Date: July 26, 2014
Opponent: High Elves
Point Value: 2400
Scenario: Battle for the Pass
SPECIAL REPORT - Phatmotha-Phuka EDITION #2
Overview
Long-time readers will notice that I did a few things that go against my normal way of doing things. I really wanted to add in some Cold One Cavalry, and the only way I could see to do this was to cut the Kroxigor unit in half. Also, in order to beef up my Slann to better use Wandering Deliberations, I had to modify my Old Blood, which is why he had a halberd instead of the +2A sword.
My overall plan was simple - cast as many spells as a I could while advancing my forces, trying to get him to shoot my Bastiladon and skinks instead of the Troglodon. I have some degree of faith in my Saurus unit, and if I could get the Trog to help out at a key moment, things might go ok.
My list:
1 Slann - Wandering Deliberations, Harmonic, CH Staff
1 Oldblood on Coldone - Glittering Scales, Dawnstone, Halberd
1 Scar-vet BSB - Armor of Destiny, Great Weapon
10 Skink Skirmishers with Javelins & Shields
10 Skink Skirmishers with Javelins & Shields
17 Skink Skirmishers with Javelins & Shields
29 Saurus - Full Command
5 Cold One Riders - Spears, Std, Music
4 Krox
1 Bastiladon - Solar Engine
1 Ancient Stegadon with Engine of the Gods
1 Troglodon with Rod
His army:
L4 High Wizard - Scroll
BSB
25 or so Sea Guard
25 or so Sea Guard
25 or so Sea Guard
20 Swordmasters
6 Dragon Princes
Frost Heart Phoenix
3 Bolt Throwers
2 Eagles
Summary of Events
We rolled Battle for the Pass. I got to go first. His spells were Apotheosis, Arcane Unforging, Drain Magic, and Hand of Glory.
I had the left half of the table. From top (edge opposite me) to bottom, I was deployed in this order:
Skinks, Krox (2x2), Trog, Saurus with BSB and OldBlood, Ancient Stegadon, Bastiladon, Cavalry, Slaan Skink bunker behind cavalry, Skinks.
He was:
Sea Guard, Eagle, Swordmasters with Phoenix behind, Sea Guard with BSB and L4, Sea Guard, Princes, Bolt throwers.
There was terrain, but only two pieces impacted the game. There was a hill in front of his bolt throwers, partially blocking their LoS to certain targets, and I had a woods (turned out to be normal) in the center, in front of my Stegadon and Bastiladon.
Turn 1
Out two cavalry units were faced off against each other and our main combat lines were as well. I knew I had to do something about the eagles and also slow down his cavalry so that I could control the flow a bit. I advanced some, but really just made sure I had range with spells to start blasting some things.
In the first round I wounded a bolt thrower with the Bastiladon (he let that go every time but always used dice to stop Burning Alignment...interesting). Despite having 4 channels, 3 of which worked on 5+, I only got more than one bonus die a single time (power or dispel) and even then it was only two dice. This was a time I got zero. The Slann's spells, some through the Trog, did noting.
In his first turn he tried to fly an eagle over my lines, but I pointed out that he had to clear the back of my unit by a full inch and also account for his base. This would not be possible, just as I had planned.
I only cared about Arcane Unforging, letting other spells go. Nothing really happened. He got ward boosts on his mage bunker, but I didn't really care.
His shooting killed 7 Skinks in front of the bolt throwers, who held. It also killed 5 other skinks, making them panic through the Krox, who also ran away.
Turn 2
This turn was really just about positioning for both of us. I wanted to make sure I didn't get out flanked, and he wanted to set up redirects.
What matters is that his shooting killed two Cold Ones, my Krox and skinks rallied, my skinks near the bolt throwers did one wound to them and then died, and through a combined effort of lots and lots of spells and javelins (never forget to shoot the ones on your monsters!) I killed both eagles. I also slowed down the Princes with Miasma.
Interestingly, he never tried to stop my Fireball spells, even a Level 3 version at his Phoenix.
Turn 3
In this turn he engaged. The Princes failed a charge against my Cold Ones, but other stuff got in. I just had to hold one until my next turn so I could use the Trog+Wildform. It went well. My saurus took only 9 wounds from the swordmasters in their front and 2 from the Phoenix in their rear. In return, they dished out about 7 wounds to the Swordmasters and 2 to the Phoenix. Being stubborn, they held.
