Troglodon
Sleboda
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Game 27 - 2400 vs Dwarfs
Date: February 22, 2014
Opponent: Dwarfs (new book)
Point Value: 2400
Scenario: Watchtower
Overview
My self-imposed break from Warhammer came to an end yesterday when a friend asked me to play so he could try out the new dwarf book. I wanted to see the new stunties in action myself, so I was game. I told my friend I would take something close to my normal list, but with a few modifications to try to make a fun match. For example, this meant no Carnosaur BSB since I was sure he would be dead in turn 1 from dwarf shooting.
My list:
1 Oldblood on Cold One - Glittering Scales, Dawnstone, Great Weapon
1 L2 Beasts Skink (Amber Spear, Wildform)
1 Skink Chief - Ripperdactyl, Charmed Shield, Spear, Light Armor
1 Scar-vet BSB - Cold One - Armor of Destiny, Great Weapon
14 Skink Skirmishers with Javelins & Shields
12 Skink Skirmishers with Javelins & Shields
12 Skink Skirmishers with Javelins & Shields
28 Saurus - Full Command
5 Cold One Riders - Spears
5 Ripperdactyls
8 Kroxigore
1 Bastiladon - Solar Engine
1 Ancient Stegadon with Engine of the Gods
His army (sort of) :
Thane BSB
Thane
Thane
Runepriest
Runepriest
Copter
Copter
Bomber
Bolt Thrower
Bolt Thrower
Cannon
Cannon
10 Quarrelers
15 Irondrakes + Torpedo
25-ish Warriors
25-ish Warriors
35-ish Ironbreakers
Summary of Events
I rolled and had control of the Watchtower. I knew that if I put something in it to start it would just allow him to charge it in turn one, whereas if I left it empty, the earliest he could get in it would be turn 3. I left it empty.
The rest of the table had a hill in each zone, a woods in each zone, and a wall at the half line, on the left.
His deployment from my left to right:
Cannon, cannon, bolt thrower (all on hill), bomber in front of hill, quarrelers in front of hill, bolt thrower, warriors, warriors + thane + runedude, iron drakes, ironbreakers + thane BSB + thane + other runedude, copter, copter (both used vanguard to get closer)
Me:
rippers (after vanguard move), chief ripper behind them (after vanguard move), 12 skinks behind that, ancient stegadon, bastiladon, Kroxigor, cav + general + BSB behind the monsters, Saurus (centered with Tower), 14 skinks with priest, 12 skinks
I put to toad on the quarrelers.
Turn 1
He moved his first copter 20 inches to the side of my skinks. I suspected he did not know he could not shoot if he marched, so I mentioned that if he planned to shoot, he might want to back up. He did. Both copters ended up just getting 10 inches closer and still had shots to hit some skinks.
The bomber headed to the right, behind his lines as the other stuff advanced.
He had no magic in the army.
Shooting put three wounds on the Ancient, killed a ripper, and killed 5 skinks (from copter shots) who ran away.
In my turn, I got the rippers to the flank of his artillery battery, with the ripper chief behind the unit. Everything else advanced with an eye toward shooting and getting my spells into position. The skinks rallied.
He dispelled Burning Alignment and the Laser (1 die each spell - only had 5 power die total). Amber spear went on total power (3 dice) and put one wound on a copter. I lost eh spell for the rest of the game.
My 14 skinks killed a copter (yay poison!), which made the other one panic away.
Turn 2
He charged the quarrelers into the rippers. The copter rallied. Other stuff moved up.
Shooting killed the Ancient Stegadon. A runed (S7) bolt thrower hit the ripper chief, but his Charmed Shield saved him.
Combat. Ah yes, combat. 10 lowly missile troops had engaged the fast rippers. Despite the presence of the toad on the quarellers, I only managed to kill 3 of them. In return, they did 5 wounds to the rippers, chased them away and killed them.
In my turn, I charged the chief into a cannon, the Kroxigor into both warriors units (had to hit both), and got my shooters into good spots. Also, the Saurus took the Watchtower.
Magic was stopped by two Dispel Scrolls (the dwarf version).
With shooting I wounded the copter and killed a cannon.
Combat was cool. The ripper chief was lined up to overrun to the bolt thrower, killed the cannon, and was stopped from overrunning by the explosion (12 S4 hits) of the cannon, killing the chief.
