Leutnant
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Lizardmen:
(64 bodies)
Hero:
Sss’nair 100pts
Chieftain 45pts
Halberd 10pts
Shield 5pts
Body Guard:
Devotee’s of the Devourer 145pts(5)
Poisoned Weapons 45pts
Shields 20pts
Natural Light Armor 20pts
Champion 10pts
Shaman 60pts
Iron Light Armor 15pts
Troops:
Lizardmen(15)140pts
Shields 15pts
Champion 5pts
Lizardmen(15) 140pts
Shields 15pts
Champion 5pts
Lizardardmen Archers(20) 285pts
Shortbows 80pts
Champion 5pts
Elite:
Wyvern Brood 30pts
1x Wyvern
Wyvern Brood 30pts
1x Wyvern
Unquie:
Naga 80pts
3x Handlers 30pts
1055pts
vs
Sons of the Leviathan :
29 models total
Hero:
Green Dragon 300pts
Troops:
Warriors(14) 378
Champion 12pts
Blood Drinkers 30pts
Warriors(14) 378
Champion 12pts
Blood Drinkers 30pts
1056pts
Spell Generation:
LM:
rolled a 2 on a D6 so, he gets 1 Extra spell, for a grand total of 2(Lvl 1 caster)
he picks:
Acid Orb
Festering Plague
SoL:
rolled a 4 on a d6 so 2 extra Spells, grand total of 4(Lvl2 +2), but as I only have 3 Spells finished I'll be taking only 3.
I pick
Hunger of the Crimson Godslayer
Shimmering Glass
Crimson Scales
roll off for first turn"
I got a 7, the other player got a 6, looks like I am going first.
Deployment:
1st turn:
well Magic phase first, I roll a 5, so I get a total of 9 tokens(5+1(standard bonus) +3(Grn Drgn) not amazing, but not bad either. The Green Dragon Casts Blood Scales on himself for a 3+ save after armor class saves, and he gives one unit of warriors Hunger of the Crimson Godslayer(not really useful, but I had the extra Tokens so why not?).
nothing is in range for him, so he elects to not cast.
my movement, has everything Double time it forward.
he does the same.
no charges, and no shooting from either side.
2nd Turn:
I roll a 9 and he gets a 5 ><, forced to go first again(grumble)
Magic phase:
I roll a 10, so a grand total of 14, I spend 8 to give Shimmering Scales to all my units, and the last 6 go toward Hunger of the Crimson Godslayer, which he smartly tries to dispel(spending 6 Tokens to to add a +3 to his dispel roll). which he stops, though he has a debt of 7 now(1 to dispel, +6 for the +1's).
he rolls a 7, so he only gets 2 tokens, nothing to cast at just yet, and even if he did, he doesn't have the tokens for it.
Movement:
Double timing my army again.
same for him
turn ends as no charges or shooting is declared.
Turn 3:
a 10 to 2 >< 3 time in a row I go first, well maybe the magic phase will be good to me?
Magic: nope, I get 9 tokens, not too bad..., I give Crimson Scales to my entire army, and he shockingly lets it through..
he gets ten, but I am a little out of range, next turn though, it could be bad news for me
Movement:
dragon moves up, and the Warriors Double time it up
he double times his entire army up.
Turn 4:
I roll a 3, and he gets a 6, HA he goes first
Magic:
he gets 11 Tokens, he casts Advanced Acid Orb, and gets 3 hits, 1 wound, he tries to cast Festering Plague which i shut down(Morale 14 FTW). I make my AC for my Warrior.
9 Tokens, casting HotCG and Crimson Scales on my warrior squads.
Movement:
Archers stumble forward slowly, the rest march.
I reform and back up slightly. Dragon flies over the ruins into a position to use his breath weapon.
Ranged:
everything is just our of range for him.
Dragon breaths out a cloud of acidic mist over his cheiftain and bodyguard, hitting the Naga unit, the nimble Lizardmen duck for half strength, but the Naga Unit gets nailed full force(6 hits on the Hero and squad, 1 on the Naga). which saves them, as they lose 1(each has 2 Health, would have been two as it is normally Str9) and on the Naga unit a Handler dies
Close Quarters:
his first charge is a failure, and he stumbles 6" toward my guys as they fail the charge, and he decides to not charge with anything else...
I charge my dragon into his Naga Unit, the squad he charged at, makes it into Close Combat with the failed charge, he Fire at Will my unit, out of 15 Spears, 10 hit, 6 wounds, I make 5 saves and poor bob takes a wound on the charge in. my other squad tries to charge his hero, and drag in his Lizardmen warriors, they launch their spears, 11 hit, 4 wounds all saved.
My warriors are faster than his LM, but his Chieftain strikes at the same time, 5 attacks, 3 hits, 2 wounds, both made. 6 guys swing into the skinks, and the other 8 swing into the bodyguard, 6 guys first, 18 attacks, 13 hits, 11 wounds, 11 dead lizards.24 attacks, 10 hits, 3 wounds. the Devotees swing back, 19, 7 hits 7 wounds(posion is mean, but balances things out quickly). 1 failed armor save. other warriors, 42 attacks, 31 hits, 22 wounds. to make things fair I give him a 5+, so it brings it down to 16, so his squad is still butchered but his caster is still alive.
well after those two combats, we called it(I called it, as I wanted to play test and I got some much needed input).
1stly, everything seems to move very slow, this is both because movement was only 1.5 times it normal speed for double time, and we were fighting up a seven foot board. Flying units worked about right as well(the Wyverns and Dragons).
2ndly, Magic this worked beautifully, far more simply that GW's(at least I found it to be so) I love how it made me think about what I was going to buy, and how to spread my Tokens best over my army. the Dispel was also far from broken, and he actually shut down one of my spells, barely but thats how it should be.
3rdly, Shooting, there was so little of this, as my army really isn't ranged, and his unit was poorly placed to reach my unit(I was trying to keep my guys out of harms way as well)
4th, the Lizardmen Warriors need some additions, more than likely I will be buffing their Str and giving them a Health, maybe upgrade their armor from a 5+ to a 4+.
5th, The Salamayans where all but perfect, I want the army to be out numbered, but still hit like a Freight Train, and they rolled some decent rolls and some bad rolls, the 8 Salamayan warriors just about bounced off the Devotees(meaning the LM warriors are going to be bumped up near them). while the six other warriors chomped through Lizardmen like a hot sword through onion paper.
Overview,
The Sons of the Leviathans are just about where I want them(good news), however we will see how they play against heavy range armies and the like. now the Lizardmen will need more beasties to help them turn the tide, thinking I have found a use for my old metal Stegadons, this means some of these units will gain a price reduction to help make room. I will get a rematch going soon with more updated rules and see how the Sons fair.
thank you for reading and any input is greatly welcomed.
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