroll in the magic phase stopping Vengeance from being cast on my Temple Guard.
The Catapult killed 3 skinks from my Cohorts.
The Archers on the left flank wiped out my chameleon skinks (moved, long range, skirmish, chamo = -4 to hit ... so they hit on 5+ kthnx bye.) And also took out 2 of my Skink Javs.
The archers on the right flank fired 20 shots at my Rippers and only delt 1 wound (I expected a lot more destruction)
Combat... oh boy.
The skinks in both combats lost, fled, and were overrun. On the right flank the Horsemen overran off the board
The Stegadon was hit by the Necrosphinx' Heroic Killing blow attack, but was only regularly wounded by it. I lost combat then failed by stubborn Ld 9 break test. Then failed by stubborn Ld9 break test reroll. Then fled 2 inches... the Necrosphinks blew threw he center of my line and out of hte charge arc of my Frenzied Temple Guard and my Skink Cohorts. My units didn't panic, but I can't say the same about myself.
This is what it looked like at the end of Turn 1:

To be continued....
What would you guys do for Turn 2? And just for giggles, lets assume that the Scar Vet cowboy fails his Stupidity check for turns 2 and 3... (But the Salamander rallys in turn 2 and the Ripperdactyls pass their Frenzy test so are not required to charge the Archers that are exactly 22" away)
If you have ideas on how Turn 1 could have been played better, lets hear those too!
Deployment (left to right)
Tomb Kings:
10 Archers
10 Archers
10 Horsemen (with 2 low level wizards)
Screaming Skull Catapult
Necrosphinx
Necolith Colossus (He called it a Bone Giant)
20? Tomb Guard w/ Tomb King
20? Skeletons w/ Lv 4 Hierophant (and a Herald whose will would be done)
10 Archers
10 Archers
11 Horsemen (with Mummy?)
The two units of Horsemen vanguarded forward their max move.
Lizardmen:
10 Skinks w/ Javs
10 Skinks w/ Javs
30 Temple Guard w/ Full Command, Razor Banner, and
Slann (Light Magic, Skavenpelt Banner, Channeling Staff, Iconcurse Icon, Convergence, Cogitation)
Scar Vet (Enchanted Shielf, Light Armor, Gold Sigil Sword, Dawnstone)
Skink Priest w/ Dispel Scroll (behind Temple Guard)
Ancient Stegadon w/ Engine of the Gods
49 Skink Cohorts w/ Poison attacks, Full Command, and 1 Kroxigor
Scar Vet Cowboy w/ Crown of Command, Light Armor, Charmed Shield, Dragonbane Gem
Salamander w/ 4 handlers
3 Ripperdactyls
10 Skink Javs
5 Chameleon Skinks deployed in the middle of hte table, between the Catapult and Necrosphinx
The Ripperdactyls vanguarded backwards behind the nearby Skink Javs and the Blot Frog was palced on the Skeletons w/ the Heirophant.
Magic:
Slann: Speed of Light, Net of Amyntok, Shem's Burning Gaze, Banishment
Skink Priest: Wyssan's Wild Form
Tomb Kings: He at least had: Cursed Blades, Incantation of Protection, Righteous Smiting, Vengence
Lizardmen went first and pretty much just advanced.
All the Skinks went 12" forward and Temple Guard went 8". I kept my Stegadon a few inches back from the front line of the Skink Cohorts and Temple Guard.
I almost moved the Slann to the other side of the Temple Guard, but ultimately decided not to becasue I wanted to keep him away from the area of the unit that would likely end up involved in a combat.
The Ripperdactyls moved closer to the middle of the board, and kept behind the main lines. I also put them in a single file formation to get them out of the charge arc of the Skeleton Horsemen.
The Salamander moved up 6" and spit at the Horsemen. I think he killed 1 or 2.
The Camo Skinks moved into range of the Catapult and killed 2 of the 3 crew.
On the left flank 20 skinks shot at the Horsemen and killed 2 of them.
In Magic I shot Shem's and Banishment at the Bone Giant. Banisment was dispelled and Shem's didn't cause any wounds.
On Tomb Kings first turn there was some charging.
The Necrosphinx charged my Ancient Stegadon. Stand and Shoot did nothing. But this put the Sphinnx in a precarious situation where I would be able to get a charge on either (or both) flanks with my Temple Guard and/or Skink Cohorts next turn.
On the Left flank the Horsemen charged one of the units of skinks. They stood and shot but killed nothing.
On the right flank the Horsemen charged teh Slamander, but he fled so they redirected into the Skink Skirmishers which stood and shot but killed nada.
I burnt by dispel scroll in the magic phase stopping Vengeance from being cast on my Temple Guard.
The Catapult killed 3 skinks from my Cohorts.
The Archers on the left flank wiped out my chameleon skinks (moved, long range, skirmish, chamo = -4 to hit ... so they hit on 5+ kthnx bye.) And also took out 2 of my Skink Javs.
The archers on the right flank fired 20 shots at my Rippers and only delt 1 wound (I expected a lot more destruction)
Combat... oh boy.
The skinks in both combats lost, fled, and were overrun. On the right flank the Horsemen overran off the board
The Stegadon was hit by the Necrosphinx' Heroic Killing blow attack, but was only regularly wounded by it. I lost combat then failed by stubborn Ld 9 break test. Then failed by stubborn Ld9 break test reroll. Then fled 2 inches... the Necrosphinks blew threw he center of my line and out of hte charge arc of my Frenzied Temple Guard and my Skink Cohorts. My units didn't panic, but I can't say the same about myself.
This is what it looked like at the end of Turn 1:

To be continued....
What would you guys do for Turn 2? And just for giggles, lets assume that the Scar Vet cowboy fails his Stupidity check for turns 2 and 3... (But the Salamander rallys in turn 2 and the Ripperdactyls pass their Frenzy test so are not required to charge the Archers that are exactly 22" away)
If you have ideas on how Turn 1 could have been played better, lets hear those too!