The Kroxigor were lovely. I took three wounds and dished back about 10. Steadfast stunties stuck around.
Turn 3
His bomber dropped a bomb that killed three Saurus in the building.
Shooting killed a few cold ones.
The Kroxigor lost another but killed another 10 dwarfs, who still hung around.
My turn. The bastiladon presented its rear to the Ironbreakers so as to get the rear-attack bonuses. He was angled to lead the ironbreakers away from the Watchtower.
The skinks shot down the other copter with the power of Wildform helping.
Combat broke one stuntie unit, but the Krox had to stick around to fight the other one, so they reformed to get more attacks in.
Turn 4
He bombed and shot the Cold Ones, who were fine.
He charged the Bastiladon, who was soundly beaten and ran, dwarfs chasing behind.
Some more dwarfs were eaten by Kroxgor, but not enough to make them run.
My turn was simple. The Bastiladon rallied. The Krox wiped out the stunties. I rolled a 6 and the game was over.
Result: Victory to the Lizardmen!
Post-game Thoughts and Unit Evaluations
People can say what they want about the downgrade to dwarf anti-magic. It's still great, even with a half-attempt like my opponent had. Not uber, just still really darn good.
The +1S and +1Parry rules were both useful for him as well, and the gyros gave him something fun to do besides just sit around and shoot from his back line. Our skinks seem well-suited to handle them.
The game sort of went as I expected with one exception. In Watchtower all that matters for the win is what's in the building. I expected him to concentrate more fire on the Saurus and to also send his Ironbkreakers in to fight. By him not doing that, I was pretty much assured of the win.
Also, expect to see vanguarding copters playing around in front of the Watchtower and for rangers to scout near it and take while waiting for other troops to relieve them. My opponent did not do this/have these and it made things much simpler for me.
All in all, a fun first game vs the new shorties.
Skink Skirmishers with Javelins and Shields
Great showing by them. Their kill list ended up at two gyrocopters and a cannon. Well done.
Saurus Warriors
Took the building. Stayed alive. Sort of what they do, really.
Bastiladon
He drew a dispel scroll and diverted the ironbreakers. He's really just a great little gap-filler, if you know what I mean. For not a lot of points, he can give you a tool that has lots of little uses. Just don't expect him to win the game for you.
Ancient Stegadon
Another pretty big disappointment here, but really it's what I should expect vs. dwarfs. After all, I opted to not have a carnosaur for this very reason. It didn't cost me the game today, but in other scenarios, he's probably wasted points against dwarfs. Glad I (once again!) did not spend the points on Sharped Horns.
Kroxigor
Whoo hoo! They rocked big time. They easily handled two blocks of dwarfs, killing one unit entirely and dropping the other one down to a single guy+2 characters who ran away. Finally!
Saurus BSB on Cold One
He hung out in the wound-pool, along with the general. All I wanted him to do was make sure the Saurus did not ever run out of the building, but it never even came up. The points saved by downgrading from a Carnosaur to Cold One allowed me to play with some other stuff. I missed the monster, but again, dwarfs, so...you know.
Oldblood on Cold One
He never really came into play. He was where he was to give the rippers a re-roll on Frenzy if needed, but in the end they outpaced him and never needed him anyway. If the game had gone on, I likely would have sent him in to fight the bomber.
Skink Priest
Putting him in skirmishers is the way to go. I got a miscast at one point that hurts all models in contact, which is nobody in this case. I did goof up when I forgot to annouce I would be trying the boosted Spear and thus only got to try S6 D3 wounds instead of S10 D6 on the copter. As it turns out, I rolled a 1 for wounds anyway, but it's still something I did wrong.
Skink Chief on Ripper
He was on his way to glory, but an explosion took him out. At least he killed the machine first. That charmed shield was a life saver.
Ripperdactyls
Wow. Talk about crappy! I put the toad on the quarrelers because I wanted to make sure that they could work with the chief to wipe out the whole shooting flank. It felt like overkill, but hey, maximize your chances, right?
Well, not so much. Four rippers with 4 KB attacks each, a stomp each, and a rider each, with re-rolls to hit on the KB attacks could not take out a minimum sized missile unit. That's pretty miserable.
