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Made in ca
Been Around the Block




Game number three between my Skaven and Andrew's Lizardmen. Oh, I wasn't supposed to say it was his army. You'll see why shortly.
We decided to up the points again, letting us test new units and tactics. The board was nearly identical to our last game's, namely because it hadn't been changed in the 5 days since.

Skaven List
Warlord w/ Halberd, Foul Pendant
Chieftan w/ Halberd, BSB
Warlock Engineer w/ Warp-Energy Condenser, Level 2 (Warp Lightning, Scorch)
31 Clanrats w/ Shields, Standard, Musician, Warpfire Thrower
31 Clanrats w/ Shields, Standard, Musician, Poisoned Wind Mortar
14 Giant Rats w/ Packmaster
14 Giant Rats w/ Packmaster
20 Plague Monks w/ Standard, Musician
Hell Pit Abomination

*A number of changes from the last game. I dropped the Gutter Rats and Warp Lightning Cannon, added 2 Clanrats, added Halberds to the big guys. I turned the Giant Rats into 2 units of 14 w/ Packmaster, again expecting them to protect the flank against sneaky Chameleons. I added Plague Monks and...*dun, dun dunn*...added the Hell Pit Abomination. I was excited to add him, even though it meant I lost the WLCannon. Would it prove to be the right decision?

Lizardmen List
Scar-Veteran
Skink Priest, Level 2 (Wind Blast, Chain Lightning)
20 Saurus Warriors w/ Full Command
10 Skink Skirmishers w/ Brave, Blowpipes
10 Skink Skirmishers w/ Brave, Blowpipes
18 Temple Guard
10 Chameleons
3 Salamanders w/ 11 Handlers

*I apologize, I don't recall the exact loadout of his guys. From last game he rearranged his Skinks and Chameleons, dropping the latter down to a single unit of 10 instead of 2 units. With all the changes and extra points he brought out 18 Temple Guard, testing them out.

Deployment


I think I set up pretty well, defending my flanks. Perhaps having the HPA right between two units was dangerous, but I always bank on luck to save me from too much pain. =)
I also think that I frustrated Andrew with how I set up. It left nowhere for his Chameleons to Scout deploy where they could do much good. So he put them in the Forest in front of me. Not necessarily a bad choice, but as we would later find out, the angle was less than ideal. Also, the fact that I bunched up, he didn't have a lot of room to move around himself, potentially.
And, once again, I rolled for first turn. Thrice this has been Andrew's bane.
*Disclaimer: As usual, I have attempted to get as accurate with these Battle Chronicler images as possible. Where angles and distances seem questionable, please trust me that in the game it all made sense.

Skaven Turn 1


*Movement: I started off calling a Charge with the Giant Rats against the Chameleons. He Fled 6", and I failed only moving 2". At least it got them out of the game for a turn. The HPA rolled 10", which was actually cool, so I could keep my entire battleline together, moving everyone else up 10" as well. The other Giant Rats moved up around the other side of the building, heading towards the Skinks there.
*Magic: The Winds of Magic were barely a puff of sparkles, with I think two 2s rolled. This forced me to choose just one spell, and I chose Scorch against the Saurus Warriors. With a successful cast and an unsuccessful dispel, the unit lost 7 Saurii. Andrew was not impressed.
*Shooting: The Warpfire Thrower aimed at the Chameleons, but couldn't roll high enough to hit them. The Poisoned Wind Mortar scattered 4" too far to hurt the Temple Guard.
**Recap: Not a huge first turn, but taking the Chameleons out of commission, moving units up foward and burning 7 Saurii was good enough for me.

Lizardmen Turn 1


*Movement: No Charges. The Salamanders, (his) leftmost Skinks, Saurii and Temple Guard all moved up to within striking/future striking distance. The Saurii had to maneouvre around the Chameleons, who rallied. The other Skinks turned, aiming at my battleline.
*Magic: (Again, things are sketchy as I wasn't taking notes, but I believe...) The Skink Priest cast Chain Lightning, which I could not dispel. It fried 3 Clanrats in the Warlord's unit, bounced to the HPA, failed to wound him, then failed to continue bouncing on. Not as good a Magic phase as my own.
*Shooting: The Salamanders, working together, toasted 9 Giant Rats and the Packmaster. The unit then Fled, nearly hitting the table edge. The Skink Skirmishers took a shot, through the Forest, at the WFThrower. I got scared when he rolled two Wounds. But one armour save and one ward save later, they were safe. Pheeuw!
**Recap: Overall, nothing special. Removing the Giant Rat unit was good, as they would not be able to harrass either the Skinks or the Salamanders later. Chain Lightning could have done more. A lot more.

