Post by Zenai on Aug 28, 2009 17:01:55 GMT -5
[Warhammer Fantasy] 3000-Point Lizardmen vs 4000-Point Dwarfs (19/7/2009)
Warning: Super Proxy Battle!!!
OK, some back story; Crisis_Vyper (Mortals of Chaos) and I (Lizardmen) are participating in a Fantasy Campaign in our LGS. So, I now pay homage to the Vampire Count Player (who’s also our LGS Manager). Now, I know this seems strange but from what I experienced from participating in the LGS’s Blood Bowl League, I chose to bow to his will as soon as possible and pay homage to him. His first command was for me to harass the Dwarf Player. Soon, I was razing one of his towns then he razed 2 of my villages then I razed another town of his. Eventually, our armies met at the razed town and we fought.
Deployment
Dwarfs
Typical Gunline formation with Dwarf Warriors and Longbeards at some stretches of the Gunline.
Lizardmen
As you can see, I deploy on one flank only. I know I will only give the Dwarfs more targets if I spread out and anyway, it’s easier for me to have them support each other. Skinks are at the forefront of the formation followed by the Stegadons and the Saurus Regiments (1 Saurus Warrior Regiment and 1 Temple Guard Regiment). I use the Skinks to provide cover (to block LoS). There’s another Skink Skirmishers Regiment behind the formation to protect the formation from being outflanked. 2 Terradon Rider Regiments are deployed at the far left to provide distraction and harassment. The other Terradon Rider Regiment is with the main army block. The Ancient Stegadon with the Engine of the Gods is within 12” of all of the units (except the 2 Terradon Rider Regiment) to confer the 5+ Ward Save.
1st Turn
Dwarfs
As the Attacker, the Dwarfs get to have the first shot. The Dwarf Playermove some of his Warrior and Longbeard units forward towards my main army block. Not much in range so the Dwarf Player fired all of its 5 Cannons (No Misfires…) and caused quite a lot of casualties including a Skink Crew on the Ancient Stegadon. 1 Terradon Rider Regiment fled the scene after seeing it’s 2 comrades shot out of the sky by the cannons.
Lizardmen
I immediately marched all of my units forward towards the Dwarven Gunline. Saurus Regiments are lagging behind the Skink and Stegadon march. Got to disable one of the cannons with Commandment of Brass and cast Celestial Shield on my Ancient Stegadon (4+ Ward Save, be-yotches!). But beyond that, nothing much I can do…Oh, I move my Terradon Riders (who are on the extreme left) forward.
2nd Turn
Dwarfs
The Dwarf Player continued to move [his] right wing towards [his] left wing so they can support them. Now within 24”, the Organ Guns can partake in the massacre but the unusually good Ward Save on my part and the few Misfires on my opponent’s part has reduced the casualties to 2 Skinks only for this round of Shooting! And oh, he killed the other Terradon Rider Regiment on [my] left flank.
Lizardmen
I knew I couldn’t get into close-combat with any of his unit so I just make my normal movement then fired everything I had; Javelins were out of range, killed an Engineer with the Blowpipes and my Giant Bow on the Stegadon MISSES! He dispelled my attempt at casting Commandment of Brass and Celestial Shield! Portent of Far did nothing as my Skinks were not in range of the stupid Dwarf Warrior Regiment!
3rd Turn
Dwarf
This is the pinnacle point; either he tries to break my army or I break his. Again, the full fury of his Gunline is unleashed but he only aims at the Skinks and Stegadon. Few causalities but nothing on the Stegadons themselves and all thanks to that 5+ Ward Save! Though my Skink Skirmishers and my 2nd Terradon Rider Regiment has fled and killed to the last model respectively. Oh yeah, my Cannon Fodder units are all gone and my main killers are still alive and kicking!
