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Post by mottdon on Sept 11, 2017 14:36:48 GMT
So, I played a really fun game of Empire vs Lizardmen this past Saturday. A buddy of mine took a break from his Wood Elves and borrowed my Lizardmen to try them out and see if he like that army. I used a rather unconventional Empire list (NO WAR MACHINES!!! ) And we went low on the magic (or so I thought) so that he could get a good "feel" for how they worked as an army. My Empire list: Arch Lector (War Altar, Horn of Sigsimund, Heavy Armor, Charmed Shield){General} - 269 Battle Wizard (Lv2, Dispel Scroll)[Lore of Light] - 125 Captain (BSB, Full Plate Armor, Enchanted Shield, Ring of Volans) - 126 Captain (Full Plate Armor, Shield, Dragonhelm, Luckstone, Crown of Command) - 118 Captain (Pegasus, Full Plate Armor, Shield, Lance, White Cloak of Ulric) - 170 Witch Hunter (Brace of Pistols) Witch Hunter (Brace of Pistols) 40 Halberdiers (FC) - 270 -[Detachment] 20 Halberdiers - 120 -[Detachment] 10 Handgunners - 90
40 Militia - 240 40 Greatswords (FC, Banner of Eternal Flame) - 480 -[Detachment] 10 Handgunners - 90 -[Detachment] 10 Crossbowmen - 90
10 Huntsmen - 80 Luminark of Hysh - 120 Total = 2498 His Lizardman list: Saurus Oldblood (Carnosaur, Bloodroar, Spear, Enchanted Shield, Talisman of Preservation) - 438 Gor-Rok - 185 Saurus Scar Veteran (BSB, Armor of Destiny, Additional Hand Weapon) - 157 Skink Priest (Lv2, Dispel Scroll, Dragonbane Gem) - 130 Skink Priest (Lv2, Cube of Darkness, Seed of Rebirth) - 140 15 Skink Skirmishers - 105 14 Skink Skirmishers - 98 20 Saurus Warriors (FC) - 250 20 Saurus Warriors (FC) - 250 3 Kroxigor (Ancient Kroxigor) - 160 Stegadon (Unstoppable Stampede, Sharpened Horns) - 245 Bastiladon - 150 3 Terradon Riders (Fireleech Bolas) - 108 Salamander Hunting Pack (Extra Handler) - 84 Total = 2500
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Post by mottdon on Sept 11, 2017 14:40:08 GMT
We gotta get this game kicked off with some Breakfast Brew!
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Post by frozenfood on Sept 11, 2017 14:45:23 GMT
Cheers!
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Post by mottdon on Sept 11, 2017 15:10:02 GMT
Spells rolled: My Empire had: Pha's Protection and Shem's Burning Gaze from my Lv2, Banishment from the War Altar, the Arch Lector's 3 Prayers, the Luminark's Laser Cannon spell, and Earthblood from the Lore of Life in the Ring of Volans. His Lizardmen had: Wyssan's Wildform and Amber Spear on one Lv2 Skink Priest, Iceshard Blizzard and Comet of Cassandora on the other Lv2, as well as the Laser Beam form the Bastilidon. I missed taking any pics before my opponent had moved his army, but this pic still gives a pretty good idea as to how they were placed. This was taken before his magic phase though. Lizardmen movement (Top of Turn 1): Lizardmen Magic: He cast Amber Spear at my Captain on Pegasus. I threw 4 DD at it and rolled low. He rolled up three wounds on him and (somethow) I managed to save all 3 with the 5++ ward save from the White Cloak of Ulric (That item REALLY paid for itself in this game!). He rolled quite high on for the Comet but without IF and I had to use my Dispel Scroll early. Lizardmen Shooting: Fairly inconsequential. He shot and killed 4 Huntsmen with one Skink Unit and 3 Militia with his other Skink Unit. No Close Combat yet. Empire Movement (Bottom of Turn 1): Not much here, Militia march forward to get close enough to charge next turn, Captasus moves up behind the building so that he doesn't have to dodge another Amber Spear, but also to threaten his flank as the Lizardmen advance. The Halberdier detachment pivots so that they can possibly counter the Terradons after they move over the Militia block. (I should have moved them further.) Empire Magic: I cast Pha's Protection on the Militia unit. He lets that go off. I cast Shem's Burning Gaze on his Salamander, and he stops it with DD. I then cast Banishment on his Salamander and draw his Dispel Scroll. Empire shooting: I shoot with my first unit of Handgunners at his Salamander and roll unusually high. I score 5 wounds, and the Salamander turn and manages to eat all 4 of his handlers, leaving 1 wound on it! My other shooting picks off a few models here and there. No close combat.
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Post by mottdon on Sept 11, 2017 15:10:36 GMT
I'll be posting this turn by turn.
