Post by Arguleon Veq on Dec 4, 2008 18:04:52 GMT -5
Game 9 - Vs Lizardmen - 2000 Points
I used my Magical Onslaught list.
The enemy was as follows;
Slaan;
4th Gen,
+1 Power, +1 Dispel Dice.
+1 Spell.
Battle Standard; Standard of causing Fear.
Diadem.
18 Temple Guard;
Full Command.
Shields.
17 Sauros;
Spears,
Full Command.
17 Sauros;
Full Command.
10 Skinks; Brave
10 Skinks; Brave
4 Terradons; Brave
Priest;
Lvl2,
Cube,
Mark of the Old Ones.
Priest;
Lvl2,
2 Scrolls.
Pre Game Thoughts;
My opponent was worried about my Fear causing Knights auto-breaking his Guard and Slaan once I racked up a few kills and so he made the unit Fear Causing with that Battle Standard to counter that. This took his magic down somewhat though. I was also suprised at those Spears, so my Marauders would avoid that unit. A Priest joined each Sauros block. I have played Lizardmen a few times [although it is one of the armies I face the least] but this is the first time I have actually faced a Slaan. They usually face me with Carnasaur Lords or Jaguar Warrior Lords.
Magic;
Slaanesh; 2+4+5+6. Tzeentch; 1+6. Nurgle; 1+3. Death; 6+1. Shadow; 1.
Slaan; Death; 1+2, Fire; 3+5, Metal 1. Priest with Cube; 1+2. Other Priest; 1+3 on Heavens.
The Screamer looked out over the enemy, regal banners fluttered in the cool breeze, trumpets blared and drums were beat. He looked to his own force, stood silent and still, wrapped in their own thoughts of the battle to come. The Empire had finally found the courage to face him, and now they would die. They would flee before him and tell the rest of their realm of the power he held. Their fear would consume them and the lands of the soft southern gods would be ripe for the taking.
He shrieked his hellish scream, the trumpet boy at the head of the enemy force, no more than 12 years old dropped dead from the phsychic attack, even at this range, the power was enough to kill one so young and fragile. The Screamer shuddered in satisfaction.
His force responded to the Scream and began the charge, his Flail warriors whipping themselves with their wicked hook-chains. Working themselves into an ecstatic frenzy, flaying their own skins.
It seemed to the Screamer as though time slowed as he closed with the enemy, the air become distorted and vivid colours flickered across his vision. The anticipation of the ecstacy to come effecting his mind no doubt.
With a terrible tearing noise, the world went black for a heartbeat and when light returned he felt his steed slow and stall. Underfoot was a marshy mangrove swamp, the bright glare of a tropical sun beating on him and his force as they milled about in confusion. Terrible reptillian roars sliced through the confused chatter of his army, as rank upon rank of deadly Sauros warriors marched into the clearing of the swamp. At their head a bloated toad that could be none other than a mighty Slaan.
The Screamers confusion was ended when the fading vision of a two headed lord of change drifted away with the passing of the disorienting colours. He cursed, this was Kairos' revenge?. The pawn of Tzeentch believing the mighty Slaan could halt his sorcerous talents, whilst snatching his army away at the moment of their glory. Thinking fast on how to turn the situation to his advantage
He roared to his followers
'See the greatness of my power! I can transport you across the oceans in the blink of an eye, to murder these Lizardmen and learn the secrets of their Old Ones. How confused those puny Empire dogs will be!, how terrified of my mighty sorcery! Forward Sons of Slaanesh!, To Victory!'
Early Game;
The Lizards go first and remain stationary, they open up their magic phase with the Slaan Conflagging all of my Horsmen to death. He also kills 2 Hounds and wounds a Spawn. He gets some 4+ Ward Spell and Re-Rolls spells off.
I advance, my Hounds making sure they are out of charge range of the Skinks. My magic retaliates well, getting Seizures on the Temple Guard he doesn't scroll it as he had already used 1 for gate. He trusts his T4 and loses 10 Temple Guard! My Hellcannon guesses dead on the Sauros on my right flank facing down my Marauders but I scatter 10''.
The Skinks move up in order to pepper my hounds with Javelins [all Skinks had these btw]. They kill another and my Hounds panic. Magic is not quite so good this turn but some Warriors and Marauders die.
