I think I'll start adding NEW! to the title of my reports, until the next week. Or maybe I'll start numbering the games like other people do.
Anyway! Andrew and I tabled our Elves and Lizards once again. We have had some crazy games lately, and this one proved to be the zaniest.
The craziness started with my list, testing out a couple of things: Level 4 Metal Mage and NO Shooting phase! Wooaw boy.
Lists
Archmage (General) - Level 4 Metal, Staff of Solidity (
Glittering Robe, Enchanted Blades of Aiban, Searing Doom, Transmutation of Lead)
Mage - Level 1, Silver Wand (
Shield of Saphery, Fury of Khaine, Drain Magic)
Noble (
BSB) - Hand Weapon, Heavy Armour, Shield
19 Spearmen - Standard Bearer
19 Spearmen - Standard Bearer, Banner of Arcane Protection
19 Phoenix Guard - Musician, Standard Bearer
19 Swordmasters of Hoeth - Musician, Standard Bearer
Slann Mage-Priest (General,
BSB) - Level 4 Life (
Throne of Vines, Flesh to Stone, Regrowth, Shield of Thorns), Focused Rumination
Skink Chief - Stegadon w/ War Spear, Giant Bow
30 Saurus Warriors - Full Command, Spears
20 Temple Guard
Salamander Hunting Pack - 4 Handlers
Initial Thoughts
I was very skeptical about this list from the beginning. No Shooting? C'mon, that's just nuts. But I wanted to see what a fully
CC army can do. I missed out on the hard hitting Swordmasters last game, and I liked the survivability of the Phoenix Guard (even though they didn't survive THAT much last time), and I wanted to use the Spearmen properly this time.
And the Level 4 Metal Mage was also a test. I didn't get
Final Transmutation, which would have been great.
Set Up and Deployment
We rolled up Meeting Engagement, and brought out 8 pieces of terrain: a Forest, two Marshes, two Rivers, two buildings and a Charnel Pit.
Andrew chose his side and deployed everything except his Slann and Salamander. This was GREAT for me, as it meant he would not get the Temple Guard or the Salamander into the fight early on.
Only my
BSB Noble rolled a one.
I rolled the "steal initiative" roll...and got it. First turn to me.
Elves 1
*Movement: I decided to move up slowly and let Magic do its thing, what with some good spells against armoured foe. I also wanted to make sure I could support any of my units that were charged, so I set up some counter-charge lanes. Well, at least I thought I did. We'll see shortly that I need to work on my manoeuvring a bit more
*Magic: I started things off with
Searing Doom! Well, it was more tepid than searing, really. And less doom than one would hope. Targeting the Saurus Warriors, I only got 3 hits. And then, needing 4+, I rolled a 1, 2 and 3. Nice.
Fury of Khaine and
Shield of Saphery were both dispelled.
Lizardmen 1
*Movement: As if Andrew wanted to show me the errors of my planning, the Saurii charged my rightmost Spearmen (probably aiming for the Archmage) and the Stegadon charged my Swordmasters. What!? This was NOT how it was supposed to go, man. Oh, and if mucking about my plans wasn't bad enough, the Stegadon gained Always Strikes First and an extra Attack from the River of Light it charged through (
Birona's Timewarp), and the Saurii, who just clipped the river, gained a -1 to hit against them (
Pha's Protection). Oi. Yeah, well, not all Light spells are good! The Salamander found this out the hard way, taking two wounds and losing two Handlers thanks to
Banishment.
*Magic: So, first the Slann gets off
Throne of Vines. Great. Then he casts both
Flesh to Stone at +4T and
Shield of Thorns at S4 on the Saurus Warriors. OUCH. The
Thorns, thanks to my Banner of Arcane Protection and some lucky rulls, only manage to kill one Spearman.
