Game 13 - 2400 vs Regular Dark Elves (Game #5)
Date: December 18, 2013
Opponent: Dark Elves (regular opponent)
Point Value: 2400
Scenario: Battleline
Overview
With Tetto'Eko gone it was time to shake things up a bit. I added the Crown of Command to keep the Saurus around and converted the blowpipes to javelins.
Last time I focused heavily on taking out Kharibdyss. This time I wanted to keep the Cold Ones, Wizard, and Witches from deciding the game.
We had a village on my right, and a smattering of trees around the table. None of this really got in the way during the game.
My army:
1 Oldblood on Carnosaur with Loping Stride and Bloodroar - Armor of Destiny, Dawnstone, Sword of Battle, Shield
1 Skink Chief - Ripperdactyl, Shield of Ptolos, Potion of Toughness, Spear, Light Armor
1 L2 Beasts Skink (Wildform, Curse)
1 Scar-vet BSB - Crown of Command, Cold One, Light Armor, Charmed Shield
11 Skink Cohort
10 Skink Cohort
10 Skink Cohort
38 Saurus - Full Command
6 Kroxigore
1 Bastiladon - Solar Engine
1 Ancient Stegadon
1 Troglodon with Divining Rod
His army (sort of) :
L3 Sorceress (Doom Bolt, Bladewind, Word of Pain)
She was in a unit of 24 spearmen
BSB on Cauldron in a unit of 20 Witch Elves
General on Cold One with Giant Blade
Hero on Cold One with Crown of Command
Both Cold One characters were in a block of 10 Cold One Knights
24 Corsairs
5 Dark Riders
5 Shades with two hand weapons
Kharibdyss
The rough deployment, from my left to my right was:
Him - Cold Ones, Kharibdyss, Corsairs, Witches, Dark Riders, Spearmen - shades in the village
Me - Cohort, cohort, Krox, Trog, Bastiladon, Saurus, CarnosaurGeneral, Cohort with Wiz, Stegadon, RipperChief
He used Vanguard to get the Dark Riders near my center. I used it to put the RipperChief down the flank a bit.
I went first.
Turn 1
The game started with my first blunder. Even though I
know potions are only half-turn items, I was so afraid I'd forget to use it that I used it now. Dumb.
The RipperChief zipped up in front of the spears+wizard and behind the shades. Other units moved into better positions, ready for some shooting, magic, and next turn action. Among these moves was getting the cohort+priest into a building.
In magic I finally got a 6 on the Bastiladon and wiped out the Dark Riders! He allowed me to cast wildform on the cohort in the building. He dispelled Curse on his Cold Ones.
Shooting killed one shade and put a wound on Kharibdyss, which it saved.
No hand to hand.
In the bottom half of the turn he tried to charge my Krox with his Cold One Obliteration Squad. They failed and moved up 4 inches. He did make the charge to my (now T3) RipperChief, positioning so that the wizard was not touching the Ripper. Other stuff advanced.
Magic put word of pain on the Saurus, which I was ok with since I was pretty sure I'd have another turn before I had to worry about it. I stopped his other spells.
Shooting had pretty much no effect.
The RipperChief was killed. We tracked it. Had I used the Potion correctly, I would have taken only 1 wound instead of the three that I did. Oh well.
Turn 2
The Krox charged the Cold Ones. Yes! No lances for you!

Other stuff advanced to get ready to take charges, retreated to avoid them, or shuffled around to get shots.
Magic was dispelled.
Shooting did almost nothing. The stegadon's blowpipes blow. BS3 makes them almost useless. Starting out needing a 4+ and then having -1 from Multiple Shots, -1 from moving, and -1 at anything over 9 inches away means needing 7's usually. I got to 8 inches away from the witches so I needed "only" 6's to hit, but come on, do the math. Details in the postgame.
In hand to hand, the Cold Ones did 9 wounds to my Kroxigor before they could swing. 9 wound. I could have lived with 8, but not 9. That 9th wound took away 3-4 attacks (I used the Trog roar for this combat).
In return I killed 6 Cold One Knights. I lost by 3, broke, got run down, and had both nearby cohort units flee. Great.
In his turn, he charged the Cold Ones into the flank of the Trog, the witches into the Stegadon (Stand and Shoot did nothing), and Kharibdyss into the Bastiladon. Other stuff shuffled about.
His magic was a repeat of last turn. I figured I had one more turn before the Saurus had to slam into the flank of the Witches, since the Stegadon should hold with Stubborn.
Shooting did nothing.
Combat: Kharybdiss did 3 wounds to the Bastiladon, which held. The Cold Ones obliterated the Troglodon. The witches did two wounds on impact (he rolled a 6 + 1 for hits, which he has done every single charge in our games so far) but, thanks to re-rollling EVERYTHING he got to re-roll the ones that failed and got two more. I failed all 4 saves. The remaining witches, with re-rolls to hit and re-roll to wound finished off the beast. Crap.
Turn 3
Well, there was nothing for it now but to charge in earlier than I wanted. I could not have that cauldron charging me. The Saurus unit hit the flank of the witches and the Carnosaur hit the front.
Magic was stopped.
Shooting did not matter.
