Post by mottdon on Jun 26, 2017 19:57:41 GMT
So this was our first game of Triumph and Treachery between my Lizardmen, Vampire Counts and Wood Elves. I forgot to take pictures until we were halfway through the game. Nexttime. I really like how it flowed, though it was a bit aggrivating not being able to attack a neutral player.
Here's thearmies:
My Lizardmen:
Lords and Heroes:
Slann (BSB, Banner of Discipline, Channeling Staff, Harmonic Convergence, Harrowing Scrutiny [due to all the Terror causing VC units], Reservoir of Eldrich Energy)
Saurus Scar Vet (Glittering Scales, Dragonbane Gem, Sword of Swift Slaying, Shield) - [In with Temple Guard mostly as an Ethereal deterrent.]
Skink Priest (Lv2, Dispel Scroll)
Skink Chief (Warrior Bane, Enchanted Shield)
Core:
28Skink Cohorts (poison, Javelins/Shields), 3 Kroxigor (Anchient)
10 Skink Skirmishers (Javelins/Shields)
20 Saurus Warriors (FC)
Special:
3 Terradon Riders (Fireleech Bolas, Sky Leader)
20 Temple Guard (FC)
Bastiladon (Solar Engine)
Total = 1998
Vampire Counts:
Lords and Heroes:
Necromancer (Lv4, Dispel Scroll, stuff...)
Necromancer (Lv1, stuff...)
Vampire (Lv2, stuff...)
Core:
Zombies (2 units with tons)
Skeletons(2 units with tons)
Dire Wolves (3 units of 5)
Fell Bats (3 units of 2)
Special/Rare:
Mortis Engine
Vargulf
3 Spirit Hosts
Wood Elves: (This was his second game and he was WAY off on his point totals but we didn't want to overwhelm him.)
Lords and Heroes:
Glade Lord on Forest Dragon (stuff...)
Spellweaver (Lv4, Dispel Scroll, stuff...)
Treeman Ancient (Lv3, Strangleroots)
Core:
10 Eternal Guard
15 Dryads
12 Glade Riders(Trueflight Arrows, FC)
Special:
10 Wildwood Rangers (FC)
6 Wild Riders (FC)
3 Treekin
This was mostly a learning game so we didn't want to push it too hard. The VC player was intending to raise so many units and Invocate the heck out of them. My strategy was to use Beasts and make my units so tough that he could never grind through them. We were playing the T&T scenario with the 12" circle objective in the middle.
Turn one, VC go first.
Minimal movement, mostly shuffling a bit. Magic, his lv2 Vampire miscasts Raise Dead and loses both spell levels. 8 Zombiesappear in the middle. His lv4 tries Curse of Years and I stop it. He gets off Invocation with him though and raises a lot more in each unit. He had no shooting.
Lizardmen go next:
I aggressively move up to the middle. Skink Cohort up front, Temple Guard behind them. Skinks to the left of Cohort, Warriors behind them. Bastiladon to the right of Cohort, Terradons started off tothe left of Skink Skirmishers, but after seeing his Fell Bats multiply in number to six models, I move them over to my right flank and let the Warriors hold the left.. Magic, I try casting Pann's Pelt on Cohort, but it's dispelled. I cast Amber Spear at aunit of Skeletons with Vamp in it. It goes off, but Vamp passesLOS! roll. Kills 6 Skeletons (woo-hoo). I cast Wildform on Cohort with IF. Miscast result is calam. detonation. I kill 6 TempleGuard and lose the rest of my PD. *facepalm!* Skinks shoot at aunit of Wolves, take two out.
WE go last.
Very conservative movement. Tried to cast a few spells, but they are all stopped. Shooting takes out all but 1 zombie in the middle.
Turn two, VC go first again.
Again minimal movement, shuffling up a bit to the center circle, Dire Wolves hanging back, Bat Swarms move up on my left trying to skirt around me and get into my backfield. Magc. He casts Invocation and I let it go through waiting on CoY. CoY comes and I stop it with my Dispel Scroll. He tries a third spell, Hellish Vigor. Miscast. He blows up around him, killing a few Zombies. Minimal effect to him.
Turntwo, WE go second.
A little more shuffling up except now, he moves his Glade Lord on Forest Dragon up to my right flank. He's far enough away that he can't breathe on my infantry, but is now able to breathe on my Terradons and Bastiladon. Magic is inconsequential. He shoots at my Temple Guard but only wounds 1 which I armor save. He uses his dragon's breath weapon and puts 1 wound on a Terradon and 1 wound on my Bastiladon (somehow!). Theyare now Stupid but well within range of my General's Ld10.