Lizardmen
My Skink/Kroxigor Block smashed into a regiment of Longbeards while my last surviving Terradon Rider Regiment charged 2 Artillery units; 1 Cannon and 1 Organ Gun. Unfortunately, my Ancient Stegadon failed its charge. The Saurus Regiments marched on trying to catch up with the Vanguard. Stegadon tries to fires it’s Giant Bow (again) but to no avail. With the Skinks absorbing the wounds and Kroxigors being able to bring the hurt upon those Longbeards, I was able to defeat them and run them down as well as charged into an Artillery unit. Terradon Riders did OK~ish; at least those cannons aren’t going to be shooting at me next turn!
4th Turn
Dwarfs
Against my Terradon Riders, he closed in with a regiment of Dwarf Warriors and a unit of Thunderers. Ultimately, he defeated them and the only surviving Terradon Rider fled but it just gave me an opportunity to charge with my 2 Stegadons and Temple Guards. That Artillery unit that got charged by my Skinks has survived as well as a Thunderer unit that flanked my Skinks.
Lizardmen
Hoo-rah! My 2 Stegadons got to charge; Ancient Stegadon on the unit of Dwarf Warriors while the Stegadon got the Thunderers. Temple Guard charged into the same unit of Dwarf Warriors that the Ancient Stegadon charged as well as the Thunderers assailing my Skinks. The Saurus Warriors, seeing that this wing of the enemy formation has been dealt with, turn to face the upcoming Dwarf unit from the Dwarf’s other wing thus protecting their flanks. Skinks, with the help of the Temple Guards were finally able to kill off the foolish Cannon crewman while the Thunderers run for their lives and got run down as well. Under the charge of the Stegadon and the Temple Guards, the Dwarf Warrior was also routed and overrun. The Stegadon stop just before another Dwarven artillery unit. The Ancient Stegadon killed 4 Thunderers but my opponent was just able to pass his Break Test (I actually forgot that my Stegadons cause Terror but we decided to let it go due to how I’m doing anyway). The Skinks also charged a lone Rune Master but he fled off the table thus leaving my Skinks behind.
5th Turn
Dwarfs
The surviving of the Gunlines tries desperately to get into position but alas, their stunty legs make for poor marching. Again, a flurry of shots but nothing too serious or crippling. The Thunderer in combat with my Ancient Stegadon has been defeated and run down as well. The Rune Lord and his Dwarf Warriors charged a Skink Skirmisher unit that was protecting the flank of the Temple Guards and despite sustaining heavy casualties (5 died), they were able to muster their Insane Courage to rally themselves.
Lizardmen
Stegadon charges into another Artillery unit and proceeds to stampede them to death. Ancient Stegadon did likewise. Skinks reform their ranks so they can face the enemy. Temple Guard wheel on the spot and move to meet any new foe. Saurus Warriors tries to reach the surviving Skink Skirmishers but they failed.
6th Turn
Dwarfs
Blocking their own LoS, they’re unable to fire some of their cannons. Some substantial casualties to the Skink/Kroxigor regiment but not enough to make them do a Panic Test. The Rune Lord and his retinue finally defeats the Skink Skirmishers to the last Skink and the Skink fled followed by the Rune Lord and his Warriors.
Lizardmen
Skink tries to charge an Artillery unit but they fled way beyond the Skink’s charge. Temple Guard flanked the Rune Lord and the Dwarf Warriors and proceeded to route them. Ancient Stegadon (though not able to charge anything) made another Thunderer unit flee as it fails its Panic Test from the casualties caused by the Ancient Stegadon’s Engine of the Gods.
Result
Battle-wise; Lizardmen gain a Tactical Victory causing 70% casualties upon the Dwarfs while the Lizardmen themselves sustain 30% casualties. Campaign-wise; with the Dwarfs defeated, the Lizardmen proceeds to raze another city of the dwarfs thus earning a place in their Book of Grudges.
Final thoughts
Wow, I didn’t expect the Skink/Kroxigor unit to do much or even survived! But they soaked up so much damage and yet were able to punch back harder. They’re pretty much the MVP of the battle. The Skink Skirmishers and Terradon Riders make for good harassment and distraction unit as well as something to block LoS. I forgot a few of my Special Rules like my Terror-causing Stegadons and my Multiple-Shot Blowpipes. The match is pretty good experience for me (and for my opponent).