In hand to hand he had 16 attacks (from 4 witches) against my saurus unit plus a challenge between his champion and my BSB. My BSB took no damage and did a grand total of 2 wounds to the champion. My Saurus lost 6 models to the 16 attacks and killed 2 in return. The General on Carnosaur directed his mighty 6 attacks at the T3 2W hag on the Cauldron...and did 1 wound. This was his BSB, by the way, which was a big deal. Oh, I forgot to say, my Carnosaur was once again dead before it could swing. 17 witch attacks plus a hag will do that. So, no attacks and no thunderstomp.
Still, when all was said and done, I had beaten him and he needed a 6 to stay with two shots at it. He rolled a 6 exactly. So, had I done that second wound on his hag from my General, he would have failed the initial check and had no re-roll. Son of a...
The bastiladon then died.
It all got pretty academic at this point. In his turn he charged the saurus with Kharybdiss, the Cold Ones, and the Corsairs and then did a boosted Word of Pain (ooooh, so hard on a 12+ at +4 from the caster...) and dropped the WS and S of the Saurus (including the BSB) by 3 points.
In combat my general challenged, which was taken by his cold one champion.
Before I could make a single attack (ASF army...whee!) he had taken my 32 remaining Saurus down to 9. I killed almost nothing in return. The Saurus held but my general broke.
Game Over.
Result: Obliteration in favor of the Dark Elves. I killed his Dark Riders. I had almost nothing left.
Post-game Thoughts and Unit Evaluations
Well, that was about as demoralizing as it gets. At that point last night, I really seriously considered hanging up Warhammer until 9th, with the idea that maybe my army will be viable then. Yeah, I could take salamanders and a mage priest, but both of those things detract from what I actually like about lizardmen. Interestingly, the things I love about the army - the Krox and the Monsters - were all the first things to die. The stuff I don't give a toss about - the saurus and the skinks - lasted.
Re-rolls from ASF + higher Initiative have GOT to go away in 9th. If they don't I'm pretty sure I will decline to play against Dark Elves. Re-rolling both the to hit rolls AND the to-wound rolls (remember, stuff within range of the Cauldron that has the Murderous rule gets to re-roll ALL failed to wound rolls - combat, shooting, spells - all of it, not just combat rolls of a 1.
I feel like I could handle the Cold One unit if he didn't get to re-roll both things. The S7 general of his will wound with every hit since he only fails on a 1 and gets to re-roll 1's, but since he also gets to re-roll to-hit rolls it pretty much means that every Attack on his profile is going to be a wound inflicted. The knights, who are S4 base just like our fierce and muscular Saurus Warriors, even get to help kill Krox pretty easily since they hit will all attacks for the most part, and then wound with 65% of their hits that also take a pip of armor save off. Ugh.
It really is true what they say - no matter what you think you have going for you, it's never smart to engage the witch+cauldron unit.
Man, I really don't want to have to give up on this army, but if it takes a slann, high magic, and salamanders to succeed, that's pretty crappy.
Skink Cohort
Not much different from skirmishers, really. Blowpipes get more chance, javelins get a bit more predictability.
Saurus Warrior Horde
Awful again. I can't believe our core choices are so limited. I thought the Crown of Command would be useful, but when you lose 20+ models at a time, it doesn't matter. See BSB comments below.
Troglodon
This is a sad, sad day for me. Probably the saddest decision I had to make with this army, but it looks like the Troglodon is leaving my army. I'm not getting to use his Vassal rule, and the roar is so hard to use correctly. Plus, the points I save on him get me the other two Krox I need to add and leave me some room to address some other needs. Best model in the book and now I won't even be using it. Man, 9th edition has GOT to do something to help with monsters in general and this guy in particular.
Bastilladon
He was a real champ today. I tried to combat reform after the first round vs Kharybdiss so that I could present his rear and get the attack that is S10 and +1 to hit. I failed so I was stuck on his 3 little attacks plus the riders' attacks. He died. Before that, though, he really took care of the Dark Riders and drew out dispel dice. I like him a lot.
Ancient Stegadon
I'm giving serious consideration to dropping back to a regular guy. I don't need the blowpipes or the bow, so whichever I get doesn't matter to me. Blowpipes average 14 shots, needing 6's to hit you get 2 hits at S3, which usually means no wounds after save, or maybe 1 if you are lucky. Yuck.
The Engine is too damn expensive for what it does. So, really we're looking at being able to save 15 points for only the loss of a pip of armor save and a point of Strength. For how easily he takes wounds anyway, the armor is no loss, so in my view it's really just 15 points for +1S. Not sure that's worth it.
Kroxigor
I'll miss the boost from the Troglodon. In this game the 3 survivors got 9 attacks that turned into 7 hits partly because of the boost to PF from the Trog (rolled 2 fives in the attack that became more attacks). The thing is, though, having 6 wounds more to soak up may mean I end up with 6 more attacks without having to roll PF. That would have been a huge difference in the first cold one fight and may have given me the entire unit. So, up to 8 we go for next game.
Saurus BSB on Cold One
He did nothing of note, provided no real insurance, and was overall just a pathetic waste. I'm thinking of filling my core with skinks from now on and just sitting them in a corner somewhere out of the way. If I have to play 600 points down as the tax to get to the army I actually want to play, so be it.
Chief on Ripperdactyl
This one was on me. I totally blew the timing of the potion. Maybe next time.
Oldblood on Carnosaur
Time and time again that poor beast dies. I'm really starting to get disillusioned with monsters, which is sad since that's the whole point of my army.
Skink Shaman
He failed just as hard as Tetto but for way fewer points. That's a win!
Thanks for reading!