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I had a small game with Lizards on saturday.
Myself and a friend took 1500pts of lizards each, against 1000 of Dwarfs, 1000 of Chaos Dwarfs, 1000 Chaos.
I had:
- Scar Veteran on Carnosaur with the stegadon helm spear, shield, light armour, and swiftstride
- 18 Saraus with Spear and Full command
- 18 Saraus with Spear and Full command
- 11 Skink skirmishers with javelin shield
- 11 Skink skirmishers with blowpipes
- Bastiladon with Laser beam thing
- 3 Ripperdactyls - I put the blot toads into the unit of 14 Fireglaive wielding chaos dwarfs.
The other lizards army had a horde of saraus, another unit of 20, 20 temple guard with an oldblood with the blad of realities and 8 (I think) Cold One Cavalry.
We played the sacrifice scenario from the lustria book - and left the oldblood and temple guard there to sacrifice the dwarven maiden on turn 4 for an extra 300VPs
Without giving a full battle report, I'll just note down some of the more interesting points:
- Scar Veteran on a carnosaur is great fun! (I always used to take the Old Blood on one when I could, but this guy will definitely be included). He charged a unit of 6 K'Dai (the monstrous infantry versions) and eventually killed them, with the carnosaur remaining on 1 wound. he then charged 3 Dragon ogres and munched on them (actually he munched on the champion in a challenge and the other 2 ran) He then charge the 15 chaos warriors, munching the champion then the wizard in a challenge.
- Bastiladon: didn't really do much. As our only source of magic, the beam only worked when I irresistably cast it. the initiative buff didn't really help much, but I wasn't using it for that, so never optimised it. In the last turn I charged it into the Chaos Dwarf wizard - we both fluffed all of our attacks, then I remembered thunderstomp, and caused 3 unsaved wounds.
- Ripperdactyls: Were ok. failed a charge on the fireglaives but lost one to stand and shoot, the remaining 2 finally managed to charge but I rolled a 1 for the D3 attacks, and maybe killed 2 dwarfs. they then butchered the unit with return attacks. But they kept the fireglaives busy the whole game which was a win.
- Saraus: the same workhorse they always were, PF is handy for a few extra attacks. one unit took on a dwarf warriors with Lord block and managed to contain it, then break and catch it. The other had terrible game, got charged by GW dwarves, and of my 30odd attacks only inflicted 1 wound... before fleeing off the table.
- Skinks: the blowpipers accounted for the organ gun and the cannon, while the javelins were an annoyance for the chaos chariot and knights
- Cold One cavalry: got shot up a bit by cannon and organ gun. then against my better judgement they charged unsupported into the dwarfs with a lord, survived a turn then got flank charge by the GW dwarfs.
Overall, I didn't find them too much different from the last book. They play the same.
I think I like the bastiladon (the ark one would be really handy with a Tehenhauin swarm mob - that gains unbreakable and doesn't get squished!!!!)
the Ripperdactyls would be better as a bigger unit I think - and buffed by Wyssans.
Carnosaur was just as good as always - the swiftstride upgrade is great!
Blade of realities looks fun - but probably more useful in larger games.
I rarely play with a slaan, but its good to see it got the toning down it required.
Sad for the loss of the Stegadon warspear, but the D3 impact hits upgrade is just as good
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