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Made in fi
Regular Dakkanaut




As a first note I'd like to say I'm posting this here at Dakka Discussions since it doesn't fit any single forum perfectly and because the FB forums are almost dead. Read no further if this post being here hurts your feelings. It took me six hours to collect the data and write this report for my fellow Dakkaites and I would appreciate if it stayed on a forum that gets viewed a little more often than once per week. Thank you.

After a short break from GW gaming I decided to gather up the troops and participate in a major tournament. The Helsinki Fanatic Grand Tournament in Finland was held last weekend and I participated in the FB tournament. There were approximately 120 happy hobbyists participating and the tournament was held together with Model Expo the largest annual modelling convention in Finland. Currently I own about 3000 points of Bretonnia but the paint job isn't complete for a variety of reasons, one being that I want the army to look really good and the other being that my mind has been distracted by other things than GW games. Luckily I have a number of friends who own a wide variety of painted armies and I could borrow pretty much any kind of force I wanted. Since I've been talking about Lizardmen for a while and yet never actually played them in a competitive environment I decided to give them a go.

In the FB tournament the maximum point value was 2000 and special characters from the army books were allowed. Thorek had some small restrictions. The Storm of Chaos lists were allowed as always. The tournament consisted of five games played during Saturday and Sunday. The scoring system was a little different than usual. Instead of the normal 10-10, 13-7, 17-3 and 20-0 results the maximum amount of points one could get from victory points alone was 12. However, each mission had a various amount of objectives worth a total of 8 tournament points separately. Additionally, magical banners and table quarters weren't 100 VP each. Instead the player who captured more table quarters got 100 victory points and the player who captured more banners gained 100 victory points. Capturing the enemy BSB was worth 50 points, and killing the enemy general 100 points. So to get a 20-0 victory one would have to gain a 1200 point VP difference by killing units and/or gaining extra points from the quarters, banners and so on, and to control all of the mission objectives. I found this a brilliant system and it was used in the 40K tournament as well. It favoured armies with mobility and a high number of scoring units over pure kill them all armies. For example, if the battle was extremely tight and the VP difference between players gave player A a minor victory over player B, player A would get 8 tournament points and player B 4 tournament points. However if player B happened to control all the objectives he would actually win 12-8 despite of his minor VP defeat. Additionally if neither player focused on the objectives the result would be 8-4 and both players would miss out on a lot of points they could have potentially scored.

The maximum amount of points players could thus score from the games was 100. The armies were inspected by a committee of tournament organisers during breaks and each army scored something between 0 to 40 points from painting, modelling and so on. Composition scoring didn't exist and neither did any fair play scoring. Players voted for the best army from five candidates that scored the highest painting points.

It isn't rare in Finland that even the usual 0-5 points per game for fair play is excluded altogether because most people find it stupid and way too subjective to be accurate. A jerk is a jerk and a cheater can be punished by the organisers and player controlled fair play scoring is going to do nothing to change any of that. When there is no separate score for manners noone can say their score didn't represent their performance. Composition scoring on the other hand is just an arbitrary tool to control what players field, but some armies will still be more powerful than others and good players will find out which.

140 points was the maximum score, but I knew that any army I could borrow would have some trouble scoring that high on painting so I would just have to play a little better. I expected to see atleast a few optimised Skaven SAD armies, a lot of Wood Elves and Vampire Counts and possibly a few Bretonnian and Tzeentch Air Forces because both have been wildly succesful while being easy to play. From the random armies I expected to see a lot of crutch units like Dragons because inexperienced or otherwise casual players usually like to lean on a few massively powerful units. In any case, I had to take the best the Lizardmen had to offer, and from a tier 1 army that's naturally pretty damn good.

I took the Saurus Scar Veteran as my general. I was helped in this decision by a friend of mine who is a veteran Lizardman player from this edition and because the second mission would be influenced strongly by my decision. The idea would be to keep the general cheap so he was only given light armor, great weapon and shield and so he cost only 93 points. He could still bust chariots with S7 or when charged use a S5 hand weapon and gain a 2+ armor save. My real crutch would of course be the Saurus Oldblood at a whopping 303 points. He had light armor, Charm of the Jaguar Warrior, Aura of Quetzl, Sword of Might, Enchanted Shield, and spawnings of Sotek, Tlazcotl and Old Ones. Immune to psychology, 6 S6 attacks, T5, 2+ armor save, 4+ ward save and a bunch of re-rolls. It is my honest opinion that when equipped like this he is possibly the most powerful character in the entire game. Because of his mobility and incredible resilience he can take on anything except a Treeman Ancient with Netlings, and since no character can take on the Treeman Ancient that's not really a concern. The Oldblood's price reflects his ability quite well so it's hard to claim that he's overpowered. As my magic defence I took two level 1 Skink Priests with two scrolls and the Cube of Darkness. I felt I would be okay against anything else than Vampire Counts who use 12 or more dice per turn. Necromancy is such a powerful lore that if they get to summon new units everywhere and move them around with magic the game is over right there and then. None of the other lores in the game can do that so the other high magic lists weren't a concern. So why the Scar Vet as my general? Well, the Oldblood is never ever near the army's core so his aura of LD8 goes to waste. When you have a powerful tool like a fast Oldblood or multiple Invocations of Nehek, to get the most out of your investment you need to use your tools extremely aggressively instead of defensively. That's why the Oldblood would often be operating on his own and I would really like to have cold blooded LD8 Salamanders and Kroxigors too.

To my core I took two units of ten Skinks with blowpipes and one unit of ten scouting Skinks with blowpipes. There's really no need to have more than 30 Skinks. Thirty can already screen everything you got and any more will only crowd the deployment zone needlessly. The biggest reason I wanted to get a scouting unit would be to possibly deny the enemy scouters some good terrain and to limit my deployment choices a little so I would get +1 to the roll more often. As my special choices I took three Terradons, two units of four Kroxigors and five Saurus Cavalry with nothing but the Huanchi's Blessed Totem. To the rare section I took two units of three Salamanders. Basically I had all the best support units from the army book lining behind some Skinks. I would have liked to have more than three Terradons but I was at 2000 points exactly with the list above so no further additions could be made. Players who are used to playing against weak armies would probably frown the six Salamanders but people are quite used to good unit choices around here. Fielding bad choices raises a lot more eyebrows than fielding the universally feared troopers.

