The end could be near for our final 7th edition Mighty Empires campaign, with the Lizardmen poised at the brink of victory! Through an unexpected course of events, my army was able to break through and gobble up uncontested terrain using the points I got beating the Daemons last game. I got close enough to challenge the "mystery opponent" on the final map tile; originally it was supposed to be another Daemon army player, but he couldn't play this week. They found another guy not playing in the league who could, and he's bringing... Yes, Brettonians! While I've never played them before, I think I understand the concept: Lots of heavy cavalry that gets full attacks in a narrow formation, crappy infantry and archers, flying horses, and hard hitting stone throwers. They also get a ward save for letting you pick first turn. I have several advantages I earned over the course of the campaign: My list will be 3270 points total, I get an extra 100 vps at the end, one unit of my choice has hatred, and I have a "free" magic weapon that my men found on the map: Icydeath- Ignores armor saves, and any model taking wounds has it's WS and I reduced to 1 until the end of the next turn! Here is what the Brettonians will face on my end: Lord Magwe (my named character general, a Slann)- Becalming, Mystery, Rumination; Cupped Hands, Bane Head, Dispel Scroll; BSB 25 Temple Guard- Full command, champion with blade of hornet, war banner Scar Veteran- Jaguar charm, great weapon Gor-Rok 29 Saurus- Spears, full command Oldblood- Carnosaur; Icydeath, Enchanted Shield, Aura of Quetzel, War Drums; Hatred Skink Priest- Lvl. 2, EoTG, Storm Rod 3x10 Skirmishers- blowpipes 7 chameleon skinks 2x3 terradons 3 kroxigor Salamander- extra handler I'm going to form a big line with the saurus and TG with one flank against some terrain, and just let the knights hit them. I think they have enough numbers and holding power to survive long enough for the krox, Engine, and carnosaur to come round to their aid. Meanwhile the terradons and chameleons will try to shut down the trebuchets, who will have been enjoying the target rich environment up till now. I'll leave some tempting places for the flying horses to land to set up a flank attack, but with ample skinks around to pelt them with darts. The salamander will hunt for targets of opportunity and try to soften the knights up a bit before the fight. Two questions: Do I have enough magic defense? And, what lore should the Slann take, Metal, or Death? My opponent also plays a Lizardman army, so I won't be able to surprise him too much. Any advice or criticism would be appreciated; the game is at noon tomorrow. If I win... I win the league! If I lose, everyone gets to claim my territories and I basically fail and die. Let's go for broke!
I've only fought brets a couple of timers but from what I know is that is knights can't break a unit on the charge they're pretty much doomed. And you're not going to have to worry about magic because Brets don't really have any to speak of. what I would be worried about is getting duel or triple charged by knights and those flyers who always refuse to die.
That sucks, you lose one fight and you lose everything I don't know much about brets, but I hate their lance formation. The one thing i know you should watch out for with your EotG and Carnosaur, is the lance that gives KB against monsters, I guess he'll have a paladin in a unit with that lance, if he knows your gonna bring stegs and a carnosaur.
Hmm... I think my best bet will be to leave the TG and Saurus as the only viable targets at first. If he gets the carnosaur before it has a chance to do any damage I'm probably done for. I'd expect to see that lance on a Pegasus horse trying to flank me, so it'll be up to the skinks to shoot it down. If the terradons and chameleons can shut down the trebuchets early enough they can come back and help. This opponent plays my army too, so he's got to have a pretty good idea of what I'm going to try. The only question I have left is which lore of magic to take. Metal will fry the knights from a good distance, but I need line of sight, it'll trigger his 5+ ward, and if he has magic resistance he'll get that applied. Also I think he has an immune to fire item for a character, so I hope that's not the one I decide to bane head. Death, on the other hand, has terrible range with the money spells, but he'll only get the 6+ ward, I don't need line of sight, and Drain Life won't trigger his magic resistance. Beasts would also be viable to mess with his horses and send the carnosaur/ stegadon charging at him, plus the bolt thrower spell and powering up the jaguar vet. It is pretty harsh what happens if I lose this battle, but our map tapers down to a point and that's really the only way others will have a shot at moving up through my territories. I'm not sure what happens if I tie; I guess I'll just have to win and not find out!
Phhhhheeeehhhhwww!!!! It's all over, and that had to be without question the bloodiest, nastiest, nail-biting game of WFB I've ever played or seen. The odd thing is, I seem to do great against Daemons and other "competitive" armies, but Goblins, Ogres, and now Brettonia have given me the fight of my life. This one deserves a quick battle report, so look for it and see how the Lizardmen fared in the final 7th edition store campaign. And thanks for all the help, folks!
Yeah, lizards and Brets make for good matches but this sounds pretty d@#$ epic. I'll check the report.