Stubborn Skinks!;
My Hounds rally. My Knights declare a charge on the Skinks,I fully expect them to flee, because if they don't I will kill them and over-run into the Templeguard who are now seriously depleted. Even if they do, it still wont let me be charged by the Temple Guard. They choose to stand though, valiant but foolhardy. They are slaughtered and my Knights smash through them and into the Slaan. I think I miscast with every wizard this turn though to make up for it. My Undivided Wizard killing 4 Marauders with his miscast. My Hellcannon also misfires despite rolling a dead on hit, and eats ALL of its crew [rolled 6 on the D3].
Thankfully my Knights perform and kill a fair few Temple Guard for no losses but the enemy holds and doesn't auto break due to causing fear.
The Terradons move behind my Marauders. The other Skinks move out to pepper my Warriors and kill 2. Conflag rips through the Warriors and kills 6 more. Magic missiles also kill some Marauders. I continue to chop up Temple Guard for no losses but they still hold.
My Hellcannon rampages forwards whilst my Dogs charge the Terradons. My Spawn on my right flank moves to intercept the Sauros now that my Marauders are in no condition to fight them head on. The other spawn does the same for my Warriors on my left flank. My magic is stopped right away with the Cube, ending the phase. My Hounds are killed by the Terradons. I kill the last of the Temple Guard but the Slaan holds out.
Resistance of the Old Ones;
The Terradons switch across to my left flank. The Sauros on my right charge the Spawn. Conflag rips 7 Marauders down in flames. Another Warrior dies to Javelins. The Slaan loses a wound but hold in combat. My Spawn kills a few Sauros but loses a wound.
My Hellcannon charges the remaining Skinks on my left flank, fleeing but reaching the Sauros behind anyway as my Spawn also charged into the fray with them. My Warriors with Tzeentch Wizard turn and blast some Terradons whilst Hellshriek then panics them off the board. My Spawn and Hellcannon kill some Sauros but the Sauros wound my Spawn and win. On the other flank my Spawn gets a kill but is also killed. The Slaan loses 2 more wounds and finally breaks and is ran down.
The Sauros who killed the Spawn move up to my Marauders. Their Priest disengages. Magic now does nothing and I kill more Sauros with my other Spawn and my Hellcannon. The Spawn is wounded twice though.
My Marauders with 2 Sorcerers opt not to charge the Sauros, opting to instead now use their magical superiority. My remaining 3 Warriors with Banner of Wrath and Tzeentch Wizard also turn to add to this magical Mealstrom on the un engaged Sauros. As does my Knights with Sorcerer Lord. I finally get a good magic phase and the Sauros are reduced to their front rank but their Champion was also killed by my Nurgle first spell.
In combat on the other flank I lose the Spawn but my Cannon continues to grind them down. My Spawn did kill the Skink Priest before it died.
Closing Stages;
The Sauros go for a last desperate charge on my Marauders and actually win by 1!, but I hold. On the other Flank my Hellcannon finally breaks and catches the Sauros.
My magic from the Tzeentch Sorcerer kills the last Priest whilst my Knights charge into the back of the Sauros and wipe them out.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
I think the game changing moment here was him holding with those Skinks when my Knights charged. I don't know if he thought his Temple Guard could beat my Knights or just made a mistake and forgot about over-run. I think he really over estimated what his stand and shoot would do. My magic killing 10 Temple Guard in 1 spell also meant that my Knights had it in the bag after that over run into them. Although that Slaan would just not break.
My magic was really up and down, I think for 3 turns I killed hardly a thing and in 2 turns I killed most of 2 units.
My Hellcannon sucked at shooting but it did its job in combat just fine.
Holding off on my charges again paid off, with the enemy magic defense weakened, I blasted away the Sauros unit that would have easily beaten my Marauders. Instead I hurt them enough to see my Marauders only lose by 1 and so hold.
Overall I think he just didn't use his Skinks too well, he played well in all other regards and his magic did some serious damage to my army, but his Skinks gave me the speed boost I needed to engage early. He learned his lesson on the second Skink unit but when he fled with them, my Hellcannon could reach the Sauros directly behind anyway.