Game 1, Chaos

I didn't get an easy opponent for my first tournament game with Lizardmen. The enemy army had 7 mortal Chaos chariots. Two of them were marked Khorne, two Tzeentch, two Slaanesh and one Nurgle. They were supported by three Slaanesh Spawns, some Marauder Horsemen with flails, three units of Warhounds, a large unit of Screamers and a large unit of Furies. The army was lead by an undivided Sorcerer Lord on a Daemonic mount and a Slaanesh Exalted Champion on the Steed of Slaanesh. The mission had each player place two mission objectives on the opponent's half of the table before deployment or choosing of table edges. Two of the objectives were worth 3 tournament points each and the other two 1 tournament point each. The more valuable objectives had to be 20" away from the less valuable objectives. In our game all of the four objectives went across the board to almost the exact middle of the table.

I messed up my deployment altogether. I placed the Saurus Cavalry around a small hill on my right flank and I also placed the Oldblood there later. I thought the enemy would advance evenly through the middle and my banner might make some interesting flanking options available to me. However the enemy didn't end up focusing his charge through the middle, and five of his chariots and both of the characters ended up being on the far left from where I was standing. I was in big trouble. I only had a unit of Skinks, one unit of Salamanders and one unit of Kroxigors to face the bulk of the enemy army with.

Chaos started the game and the spawns came forward 12, 14 and 15 inches. Everything he had advanced. I was facing an imminent charge from two units of flyers, three Spawns and an Exalted Champion of Slaanesh, and all of these could make the charge into any direction so it was hard to make any estimations what would happen. If I let the Spawns hit me I would be stuck and waiting for the chariots to smash me senseless. I tried to bring my right flank towards the combat but he was defending that side with two chariots, one Spawn and the Screamers. I couldn't get either of my Portent of Far's through to support my shooting. I rolled horribly. First Salamander unit shot at a Spawn and I killed five of my own Skinks and scored four hits on the first Spawn. I wounded it once. The second Salamander unit shot at their Spawn, killing four of their Skinks and scoring two hits, failing to wound. The Skinks shot at the wounded spawn and caused a second wound. More Skinks shot at the unwounded Spawn more in the middle and also wounded that one once. The third spawn on the right flank I couldn't shoot at. In the Chaos turn a unit of Screamers charged a unit of Kroxigors, Furies flew to my deployment zone, a Spawn charged Skinks and other Spawns just came forward. I held with the Kroxigors and fled with the Skinks. The Kroxigors fought with five Screamers and won the combat by two but also lost one of their models. The Screamers held. Everything in the Chaos army came forward. I marched my Oldblood 18" towards the middle, flew the Terradons to the middle, moved Skinks on the right towards the rightmost Spawn. My Kroxigors on the left were stuck in such an ankward position that there wasn't much I could do. If I charged the Spawn that failed the charge I would expose my flank on the chariots so I had to wait for merciful death. I felt my whole left would crumble so I felt I had to try my luck so I moved my Salamanders there to shoot at the Sorcerer Lord slightly behind the enemy front line. My magic phase did nothing, but the shooting phase was a little better than before. Salamanders on the left scored twelve hits on the Sorcerer Lord and killed the Daemonic mount but failed to wound the character. Skinks and Salamanders shot and killed the Spawn in the middle and the Skinks on the right killed the rightmost Spawn with three sixes from ten shots. The Kroxigors in the middle still fought the Screamers to no conclusion.

It wasn't pretty now on the left when my Salamanders were charged by two chariots and my Kroxigors were charged by a Spawn and an Exalted Champion. I shouldn't have even moved the Salamanders forward, I should have marched away and left the Kroxigors to their death but fleeing now would do me no good since I was quite close to my deployment zone and I would just be charged again the following turn. I tried my luck and held, but the chariots scored 12 impact hits and went straight through the Salamander unit to the Kroxigor unit that was now being charged by two chariots, the Exalted Champion and the Spawn. Funnily enough one of the Kroxigors was left hanging with one wound, and he then proceeded to destroy the Khorne chariot before fleeing and getting destroyed. My Oldblood was charged by the second Khorne chariot but after a couple armor saves I wasn't wounded. I put two wounds on the chariot but it held. The Kroxigors destroyed the Screamers finally. On my turn I tried to avoid the left flank and just ran away from it with my general in the second Salamander unit. I destroyed the Spawn with shooting and killed the Khorne chariot with my Oldblood. My weakened Kroxigor unit was charged by Furies, a chariot and Marauder Horsemen. I destroyed the chariot but fled and got killed. Afterwards my Oldblood chased and destroyed a Tzeentch chariot and the Salamanders killed the Furies. We were playing my turn 5 when the organisers came to tell us they'd like us to finish in ten minutes so we couldn't start another turn. As it happens I was standing on two of the one point objectives and one of the three point markers and Chaos had one of the three point markers. After counting the victory points I lost by a small margin but it was still a draw, a 6-6 result. However I had objectives worth 5 points and my opponent objectives worth 3 points, so the total result was a 11-9 victory for my Lizardmen.

I was ashamed of how bad I had played. My Saurus Cavalry hadn't touched anything and neither did my S7 general. I failed to employ the Oldblood's potential and I lost units I could have spared. Six Salamanders managed to score about 20 hits altogether during the game and I had lost all my Kroxigors, half of my Salamanders and some Skinks. Not losing the game felt like a small miracle and most of it was due to the fact that we had to start later than others since my original opponent didn't show up and the organisers had had to switch some pairs.

Game 2, Lizardmen

The second game was a kind of a mirror match. The other Lizardman army had a fourth generation Slann, two Scar Veterans, a Skink Priest, three units of Skinks one of which was scouting, one unit of four Kroxigors, one unit of Terradons, a unit of five Saurus Cavalry with a standard bearer, a Stegadon and three Salamanders. The mission was an assassination type of scenario. Each player had to choose one character who had to be unmounted and not the army's general. Keeping that character alive was worth three tournament points and killing the enemy's chosen warrior was worth three tournament points. Keeping your general alive was worth one tournament point, and killing the enemy general worth one tournament point. To make things more interesting, the chosen character had to enter play from the enemy table edge during the first turn's remaining moves phase. Each played placed three objectives at the opponent's table edge as possible entry points. His chosen warrior was a Scar Veteran and mine was the Oldblood.

The opponent deployed his army centrally towards the middle and I did the same, although I had my Skinks screening my army while he had his Skinks surround two of the entry points behind his army's core. I wasn't really concerned by a Scar Veteran behind my lines because I had lined up six Salamanders and twenty Skinks to kill him when he enters play since his markers werent' so far from eachother. My deployment was better now and I experimented by having a line of twenty Skinks first, the Saurus Cavalry in the middle behind the Skinks, one unit of Kroxigors on each side of the Cavalry and the Salamander units behind this second line in the holes between the Kroxigor and Saurus Cav units. It was a sort of a phalanx that could support itself into each direction. I placed Terradons behind my army. I scouted the Skinks to a wood at the enemy deployment zone on my left hand side. I won the roll and chose not to start the game.