Warning: Super Proxy Battle!!!
OK, some back story; Crisis_Vyper (Mortals of Chaos) and I (Lizardmen) are participating in a Fantasy Campaign in our LGS. So, I now pay homage to the Vampire Count Player (who’s also our LGS Manager). Now, I know this seems strange but from what I experienced from participating in the LGS’s Blood Bowl League, I chose to bow to his will as soon as possible and pay homage to him. His first command was for me to harass the Dwarf Player. Soon, I was razing one of his towns then he razed 2 of my villages then I razed another town of his. Eventually, our armies met at the razed town and we fought.
Deployment
Dwarfs
Typical Gunline formation with Dwarf Warriors and Longbeards at some stretches of the Gunline.
Lizardmen
As you can see, I deploy on one flank only. I know I will only give the Dwarfs more targets if I spread out and anyway, it’s easier for me to have them support each other. Skinks are at the forefront of the formation followed by the Stegadons and the Saurus Regiments (1 Saurus Warrior Regiment and 1 Temple Guard Regiment). I use the Skinks to provide cover (to block LoS). There’s another Skink Skirmishers Regiment behind the formation to protect the formation from being outflanked. 2 Terradon Rider Regiments are deployed at the far left to provide distraction and harassment. The other Terradon Rider Regiment is with the main army block. The Ancient Stegadon with the Engine of the Gods is within 12” of all of the units (except the 2 Terradon Rider Regiment) to confer the 5+ Ward Save.
1st Turn
Dwarfs
As the Attacker, the Dwarfs get to have the first shot. The Dwarf Playermove some of his Warrior and Longbeard units forward towards my main army block. Not much in range so the Dwarf Player fired all of its 5 Cannons (No Misfires…) and caused quite a lot of casualties including a Skink Crew on the Ancient Stegadon. 1 Terradon Rider Regiment fled the scene after seeing it’s 2 comrades shot out of the sky by the cannons.
Lizardmen
I immediately marched all of my units forward towards the Dwarven Gunline. Saurus Regiments are lagging behind the Skink and Stegadon march. Got to disable one of the cannons with Commandment of Brass and cast Celestial Shield on my Ancient Stegadon (4+ Ward Save, be-yotches!). But beyond that, nothing much I can do…Oh, I move my Terradon Riders (who are on the extreme left) forward.
2nd Turn
Dwarfs
The Dwarf Player continued to move [his] right wing towards [his] left wing so they can support them. Now within 24”, the Organ Guns can partake in the massacre but the unusually good Ward Save on my part and the few Misfires on my opponent’s part has reduced the casualties to 2 Skinks only for this round of Shooting! And oh, he killed the other Terradon Rider Regiment on [my] left flank.
Lizardmen
I knew I couldn’t get into close-combat with any of his unit so I just make my normal movement then fired everything I had; Javelins were out of range, killed an Engineer with the Blowpipes and my Giant Bow on the Stegadon MISSES! He dispelled my attempt at casting Commandment of Brass and Celestial Shield! Portent of Far did nothing as my Skinks were not in range of the stupid Dwarf Warrior Regiment!
3rd Turn
Dwarf
This is the pinnacle point; either he tries to break my army or I break his. Again, the full fury of his Gunline is unleashed but he only aims at the Skinks and Stegadon. Few causalities but nothing on the Stegadons themselves and all thanks to that 5+ Ward Save! Though my Skink Skirmishers and my 2nd Terradon Rider Regiment has fled and killed to the last model respectively. Oh yeah, my Cannon Fodder units are all gone and my main killers are still alive and kicking!
Lizardmen
My Skink/Kroxigor Block smashed into a regiment of Longbeards while my last surviving Terradon Rider Regiment charged 2 Artillery units; 1 Cannon and 1 Organ Gun. Unfortunately, my Ancient Stegadon failed its charge. The Saurus Regiments marched on trying to catch up with the Vanguard. Stegadon tries to fires it’s Giant Bow (again) but to no avail. With the Skinks absorbing the wounds and Kroxigors being able to bring the hurt upon those Longbeards, I was able to defeat them and run them down as well as charged into an Artillery unit. Terradon Riders did OK~ish; at least those cannons aren’t going to be shooting at me next turn!