So, that's that!
Thanks for reading!
Date: February 22, 2014
Opponent: Dwarfs (new book)
Point Value: 2400
Scenario: Watchtower
Overview
My self-imposed break from Warhammer came to an end yesterday when a friend asked me to play so he could try out the new dwarf book. I wanted to see the new stunties in action myself, so I was game. I told my friend I would take something close to my normal list, but with a few modifications to try to make a fun match. For example, this meant no Carnosaur BSB since I was sure he would be dead in turn 1 from dwarf shooting.
My list:
1 Oldblood on Cold One - Glittering Scales, Dawnstone, Great Weapon
1 L2 Beasts Skink (Amber Spear, Wildform)
1 Skink Chief - Ripperdactyl, Charmed Shield, Spear, Light Armor
1 Scar-vet BSB - Cold One - Armor of Destiny, Great Weapon
14 Skink Skirmishers with Javelins & Shields
12 Skink Skirmishers with Javelins & Shields
12 Skink Skirmishers with Javelins & Shields
28 Saurus - Full Command
5 Cold One Riders - Spears
5 Ripperdactyls
8 Kroxigore
1 Bastiladon - Solar Engine
1 Ancient Stegadon with Engine of the Gods
His army (sort of) :
Thane BSB
Thane
Thane
Runepriest
Runepriest
Copter
Copter
Bomber
Bolt Thrower
Bolt Thrower
Cannon
Cannon
10 Quarrelers
15 Irondrakes + Torpedo
25-ish Warriors
25-ish Warriors
35-ish Ironbreakers
Summary of Events
I rolled and had control of the Watchtower. I knew that if I put something in it to start it would just allow him to charge it in turn one, whereas if I left it empty, the earliest he could get in it would be turn 3. I left it empty.
The rest of the table had a hill in each zone, a woods in each zone, and a wall at the half line, on the left.
His deployment from my left to right:
Cannon, cannon, bolt thrower (all on hill), bomber in front of hill, quarrelers in front of hill, bolt thrower, warriors, warriors + thane + runedude, iron drakes, ironbreakers + thane BSB + thane + other runedude, copter, copter (both used vanguard to get closer)
Me:
rippers (after vanguard move), chief ripper behind them (after vanguard move), 12 skinks behind that, ancient stegadon, bastiladon, Kroxigor, cav + general + BSB behind the monsters, Saurus (centered with Tower), 14 skinks with priest, 12 skinks
I put to toad on the quarrelers.
Turn 1
He moved his first copter 20 inches to the side of my skinks. I suspected he did not know he could not shoot if he marched, so I mentioned that if he planned to shoot, he might want to back up. He did. Both copters ended up just getting 10 inches closer and still had shots to hit some skinks.
The bomber headed to the right, behind his lines as the other stuff advanced.
He had no magic in the army.
Shooting put three wounds on the Ancient, killed a ripper, and killed 5 skinks (from copter shots) who ran away.
In my turn, I got the rippers to the flank of his artillery battery, with the ripper chief behind the unit. Everything else advanced with an eye toward shooting and getting my spells into position. The skinks rallied.
He dispelled Burning Alignment and the Laser (1 die each spell - only had 5 power die total). Amber spear went on total power (3 dice) and put one wound on a copter. I lost eh spell for the rest of the game.
My 14 skinks killed a copter (yay poison!), which made the other one panic away.
Turn 2
He charged the quarrelers into the rippers. The copter rallied. Other stuff moved up.
Shooting killed the Ancient Stegadon. A runed (S7) bolt thrower hit the ripper chief, but his Charmed Shield saved him.
Combat. Ah yes, combat. 10 lowly missile troops had engaged the fast rippers. Despite the presence of the toad on the quarellers, I only managed to kill 3 of them. In return, they did 5 wounds to the rippers, chased them away and killed them.
In my turn, I charged the chief into a cannon, the Kroxigor into both warriors units (had to hit both), and got my shooters into good spots. Also, the Saurus took the Watchtower.
Magic was stopped by two Dispel Scrolls (the dwarf version).
With shooting I wounded the copter and killed a cannon.
Combat was cool. The ripper chief was lined up to overrun to the bolt thrower, killed the cannon, and was stopped from overrunning by the explosion (12 S4 hits) of the cannon, killing the chief.
