Longtime Dakkanaut
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Lizards:
Slann w/extra dice, reroll miscasts, BSB, item for miscast donation
Skink Priest on Ancient Stego w/engine of the Gods
Skink Priest on Ancient Stego w/engine of the Gods
Skink Priest that flies
10 Skinks
10 Skinks
18 Saurus w/spears + full command
18 Saurus w/spears + full command
18 Temple Guard + full command
Beasts of Chaos
Morghor
Shaman w/dispel scroll
Shaman w/dispel scroll
Wargor BSB w/banner of +1 attack on charging
5 Gors 5 Ungors
5 Gors 5 Ungors
5 Gors 5 Ungors
5 Gors 5 Ungors
5 dogs
5 dogs
Chariot
Chariot
20 Bestigors w/Mark of Khorne
4 Dragon Ogres w/extra hand weapons
Shaggoth w/Great weapon
3 Minotaurs w/great weapons
3 Minotaurs w/great weapons
3 Minotaurs w/great weapons
Deployment:
Lizards: 3 units in front, w/Slann in Temple guard in the middle Stegos behind + between the units, skinks on the flank, Skink Priest behind the line
Beasts: Morghor + trashes in middle, w/dogs in front, 3 Minotaur units on east, chariots + Dragon Ogres + Shaggoth + Bestigors on west
Roll to go first: Lizards win
Lizard first turn:
March towards enemy, w/skinks spreading out (western ones go into forest, pass fear test). Engine buffs celestial magic (which is the chosen lore for the skinks + Slan). Casting draws one of the Beasts scrolls.
Beastmen first turn:
Beasts move towards enemy, Mogrhor only goes 4 inches, so the center is slightly held back. Trashes make most morale tests, so only 3 spawn are created (one has 2 wounds and the other two have one wound)
End turn summary: Both armies are edging together, lizardmen have almight magic phase, Beastmen have decent magic D and a preposterous number of units.
Lizard second turn:
Lizards march towards enemy, magic kills one minotaur in two units, both pass panic tests. Mage in W EotG miscasts, wounding self and slaying all crew
Beastmen second turn:
Shaggoth goes Unruly and rushes the W Lizard unit. Morghor zips forward pretty far, trashes follow. Dogs rush right up and stop 1 inch out of the TG and E Saurus. Minotaurs charge skinks on east, who flee. Other minotaurs turn east flank. Morghor turns dogs into spawn, so 2 5 and 4 wound spawn right in front of TG and E Saurus. Also a 6 wound spawn and several more small ones are generated.
End of turn summary: The lizard east unit is in trouble, about to be flanked if it can't break through a huge spawn, while the w unit has a good charge vs. Dragon ogres to exite. Center is stuck fighting a big spawn. Beasts are moving up into charge position.
In the combat, Shaggoth kills 2 Saurus, they wound it twice, it breaks and runs, but gets away, hopping through several units.
Lizard third turn: W Saurus attempt to charge dragon ogres, fail fear test. E saurus back up to avoid Minotaurs in flank, Temple guard charge 5 wound spawn, do one wound. In casting W EotG goes off, wounds some spawn, comet hits, kills a few bestigors and destroys a chariot. Then E skink miscasts, wounding self and ending magic phase.
Beasts third turn:
Morghor jumps into the center unit, starts killing lizards. Dragon ogres charge w unit, dealing major damage and breaking it, Minotaurs elect to charge E EotG rather than flank of E unit, which is charged by a minotaur unit in the front.
W Saurus vs. charging Dragon Ogres, Saurus break and run, going through the W EotG. Dragon ogre pursuit neither catches them nor hits the EotG.
TG vs. spawn + charging Morghor: Slaughter, but they hold due to stubborn w/Slann.
E Saurus vs. charging Minotaurs + Spawn: Draw
E EotG vs. 2 charging Minotaurs: It kills one, wounds the other (though priest is killed), pursues Minotaur into flank of other minotaur unit.
End of turn assessment: Saurus are being ground down in the center, but Stegos are running wild on edges. Beast fighting power significantly diminishing with loss of Dragon Ogres, Minotaurs
Lizard turn 4:
No real movement, EotG goes off on west side along with another comet, killing the rallied Shaggoth + many trashes and 2 spawn, and putting 3 wounds (combined with skink shooting) on last chariot. W Saurus rally
In combat, nobody breaks, just lots more casualties on both sides. Exception is that the Stegos run down the units they are fighting, though w stego loses its priest, silencing the last EotG.
Beast turn 4:
Chariot and big spawn charge w saurus. more spawn join in main 2 battles. More lizards die, nobody breaks. In south, rampaging Stego crushes the Bestigor unit.
Remainder of game:
The saurus units are ultimately overwhelmed by the tide of spawn, dying off on the bottom of 6, while the stegos turn around and try and get back to the battle. Surviving forces ultimately are:
Lizards:
Riderless Stego
Riderless Stego
Flying skink priest
10 skinks
10 skinks
Beasts:
Morghor
6 spawn
5 gors 5 ungors
2 Shamans
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