Skink Chief
Mr Phat
9th Age Army Support
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RUN UP
(This might be badly written but I am caught between "im tired" and "I want this written while fresh" so here goes. Will look through it and correct tomorrow)
His list was
Daemon Prince:
Level 4 Wizard;
Lore of Death;
-- got leech, cares, soulblight and........SUN!
Daemon of Nurgle;
Exalted Gift;
-- got the +D3 to S A and I sword
Chaos armour;
Daemonic flight
Herald of Nurgle:
Battle Standard;
Greater Locus of Fecundity
25 Plaguebearers of Nurgle:
Banner Of Swiftness;
Plagueridden; musician; standard bearer
12 Pink Horrors of Tzeentch
-- got gateway
4 Beasts of Nurgle
8 Fiends of Slaanesh
5 Chaos Furies: Daemon of Nurgle
5 Chaos Furies: Daemon of Nurgle
4 Plague Drones of Nurgle:
Banner Of Eternal Flame;
Rot Flies (Plague Proboscis);
Plaguebringer; standard bearer
My spells was
Beast priest: amberspear and wyssans,
Heavens priest: iceshard and harmonic
My Deployment
From my left to right
Far corner
:10 Skink skirmishers
Mid
Skrox
Salamander
Ancient Steg
Scarnosaur
CoR with OB
Behind mid
Skrox unit with 1 krox - Priests here
Rippers
In front of mid
10 and 10 skink skirs
His Depoyment
From my left to right
Far corner
Pink Horrors
Flank
Beasts of nurgle
Mid
Plaguebearers with Herald - gets the TOAD!
Behind flank
5 and 5 furies
Behind beasts
Drones
Right most flank
Fiends and DP
I then deployed both Chameleon units close to his horrors
I will explain the game in highlights to narrow it down to what matters:
Daemons turn 1
The game starts with him getting first turn.
Everything moves up, fiends almost in my face and the DP tries to get to the flank-
Nothing important in magic, he rolled something on winds of magic that killed a single ripper and 2 skinks.
Lizardmen turn 1
I move out skinks to shoot and offer bad charges.
Monsters, infantry and cav goes up a few inches to be able to charge him next turn if he keeps
his pace.
I nit 2 wounds on plaguedrones with amberspear
Gets harmonic of on chameleons
Gets wyssans of on CoR in case of a couple possible charges
Chameleons violate the Horrors, dropping 5 in total
Salamander lays a wound on beasts - regen off
Skinks puts down a beast and lays another wound.
Daemon turn two
Dont remember much happened. A lot of charges got my skinks and sally running,
He placed his harpies in front of my monster duo and my CoR
...he then rolled 1 and 1 on Winds, killing of all but 1 harpy infront of the monsters (enough to prevent my carno to charge ) and 3 alive infront of my CoR.
Lizardmen turn 2
I underestimated the beasts. I plunged my Skrox into them, hoping to kill em off with a combination of wounds and instability. Fate would not have it so. the krox didn't put out a single wound.
Moved out the rippers for a potential flank charge, should he want to charge his bearers into the skrox.
Stega charged the harpy...by harpy
OB moved away from CoR to participate in the fight elsewhere.
Beast priest got spear of on drones didnt wound.
Chameleons reduces the horrors to 1 guy.
Daemons turn 3
Drones charges skrox in flank and plaguebearers got in on the corner, striping me of steadfast.
They got mutilated dealing almost no wounds due to the -1 to hit.
They got run down and the drones reformed.
Daemon prince charged carno who fled, redirected towards priest bunker but failed the charge. He got behind my lines and attempted to leech my beast priest. Wanted to save dice for sun and figured that he might die, so I popped his cube....I rolled a 1.....priest took 1 wound.
I dispelled sun.
Lizardmen turn 3
Stega and OB charged the beasts, flunking all but 1 out of 5 impact hits, dealing 2 wounds.
Put another wound on the beast (yes, both of them together). They lost combat and a beast died to instability.
Rippers charged plaguebearer in flank, fully aware they would not win, but I hoped they would take a rank with them, in order for me to have a bigger chance breaking them with the CoR who charged the 3 harpies and was set up for an overrun.