The Scar Veteran entered play and he wasn't equipped with Nike gear so he was slow as hell. The enemy army came forward. The Slann had a five spells from Shadow and I had to scroll an Unseen Lurker to prevent Terradons charging my Skink screen from close up. The tactical wheeling rule allows skirmishers to be charged in such ways that the pursuit or overrun goes into pretty much any direction you wish.

The opponent had left my objective on the far left side unsurrounded so I entered play from there with my Oldblood. I was about 20 inches away from the enemy army on its flank and slightly behind it and chose to observe the situation a little bit from there and moved 9" towards the enemy. I took three Salamanders, ten Skinks and three Terradons to shoot at the Scar Veteran but it had a 2+ armour save so I only managed to wound once. The other Salamander unit was probably ashamed of their performance last game so it hit the unit of five Terradons 28 times and killed each one of the flyers. The opponent now took all his Skinks behind his lines forward and tried to advance with his Salamanders. The Stegadon came forward full speed, and his Saurus Cavalry marched 14 inches forward. Their Kroxigors advanced on the right flank. The second enemy Scar Veteran had the Charm of the Jaguar Warrior and it marched 18" to join the Saurus Cav before they used the Huanchi's Blessed Totem to charge my Salamanders with my general in it. He rolled two inches which was enough. The chosen Scar Veteran behind my lines charged Terradons that held because I was facing the table edge and he had one wound remaining. I used Cube of Darkness to end the magic phase. His Salamanders were out of range, but my Terradons lost combat and fled off the table and the Scar Veteran pursuited off the table. The Saurus Cav and the hero beat my Salamanders and in the challenge between the Scar Veterans we each scored one wound. However I rolled poorly on my test and ran and was destroyed. The cavalry pursuited into my Kroxigors. Come my turn I marched the Oldblood 18" towards the opponent's rear and marched the Saurus Cav forward. I used my banner and charged the Stegadon. My second Kroxigor unit charged the enemy Kroxigors and beat them to a pulp. The enemy fled and I restrained pursuit. My other Kroxigors rolled a couple sixes for saves and killed three Saurus Cav. My Saurus Cav on the other hand killed four Skinks from the howdah losing one model in return but the Stegadon held. I wasn't really sure whether to attack the Stegadon or the Skinks but since the Slann was lending the Stegadon LD9 I wanted to take my chances of it failing LD5 with 3D6. It didn't. The enemy Scar Veteran entered play but was in march block. His Salamanders killed some Skinks from me and I had to use a second Dispel Scroll in the magic phase. The enemy Saurus Cav lost one model but so did I and I lost but held tight. In my turn, my Oldblood charged Skinks behind the enemy lines and my second unit of Kroxigors charged the Saurus Cav to the flank. I scored 26 hits with three Salamanders on the opponent's chosen Scar Veteran and caused one wound through the 2+ armour save and that killed it. My Oldblood smashed through the Skinks and overran 16 inches towards the Slann, ending up 3" infront of it. My flanking Kroxigors helped me beat the Scar Veteran and the remaining cavalry model and I ran them down. My Saurus cav lost one model but wounded the Stegadon twice but the Stegadon held. The enemy now charged my Oldblood with the Slann and the Salamanders which was actually a pretty good move since there was no way he could escape anyway. They had the unit strength and a battle standard and I was in a challenge with a T5 guy with a 4+ ward save. I wounded it twice in drew the combat. After this the game was over quick as my Kroxigors came to flank the Stegadon and killed it. The Oldblood drew a second time but during the third phase I lost combat and failed my break test and ran. However I outrun the pursuiters and during my turn the Saurus Cav charged the Slann which fled and was run down.

I had lost my general, a unit of Salamanders and the unit of Terradons but my chosen warrior was alive, the enemy's chosen character was dead and the enemy general was dead and the enemy army was wiped out. I had the banners and the quarters and all that but because I had messed up my own general the enemy gained one tournament point and the result was a 19-1 victory for my Lizardmen.

Game 3, Dark Elves

Last game during Saturday and I was feeling a little tired but after learning that I would play against Dark Elves I got a surge of motivation. What could be more fun than killing Elves? I only had 30 points from a maximum of 40 so I wasn't getting drawn against the top guns which suited me just fine. The enemy army had a Highborn on a Manticore, a Noble on a Cold One and two level 2 Sorceresses. They also had a unit of ten crossbowmen, two units of five Dark Riders, a unit of five Cold One Knights, a unit of Harpies, a War Hydra, a Cold One Chariot and two Reaper Bolt Throwers. The mission was called "Back in the day even this sounded like a good idea" and was a regular pitched battle game with no special objectives other than the normal quarters and banners etc.

I deployed as I did in game two and the opponent deployed evenly across the board, one warmachine on a hill on the left and the other on a hill on the right. The Archers were in the middle in one rank with two wizards and they were supported by a chariot and the Cold Ones. One unit of Dark Riders was on my left flank together with the Manticore, while the Hydra was near the right flank with the second Dark Rider unit and the Harpies. The left flank had a lot of buildings in there so movement with ranked units was almost impossible there. I scouted my Skinks there. My Oldblood and the Terradons started from the right flank while everything else was in the middle. I won the roll and let my opponent start the game.

The Manticore flew to the city on the left near the Skinks in an attempt to spook them away with terror. Everything else in the army moved less than 5" inches and was essentially just twisting and turning. The archery killed a couple Skinks and put a single wound on a Kroxigor. In my turn I passed the terror check and moved the Skinks so they could all see the Highborn. I advanced at almost full speed, keeping clear of the 14" charge range of the Cold Ones. On the right flank my Oldblood went 18" towards the enemy Hydra, Harpies and the Bolt Thrower. My Salamanders destroyed the Dark Rider unit on the right flank by hitting them 22 times. The ten Skinks on the left shot the Manticore and I rolled 7 sixes from 20 dice. I killed the Manticore and wounded the Highborn once through his 2+ armor save. In the Dark Elf turn the only charges I got was the Highborn charging the Skinks and the Harpies charging a Skink unit on the right. The Cold One Knights and the Cold One Chariot suffered from stupidity and came 3,5 inches towards me. The Archers killed some Skinks and the Bolt Thrower on the left flopped completely and didn't get anything done. The Bolt Thrower on the right hit my Oldblood with a single bolt but I didn't even have to re-roll my ward save to stay unharmed. The Highborn killed the Skinks but unluckily I rolled insane courage and held, preventing me from shooting at the Highborn. The Harpies totally annihilated the other Skink unit. In any case, my Kroxigors had now a 8 model long line aligned to meet Cold One Knights, the Noble or the Dark Riders, while my Oldblood charged the Bolt Thrower. The Terradons flew near the warmachine but didn't charge. My Saurus Cav marched 14" towards the Cold One Chariot and stopped 1" away, and I used my banner to jump into combat in the magic phase. Salamanders wiped out the Harpies on the right. The Skinks again held with the Highborn because the combat was a draw this time. My Oldblood wiped out the crewmen and overran 7 inches to move nicely outside the Hydra's line of sight. The cav beat the T5 chariot for two wounds but it didn't break because it also caused fear.