I used my Magical Onslaught list.
The enemy was as follows;
Slaan;
4th Gen,
+1 Power, +1 Dispel Dice.
+1 Spell.
Battle Standard; Standard of causing Fear.
Diadem.
18 Temple Guard;
Full Command.
Shields.
17 Sauros;
Spears,
Full Command.
17 Sauros;
Full Command.
10 Skinks; Brave
10 Skinks; Brave
4 Terradons; Brave
Priest;
Lvl2,
Cube,
Mark of the Old Ones.
Priest;
Lvl2,
2 Scrolls.
Pre Game Thoughts;
My opponent was worried about my Fear causing Knights auto-breaking his Guard and Slaan once I racked up a few kills and so he made the unit Fear Causing with that Battle Standard to counter that. This took his magic down somewhat though. I was also suprised at those Spears, so my Marauders would avoid that unit. A Priest joined each Sauros block. I have played Lizardmen a few times [although it is one of the armies I face the least] but this is the first time I have actually faced a Slaan. They usually face me with Carnasaur Lords or Jaguar Warrior Lords.
Magic;
Slaanesh; 2+4+5+6. Tzeentch; 1+6. Nurgle; 1+3. Death; 6+1. Shadow; 1.
Slaan; Death; 1+2, Fire; 3+5, Metal 1. Priest with Cube; 1+2. Other Priest; 1+3 on Heavens.
The Screamer looked out over the enemy, regal banners fluttered in the cool breeze, trumpets blared and drums were beat. He looked to his own force, stood silent and still, wrapped in their own thoughts of the battle to come. The Empire had finally found the courage to face him, and now they would die. They would flee before him and tell the rest of their realm of the power he held. Their fear would consume them and the lands of the soft southern gods would be ripe for the taking.
He shrieked his hellish scream, the trumpet boy at the head of the enemy force, no more than 12 years old dropped dead from the phsychic attack, even at this range, the power was enough to kill one so young and fragile. The Screamer shuddered in satisfaction.
His force responded to the Scream and began the charge, his Flail warriors whipping themselves with their wicked hook-chains. Working themselves into an ecstatic frenzy, flaying their own skins.
It seemed to the Screamer as though time slowed as he closed with the enemy, the air become distorted and vivid colours flickered across his vision. The anticipation of the ecstacy to come effecting his mind no doubt.
With a terrible tearing noise, the world went black for a heartbeat and when light returned he felt his steed slow and stall. Underfoot was a marshy mangrove swamp, the bright glare of a tropical sun beating on him and his force as they milled about in confusion. Terrible reptillian roars sliced through the confused chatter of his army, as rank upon rank of deadly Sauros warriors marched into the clearing of the swamp. At their head a bloated toad that could be none other than a mighty Slaan.
The Screamers confusion was ended when the fading vision of a two headed lord of change drifted away with the passing of the disorienting colours. He cursed, this was Kairos' revenge?. The pawn of Tzeentch believing the mighty Slaan could halt his sorcerous talents, whilst snatching his army away at the moment of their glory. Thinking fast on how to turn the situation to his advantage
He roared to his followers
'See the greatness of my power! I can transport you across the oceans in the blink of an eye, to murder these Lizardmen and learn the secrets of their Old Ones. How confused those puny Empire dogs will be!, how terrified of my mighty sorcery! Forward Sons of Slaanesh!, To Victory!'
Early Game;
The Lizards go first and remain stationary, they open up their magic phase with the Slaan Conflagging all of my Horsmen to death. He also kills 2 Hounds and wounds a Spawn. He gets some 4+ Ward Spell and Re-Rolls spells off.
I advance, my Hounds making sure they are out of charge range of the Skinks. My magic retaliates well, getting Seizures on the Temple Guard he doesn't scroll it as he had already used 1 for gate. He trusts his T4 and loses 10 Temple Guard! My Hellcannon guesses dead on the Sauros on my right flank facing down my Marauders but I scatter 10''.
The Skinks move up in order to pepper my hounds with Javelins [all Skinks had these btw]. They kill another and my Hounds panic. Magic is not quite so good this turn but some Warriors and Marauders die.
