Re: The Defense of Konquata
The Hunted said:
Great report so far, although it's taking longer than most reports
Yeah, sorry, RL is getting in the way, and I get distracted way to easily.
But without further ado, I present Turn 4!
Chaos Turn 4
Valkia jumps the gun and charges the Skink Chief and his unit with her new 360 line of sight. Of course, the Skink Chief proves just how worthless he is and rolls a triple one for his flee roll, dying and allowing Valkia to escape the reach of the Lizardmen shooting. The very depleted unit of Chaos Warriors charges the Razordons, who make them even more depleted, and having them reach the Razordons with only five remaining.
The rest of the Chaos line ambles forward, except for Sigvald's unit which turns to face the Chameleons, and Vilitch's unit, which carries on with their tea party. The Engine of the Gods roars, feeling that victory is imminent. Vilitch snaps! He casts Gateway on the Engine and it is not dispelled. The Gateway opens up and swallows the Stegadon, but luckily the Skink Priest narrowly evades damage. With magic and shooting, the five Chaos Warriors gear up to take out the Razordons. In a display of sheer ferocity, the break the Razordons without taking any casualities and pursuing into the cannon fodder behind them, one Razordon escaping. That ends the Chaos turn and the Lizardmen prepare for revenge.

End of Chaos Turn 4
Lizardmen Turn 4
The Stegadons charge Vilitch's unit, intent on destroying the one who destroyed their brethren. The rest of the Lizardmen decide to play it safe, and dance around the flanks of the rest of the Chaos Warriors. Magic does almost nothing with the Comet being dispelled. A lucky Uranon's Thunderbolt takes a wound of Valkia, putting her at a single wound left! The Engine goes BOOM and knocks off two Warriors. Shooting does equally miserable, with a single unengaged Warrior dying. So then, mega-Stega combat! The Stegadons roll a total of seven impact hits, and kill about four warriors. Not what I had expected. Luckily, in the ensuing fight, they manage to kill some more Warriors, and break them, the Warriors fleeing into the waiting Terradons. With the tea party smashed, the rest of the Chaos line loses a little of their will to fight, and the Warriors kill only four skinks, and the skinks hold!

End of Lizardmen Turn 4
Well to save some time, and because the game was majorly winding down, I will quickly sum up the next two turns.
Valkia died by a stand and shoot from the Chameleon Skinks. (Though we missed one of the modifiers, so she might have survived.)
The Chaos Warriors break the skinks, but do not pursue, and were stranded in front of two +5CR blocks, soon to be broken.
I Miscast again, letting him have a spell, which does nothing.
The last Sorcerer dies to shooting.
The Lizardmen all run around avoiding combats, until the last turn of the game.
My opponent conceded at the end of his Turn 6, allowing me to receive a Massacre.

End of Game
Okay, so an end game analysis is long overdue I believe.
From my perspective: With the list I was taking I would have to play a very cagey game. It became quite bad especially in the last few turns where I was just rolling dice, and he was taking off the occasional model that failed an armour save. That being said, I think I played a very tactical, cagey game in that I did not allow him to many opening or chances to take out any of my important characters. I made it so, he had an incredibly tough time reaching my main blocks and would not score many VPs through combat. Ultimately, the Comet won most of the game for me, taking out all his distractors and a fair chunk of his units. The Uranon's Thunderbolts were quite nice also, allowing no armour saves being a huge advantage. Yet again I was disappointed by my Skink Chiefs, except for the general and BSB, both being great supporters for my lines.
MVP: The Skink Priests. Their magic played a huge part in winning the game for me, taking most of the casualties. Close second are the Salamanders and Razordons.
LVP: Yet again, the Staff of the Lost Sun Skink Chief. Did nothing but die again. I strongly recommend not taking him.
My opponent's view: Gotta say that match went about as well as I thought it would, the moment I saw his list I knew it would be a major uphill struggle for me cause of my decision to take no knights. I am under no delusions so as to believe my list was actually competitive, but I liked the theme, a champion of each chaos god called together to march to war. I probably should have known he would make a list like this, my opponent never did like building lists designed to take the opponent head on. I mean hell, the stegadons didnt charge until turn 4 I think, and I should have probably made a list with that in mind even if I didnt know percisely what kind of list he was going to be bringing. My list was a bad match up, I made a hugely idiotic mistake in deployment putting vilitch on the far left, and for most of the match my luck was pretty damn lousy, though there were a few bright spots like the infernal gateway killing the EOTG stegadon, or those 3 chaos warriors at the end there hacking away at skinks in droves. In the end it was a fun game, and while I`d have liked my farewell game to 7th edition to have at least ended in a draw, rather then a massacre, I still had a good time, gotta say im looking forward to being able to restrain with frenzy, khorne chaos knights are gonna become a whole lot more fun hehe.
So there you have it! The giant battle decided, with about 2000 VPs in my favour at the end. I believe I scored a little over 3000 in total, and my opponent, a little over 1000. The cagey game I played was too cagey for my tastes, but it was a fun game!
My next battle report will be my first game with the new edition and it will definitely be finished quicker next time. So thanks to all my readers for keeping up with my relatively slow updates!
Lord Xlcontiqu was impressed. The Skinks had returned with not one, but two plaques, much more than he had expected of them. He did not know that the little lizards had so much fight in them. And the Winds of Magic were changing, and they heralded era of battle. One in which these plaques would become even more necessary.