The enemy Hydra charged my Terradons that fled and rolled 16" which was just enough to move them off the table so I lost them. The Cold Ones and Dark Riders were very afraid of my Salamander gunline backed up by 8 Kroxigors but they tried to move forward into their own charge range. The chariot broke combat this turn and I restrained pursuit because the flank of the Crossbowmen now in two ranks was open to me for a strange reason. The Skinks broke now from the Highborn and were run down. In my turn I was thinking of charging the Hydra with my Oldblood alone but considering it was still only turn 3 I had plenty of time to kill it so I moved the Oldblood towards the middle of the enemy table edge, now being behind almost all of the Dark Elves. My Cold Ones didn't get the chance to flank charge the Archers because I rolled triple six for stupidity. Man that pissed me off. However, because of some poor range estimation from my opponent 4 of my Kroxigors now charged the Cold Ones who held but after careful measuring I could draw a straight line less than 12" to their corner and slam home with the free alignment move. Salamanders and Skinks killed the Highborn with ranged attacks. I demolished the Cold One Knights but one of them survived with the Noble and I couldn't catch them on the run. After this the game should have been over quick since the Hydra was out of play and I had killed all the other hammer units. However the bad pursuit move of the Kroxigors allowed the Archers to flank them. I messed up the break test and lost because of the rank and outnumber and ran and was killed. My Cav also lost all but one model to the Reaper Bolt Thrower through a string of good and bad rolls and they paniced despite LD8 on 3D6 and couldn't rally anymore. The game got really heated during turn 4 because we were told that everyone else had finished their games and the organisers wanted the score soon. At this point the enemy still had the Hydra, both wizards, the Noble had rallied with the remaining Cold One, the Archers and the one Reaper Bolt Thrower so I wanted to keep playing because I had essentially surrounded the entire enemy army. My opponent was eager to stop eventhough noone had actually told us that we had to quit. Now, I have to say that I had spent less than 30% of the game time for my turns and the opponent was taking 15 minute phases just to fire ten Archers and one Bolter and hadn't been able to play any of his earlier games to completion so I knew I was being denied a fair game. I had to get a referee to control our arguing and bickering but I managed to point out that we're talking about two five minute turns and that I wanted to play them since I was playing a combat army and the last turns are my strongest ones. The call went my way and the referees stayed there to watch us play. Salamanders and Oldblood charged the Hydra and annihilated it without even letting it attack back. Kroxigors flank charged the Archers and annihilated them. Cold One Knights were annihilated by the Oldblood on turn six. Only the Reaper Bolt Thrower remained and I had won. Because of the nature of the mission and the fact I had still lost some expensive units massacre was 100 points away and I only got the large win which meant a 16-4 victory for my Lizardmen this time.

I lost my temper badly during this game and stayed to chat for an hour after the game with several people. Because we were the only ones playing for a long while we had tons of spectators and the slow gaming from my opponent's part and a bunch of spectators trying to take part in the game by pointing out their opinions on rules or maneouvres I was really pissed off almost the whole second half of the game. For example at one point when I rolled 7 as a panic test for my Salamanders and just took the dice up rather quickly and said no panic some guy behind me started yelling it was a seven and that Salamanders have LD5 when he hadn't even realised my army general was inside the Salamander unit. Anyway, after apologizing for any overreactions from my part I took comfort from the fact that I had had a reasonably good day, gathering 46 points from a maximum 60. The tournament leader was somewhere around 55 points so I was within a striking distance.

Game 4, Wood Elves

After a good night's sleep I was feeling pretty strong about my army and knew what to do in order to play solid games. After learning that I was to play against Wood Elves I felt eager to see how the two skirmishing armies of this type match against eachother. The Wood Elf army was lead by a Highborn on a Dragon (and relief washed over me) and supported by two Sorceresses. Dragons are really no match for the Saurus Oldblood if I play my cards right and once again the magic phase was the type I could totally shut down and sometimes even get a lucky Portent of Far through for my Kroxigors. In addition to the characters the Wood Elf army had two units of Dryads, a unit of Wardancers, two units of Wild Riders, a Treeman and two units of ten Glade Guard. The Wild Rider units had full command groups. These last two missions of the tournament weren't classed as Pitched Battles so for this game there would be no free wood and since the table didn't have any wood features I was feeling confident. It actually had a small lake I wanted my Skinks to go swim in. That should be cool. Real aquatic creatures. Wow.

I deployed my phalanx entirely to the middle. When I play new FB armies I usually try to figure out how I can get all the units in positions where they can support eachother. Because of the magical banner the Saurus Cav in the middle can attack into any direction, while the Kroxigors maneouvre either to advance against infantry or to bait cav into their death. Salamanders supporting these three units within reasonable distance of eachother can either combine their firepower or attack flankers and flyers on both flanks. I like to keep the Saurus Scar Veteran in a Salamander unit because it makes them impervious to fast cav and flyers other than Changebringers or four wide Peg Knight units. My Oldblood was in the middle of my army now. The thing about the Oldblood is that he's not really affected by the rule that characters can be shot from anywhere, because it's usually a good thing if the enemy wastes missile weapons on him.

The mission had us place 8 objectives all across the center line of the table. Each was worth one tournament point and a unit could take the marker with them by moving in contact with it. If you fled for any reason or your unit strength dropped below 5 you dropped your marker. If you lost combat and the enemy pursued it grabbed the marker. Flyers couldn't fly with the markers but they could run with them, and finally normal flyer units would enter play in the remaining moves phase of the first turn and large flyers would enter play during turn two's remaining moves phase. The Dragon would be out of play for a while then which suit me just fine. The Wood Elves placed one unit of Glade Guard, the Treeman and the Wardancers in the middle, while Dryads and Wild Riders were on the left flank and Glade Guards, Dryads, and Wild Riders were on the right flank.