Stubborn Skinks!;
My Hounds rally. My Knights declare a charge on the Skinks,I fully expect them to flee, because if they don't I will kill them and over-run into the Templeguard who are now seriously depleted. Even if they do, it still wont let me be charged by the Temple Guard. They choose to stand though, valiant but foolhardy. They are slaughtered and my Knights smash through them and into the Slaan. I think I miscast with every wizard this turn though to make up for it. My Undivided Wizard killing 4 Marauders with his miscast. My Hellcannon also misfires despite rolling a dead on hit, and eats ALL of its crew [rolled 6 on the D3].
Thankfully my Knights perform and kill a fair few Temple Guard for no losses but the enemy holds and doesn't auto break due to causing fear.
The Terradons move behind my Marauders. The other Skinks move out to pepper my Warriors and kill 2. Conflag rips through the Warriors and kills 6 more. Magic missiles also kill some Marauders. I continue to chop up Temple Guard for no losses but they still hold.
My Hellcannon rampages forwards whilst my Dogs charge the Terradons. My Spawn on my right flank moves to intercept the Sauros now that my Marauders are in no condition to fight them head on. The other spawn does the same for my Warriors on my left flank. My magic is stopped right away with the Cube, ending the phase. My Hounds are killed by the Terradons. I kill the last of the Temple Guard but the Slaan holds out.
Resistance of the Old Ones;
The Terradons switch across to my left flank. The Sauros on my right charge the Spawn. Conflag rips 7 Marauders down in flames. Another Warrior dies to Javelins. The Slaan loses a wound but hold in combat. My Spawn kills a few Sauros but loses a wound.
My Hellcannon charges the remaining Skinks on my left flank, fleeing but reaching the Sauros behind anyway as my Spawn also charged into the fray with them. My Warriors with Tzeentch Wizard turn and blast some Terradons whilst Hellshriek then panics them off the board. My Spawn and Hellcannon kill some Sauros but the Sauros wound my Spawn and win. On the other flank my Spawn gets a kill but is also killed. The Slaan loses 2 more wounds and finally breaks and is ran down.
The Sauros who killed the Spawn move up to my Marauders. Their Priest disengages. Magic now does nothing and I kill more Sauros with my other Spawn and my Hellcannon. The Spawn is wounded twice though.
My Marauders with 2 Sorcerers opt not to charge the Sauros, opting to instead now use their magical superiority. My remaining 3 Warriors with Banner of Wrath and Tzeentch Wizard also turn to add to this magical Mealstrom on the un engaged Sauros. As does my Knights with Sorcerer Lord. I finally get a good magic phase and the Sauros are reduced to their front rank but their Champion was also killed by my Nurgle first spell.
In combat on the other flank I lose the Spawn but my Cannon continues to grind them down. My Spawn did kill the Skink Priest before it died.
Closing Stages;
The Sauros go for a last desperate charge on my Marauders and actually win by 1!, but I hold. On the other Flank my Hellcannon finally breaks and catches the Sauros.
My magic from the Tzeentch Sorcerer kills the last Priest whilst my Knights charge into the back of the Sauros and wipe them out.
Result - Win
Massacre for the Forces of Chaos!
Post Game Thoughts;
I think the game changing moment here was him holding with those Skinks when my Knights charged. I don't know if he thought his Temple Guard could beat my Knights or just made a mistake and forgot about over-run. I think he really over estimated what his stand and shoot would do. My magic killing 10 Temple Guard in 1 spell also meant that my Knights had it in the bag after that over run into them. Although that Slaan would just not break.
My magic was really up and down, I think for 3 turns I killed hardly a thing and in 2 turns I killed most of 2 units.
My Hellcannon sucked at shooting but it did its job in combat just fine.
Holding off on my charges again paid off, with the enemy magic defense weakened, I blasted away the Sauros unit that would have easily beaten my Marauders. Instead I hurt them enough to see my Marauders only lose by 1 and so hold.
Overall I think he just didn't use his Skinks too well, he played well in all other regards and his magic did some serious damage to my army, but his Skinks gave me the speed boost I needed to engage early. He learned his lesson on the second Skink unit but when he fled with them, my Hellcannon could reach the Sauros directly behind anyway.