4th Turn
Dwarfs
Against my Terradon Riders, he closed in with a regiment of Dwarf Warriors and a unit of Thunderers. Ultimately, he defeated them and the only surviving Terradon Rider fled but it just gave me an opportunity to charge with my 2 Stegadons and Temple Guards. That Artillery unit that got charged by my Skinks has survived as well as a Thunderer unit that flanked my Skinks.
Lizardmen
Hoo-rah! My 2 Stegadons got to charge; Ancient Stegadon on the unit of Dwarf Warriors while the Stegadon got the Thunderers. Temple Guard charged into the same unit of Dwarf Warriors that the Ancient Stegadon charged as well as the Thunderers assailing my Skinks. The Saurus Warriors, seeing that this wing of the enemy formation has been dealt with, turn to face the upcoming Dwarf unit from the Dwarf’s other wing thus protecting their flanks. Skinks, with the help of the Temple Guards were finally able to kill off the foolish Cannon crewman while the Thunderers run for their lives and got run down as well. Under the charge of the Stegadon and the Temple Guards, the Dwarf Warrior was also routed and overrun. The Stegadon stop just before another Dwarven artillery unit. The Ancient Stegadon killed 4 Thunderers but my opponent was just able to pass his Break Test (I actually forgot that my Stegadons cause Terror but we decided to let it go due to how I’m doing anyway). The Skinks also charged a lone Rune Master but he fled off the table thus leaving my Skinks behind.
5th Turn
Dwarfs
The surviving of the Gunlines tries desperately to get into position but alas, their stunty legs make for poor marching. Again, a flurry of shots but nothing too serious or crippling. The Thunderer in combat with my Ancient Stegadon has been defeated and run down as well. The Rune Lord and his Dwarf Warriors charged a Skink Skirmisher unit that was protecting the flank of the Temple Guards and despite sustaining heavy casualties (5 died), they were able to muster their Insane Courage to rally themselves.
Lizardmen
Stegadon charges into another Artillery unit and proceeds to stampede them to death. Ancient Stegadon did likewise. Skinks reform their ranks so they can face the enemy. Temple Guard wheel on the spot and move to meet any new foe. Saurus Warriors tries to reach the surviving Skink Skirmishers but they failed.
6th Turn
Dwarfs
Blocking their own LoS, they’re unable to fire some of their cannons. Some substantial casualties to the Skink/Kroxigor regiment but not enough to make them do a Panic Test. The Rune Lord and his retinue finally defeats the Skink Skirmishers to the last Skink and the Skink fled followed by the Rune Lord and his Warriors.
Lizardmen
Skink tries to charge an Artillery unit but they fled way beyond the Skink’s charge. Temple Guard flanked the Rune Lord and the Dwarf Warriors and proceeded to route them. Ancient Stegadon (though not able to charge anything) made another Thunderer unit flee as it fails its Panic Test from the casualties caused by the Ancient Stegadon’s Engine of the Gods.
Result
Battle-wise; Lizardmen gain a Tactical Victory causing 70% casualties upon the Dwarfs while the Lizardmen themselves sustain 30% casualties. Campaign-wise; with the Dwarfs defeated, the Lizardmen proceeds to raze another city of the dwarfs thus earning a place in their Book of Grudges.
Final thoughts
Wow, I didn’t expect the Skink/Kroxigor unit to do much or even survived! But they soaked up so much damage and yet were able to punch back harder. They’re pretty much the MVP of the battle. The Skink Skirmishers and Terradon Riders make for good harassment and distraction unit as well as something to block LoS. I forgot a few of my Special Rules like my Terror-causing Stegadons and my Multiple-Shot Blowpipes. The match is pretty good experience for me (and for my opponent).