Posts Tagged With: Lizardmen

Ogre Kingdoms vs Lizardmen (750 points); 26Nov13

The second game of our ongoing escalation campaign at the 750 point level is against Joe’s Lizardmen force.  My army is as per this post, but for convenience, here it is again.

Miss Madras, Firebelly (FB)

Heidi’s lasses, 6 Ironguts, musician, standard bearer (IG)

Helena’s lasses, 6 Ogre Bulls Cows, ironfists, standard bearer (OC)

Helga’s lasses, 3 Leadbelchers (LB)

Blackcat Bone, Sabretusk (ST)

Joe has evidently decided that non-Skirmisher Skinks are just no good and duly dropped them.  So I’m facing a couple of different flavours of Skink, some flying Skinks and increasingly scary looking unit of Saurus Warriors.  The Skink Chief has apparently grown up into a Saurus Scar Veteran too.

Saurus Scar Veteran, Egg of Quango, Enchanted Shield, light armour (SV)

Skink Priest, Lore of Heavens (P)

13 and 12 Skink Skirmishers (S1 and S2 respectively)

17 Saurus Warriors, full command (SW)

3 Terradon Riders (T)

5 Chameleon Skinks (C)

We’re still defaulting to Battle Line and the random terrain gives us a forest in the North East, a Wyrding Well in the North West and a river in the South West.  The Firebelly rolls something useless again and takes Fireball; I don’t actually think there’s anything I’d have kept against this force.  Maybe Fulminating Flame Cage, maybe not even that.  The Skink Priest rolls Curse of the Midnight Wind and keeps it.  The Lizardmen win the roll off and opt to go first.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Deployment

The Terradons roll right up to the Sabretusk, and the Chameleons evidently trust their mounted brethren to kill it off as they present their flank.  For reasons which are not clear to me, the Skinks swap sides with each other.  The Priest summons 3,1 magic dice and puts Curse on the Leadbelcher.  The Chameleons manage to outright kill one Leadbelcher but luck smiles on me as they don’t panic.  The Terradon riders are much less effective and fail to even wound the Sabretusk.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_1_Lizardmen

The Sabretusk charges the Chameleons in the flank; they’re too busy glaring at the Terradon riders to flee.  The Firebelly leaves the Leadbelchers, at least in part because they’re apparently magnets for ranged attacks, and faces the Terradons.  The winds of magic give us 3,1 magic dice again and they all go into a medium fireball at the Terradon riders.  One of them actually survives the barrage but only for long enough to remember he’d left the gas on back at the temple and flee off the board.  With Curse of the Midnight wind on them, the Leadbelchers predictably fail to do anything to the Saurus Warriors.  Just as predictably, the Sabretusk eats a couple of Chameleon Skinks and runs the rest down.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_1_Ogre_Kingdoms

The Saurus Warriors fail a long charge into the Cows and the Skink Priest bails out of his unit to join the other one.  I suppose that this was to get in a better position for range on his spells, but it looked to me like getting in a better position to be eaten by Ogresses.  He uses his 3,1 magic dice to put Curse on the Ironguts then a hail of poison from the Skinks kills off the Sabretusk and wounds a Leadbelcher.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_2_Lizardmen

With the two ‘new’ units both gone and the rest of his force in range of mine, I’m feeling pretty good about this game now.  The Cows charge the Skinks, expecting them to flee and to hopefully redirect into the Saurus but instead they have to suck up a stand and shoot reaction which drops one of them.  Then I declare that the Ironguts will charge the Saurus, foolishly uttering the immortal words ‘Only snake-eyes will fail this charge’.  Naturally, they roll 1,1 and all of a sudden my great plans are for nothing.  Oh well, it would be a pretty dull game if I could predict everything flawlessly.  The Winds of Magic come up with 3,2 power dice and I go for a big Fireball on the unengaged Skinks but fail to make the cast.  The Leadbelchers do shoot 4 of them down though.  The Cows trample the Skink Priest and most of his unit; 3 of them live long enough to flee and the Cows reform to face the Saurus to make them choose between the fronts of two fairly competent fighting units.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_2_Ogre_Kingdoms