I won the roll for the first turn of the game and after some hesitation took it because I wanted to move as much as possible before the Dragon entered play. I advanced at march speed while keeping the formation the same as how I had deployed. I had range to nothing but two of my Skink units already grabbed three mission markers with them. The Wood Elf Glade Guard came 5" forward and the fast cavalry on both flanks advanced at great speed. The first Glade Guard unit fired at my rightmost Skink unit and killed 8 of them. Because the unit went under US5 a marker was dropped. The second Glade Guard unit killed five from the leftmost Skink unit. I passed both panic checks. After the game we realised we forgot to apply the -1 modifier from Skinks being skirmishers during this first volley but that was my bad so I deserved the massive carnage. In my turn the Terradons charged Wild Riders on the right. The Skink unit with five models took 2 markers with them and marched back towards my deployment zone at full speed. Everywhere else I went forward. I did the standard 14" march move with my Saurus Cav towards the central Glade Guard unit and joined the Oldblood to the Saurus Cav. In the magic phase my Saurus Cav charged the Glade Guard. In the shooting phase I punished the Glade Guard on the right badly for killing 8 of my Skinks. Three Salamanders killed 9 Glade Guard but the last man standing passed the panic check. My Skinks poisoned two Dryads on the right. In the combat phase my Saurus Cav went through the Glade Guard by killing them all. Their overrun move took them to the Wardancers which now aligned nicely to me and blocked the Treeman from counter charging. My Terradons killed three Wild Riders of five but the Fury of Kurnous together with the standard they were carrying meant I lost combat and broke with the hit and run rule so the riders couldn't pursue.

The Dryads on the right charged my Kroxigors now and the Wild Riders on the right charged the Terradons that had rallied automatically. The Treeman maneouvred so it could charge the Saurus Cav next turn. Dryads on the left moved closer to the action. The Dragon entered play and flew to the middle, threatening the rear of the Kroxigors that had been charged by the Dryads. The breath weapon killed two Skinks from a Salamander unit. The single Glade Guard on the right tried to kill one of the Skinks from the unit that had 5 models and two objective markers, but the Skinks were out of range. The stand and shoot from Terradons killed a Wild Rider but in the combat the Terradons lost again and broke. I only fled 7 inches so I remained on the table and rallied again. The 6 Dryads had no chance against 4 Kroxigors but the Dryads held. The Wardancers took the 4+ ward save dance but my Oldblood and the Saurus Cav killed most of them and the two remaining models ran off the table and I restrained pursuit. On my turn my Oldblood charged the Treeman on his own. My Salamanders with my general in them charged the Dryads on the right to the Dryad unit's flank. The Terradons flew behind the lone Wild Rider standard bearer. My Salamanders on the left annihilated five Wild Riders by hitting them 22 times. The Saurus Cav just reformed and my second Kroxigor unit charged a unit of Dryads. The Terradons killed the single Wild Rider with javelins. The unit of two Skinks killed the single Glade Guard model and another Skink unit killed a Sorceress. The combat phase was near perfection as my Kroxigors on the left ran the Dryads down and the overrun took them from the Dragon's charge arc. The Salamanders, my general and three Kroxigors beat the other Dryad unit which fled towards their deployment zone and both the Salamanders and Kroxigors pursued it and went sweetly outside the Dragon's line of sight. The Oldblood wounded the Treeman three times but I failed one ward save even after a re-roll and was wounded. Now the Wood Elves only had the Dragon and the Treeman really and the Dragon moved to breath on my Salamanders again while facing a lot of my units. The lone Sorceress rolled irresistible for Hidden Path on the Dragon so shooting it was out of the question. In the combat phase my Oldblood wounded the Treeman again. On my turn I took care of the remaining Sorceress and just faced everything I got towards the Dragon. I had all my units in layers so it didn't really matter which one he charged or if the Dragon won the combat or not. My opponent talked about just fleeing with his Dragon for the rest of the game so he could keep saying his Dragon has never died. The Treeman died to my Oldblood in combat. Because my opponent wanted to go down in a blaze of glory the Dragon charged Kroxigors but failed miserably and I held. I even managed to wound the Dragon once to shatter the 3+ ward save it had. Then my Oldblood charged in, killed the rider and I ran the escaping Dragon down. My Skinks and Salamanders were carrying all 8 objectives so the result was a 20-0 victory for my Lizardmen.

Game 5, Chaos

I was unsure who I would play on the last round but it seemed it's either going to be a standard Bretonnian Air Force list or against Strigoi Vampire Counts. Playing against the VC would've been fun because the army that was leading the tournament had been assembled and converted by me last summer. I sold it because I got bored of VC but the guy still used almost the same list I had grown accustomed to. A Strigoi Count, three Necromancers, two Skeleton blocks, Zombies, lots of small Wolf and Ghoul units, three units of Black Knights, a unit of Fell Bats and a Banshee. The top 5 before the last round also had an Ogre Kingdoms army. I was pitted against mortal Chaos.

The Chaos army had an undivided Exalted Champion on foot as its general, a Slaanesh Exalted Champion on a Steed of Slaanesh, a Slaanesh Exalted Champion on horseback and a Bray-Shaman. It also had one unit of six Knights of Khorne, five Chosen Knights of Slaanesh, one Chaos Chariot, one Tuskgor Chariot, six Furies, a unit of five Marauder Horsemen with flails, two units of five Warhounds, two Spawns of Slaanesh, a large Beast Herd and a 25 strong unit of Marauders on foot. The mission had both players give four objective markers to four of their own units to carry. Carrying the markers followed the same rules as game 4, but to score points from the markers you had to take them to the opponent's table edge. My four markers were on two Salamander units and two Kroxigor units. The enemy gave the markers to both of the Knight units, Marauder Horsemen and Beast Herd.

My deployment was the same one I had now very much started liking except my Oldblood was slightly more on the right this time. The Chaos army had the Marauder infantry in the centre, flanked by two Chariots. To their right were the Knights of Khorne who the Furies were screening and directing. More to the right was the Steed of Slaanesh, a Spawn and the Beast Herd. To the left of the Marauder infantry was a Spawn, two units of Warhounds, Chosen Knights of Slaanesh and the Exalted Champion of Slaanesh, and the Marauder Horsemen on far left.