Skaven Turn 2


*Movement: The Plague Monks and the Warlord's Clanrats Charged into the Temple Guard. The other Clanrats Charged into the Chameleons. The one Giant Rat unit Fled off the board, while the other one moved up closer to the Skinks, ready to Charge next turn. The HPA moved up a whopping 7", 3" shy of the Saurii, sadly. The positioning was alright, though, as we would see later.
*Magic: Another weak-sauce Winds of Magic roll meant I was only going to get off a single spell again, which again was Scorch, this time on the Skinks with the Priest. Even though I was able to target 7, I think, I only managed to kill 4.
*Shooting: The PWMortar helped put a little more hurt on the Skinks, taking out another 3. The WFThrower did considerably better, scorching 6 of the other Skinks who, of course, as they all have been, passed their Panic test.
*Close Combat: Finally, some hand-to-hand! The BSB Clanrat unit dealt 5 wounds to the Chameleons, without taking any back. The Chameleons Fled, and instead of Pursuing the rats reformed to face the Salamanders that were surely going to be spitting their way. In the big melee, I got off all my attacks first, including 20 from the Monks (I have a feeling I only rolled 15, though, now that I think of it...crud...), 4 from the Warlord and another 9 from the Clanrats. All that hacking and slashing, and all I could deal was 4 kills. I guess when you're attacking hulking Temple Guard with puny, pestilent rats, you can't ask for TOO much. Maybe 4 was a good number? Regardless, the TG decided to dish out some hurt: 6 Monks and 6 Clanrats fell, sliced and diced. Even with the Charge, and extra ranks, the rats lost. But with good leadership, good rolls, good ranks, etc. no one fled. The Monks did lose their Frenzy, though, which was less than ideal.
**Recap: I got my units where I wanted them and took out a number of Lizards throughout the turn. However, the unengaged Clanrats would be a problem, i.e. a perfect target for the Salamanders, while the slowpoke HPA could have done some big damage if he had gotten in with the Saurii.

Lizardmen Turn 2


*Movement: My skillfull (read: lucky) placement meant that the Saurii could not Charge into the HPA, which probably would have been more ideal than him charging them later. Pheeuw! Instead, they shifted over a little closer to their right and accepted the Priest into their ranks. Otherwise, the diminished Skinks came closer, ready to shoot. The Chameleons rallied again, while the Salamanders spun, their path now clear to roast some rats.
*Magic: Another poor roll for the Winds, I believe. Either way, he failed to cast Chain Lightning.
*Shooting: Uh oh. Both Skink units took aim and took out the Weapon Teams. 135 points gone, like that. The Salamanders huffed and puffed and fried some Clannies. 11 from the BSB unit, 1 from the other, but only managed one Wound on the HPA! Thank goodness! The BSB unit passed its Panic test. The middle Salamander (again, as it happened last game) decided to eat 3 handlers instead. I think he's on our side.
*Close Combat: Another 4 Temple Guard fell to the amassed rats. 3 Monks and 3 Clanrats died, but with superior numbers (ranks), it was a draw. Since we both had Musicians, it continued being a draw.
**Recap: A LOT of rats died this turn: 15 Clanrats, 3 Plague Monks, 2 Weapon Teams and a Wound on the HPA. I've lost 185 points at this juncture in the battle. The Lizards...0. I needed to do some damage this turn, like, seriously.

Skaven Turn 3


*Movement: The BSB Clanrat unit Charged the Salamanders. The Giant Rats came around, again, for the third turn just running around doing nothing. The Warlock Engineer moved in close to the Clanrats, just in case. The HPA ended up Charging the Saurii, locking in with the Scar-Vet General, the Musician and a regular dude.
*Magic: Finally a good Winds roll! But Scorch was dispelled, and Warp Lightnin, hitting and only needing 4 2s to whipe out the nearby Skink unit...rolled 2 1s. YEESH. The Skinks did not Panic.
*Shooting: Oh wait, all my shooters are dead. Grr.
*Close Combat: We decided to start with the HPA vs. Saurii, as this was a whole new beast to deal with. It went sort of like this:
Impact Hits: d6 = 6
Avalanche of Flesh: 3 + (2d6 = 8) = 11
Thunderstomp: d6 = 5
So that was 22 Strength 6 hits. 12 Saurus Warriors (incl. Full Command) dead. Scar-Vet General dead. Skink Priest, down to 1 wound.
The fact that I technically didn't whipe out the ENTIRE unit, because of the Priest, that sucks. But I did kill 12 Warriors and a Scar-Vet. I'm down with that. And because of Initiative, only the Priest could attack back, and failed, so the HPA took no return hits.