The Saurus choose the Ironguts (it’s what I’d have done too) and make it of course.  Sadly, the forest turns out to be a Venom Thicket and a few of them don’t make it to the other side.  The fleeing Skinks rally, and the other ones move across the river and throw poisonous sticks at the Firebelly for a couple of wounds.  In the combat I’m expecting a tough time.  The Scar Veteran uses his Egg of Quango for a couple of wounds but then the Saurus put out a terrible round of rolls and only drop a single Irongut even with the hero and his magic item.  To really rub it in, my dice are on fire and the 15 attacks and 3 stomps back kill an outrageous 14 of the Saurus Warriors.  Needless to say, the Scar Veteran and his few remaining friends flee.  I think that Joe’s luck has continued when he rolls only a 4″ flee but the Ironguts only ponder after them 3″.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_3_Lizardmen

That’s pretty much it for the game, but Joe is keen to play on.  Just for a laugh, I decide to try to get the Ironguts into the Skinks so the Cows declare a charge on the Saurus (who flee off the board) to get them out of the way before rolling too low for the distance to reach the Skinks anyway.  Still, it can be a neat trick sometimes since the receiving unit must flee as the charge reaction whereas the charges themselves can be resolved in the order I choose.  With 2,1 magic dice, the Firebelly cooks a few Skink with a Fireball then breathes fire killing all but one.  The Leadbelchers finish off the other unit.  Victory to the Ogre Kingdoms!  Actually, we did play a bit of a further turn in which the lone Skink charged the Firebelly (we allowed him to turn then charge).  All it resulted in was one more squashed Skink.

Ogre_Kingdoms_vs_Lizardmen_26Nov13_Turn_3_Ogre_Kingdoms

Another satisfying game with a fun player across the ‘table’ (i.e. floor) from me.  I think I had things in hand anyway even without the Ironguts (which I expected to lose the Saurus Warriors) but the dice stopped any chance that Joe had of pulling this back.  Looking at the other side of the board, Joe needs to learn when to flee rather than holding all the time (in fairness, I also could do with learning this, but it matters less with brutish Ogresses than with squishy Skinks) and perhaps also to stop offering me perfect charges with the Sabretusk.

Categories: Battle reports, Campaigns, Escalation campaign, Warhammer Fantasy Battle | Tags: , , , | 2 Comments

Ogre Kingdoms vs Lizardmen (500 points); 15Aug13

We have a new contender in our campaign; Joe (@Laundry_King if you do the Twitter thing) joins us by way of the Malifaux gaming group and has picked Lizardmen.  Actually, I think that he was brought back to Warhammer Fantasy Battle by the new Lizardmen book, remembered that we played it, and found a happy coincidence that we were just about to start an escalation campaign.  My list is as noted previously, but for convenience, here it is again.

Miss Madras, Firebelly, additional hand weapon (FB)

Heidi’s lasses, 5 Ironguts, musician (IG)

Helga’s lasses, 3 Leadbelchers (LB)

Blackcat Bone, Sabretusk (ST)

Joe seems to have based his army on the theme of ‘miniatures he owns’ which leaves me facing down a cloud of Skinks with a very chewy centre of Saurus Warriors.

Skink Chief, Enchanted Shield, javelin, light armour (C)

Skink Priest, Lore of Beasts (P)

2 x 10 Skink Cohort (SC1 and SC2)

13 Skink Skirmishers (SS)

15 Saurus Warriors, full command (SW)

Terrain rolls give us two normal buildings, a Grail Chapel in the centre and some Blazing Barricades in the South East.  The Firebelly takes one look at all the small, annoying, toughness 2 units around and chooses to take Fireball; the Priest swaps Pann’s Impenetrable Pelt for Wyssan’s Wildform.  A good choice, as strength and toughness 5 on Saurus will make them rather brutal.  The Lizardmen win first turn and take it.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Deployment