The Chaos player started the game and advanced as fast as he could and that was that. I was a little nervous as again I had to calculate a large number of possible incoming charges and charge distances and I was trying to figure out the ways to take out the Chaos advance one bit at a time. As always the key is in defeating the Slaanesh Spawns and any flyers because Chaos cavalry won't hit on turn two unless I let them. What I did was moved my entire army back in places where I was in danger. I was going dangerously close to my table edge but I felt I knew what I was doing. On the right things were easier than on the left because the incoming Knights were Knights of Khorne. I took three Salamanders infront of my entire army there. In the magic phase I gave them the Portent of Far. In the shooting phase my Salamanders on the left took out one of the Spawns and Skinks took out the other one. On the right the Salamanders destroyed all of the Furies infront of the Knights of Khorne. In the enemy turn the Exalted Champion of Slaanesh on the Steed of Slaanesh charged the Salamanders, but it wasn't all because I was inside the Khorne Knights' frenzy range and they had to charge. I fled and went well out of their reach and both the enemy units failed. The other Chaos troops advanced. In my turn my Oldblood charged the boss on the Steed of Slaanesh, and four Kroxigors charged the Knights of Khorne. There aren't many things sweeter than rolling 12 S7 attacks against some of the most expensive cavalry in the game. On the left I charged the Knights of Slaanesh with the other Kroxigor unit. It's funny I always thought my strength as a player isn't calculating distances but again I was 11,9" away from the Knights and the free alignment move took my Kroxigors home. Since everything was looking perfect I moved my Saurus cav only little towards the middle so that they could still react to all directions if either of my Kroxigor units failed me. Salamanders on the right rallied, and Salamanders more on the middle killed 9 Marauders on foot. Skinks on the left killed five Warhounds. My right hand side moved away from the approaching Beast Herd to deny them a charge and to keep them out of action. In the combat phase the Kroxigors were powered by a Portent of Far and annihilated the Knights of Khorne. My Oldblood killed the Exalted Champion on the Steed of Slaanesh. Kroxigors on the left killed four Chosen Knights of Slaanesh but the remaining model and the hero killed a Kroxigor. The Slaanesh Knights fled but I didn't catch them.

The Knights rallied. Warhounds charged some Skinks. The Warhounds were inside my stand and shoot range but I chose not to flee. Two chariots charged the Kroxigors on the right. Warhounds moved infront of my Kroxigors on the left so that the corner of the Warhound unit was infront of the corner of my Kroxigor unit. Marauder Horsemen came flanking those same Kroxigors. The Marauder infantry came forward a little and the Beast Herd on the right tried to get into the game and came forward. The Marauder Horsemen hurled five axes at my Kroxigors and hit with all of them. This was funny because my opponent was saying how nice it would be to atleast kill one of the wounded Kroxigors with the axes. He wounded with three and I failed two saves so the model died. After my opponent saw me remove the model that was being blocked by the Warhounds he must have realised how silly the mistake of throwing the axes was. I was now free to charge the Chosen Knights again. The Warhounds drew combat with the Skinks. On the right the two chariots rolled 11 impact hits and together with a bunch of other attacks killed the entire Kroxigor unit and overran through them. On my turn the Kroxigors charged the Knights of Slaanesh, Oldblood charged a chariot, and a Scar-Veteran and three Terradons charged the other one. I flank charged the Warhounds with a second Skink unit. Both of the chariots fled but were cut down mercilessly. The Kroxigors killed the last Chosen Knight but the Exalted Champion was a tough nut to crack and killed a Kroxigor. Two Skink units showed the true nature of these braves and 18 Skinks managed to kill enough Warhounds to drive them away and cut them down. I kept shooting with my Salamanders at the Marauder infantry and the volleys were devastating. I was getting salvoes of 16 and 26 hits. Soon there was only the standard bearer and the musician standing with the Exalted Champion who promptly fled the unit. My Saurus Cav used their banner to go through the remaining two Marauder infantry and overran to the enemy general. The Slaanesh Exalted Champion fought through the last Kroxigor and was on the loose. I killed the enemy general shortly afterwards and kept bringing more objectives to the enemy deployment zone. I couldn't reach the Beast Herd with enough models but two volleys from Salamanders took the unit below US5 and wounded the Bray-Shaman once so they dropped their objective and gave me some VPs in the process. The Slaanesh Exalted Champion on horseback destroyed a Salamander unit before my Oldblood charged him in the last turn of the game, wounding him once and suffering no wounds in return. After calculating the points I had a rough 1400 VP win and 7 of the 8 objectives so the result was a 19-0 victory for my Lizardmen.

My tournament games were done. Looking around myself at the top three tables I saw that the Bretonnians had massacred a Lizardman army in their last game and the Vampire Counts were beating the Ogre Kingdoms handily. I had 85 battle points from a 100 maximum but my army points wouldn't be very good so I was unsure how high I would place.

I attended the awards ceremony with the feeling that I should perhaps build and paint a Lizardman army of my own because playing them had been a very satisfying combination of mobility, leadership, firepower and melee ability. The only army I have ever enjoyed as much has been the Vampire Counts. Balanced armies that can engage the opponent actively in all of the phases of the game are the most interesting ones. The 40K tournament awards were announced first and as strange as it may sound, a tournament that had a large number of mech Tau, mech Eldar, drop Pod Marines, Zilla Nids and 9 Obliterator Iron Warriors had been won by a very standard Necron list. The Necrons even defeated (12-6) a Feral Ork army of 120 Mad Boyz and 3 Squiggoths in their last game. A Tyranid army of 6 Carnifexes and 2 Hive Tyrants placed second, and if I'm not completely mistaken Chaos was third.

I received 25 army points from a maximum 40 which brought me to 110 points overall. I placed third and got a trophy plaque and some gift vouchers for my efforts. Bretonnians placed second with 115 points and Vampire Counts won the tournament with 118 points. The player who came fourth had had 101 points overall. I had 2 more battle points than the Bretonnians but three points less than the Vampire Counts. The Bretonnian army had 32 army points and the VC had 30. My friend's Iron Warrior army got 40 painting points on the 40K side but lost the best painted award to a heavily converted Word Bearer army. Dark Elves won best painted in the FB tournament. I can start linking pictures in this thread when I get them.

The tournament was the best I have ever participated in because the missions were interesting and built to balance the game just the right way. The tables had a good amount of terrain but they weren't cramped with forests which Wood Elf or Lizardman armies could abuse. Most of the time my Lizardmen were moving on open ground. I also enjoyed the scoring system because it made each game very objective focused. I believe all tournaments should aspire to this end.