This happend:
The rippers got 2+1 attack from the toad rages...put down 1 wound in total, took 2 wounds back and stood on a break test.
The CoR put out 2 wounds and was left in the single harpy for another turn.
2 chameleon units + a unit of 10 skirmishers put 5 wounds on the drones, were only 1 got through.
Beast priest miscast a spear that didn't wound and lost all his levels.
Daemons turn 4
Yadda yadda yaddaDaemon Prince charged COR
set up a purple sun
Threw max 4 dice
I threw 6
It got through (regardless of lvl advantage btw)
Killed 3 CoR
My Steg
My Carno
My OB
Good game.
In regard to the experiment:
Im not sure if its the restrictions, me having tons of points from leaving the slann, or both, but I dont miss him one bit.
The great frustration that follows the massive pts investment not doing anything but playing equal with normal lvl 4 casters wasn't present.
The great stress of "I have to protect this by any means necessary" Wasn't present.
The LD 8 instead of 9 didn't matter one bit.
The priests did fine and the only thing I missed was a few more spells (figuring that 3 priest might actually be worth it). They cast just as well as the slann. Got the same amount of spells of, and was far easier to move around / to safety if need be. The lvl2 vs lvl 4 never made a difference.
Not even the engine made a difference. The skinks made the throws.
Im not saying "dont play the frog", im just saying: magic works without him.
Beast and Heavens are nice lores that synergize awesomely, and from now on I will really need to think what my army is trying to achieve before picking magic, as the slann is no longer auto include for me.
In other words: I see where you are coming from Sleb, I truly do, and im looking forward to play on, even though this match ended by the hated hands of a Sunning DP.
Tl:dr
- Nothing in our book is truly good against nurgle
- Purple sun is ridiculous as always
- Harpies are a P in the A (various P words will fit this, take your pick)
- Chameleons are auto include for everyone every time everwhere
- If you didn't agree with the above, rethink it.
- Priests are fine magic presence, while the spoiling of having 8 Spells on one caster was felt
- I still don't like rippers, even though the matchup might have been bad....but somehow it always seems that way.
(This might be badly written but I am caught between "im tired" and "I want this written while fresh" so here goes. Will look through it and correct tomorrow)
His list was
Daemon Prince:
Level 4 Wizard;
Lore of Death;
-- got leech, cares, soulblight and........SUN!
Daemon of Nurgle;
Exalted Gift;
-- got the +D3 to S A and I sword
Chaos armour;
Daemonic flight
Herald of Nurgle:
Battle Standard;
Greater Locus of Fecundity
25 Plaguebearers of Nurgle:
Banner Of Swiftness;
Plagueridden; musician; standard bearer
12 Pink Horrors of Tzeentch
-- got gateway
4 Beasts of Nurgle
8 Fiends of Slaanesh
5 Chaos Furies: Daemon of Nurgle
5 Chaos Furies: Daemon of Nurgle
4 Plague Drones of Nurgle:
Banner Of Eternal Flame;
Rot Flies (Plague Proboscis);
Plaguebringer; standard bearer
My spells was
Beast priest: amberspear and wyssans,
Heavens priest: iceshard and harmonic
My Deployment
From my left to right
Far corner
:10 Skink skirmishers
Mid
Skrox
Salamander
Ancient Steg
Scarnosaur
CoR with OB
Behind mid
Skrox unit with 1 krox - Priests here
Rippers
In front of mid
10 and 10 skink skirs
His Depoyment
From my left to right
Far corner
Pink Horrors
Flank
Beasts of nurgle
Mid
Plaguebearers with Herald - gets the TOAD!
Behind flank
5 and 5 furies
Behind beasts
Drones
Right most flank
Fiends and DP
I then deployed both Chameleon units close to his horrors
I will explain the game in highlights to narrow it down to what matters:
Daemons turn 1
The game starts with him getting first turn.
Everything moves up, fiends almost in my face and the DP tries to get to the flank-
Nothing important in magic, he rolled something on winds of magic that killed a single ripper and 2 skinks.
Lizardmen turn 1
I move out skinks to shoot and offer bad charges.