Everyone rushes forward, though the Chief bravely orders his cohort of Skinks to ‘support’ the other one from behind.  The Priest pulls 3,2 magic dice and I’m unable to stop him putting a boosted Wildform on the Saurus Warriors.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_1_Lizardmen

My Sabretusk gets the scent of a toughness 2 character dead ahead and I am unable to resist charging at the Skink Priest.  Fortuitously, the Blazing Barricades provide cover at exactly the right point which stops the possibility of a poisonous stand-and-shoot reaction and indeed Blackcat Bone gets there unharmed.  The other units move forward, not in a rush to have anything to do with those Saurus.  We get another 3,2 magic phase and the Firebelly puts a mid-sized Fireball into the nearest Skink Cohort killing 4 of them; the Leadbelchers take another.  Combat goes better than my wildest dreams; the Priest is eaten by the Sabretusk and the rest of the Skinks are unable to deal with it before fleeing and being run down.  This is probably the perfect situation for using Sabretusks to do something other than redirect and die – toughness 2 means I wound the Priest on 2s, the Skinks are skirmishers so they aren’t steadfast or bringing a rank bonus.  All the Sabretusk has to do is live through the barrage on the way in.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_1_Ogre_Kingdoms

To my concern, the Saurus Warriors declare a charge on the Ironguts.  I hadn’t even considered the possibility that they could get in from so far away and I’m pretty worried about how powerful they are after looking at all the rules.  The Saurus need an 11… and the dice come up a 10.  We all let out a sigh of disappointment, perhaps with a side order of relief in my case.  The small unit of Skinks moves into the Grail Chapel and the Chief’s Cohort moves up behind.  The Skinks then unleash a veritable hail of poison javelins at the Leadbelchers killing two outright from the 16 shots they have available!  Fortunately for me, the survivor and Firebelly hold.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_2_Lizardmen

I can see I’m outmatched in shooting here, so the Leadbelcher and Firebelly charge the Chapel and the Ironguts charge the Chief and his buddies; both units take a wound from stand and shoot reactions.  The Skinks in the building are killed easily, and the Ironguts make short work of the Chief, smiting him and most of his Cohort.  The remaining Skinks flee and I try to restrain to face the incoming Saurus but the Ironguts are having none of that, lumbering a ponderous 3″ after them.  Still, at least it takes them out of the Saurus Warriors’ charge arc.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_2_Ogre_Kingdoms

I’m expecting the Saurus to charge into the Grail Chapel, but apparently Joe isn’t keen to try his luck on another long charge.  Instead the Saurus move up to make sure of landing the charge on the Ironguts next turn; the Skinks fail to rally of course.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_3_Lizardmen

The Ironguts and Sabretusk line up on the Saurus Warriors and the Firebelly leaves the Chapel.  I need a decent Fireball and breath weapon to get the Saurus down to a manageable level.  It’s a big phase with 3,3 magic dice so I go for it with the big Fireball.  Disappointingly, it only kills off 4 Saurus Warriors, but that’s enough to force a panic check, which they fail despite being Cold Blooded.  The Leadbelcher chips in another couple but that’s pretty much it now for the Lizardmen.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_3_Ogre_Kingdoms

The Saurus rally, the Skinks don’t.

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_4_Lizardmen

The Ironguts charge into the Saurus, take a few wounds then kill a satisfying number of the Lizardmen.  The survivors flee but not far enough; we’re eating lizards tonight ladies.  Victory for the Ogre Kingdoms!

Ogre_Kingdoms_vs_Lizardmen_15Aug13_Turn_4_Ogre_Kingdoms

It was a good game, and I was happy to get a shot against the new Lizardmen.  However, I think that Joe’s inexperience showed a few times: putting the Skink Priest too far forward and out of range of the Chief was a mistake as even without the lucky Sabretusk guided missile attack a single good Fireball could have panicked the unit out of the game.  I would have gone for it with the Saurus Warriors against the Firebelly and Leadbelcher too as even a failed charge would have achieved the goal of getting the right facing.

Categories: Battle reports, Campaigns, Escalation campaign, Warhammer Fantasy Battle | Tags: , , , | 2 Comments

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