*Close Combat: Combat goes a little differently, as four more Spearmen fall. But wow, I was slightly lucky as he had 16 rolls to hit against me. Oh yeah, I also speared three Saurii in the guts. The Spearmen stayed. Next door, the Swordmasters, best fighters in all of Ulthuan...sucked. Not only did they suck, but the Skinks they were fighting rocked. Maybe they were jealous that
Birona's Timewarp was good to the Lizards. My first mistake was not aligning the bases up properly, and only getting three Elves on the Steg instead of four. Oi. Next...that dang War Spear chewed up a tonne of guys. I can't recall exactly how man, but after all of the attacks were said and done, the Swordmasters had lost a whopping THIRTEEN guys. Thirteen, and did only...ready for it?...one wound on the Steg. That was my second mistake, targeting the Steg and not the crew. Dang nammit. How come my less-skillful, less-powerful Phoenix Guard ate the Steg for dinner last game, and this game the all-mighty Swordmasters did diddly? That's it...I'm renaming the Swordmasters to the Diddlymasters. Masters of Diddly.
They fled, by the way. I'm almost ashamed they did not get run down. They're lucky the do not have shields, 'cause you know the Spartan saying...
Elves 2
*Movement: With all of my plans shot to shoot, I double charged the Saurii with the other Spearmen (flank) and the Phoenix Guard (only a few models touching). The
BSB moved in closer (in the open), the Mage moved around so the Salamander could not get a free shot at him. The Diddlymasters fled some more.
*Magic: Another Winds that gave the Slann just slightly less dispell dice than I had power dice.
Transmutation of Lead: Dispelled.
Enchanted Blades of Aiban: Dispelled.
Shield of Saphery: Went through, surprisingly! Went on the Archmage's unit. Oh, and I dispelled the
Thorns, 'cause that was annoying. Andrew and I talked here about how I should have dispelled
Flesh as well, which is true, I should have. Duh.
*Close Combat: After what felt like a million dice coming at the Saurii, only ONE fell. Yes. One. I definitely should have taken down
Flesh. The Saurii didn't fare too much better, to be honest, doing only four wounds among my Elves. When it came to Combat Res I had 5, while the Lizards only had 4 (no ranks or Steadfast), and with the Charnel Pit nearby they were at -2. Even Cold Blooded, not being near the General/
BSB, he managed to fail by 1. And fled. And got caught. Andrew's game went from REALLY high, to pretty low. It was definitely not over, but he had just lost a huge chunk of points and was down to only three other units. It was going to be a tough fight, that's for sure. I felt that the Fates were just trying to comfort me, after such a poor outing up until now. The three units moved up. The first Spearmen gained
Pha's Protection for a turn, while the second Spearmen lost three to
Banishment. I don't think I attempted Ward Saves from my Banner...crud.
Lizardmen 2
*Movement: The Stegadon chose to spin and take some shots at the
BSB, who was still right in the middle of nowhere. The Temple Guard moved into the river and received nothing of significance. The Salamander however, who left the one river and touched the other, got
Banished a second time, and died. Andrew got a little greedy, but he had a 2-in-3 chance of something good happening. But chances mean nothing, apparently, as out of I think seven rolls so far, three of them were
Banishment. I think Han Solo was right to not trust the odds.
*Magic: I think this was another low-Winds turn, or I dispelled well, because I think the only spell that was cast was
Flesh on the Temple Guard.
*Shooting: The Stegadon's Giant Bow missed the
BSB, but the Skinks managed to hit him with one Javelin.
Elves 3
*Movement: Free from the threat of the Salamander, the Spearmen and Phoenix Guard shuffled around to get ready for the Temple Guard's eventual charge. The other Spearmen flipped around to worry about the Stegadon (not reforming ranks, which is just silly of me, really); the Archmage and Mage moved up to help against the Temple Guard; the Diddlymasters rallied; and the
BSB moved up, out of charge-arc of the Stegadon, but still where he can be shot. I really don't know what I was doing with that guy. Seriously.
*Magic: All I did was dispel this turn, both
Throne of Vines and
Flesh to Stone.
Lizardmen 3
*Movement: The Stegadon charged the Spearmen and the Temple Guard charged the othe Spearmen. Why do the Lizards hate my Spearmen, so?