Andrew called the game.

Game End
It's understandable that Andrew called the game here. Looking at the battlefield, there was slowly less and less that he could do. The TG vs. Monk/Clanrat fight would probably have seen another 4 TG die, and maybe 3-4 Monks and 3-4 Rats. Still looking in my favour. The BSB vs. Salamanders, if it went like last time, might see the Sals flee. Or at least the fight would be prolongued.
Who knows? Once again, perhaps if we did play another turn or two, anything could happen. But it was late, and that HPA fight was quite demoralising.

This message was edited 1 time. Last update was at 2011/02/24 05:42:36


 
   
Made in dk
Angry Chaos Agitator




cool batrep!
Been enjoying all of your three batreps vs the lizzies
So keep em coming please!
That HPA sure that an insane amount of str6 killing! Ouch.

Your friend must be out for revenge now, in an even bigger battle
   
Made in us
Omnipotent Lord of Change





Albany, NY

An HPA at under 2000 points? Yikes dude

I guess he could have taken it out with well-timed salamander flame followed by an ocean of skink poison allowing no regen ... but then the HPA doesn't cost 1250 points, so has plenty of friends. You ask me, it was a foregone conclusion before you started.

That said, thanks for another swanky report! Your attention to the death of individual models (marked by all those meticulous skulls!) is impressive, something I always begin to do but lose track of. Props!

- Salvage

This message was edited 1 time. Last update was at 2011/02/24 16:24:00


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in ca
Been Around the Block




Thank you, and thank you.
We will definitely continue with out games. Probably another next Tuesday. Probably going up to 1500 points.
I'm sure he's going to his best to murderise my rats.
And I'm quite enjoying using Battle Chronicler. It's taking less and less time to work on the images, based on actual pictures I took, and they help me write the report. Considering that our armies are still not painted (and many models not full built), it's better than using real pictures.

Yeah, the HPA is sort of nuts. I will probably shelve him until we get to 2000 or so. I don't know if we'll ever go above 2000, to be honest. Until then, I've got to give the ROgres another try. And I should have a Doomwheel and an actual (non-proxied) WLCannon soon. I should also be getting a Bell/Furnace shortly, and I was thinking of running a Pestilens-heavy list.
   
Made in ca
Skink Armed with a Blowpipe




Canada

Good job, Justin!...and thanks for keeping me annonymous! Anyhow...it was amazing how that one Flee response threw the whole game. Why I deployed my Chameleons there I have no idea but I did and I chose to flee and there you have it. My own units disrupted my line and took my Saurii out of the action AND allowed for his HPA to get into melee (instead of being reduced by the Chameleons and eliminated by flaming shots from the sals). Oh well. I'd like to face the HPA again at this point level (or 1500) and see if I can deal with it.

Fun times.

Coiling into the meat chamber, one by one and one after another, they feasted for days. 
   
Made in ca
Regular Dakkanaut



Canada

*Movement: The BSB Clanrat unit Charged the Salamanders. The Giant Rats came around, again, for the third turn just running around doing nothing. The Warlock Engineer moved in close to the Clanrats, just in case. The HPA ended up Charging the Saurii, locking in with the Scar-Vet General, the Musician and a regular dude.
*Magic: Finally a good Winds roll! But Scorch was dispelled, and Warp Lightnin, hitting and only needing 4 2s to whipe out the nearby Skink unit...rolled 2 1s. YEESH. The Skinks did not Panic.
*Shooting: Oh wait, all my shooters are dead. Grr.
*Close Combat: We decided to start with the HPA vs. Saurii, as this was a whole new beast to deal with. It went sort of like this:
Impact Hits: d6 = 6
Avalanche of Flesh: 3 + (2d6 = 8) = 11
Thunderstomp: d6 = 5
So that was 22 Strength 6 hits. 12 Saurus Warriors (incl. Full Command) dead. Scar-Vet General dead. Skink Priest, down to 1 wound.
The fact that I technically didn't whipe out the ENTIRE unit, because of the Priest, that sucks. But I did kill 12 Warriors and a Scar-Vet. I'm down with that. And because of Initiative, only the Priest could attack back, and failed, so the HPA took no return hits.