The Kroxigor were lovely. I took three wounds and dished back about 10. Steadfast stunties stuck around.
Turn 3
His bomber dropped a bomb that killed three Saurus in the building.
Shooting killed a few cold ones.
The Kroxigor lost another but killed another 10 dwarfs, who still hung around.
My turn. The bastiladon presented its rear to the Ironbreakers so as to get the rear-attack bonuses. He was angled to lead the ironbreakers away from the Watchtower.
The skinks shot down the other copter with the power of Wildform helping.
Combat broke one stuntie unit, but the Krox had to stick around to fight the other one, so they reformed to get more attacks in.
Turn 4
He bombed and shot the Cold Ones, who were fine.
He charged the Bastiladon, who was soundly beaten and ran, dwarfs chasing behind.
Some more dwarfs were eaten by Kroxgor, but not enough to make them run.
My turn was simple. The Bastiladon rallied. The Krox wiped out the stunties. I rolled a 6 and the game was over.
Result: Victory to the Lizardmen!
Post-game Thoughts and Unit Evaluations
People can say what they want about the downgrade to dwarf anti-magic. It's still great, even with a half-attempt like my opponent had. Not uber, just still really darn good.
The +1S and +1Parry rules were both useful for him as well, and the gyros gave him something fun to do besides just sit around and shoot from his back line. Our skinks seem well-suited to handle them.
The game sort of went as I expected with one exception. In Watchtower all that matters for the win is what's in the building. I expected him to concentrate more fire on the Saurus and to also send his Ironbkreakers in to fight. By him not doing that, I was pretty much assured of the win.
Also, expect to see vanguarding copters playing around in front of the Watchtower and for rangers to scout near it and take while waiting for other troops to relieve them. My opponent did not do this/have these and it made things much simpler for me.
All in all, a fun first game vs the new shorties.
Skink Skirmishers with Javelins and Shields
Great showing by them. Their kill list ended up at two gyrocopters and a cannon. Well done.
Saurus Warriors
Took the building. Stayed alive. Sort of what they do, really.
Bastiladon
He drew a dispel scroll and diverted the ironbreakers. He's really just a great little gap-filler, if you know what I mean. For not a lot of points, he can give you a tool that has lots of little uses. Just don't expect him to win the game for you.
Ancient Stegadon
Another pretty big disappointment here, but really it's what I should expect vs. dwarfs. After all, I opted to not have a carnosaur for this very reason. It didn't cost me the game today, but in other scenarios, he's probably wasted points against dwarfs. Glad I (once again!) did not spend the points on Sharped Horns.
Kroxigor
Whoo hoo! They rocked big time. They easily handled two blocks of dwarfs, killing one unit entirely and dropping the other one down to a single guy+2 characters who ran away. Finally!
Saurus BSB on Cold One
He hung out in the wound-pool, along with the general. All I wanted him to do was make sure the Saurus did not ever run out of the building, but it never even came up. The points saved by downgrading from a Carnosaur to Cold One allowed me to play with some other stuff. I missed the monster, but again, dwarfs, so...you know.
Oldblood on Cold One
He never really came into play. He was where he was to give the rippers a re-roll on Frenzy if needed, but in the end they outpaced him and never needed him anyway. If the game had gone on, I likely would have sent him in to fight the bomber.
Skink Priest
Putting him in skirmishers is the way to go. I got a miscast at one point that hurts all models in contact, which is nobody in this case. I did goof up when I forgot to annouce I would be trying the boosted Spear and thus only got to try S6 D3 wounds instead of S10 D6 on the copter. As it turns out, I rolled a 1 for wounds anyway, but it's still something I did wrong.
Skink Chief on Ripper
He was on his way to glory, but an explosion took him out. At least he killed the machine first. That charmed shield was a life saver.
Ripperdactyls
Wow. Talk about crappy! I put the toad on the quarrelers because I wanted to make sure that they could work with the chief to wipe out the whole shooting flank. It felt like overkill, but hey, maximize your chances, right?
Well, not so much. Four rippers with 4 KB attacks each, a stomp each, and a rider each, with re-rolls to hit on the KB attacks could not take out a minimum sized missile unit. That's pretty miserable.
So, that's that!
Thanks for reading!