Skaven 1
*Movement: Both Clanrat units moved up just enough that a) the rightmost Warlock was within range of the Arcane Ruins, and b) I was just outside of Skink Move & Shoot range of 18". The Poisoned Wind Mortars followed suit, coming out a little into the middle to get clear shots of the enemy centre units.
*Magic: Winds of Magic were very good to me, with an extra 2 Channelled through the Ruins. I successfully cast
Howling Warpgale, but
Warp Lightning was dispelled.
*Shooting: This is the phase that the list was built for, so I was excited here. I started off with not one but TWO Direct Hits with the PWMortars on the Saurus unit. Yikes! The first blast hit 10 Warriors, but only 3 bit it. The second blast took out another 2, and so caused a Panic test, which was passed. Good start. My next shot was the rightmost cannon flinging green bolts of death across the field to the Priest's Skink Cohort. Well, when the bounce roll ends up being a 10, you can't really complain. You still can't complain when the shot zips through the Kroxigor, successfully wounds, and does so at x6. Yeah, that's one dead Kroxigor. We had a rule question here that we couldn't find the answer to (I'll ask it again at the end). The other cannon could just see over the hill, and so took a shot at the other Skink unit. It rolled low both times, but did managed a Strength 2 hit against four Skinks in the front because of the template that drops at the end. 3 Skinks fell. For those keeping score, the first four shots of the game took out 10 models, 5 of them Saurus Warriors, 1 of them a Kroxigor. So far, this shooty list is working out! However, the Jezzails, a little too far out to do proper damage, manage only one more kill, one more Skink in the Chief's unit.
Lizardmen 1
So far, not so good. Andrew's already starting to regret facing me tonight. Maybe he should have played with Rob or Loy instead, who are playing Wood Elves and Bretonnians on the table next to us.
*Movement: EVERYONE moves up. Again, my units are just outside of his javelins' range. But the Sal is perfectly placed to belch some fire at my
BSB's unit.
*Magic: Decent Winds for Andrew, but a bit of luck on my part (including two more extra dice through the Ruins) helps me dispell all of his spells.
*Shooting: The Salamander, ever a thorn in my side, spits some flames and not only roasts a whopping 7 of my Clanrats, but also toasts that unit's PWMortar. Punk! I pass the Panic test, thankfully, even though I'm now down a rank.
Skaven 2
Can't complain about Turn 1! I may have lost only 2 less models than Andrew, but mine were only rats and a single weapon team. He's lost way more important stuff. That's the beauty of Skaven...most of what you table is pretty cheap and near expendable!
*Movement: I actually took a few steps backwards with both Clanrats and the surviving PWM. Every little bit counts when Charges could fail, especially with Andrew's luck. Plus if I'm outside of 6", his Javelins are at -1 to hit me.
*Magic: The Winds of Magic blow. Or rather, blow hard. Snake eyes! And only one Channel die, even with the Arcane Ruins bonus. BUT, three dice are all I need to successfully cast
Warp Lightning on the Skink unit, dropping three more Skinks and dealing one wound to the Kroxigor. Should I have cast
Howling Warpgale instead, knowing there would be shooting soon? Hrm.
*Shooting: Here we go. I was ready to zap and fry a handful of models again. Well, I was ready to, I just didn't. Instead the PWMortar shot scattered 10" away from the Saurii, the leftmost WLCannon blasted a hole just in front of the Priest's Skinks, and the othe WLCannon decided to misfire but shoot in the direction he was aiming at anyway. But the very strong shot fell quite a bit shy of the Salamander, who was just aching to be hit. Oi. The Jezzails did not really do much better, #1 doing nothing, #2 popping another Skink and a wound on the Kroxigor, and #3 taking out one of the Salamander's Handlers. Actually, I think it was this shot that I rolled three 6s to hit, and just needed 2+ to kill. Oh, what's that? Two 1s and a 3? Thanks for coming out. See? I'm not always the lucky one.
Lizardmen 2
Andrew was spared some real death on my turn. He was not getting close enough to start laying on some death. Oh boy.
*Movement: The Jungle Swarm on my right Charged into the Jezzails, taking a wound on the way in. The Saurii moved up, the Krox-less Skinks moved into the tower, and the other Jungle Swarm got up on the hill, ready to participate in the inevitable combat between the Chieftan's Clanrats and the Saurii.
*Magic: A pretty low Winds roll meant the Priest had little to work with. No successful spells. Again.
*Shooting: Time to do some damage! Ready. Aim. FIRE! Well, the Salamander did fire, but only burninated 3 Clanrats this time. And 15 Javelins from the various Skinks did, well, nothing. Just a lot of sticks now sticking up out of the ground in front of my units.
*Close Combat: First
CC of the game! And it's between a Jungle Swarm and a unit of Jezzails. This oh-so-exciting combat saw the Jezzails put 2 wounds on the Swarm, who did none back. But the Charge meant they only lost 1 more wound to being Unstable, which meant they survived and held. Grr.
Skaven 3
Alright. Here we go. Time to get some Clanrats into the mix! CHAAAAAAAAAAAARGE!
*Movement: The General's Clanrats Charge the Saurii...who Flee!...and get Caught!...and are Dead!...and Andrew calls the game.
So, just when we thought we would play a full game, the Saurii commit the Lustrian equivalent of Seppuku and here we are, not even halfway through the third turn.
I totally understand, though. Andrew has had so little luck with the Lizards against me that I think his joking about dumping all of his LM models into a bag and jumping repeatedly on the bag...is not really a joke.
Even this crazy build of mine, which would have died easily in close combat, did too well. That Flee! by the Saurii was just a way to get the game to end. I don't know exactly why Andrew did so, but yeah, I guess he was getting frustrated with how the game was going. And I wasn't even really winning, so I won't even chalk this up as a Skaven win. Just another early-ended game to hopefully learn something from.
And now I've got a question:
My WLCannon shot bounced through the Skrox unit...hitting a Skink in the front row, the Kroxigor in the second, and then a Skink in the third. Now, does it actually hit the Skink in the third, or does the Kroxigor's big base count as being both in the second and third, so only two models get hit? We played it as he counts as two, but only because I felt so bad that on my third shot of the game I killed a Kroxigor.
Any help here would be great.
Anyway, this may or may not be the last game my Skaven face against Andrew's Lizards for a while. I'm not tired of winning, but I am tired of discouraging him so often.
We're going to play these armies against other players while working on our second armies (his Daemons, my High Elves). Maybe we'll come back together with those two armies and see if he can't do a little better.
Thanks for reading!
C&C always welcome.