Power wise there weren't many surprises going around. The merry dance of destruction by the Ogre Kingdoms army was fun to witness but even that had to end eventually. Necrons winning 40K I can't much comment on since I didn't see any of the games but I know for a fact that the player responsible for the feat is an intelligent and experienced chap who has won 40K tournaments before with other armies. I was perhaps a little surprised that the Skaven weren't winning a lot of games but that could perhaps be because the rat players still haven't got used to the fact of Ratling Guns sucking and Warlock Engineers dying to miscasts faster than ever. Maybe I need to take a Skaven army to the biggest and baddest annual tournament of the year held next July, or maybe I'll just grab as many Pegasus Knights as I can find and take them with me instead. There's a number of smaller tournaments before that so expect to see more reports later. Thanks for reading and if you have any comments or questions about the games, my army, my performance, the missions or other issues please share your thoughts.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
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[DCM]
Tilter at Windmills






Manchester, NH

Great report, Therion. Congratulations.

I just got back from Adepticon last night, and I am saddened that I don't feel up to giving a report so detailed. I only played WH in the Friday tournament (40k the other two days), but I had quite a good time (three nice opponents, scored 2 massacres and was massacred once by Forest Spirits) and I am currently quite a bit more energized and excited about WH and 40k than I had been recently.

I like the sounds of that tournament system. Good missions can in some respects substitute well for Comp scoring.

Do you think that you are going to go ahead and build a nice looking Lizard army, or are you planning to try out those other armies first?

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

*raises eye brow*

Necrons first? Whoah... Now theres something you dont see everyday.

I am VERY curious as to what that list looked like.

Great report Therion. I dont play WHFB but it looks like you had a great time. In fact, everytime I see people playing WHFB they seem to have alot more fun than the folks at the 40K tables.

Must have something to do with the rules...
Cant wait to see pics.

   
Made in us
Fixture of Dakka






San Jose, CA

Necrons first? Whoah... Now theres something you dont see everyday.


Round 4 of the Adepticon Team Tourney saw a Necron team in the top 6 (or thereabouts). They're still unpleasant opponents for a number of armies.

Quis Custodiet Ipsos Custodes? 
   
Made in fi
Regular Dakkanaut




Do you think that you are going to go ahead and build a nice looking Lizard army, or are you planning to try out those other armies first?

I'm not sure. If I decide to build a new 40K army it'll take a lot of time away from all other projects. That would mean I'd take the Bretonnians to the other large tournaments coming this summer. I still have to think about the whole thing for a while because I'm undecided whether I want to play 40K at all. On one level I'd like to participate in the many 40K tournaments that are held each year because a lot of my friends are going, but on the other level I just despise the actual game.

I'm going to make a new VC army next year when they get revised but I could possibly make one new FB army before that and the Lizardmen are on the top of the list. We'll see.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in fi
Regular Dakkanaut




Great report Therion. I dont play WHFB but it looks like you had a great time. In fact, everytime I see people playing WHFB they seem to have alot more fun than the folks at the 40K tables.

Thanks! I could go into a long discussion about why playing FB is more fun, challenging and engaging than playing 40K but we'll leave that to another thread. I'll just say that the biggest reason might be the fact that the actual movement of units often matters much more than the rolling of dice.

Necrons first? Whoah... Now theres something you dont see everyday.

Here's the list. Like I said there's nothing strange about it. The winner commented about his success by saying that he got the right kinds of opponents in the right kinds of missions, didn't make a lot of mistakes and got a good painting score.

HQ:
-Lord, warscythe, resurrection orb, veil of darkness 210p

ELITE:
-8xImmortal 224p

TROOP:
-10xWarrior 180p
-10xWarrior 180p
-10xWarrior 180p

FAST:
-3xDestroyer 150p
-3xDestroyer 150p
-4xScarab Swarm 48p

HEAVY:
-Tomb Spyder 55p
-2xHeavy Detroyer 130p
-Monolith 235p

The Necrons beat

-Emperor's Children 20-0
-Dark Angels 14-6
-Space Marines 12-5
-Space Marines 16-4
-Feral Orks 12-6

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in us
Krazed Killa Kan






South NJ/Philly

Thanks for writing up such a detailed and very interesting report. Great read, especially as someone who's still learning the basics of Fantasy.
   
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[DCM]
Tilter at Windmills






Manchester, NH


Necrons first? Whoah... Now theres something you dont see everyday.

Here's the list. Like I said there's nothing strange about it. The winner commented about his success by saying that he got the right kinds of opponents in the right kinds of missions, didn't make a lot of mistakes and got a good painting score.


Isn't that the way with the winner of any big tournament?  I always say that the real luck needed to win a tournament is in which opponents and which missions you get when.  There are usually several top players with a chance, and it's getting the right combination of those elements that allows someone to come out on top.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in fi
Regular Dakkanaut




Isn't that the way with the winner of any big tournament?

Well I usually like to think that a good player makes sure he beats all the easy armies by a large margin and if he encounters an army he isn't supposed to win he can still fight atleast a draw out of it. To increase his chances the good player should take a powerful army with him so the chance of getting an impossible matchup becomes slim. While I've been trying to follow this guideline I've only lost one game over the past two editions of Warhammer Fantasy. I've met many players who are just as capable generals as I am or better but that doesn't mean I should lose to them.

I guess the problem for most players is that they don't realise when they've met their match before it's too late. They don't adapt their style of play depending on the opponent and after four or five straight solid wins they get massacred and lose any chance of a top five placement. Clearly the Necrons played a bold game whenever the enemy general was weak or the opposing army was ineffective, and when the opponent was being bold with a vastly superior army the Necrons held back or fled in order to preserve troops while focusing on mission objectives. But you're right and all of the things you mentioned matter. If you play Necrons and get drawn against Godzilla you rather face them in an escalation mission than a gamma Take and Hold. However, all of the things affected by luck can still be modified by the players' skill and style of play and the most important thing at tournaments is consistency.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in us
Foul Dwimmerlaik






Minneapolis, MN

Youre right, that necron list is a pretty general list. Though I must say I am VERY suprised at the choice of a tomb spyder, especially with the mixed toughness rules in this edition.
I am guessing he must have used it purely for the 12" catch all radius for downed 'crons.
Personally, I would have dropped the warscythe for a staff and used the points on a third heavy destroyer.

But my opinion isnt a big deal, because this guy came in first using what he had. Definatly worked for him.

Thanks again for taking the time reporting this, Therion. It is a very enlightening read.