Monsters, infantry and cav goes up a few inches to be able to charge him next turn if he keeps
his pace.
I nit 2 wounds on plaguedrones with amberspear
Gets harmonic of on chameleons
Gets wyssans of on CoR in case of a couple possible charges
Chameleons violate the Horrors, dropping 5 in total
Salamander lays a wound on beasts - regen off
Skinks puts down a beast and lays another wound.
Daemon turn two
Dont remember much happened. A lot of charges got my skinks and sally running,
He placed his harpies in front of my monster duo and my CoR
...he then rolled 1 and 1 on Winds, killing of all but 1 harpy infront of the monsters (enough to prevent my carno to charge ) and 3 alive infront of my CoR.
Lizardmen turn 2
I underestimated the beasts. I plunged my Skrox into them, hoping to kill em off with a combination of wounds and instability. Fate would not have it so. the krox didn't put out a single wound.
Moved out the rippers for a potential flank charge, should he want to charge his bearers into the skrox.
Stega charged the harpy...by harpy
OB moved away from CoR to participate in the fight elsewhere.
Beast priest got spear of on drones didnt wound.
Chameleons reduces the horrors to 1 guy.
Daemons turn 3
Drones charges skrox in flank and plaguebearers got in on the corner, striping me of steadfast.
They got mutilated dealing almost no wounds due to the -1 to hit.
They got run down and the drones reformed.
Daemon prince charged carno who fled, redirected towards priest bunker but failed the charge. He got behind my lines and attempted to leech my beast priest. Wanted to save dice for sun and figured that he might die, so I popped his cube....I rolled a 1.....priest took 1 wound.
I dispelled sun.
Lizardmen turn 3
Stega and OB charged the beasts, flunking all but 1 out of 5 impact hits, dealing 2 wounds.
Put another wound on the beast (yes, both of them together). They lost combat and a beast died to instability.
Rippers charged plaguebearer in flank, fully aware they would not win, but I hoped they would take a rank with them, in order for me to have a bigger chance breaking them with the CoR who charged the 3 harpies and was set up for an overrun.
This happend:
The rippers got 2+1 attack from the toad rages...put down 1 wound in total, took 2 wounds back and stood on a break test.
The CoR put out 2 wounds and was left in the single harpy for another turn.
2 chameleon units + a unit of 10 skirmishers put 5 wounds on the drones, were only 1 got through.
Beast priest miscast a spear that didn't wound and lost all his levels.
Daemons turn 4
Yadda yadda yaddaDaemon Prince charged COR
set up a purple sun
Threw max 4 dice
I threw 6
It got through (regardless of lvl advantage btw)
Killed 3 CoR
My Steg
My Carno
My OB
Good game.
In regard to the experiment:
Im not sure if its the restrictions, me having tons of points from leaving the slann, or both, but I dont miss him one bit.
The great frustration that follows the massive pts investment not doing anything but playing equal with normal lvl 4 casters wasn't present.
The great stress of "I have to protect this by any means necessary" Wasn't present.
The LD 8 instead of 9 didn't matter one bit.
The priests did fine and the only thing I missed was a few more spells (figuring that 3 priest might actually be worth it). They cast just as well as the slann. Got the same amount of spells of, and was far easier to move around / to safety if need be. The lvl2 vs lvl 4 never made a difference.
Not even the engine made a difference. The skinks made the throws.
Im not saying "dont play the frog", im just saying: magic works without him.
Beast and Heavens are nice lores that synergize awesomely, and from now on I will really need to think what my army is trying to achieve before picking magic, as the slann is no longer auto include for me.
In other words: I see where you are coming from Sleb, I truly do, and im looking forward to play on, even though this match ended by the hated hands of a Sunning DP.
Tl:dr
- Nothing in our book is truly good against nurgle
- Purple sun is ridiculous as always
- Harpies are a P in the A (various P words will fit this, take your pick)
- Chameleons are auto include for everyone every time everwhere
- If you didn't agree with the above, rethink it.
- Priests are fine magic presence, while the spoiling of having 8 Spells on one caster was felt
- I still don't like rippers, even though the matchup might have been bad....but somehow it always seems that way.