This is why I dread facing the HPA.

Great reports! Its very clearly written, and the Battle Chronicler pics add to the detail quite well. I look forward to the 1500 point game.

My battle report thread:
Ars Scripta Batreps 
   
Made in ca
Skink Armed with a Blowpipe




Canada

The fact that I technically didn't whipe out the ENTIRE unit, because of the Priest, that sucks.


No, you did. If a unit with characters attached is ever reduced down to just the characters it is considered eliminated and any remaining characters form an impromptu unit (that still must take a panic test for massive casualties....but not one for a nearby unit being annihilated). So Congrats...you got 337 points, not 0. Way to rub salt in the wound. Jerk.

Coiling into the meat chamber, one by one and one after another, they feasted for days. 
   
Made in ca
Been Around the Block




Just so everyone is clear, asm.zero is being mostly sarcastic. Mostly.
He may seem mean, but he's excited to play again and again. Hopefully he now knows what if felt like for my Mercs to be beat by his Cygnar time and time again

Sure, I can bring the HPA out again, soon.
Interesting about the unit being dead around the character. I'm not complaining.

We still haven't completely finished a game!
Maybe we can on Tuesday.
   
Made in gb
Battlefield Professional





England

Another interesting read - thanks for taking the time and effort to post it, mate.

The HPA may have been overkill at this level. This isn't criticism, it's entirely down to the players themselves, but it probably would've been frowned upon amongst the people I know to field such a power unit in a low-points game like this. They're dominating much bigger games, so it was only ever going to end one way here.

Still, fun to read and no doubt fun to play! Keep it up!

 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

great bat rep, really like the way you handle Battle Chronicler, makes it so much easier to see what is actually happening (along with the excellent prose btw)
the HPA sounds ridiculously powerful! well played though, congrats

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in ca
Been Around the Block




Thank you!
Hopefully I'll have some more battles to post soon.
We actually played two games since this one...another 1250 and a 1500, but they were such horrible games (one I trounced him, the other he butchered me), that I hardly felt the desire to write about them. I might just do up some Battle Chronicler shots of set and give a few details, but meh...neither game was very exciting.
   
Made in au
Sneaky Lictor






I have THREE (duhn duuuuuhn) questions.

1 ) I thought weapon teams had to stay within 2" of a clanrat unit at all times.
b ) When the clanrats charged, did the salamanders get a stand & shoot?
triangle) Are you getting much use out of your giant rats?

This message was edited 2 times. Last update was at 2011/03/17 05:25:11


The Guide to Cheese:
http://www.dakkadakka.com/wiki/en/A%20Guide%20to%20Cheese 
   
Made in bg
Cosmic Joe





Bulgaria

1) I beilieve they have to deploy that way and got SiN and other bonuses if they stay close, but are not required to do so.
b) Sallies are forbidden to stand and shoot by their own special rules.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in ca
Been Around the Block




1) They need to deploy within 3", but may move away later. They get SiN and a 4+ ward save if they are within 3". Sometimes they need to break away, sometimes they want to hug their mommy.

b) No, Salamanders cannot Stand & Shoot. They can move and fire, though, which is just as annoying for me

delta) Giant Rats...not just yet. The first game I used them they helped keep some Clanrats in a losing fight with Saurii. In this game, they just died early or ran around the board looking for lizards to jump on, but didn't find any before the game was called. In the two games I've played since this one, they've been more of a "your-Chameleon-Scouts-can't-deploy-here" unit, denying the lizards an early, clear shot on my warmachines.
I think in denial alone they are doing their job, but then again I don't expect huge things from them. I know they are there to deny and to flank, and not much else.
   
Made in bg
Cosmic Joe





Bulgaria

Actually sallies are even meaner than that they can MARCH and fire.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

HoverBoy wrote:Actually sallies are even meaner than that they can MARCH and fire.


+1 to that. I've begun devoting more and more energy to killing these things before they start marching all around and burning my blocks up.

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in ca
Been Around the Block




Yup!
I find that most of the Lizardmen units tend to be actual threats. There's not much that they bring to the battle that you should really ignore. It comes down to who to take out soonest.
Yeesh.
   
 
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