Ripperdactyl
Xlcontiqu
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Re: The Defense of Konquata *Tournament Update*
So, I just concluded the tournament, and I have about two more games to post after this. It was an interesting finish, and we can say that a minor mistake decided it all! But onto the game at hand...
Part 2: The Loss of Hypnotoad's Control
As soon as Lord Xlcontiqu fled like a girl, the Lizardmen army began to feel more powerful, more quick, and above all more deadly. Both Saurus units let out a guttural roar and charged into the Squigs and the Savage Orcs with the Shaman. The Stegadon roared into the small unit of Savage Orcs and proceeded to squish three with in its crazy rage. Another group of skinks shot forward, sped by vestiges of the light, and took down a Pump Wagon. The fleeing skinks loved their master too much, and kept right on going. With almost everything locked in combat, some of the ranked skinks took a couple pot shots at the night goblins and moved on to combat. Well to make a longer story short, the Lizardmen annihilated the Orcs and Goblins. The Steg took a wound in return from its savage frenzy and ran down the Savage Orcs, the Saurus broke the orcs in the river, the other Saurus caused all the skinks to implode, and the large Skrox unit let the last survivor run away, as they turned for juicier targets. The Salamander put another wound on the Giant, which acted like a baby again. The Salamander did not fall to the old trick however, and passed his shaky LD4 check.

End of Lizardmen Turn 3
Well, unfortunately the rest of the game was pretty much a non event. The Giant eventually broke the Salamander and got into the flanks of a tied up Skrox units, taking two wounds from the two ninja skinks attacking it. They were broken, and the Giant was killed by massed fire of a larger Skrox unit. The other Squig Herd lost all but one Squig when they ran down the other Skrox unit, then did some tricksy stuff and managed to keep the Squig alive by putting it in the middle of the unit, exploding when the Saurus broke it and killing the Scar-Vet, who had decided he was way to cool to be in the presence of the other weak Saurus any longer.

End of Lizardmen Turn 4
The Night Goblins grew very afraid of the Salamanders and fled every time one looked at them, and the Stegadon eventually finished off the Boar Chariot with a lovely bolt thrower shot and a lone skink missile. At the end of the game, I had almost tabled my opponent, with a lonely unit of Night Goblins fleeing toward the edge of the board.

End of Game
The final score was 2,533 to 1309, with me winning by over one thousand VPs. It was a great game, and even though my opponent did not have the best of luck, he took it all in stride and remained a great opponent. I feel that I executed my plan quite well and even with the loss of the Slann, I still managed to pull out a large victory. Every game I play with this Slann build makes me like him even more, just because of the fact that his death is not that influential, and he can really add some strengths to the army.
MVP: Would have to be the Salamanders. Holding up the Giant for so long, and taking out large chunks of the opponent's army was fantastic. Honorable mention would have to go to the river.
LVP: The right Chameleon skinks. The more I use these guys, the more I feel that it would be better with only one unit. Maybe I am just not using them correctly.
As always, comments and criticisms are more that appreciated!
Lord Xlcontiqu reappeared from behind some bushed. Well, it appears they did not need my help, he thought. Good think I kept out of harm's way then. He felt some foreboding again. Maybe his troubles were not completely over, as a saw lances of knights cresting the far side of the battlefield. Maybe they were just beginning.
So, I just concluded the tournament, and I have about two more games to post after this. It was an interesting finish, and we can say that a minor mistake decided it all! But onto the game at hand...
Part 2: The Loss of Hypnotoad's Control
As soon as Lord Xlcontiqu fled like a girl, the Lizardmen army began to feel more powerful, more quick, and above all more deadly. Both Saurus units let out a guttural roar and charged into the Squigs and the Savage Orcs with the Shaman. The Stegadon roared into the small unit of Savage Orcs and proceeded to squish three with in its crazy rage. Another group of skinks shot forward, sped by vestiges of the light, and took down a Pump Wagon. The fleeing skinks loved their master too much, and kept right on going. With almost everything locked in combat, some of the ranked skinks took a couple pot shots at the night goblins and moved on to combat. Well to make a longer story short, the Lizardmen annihilated the Orcs and Goblins. The Steg took a wound in return from its savage frenzy and ran down the Savage Orcs, the Saurus broke the orcs in the river, the other Saurus caused all the skinks to implode, and the large Skrox unit let the last survivor run away, as they turned for juicier targets. The Salamander put another wound on the Giant, which acted like a baby again. The Salamander did not fall to the old trick however, and passed his shaky LD4 check.

End of Lizardmen Turn 3
Well, unfortunately the rest of the game was pretty much a non event. The Giant eventually broke the Salamander and got into the flanks of a tied up Skrox units, taking two wounds from the two ninja skinks attacking it. They were broken, and the Giant was killed by massed fire of a larger Skrox unit. The other Squig Herd lost all but one Squig when they ran down the other Skrox unit, then did some tricksy stuff and managed to keep the Squig alive by putting it in the middle of the unit, exploding when the Saurus broke it and killing the Scar-Vet, who had decided he was way to cool to be in the presence of the other weak Saurus any longer.

End of Lizardmen Turn 4
The Night Goblins grew very afraid of the Salamanders and fled every time one looked at them, and the Stegadon eventually finished off the Boar Chariot with a lovely bolt thrower shot and a lone skink missile. At the end of the game, I had almost tabled my opponent, with a lonely unit of Night Goblins fleeing toward the edge of the board.

End of Game
The final score was 2,533 to 1309, with me winning by over one thousand VPs. It was a great game, and even though my opponent did not have the best of luck, he took it all in stride and remained a great opponent. I feel that I executed my plan quite well and even with the loss of the Slann, I still managed to pull out a large victory. Every game I play with this Slann build makes me like him even more, just because of the fact that his death is not that influential, and he can really add some strengths to the army.
MVP: Would have to be the Salamanders. Holding up the Giant for so long, and taking out large chunks of the opponent's army was fantastic. Honorable mention would have to go to the river.
LVP: The right Chameleon skinks. The more I use these guys, the more I feel that it would be better with only one unit. Maybe I am just not using them correctly.
As always, comments and criticisms are more that appreciated!
Lord Xlcontiqu reappeared from behind some bushed. Well, it appears they did not need my help, he thought. Good think I kept out of harm's way then. He felt some foreboding again. Maybe his troubles were not completely over, as a saw lances of knights cresting the far side of the battlefield. Maybe they were just beginning.