The Krox had been engaged by a block of Sea Guard, but they only did 2 wounds to me. The Krox killed half his unit back, but they held.
My Ancient Stegadon was pinned in place, on my battle line right where I wanted him.
Turn 4
The counter attack was on.
I charged his Princes with the Cold Ones and the Bastiladon, but only the Cold Ones made it in. Uh oh.
Meanwhile, I brought the Trog in range.
In magic, I got Iceshard on his Swordmasters and Wildform on my Saurus. You know, the two spells that I can get even without the Slann.
The Trog roared and the glory was on.
In combat, I started with the Krox, who broke the Sea Guard (one model left) and chased them...right into the corner of the Swordmasters. Then we did the Cavalry Fight. He swung and did not harm any of my three models. Swings back saw the Saurus kill 4 knights and the Cold Ones kill the other two. Yeah!
In the main fight, I took only about 7 more wounds, and then killed about 10 more Swordmasters and put two more wounds on the Phoenix. The Trog's roar generated a total of about 10 additional hits, Iceshard saved me about 5 hits, and Wildform had about a 6 wound swing. The Swordmasters fled. The Phoenix fled. Both were killed.
He had his mage bunker and two bolt throwers left and threw in the towel.
Result: Victory to the Lizardmen!
Post-game Thoughts and Unit Evaluations
As usual, more details are in each unit's bit, but the quick version is that WD+extra channeling cost me almost 400 points and forced me to spend a unit to bunker him away from the fight (and that bunker lost 4 inches of march move because of it) - and it didn't matter. The spells that mattered were ones I can get on Skinks for a lot less. Heck, I can take 4 skinks with the sig spell (2 each) for his cost. I'll keep going, but at the moment, the Slann experiment is not all that exciting.
Skink Skirmishers with Javelins and Shields
They were pretty disappointing today, especially compared to...
Saurus Warriors
...these guys. More and more I am starting to trust in this block. I know the skinks have their place, and likely I need to still have both, but man, my Saurus are fun.
Size matters, for sure. Even with Swordmasters to the front and a Phoenix in the rear, the block was large enough to weather the storm while support arrived.
Bastiladon
It's always interesting to see how people react to him. On one hand, they really focus on him, but on the other hand, they always express surprise that he is much weaker than they thought. He did a good job for his points in this game, but I would consider cutting him to get more of something else.
Ancient Stegadon
His toolbox of abilities are good to have. Each helped out in this game. He made my spells easier to cast here and there, drew out enemy dispel dice, and helped in the battle line. Solid, if not spectacular.
Kroxigor
After a shaky start with their panic, they rallied to be right where they needed to be at the end. There was only one in contact with the Swordmasters (and one in support), but he alone generated 5 wounds. Thanks PF! The four of them easily handled the Sea Guard block they fought. Yes, elves land lots of blows, but Krox have the T and armor to handle S3 stuff and then crush it in return, which is exactly what they did.
Saurus BSB
His re-roll actually saved my bacon at least 4 times. I was surprised he was never singled out for attack, nor was the Oldblood.
Oldblood on Cold One
I suppose a halberd is fine, but I prefer 2 more Attacks. As I just said above, I was surprised he was not attacked directly. I didn't mention it in the report, but he lost his armor to an Unforging at one point, so my opponent really should have been going after him more.
Slann
Meh. Really failing to see the appeal. He takes so much away from so many other things in my army and doesn't offer much of significance in return. The one thing about him that makes him useful, in my eyes, is his Leadership. If Oldbloods were Ld9, I would have no reason at all to take a Frog.
Troglodon
He was a beast! He even shot an eagle with a poisonous spitball (but only did 1 wound). He was used to cast spells, but the spells didn't matter anyway, so that was no big deal. The roar
finally came through! It's really dumb that this is not just an 'always on' effect. It's soooo rare that you live to use it the one time you are allowed, and even then, those who get affected by it are often too whittled down to make much use of it. I was just really fortunate today that my opponent left him alone.
Cold One Cavalry
If they had been charged, they would have died easily. Since they got to charge, they had a shot. I was not confident with only three models, but I could not just hand around. I was amazed that the dice went as they did, but sometiems that happens and in this game I was the beneficiary. It's too bad, really, that they cannot get lances and a magic banner. I would definitely like to use these guys some more.
Thanks for reading!