   
Made in us
Omnipotent Lord of Change





Albany, NY

*whew*

Thanks for the report Therion, it was quite the epic read. Your list is very interesting, with the total lack of blocks and then running the general vet in your salamanders. The old blood is also psychotically hard, nice work there too.

Congrats on the third place, and thanks again for the great report. Trying to get a hang on fantasy again, such a detailed report really helps.

- Boss Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Posted By Therion- on 04/03/2007 8:02 AM
Isn't that the way with the winner of any big tournament?


I guess the problem for most players is that they don't realise when they've met their match before it's too late. They don't adapt their style of play depending on the opponent and after four or five straight solid wins they get massacred and lose any chance of a top five placement. Clearly the Necrons played a bold game whenever the enemy general was weak or the opposing army was ineffective, and when the opponent was being bold with a vastly superior army the Necrons held back or fled in order to preserve troops while focusing on mission objectives. But you're right and all of the things you mentioned matter. If you play Necrons and get drawn against Godzilla you rather face them in an escalation mission than a gamma Take and Hold. However, all of the things affected by luck can still be modified by the players' skill and style of play and the most important thing at tournaments is consistency.


Agreed on all counts.  My winning percentage isn't nearly up there with yours (though in 6th edition it was very close with my Wood Elves), but I follow the same general principles.  I just need to get back into regular top-level play. 

This last weekend at Adepticon I was surprised by the consistent quality/hardness of the armies.  People were NOT screwing around with their army lists.  I wound up scoring (including team games) 6 massacres/solid victories (at or near max points), two draws, and two losses (massacre or nearly so)- the last four I think largely due to lack of current practice/experience with the particular lists I was using I could (and have) blamed dice for the two losses as well, but better play could well have seen me through.  A big part of being good is being able to read those matchups right from the beginning and adopt the proper strategy for the game.


Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in ie
Battlefield Tourist






Nuremberg

Wow, that was very interesting and coherant, thanks! I'm not a top tier player by any margin- I'd like to think I'm one of the better in my club, but we don't go in for the hardcore tourneys. (Not many of them in Ireland anyway, and most of us don't have cars, being students)
But you make it sound like a lot of fun!
Very interesting lizardman build. Wouldn't have thought it'd work, but there ya go.
You've made me consider a bit of tourney play with my orcs for a change.
Or hell, even my beastmen.

   
Made in fi
Regular Dakkanaut




Very interesting lizardman build. Wouldn't have thought it'd work, but there ya go.

Really? I thought it's been pretty clear to most people that Lizzie lists with Skinks & support are a lot better than anything with Saurus infantry in it. Saurus simply aren't mobile enough to keep up with the rest of the army. Some use the Slann instead of the Oldblood but I've never been very convinced by the big toad's ability of earning his points back.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in ie
Battlefield Tourist






Nuremberg

I don't really pay attention to what the "in" build is though. You're probably right.
I enjoy my big blocks of saurus. I had a very long winning streak with them at one stage. But the way you play Lizardmen makes them much more like Wood Elves or something. Very interesting. And the massed salamander fire is no doubt highly effective. How do you deal with large, well led, double hard units like Orc Big 'Un's with a general? Just flit around refusing to fight them and whittling them down?
Tactically interesting and challenging I'd better.
(Sorry if this is a bit of off topic blather, but I'm quite interested as to how this would work)
I've seen this kind on "flit around" list before, they're pretty difficult to play against. Especially with the back up of hard ass characters. I play one myself with my skirmishing beastmen, though not as optimised as your list.

   
Made in fi
Regular Dakkanaut




Infantry blocks are so slow that I can take as many turns as I like to fire at them with the Salamanders. When I feel I am ready I charge them with Kroxigors or the Saurus Cavalry and possibly the Saurus Oldblood.

So if you face an army with flyers, cavalry and infantry you first kill the flyers, then the cavalry, then the infantry. The infantry can be left for last and mostly ignored because they are slow. Different armies have different tools for dealing with the different unit types of course, but if you look at my Lizardman army list I have the firepower to kill most flyers and fast cavalry, and multiple units and heroes that can smash through heavy cavalry like a knife through butter. After the enemy infantry has no support and are losing a couple ranks each turn to shooting they'll receive a combined charge they have no chance against.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in ie
Battlefield Tourist






Nuremberg

Hmmm.
With orcs at least I can see an answer to that, but it's not 100% reliable and you could easily counter it, too.
Hmmm.
What a pity I probably won't have a chance to play against that list.
(The answer I would use would be stuff like the Waaagh rule and Gorks War Banner to add 2D6 to the charge of an infantry block and let them hit you, the expected counter would be to let that one unit die and widthdraw in two directions and continue peppering with arrows and salamanders. Still, it'd be a good fight, and it'd give the rest of my infantry time to get closer.)
Thanks for the answers and stuff though.
Seriously making me consider tourney play more. (Though I'd have to get my troops painted up first, currently my orcs are my only 2000 point painted force. Damn phd sapping valuable painting time! )

   
Made in us
Dakka Veteran




Lexington, KY

Thanks for the writeup, Therion.

I'm just getting started in Fantasy with lizardmen, and have been hoping to see more discussion of the list's tactics, especially at high levels of play.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in fi
Regular Dakkanaut




I'm glad if the report was helpful.

A couple of random pics:









This Chaos army was my round 5 opponent






Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in us
Regular Dakkanaut




Thanks for the truly epic battle report. I've been reading it over the last four days and I really appreciate the details of the battle and the thought process for your decisions. The pictures I looked at today topped it off perfectly. Thanks, Therion!

Edit:  I have to put this into perspective.  I don't play WHFB, nor do I have an interest in ever playing it.  However, I find your BatReps very worthwhile reads because of the work and thought you put into them.  It's much like observing a professional or artist at work...

   
Made in fi
Longtime Dakkanaut






Cool report - forgive me for just reading the start and end, I'm still not fully converted to Fantasy battle, for modelling reasons...maybe the revised, Brian Nelson blessed Vampire counts will change that as they fit my modelling style and lot of the stuff I tried with my GD entry would be right at home there... I have a master plan "rising" anyway...

I have played enough Fantasy to see it really merits more actual thinking than 40k and requires to plan ahead a couple of more turns, but to me the difference isn't as drastic as to others think...and then I mainly play these games because of fantastic models, good friends and a dose of silliness, it's sports that I do with much more competitive urgency.

I also really enjoyed the missions last year (quite similar). The combination of the "kid's expo" and the tournament not so much - it was such a hassle. So this year I only came to say hello to friends and talk to some modellers at model expo.

Well done and looking forward to those bretonnians!



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
 
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