*Magic: I could only stop
Flesh this turn, but the Slann did get off
Shield of Thorns and
Throne of Vines again. In that order, as Andrew didn't realise
Throne was not retroactive. Four of my Spearmen fell to the
Thorns.
*Close Combat: Another five Spearmen died at the hands of the Temple Guard, who took no losses. The remaining 8 Spearmen fled, while the Temple Guard restrained themselves and turned to face the Phoenix Guard. The Stegadon annihilated the other Spearmen, between Impact Hits and those dastardly Skinks that continued to kick butt. The Steg's Overrun took him to less than 1" from the
BSB, but not enough to tough him. That was funny. But not really.
Elves 4
*Movement: My plan to flank-charge the Temple Guard failed because the Spearmen failed to hold. So instead of charging them, which I probably should have, come to think of it, the
PG stood still. The Archmage moved across to Magically aid the
PG, and the
BSB moved so the Steg could not charge him. The picture makes it look like the Steg could still charge the
PG, but it's a little inaccurate there, as the
PG were a little lower I guess, or the Steg's angle was higher. Anyway, the Diddlymasters moved up and the Spearmen rallied.
*Magic: This is when I realised that charging would have been a much better idea, among many others I should have had this game. I THINK all I did was dispell
Throne of Vines again. I should have known the Winds were going to be cruddy again, and I should have just charged.
Lizardmen 4
*Movement: Well, the Temple Guard charged in. The Stegadon backed up so he could shoot at the
BSB.
*Magic: I don't think Andrew got
Throne off again, as I think
Flesh was just regular. Oh yes, wait, that's right. I think I dispelled
Throne with all of my dice, just to be sure, and then he cast
Flesh with Irresistable Force. I was looking for a 2-4 to get rid of that Slann, he rolled a 7 instead. The ensuing Detonation! ripped apart ALL twelve Saurii touching the Slann. Not a single 1 was rolled. This included the Champion, who took it like a Lizard. And died. Once again all of my bad luck was being balanced by REALLY bad luck for Andrew. The rest of the dice were lost. It did not help that the Phoenix Guard made all of their
Thorns saves.
*Shooting: He dropped my
BSB with a Giant Bow shot to the head.
*Close Combat: Severely depleted, the Temple Guard managed to kill three Phoenix Guard, who killed only one Temple Guard (aww yeah, Guard on Guard action!). The Phoenix Guard stayed put.
Elves 5
*Movement: The Diddlymasters needed to get back in my good books and charged the flank of the Stegadon. The Spearmen charged the flank of the Temple Guard, gaining the
Speed of Light as they went through the river.
*Magic: Another turn of just dispelling, so now there were no spells anywhere. Thank goodness. Oh wait, I couldn't dispell
Flesh. I hope that didn't make a difference...
*Close Combat: Regardless of mistakes, five more Temple Guard died, as did one more Phoenix Guard. The Temple Guard, stubborn as they were, stayed put. The Diddlymasters once again pulled an Epic Fail and got dead down to one guy who took off running. The Steg took two wounds.
Game End and Final Thoughts
We had to stop the game here, sadly. The last turn and a half, I'm sure, were going to be a doozy. Since we know where our units were, we're going to do the rolls and see what could have happened. I'll update you with that "Alternate Ending" ASAP.
So...
Shooting: Never leave home without it.
Metal Magic: Probably better left for Bretonnians. Or at least don't put all of your Magical eggs in one Level 4 basket.
Facing the Stegadon: Maybe it's better to hit the crew, sometimes, and try and force a Monster Reaction out of him. I'm going to look up that chart and see if it might be worth it next time.
Overall, this game was silly. My list was silly. I manoeuvred silly. The Rivers of Light were silly. The Saurii failing by one and getting chopped down was silly. The Irresistable Force eating up TWELVE Temple Guard was silly. Man. Lots of silliness here. From now on I'm going to test things out with a little more thought put into it, I think
Oh yes...I apologize about the "Guard on Guard" action...I couldn't help myself.
Thanks for reading. Comments and the such of course are welcome.
I will try and get the ending up as soon as we roll it.