Turn two, Lizardmen go last.
I charge my Cohort into his skeletons (with Vampire) in the middle. I move my Terradons in behind my Temple Guard facing the Fell Bats. (I need a unit protecting my rear.) Everything else moves up. Magic. I have a good phase. I cast Pann's Pelt on the Cohort. Then I try to cast Amber Spear on his Fell Bats, dispelled. He doesn't have enough DD to stop the remaining spells. I cast Wildform on my Skirmishers and then shoot the laser beam from the Solar Engine at the last remaining Zombie in the middle, killing it and getting the gold for it! In shooting, I take out a few more dogs with my Skinks. In close combat, I hit the skeletons hard. His Vamp only does 1 wound to my unit, his skeletons don't do anything, I kill a bunch they crumble more. His Fell Bats only do 1 wound to my Terradons, but that's enough to kill one. I kill 4 in return and more crumble.
Turn three, Vampire Count go first (...AGAIN!)
He charges in a unit of Wolves into my Cohort, as well as a Spirit Host. He charges another unit of dogs into my Skirmishers (I stand and shoot, killing one and another dies to dangerous terrain.)His Fell Bats charge my Terradons and they stand and shoot but don't kill any. Magic is dispelled. His close combat is a bit better now, though I still win combat and my Skink Chief manages to kill his Spirit Host (He did his job!). More crumble.
Turnthree, WE go.
He moves his Dragon up to the middle and prepares to breathe on a Spirit Host. His Wild Riders charge a unitof skeletons that are closing in on him. Everything else moves up. (He is content letting us weaken each other, but you win T&Tby collecting gold for objectives and killing units!) In magic,he tries casting Dwellers Below, drawing out his Dispel Scroll.The rest is shut down. Shooting takes a few wounds off his Mortis Engine and his breath weapon hits, but doesn't kill the Spirit Host. Close combat he kills tons of skeletons, wins combat andmore crumble but loses 1 WR in the process and the unit is still 40+ strong.
Turn three, Lizardmen go last.
I turn my Warriors to help out with the Terradon/FellBat battle. Magic is low, but I manage to get Wildform off on my Cohort. No shooting.I lose another Terradon, but still manage to beat him in combatres. He loses more Bats. Only two left. Cohort kills the remaining dogs and more skeletons, but take a lot of damage back. Theystill win combat though and more crumble. I am down to my 3 Kroxigor, Skink Chief and several Skinks. The Skirmishers and dogs trade blows.
Turn four, Lizardmen go first (Finally!)
I charge my Warriors into the rear of his Fell Bats. My Bastiladonprepares for a charge from Treekin. Magic sees Pann's Pelt on the Cohorts. The Vampire manages to kill one Kroxigor and I have 4 more Skinks left as well as my Skink Chief. I kill plenty of Skeletons back and win combat. My Warriors attack and kill the remaining Fell Bats. The dogs finally kill off my Skink Priest, and only a few Skirmishers are left.
Turn four, WE.
He moves his dragon behind the VC lines, targeting the Varghulf threatening his flank. In his magic phase, he targets the Mortis Engine with a boosted Soul Quench and finishes it off, but....BOOM! The Mortis Engine blows up right in the middle of everything! Itkills 3 more of my skink cohort, all but 2 of my Skirmishers, brings my Bastiladon down to his last wound, BUCKET LOADS of his own troops as well as his Varghulf, and a few Wood Elves. Shooting brings down the third Spirit Host. He loses another Wild Rider in combat.
Turn four, VC
He doesn't really move. Magic, he got Hellish Vigor off on his Vampire and Skeleton unit. Close combat he only kills 3 Skink Cohorts, but his dogs finally kill the last Skink with one dog left standing.
Turn five, (guess who?) VC go first again.
He moves his last remaining dog to safety. He gets Hellish Vigor off on his Vampire and unit again. (I've been throwing everything at stopping Gaze on my Slann and CoY.) Close combat, his Vampire manages to kill another Kroxigor and the last Skink Cohort dies to the Skeletons. The lastremaining Kroxigor and Skink Chief run and get away.
Turn five, WE.
He charges his Treekin into my Bastiladon. Magic is shut down. He shoots at my Temple Guard again, but does nothing. The Treekin put the last remaining wound on my Bassy and killit, reforming to face my Warriors.
At this point it is getting late and our wives and kids are tired and ready to go home.Since I had gained the most gold and was in the lead, we decided to call the game there since it wouldn't do me anymore good toplay out my turn 5. Win for the Lizardmen!