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Post by mottdon on Sept 11, 2017 15:39:45 GMT
Lizardmen Movement (top of turn 2): Pretty much straight forward pushing up units. He does manage to fly his Terradons over my Militia and still stay out of my Halberdier detachment's charge arc (my fault). Lizardmen Magic: He manages to cast Wyssan's Wildform on his unit of Skinks facing the Huntsmen, which I let go off since I'm waiting on Comet. He then throws his remaining PD toward the Comet, which goes off with IF! This is BAD. He places it right in the middle of my lines and in front of my War Altar. Crud. Lizardmen Shooting: He Terradons drop their rocks on my Militia, but due to Pha's Protection, they only kill 3 men. His Skinks toss their Javelins at more of my Huntsmen, killing all but one who turns and runs. (They're doing their job in keeping that unit out of my way.) The Salamander attempts to shoot his flame attack, but it falls short. No close combat again. Empire Movement (bottom of turn 2): Somehow, I manage to rally the fleeing Huntsman! I charge my Militia into his Skink unit that has the Heavens Skink Priest in it. Everything else tries to get out of the way of that Comet! Empire Magic: The Comet comes down!!!! It has a 6" radius splash, but that's enough to touch most of my units. This was the number of hits each unit took. (Note the number of hits on my Greatswords, War Altar, and Luminark - all 3 of my most valuable units! Lol!) The blue die in the middle is where the comet came down. Thank goodness I took a Luminark and Witch Hunters in both of my main blocks! That really saved me! The Greatswords would've normally lost 11 models, but due to the 4++ ward from the Luminark's 6++ and MR2 from the Witch Hunter, I only lost 6! The War Altar was pushed to the limit and only received 3 wounds, and the Luminark as removed as a casualty since it only had a 6++ ward save. No Empire shooting since they were all trying to get away from that Comet! Empire Close Combat: The Militia crash into the Skinks, trade blows and severely hurt them. They needed double 1's to stay...and roll double 1's.
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Post by mahbruck on Sept 11, 2017 15:47:52 GMT
Look Graaand!
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Post by frozenfood on Sept 11, 2017 15:52:13 GMT
Damn snake eyes,go on Dog throw...love it when I do it,hate it when the other guy does it.
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Post by mottdon on Sept 11, 2017 16:33:29 GMT
Lizardmen Movement (top of turn 3): CRASH! LIZARDMEN CHARGE! The Left Saurus Warrior Block (with Gor-Rok) charges into the Southern Handgunners, the other Warrior block (with the BSB) charges into the War Altar, and the Stegadon charges into the Hochland Handgunners. The Kroxigor turn to face the Militia after they kill off the few remaining Skinks, and the Oldblood on Carnosaur moves up to block the Kroxigor's flank from a charge by my Captasus. The other Skink block moves forward and the Terradon's move behind the main Halberdier block, getting lined up for a rear charge when the Warriors kill off the Handgunners. Lizardmen Magic: Before he dies a horrible death to Militia, the Heavens Skink Priest puts everything into casting another Comet. Success again! He places a marker behind my Halberdiers and waits.... The other Skink Priest casts Amber spear at the remaining Huntsman and kills him, garnering those points. No viable shooting. Close combat sees the Empire Militia kill off the remaining Skinks and reform to charge the Kroxigor in the next turn. The Stegadon resolves its Impact Hits and then kills the two remaining guys and overruns, truing to get out of the Halberdier's charge arc, but falls short, exposing it's flank. The BSB and Warriors only manage to put one wound on the War Altar, but he does no wounds in return. The combined CR of the wound, ranks, charge and 2 banners is enough for the Arch Lector to fail both Ld test and flee combat, but runs quite far and isn't caught. The Warriors turn to face the Halberdiers. Gor-Rok and his Warriors fluff. They only manage to kill 7 of the 10 Handgunners and take a few wounds in return. The Handgunners need double 1s to stay and... We can do it too!!! The South will rise again!!! *Sweet Home Alabama plays in the background.* At the end of Lizardmen Close Combat phase: Empire Movement: The War Altar rallies! The Greatswords charge into the flank of Gor-Rok's Warriors and the Halberdiers charge the Stegadon's flank. The Militia make a long-bomb charge against the Kroxigor. To prevent the Carnosaur from getting into my blocks and running amok, I charged my Captasus into his front. The Halberdier detachment reforms to face the battle once again. Empire Magic: The Halberdier detachment gets Pha's Protection. Empire Shooting: The Crossbowmen shoot at the remaining Skink unit and take off enough to drop them below 25%. The fail their Panic test and start to flee. Empire Close Combat: The Kroxigor wipe the floor with the Militia, killing 7 and only taking 1 wound in return (out of 32 attacks!). They chase them down and overrun. The Captasus and Oldblood trade blows, but neither can get through the other's defenses. The Carnosaur is the one who winds up getting three wounds on the Captasus, but the White Cloak of Ulric's 5++ ward, saves him from dying. Gor-Roc makes way (He found himself out of combat after fighting the Handgunners last round.) and moves over to the BSB and Witch Hunter. He challenges. I accept with the Witch Hunter. One of the WH's 3 attacks is a 6. Killing Blow. He fails to save it and down goes Gor-Rok. The Warriors all fail to wound, and the BSB and Greatswords go to town. The Warriors flee, and I pursur with both units. The Handgunners catch them (revenge!) and overrun into the Bastiladon. The Greatswords have to stop just behind them. The Halberiers don't have much luck in taking down the Stegadon. They only put two wounds on it and he takes a chunk out of them, then turns to face them in combat.
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Post by knoffles on Sept 11, 2017 16:58:04 GMT
I'll be posting this turn by turn. Such a tease!
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Post by frozenfood on Sept 11, 2017 17:20:01 GMT
You can do the vulture throw too! So many ones in this game...
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Post by mottdon on Sept 11, 2017 18:36:32 GMT
Lizardmen Movement (top of turn 4) Skink Priest and unit fail to rally and stop just short of table edge. Terradons charge the rear of the Halberdiers and the BSBs Warriors charge the front. The Kroxigor reform to face the Halberdier detachment. Most importantly, the Comet fails to come down yet again. Lizardmen Magic: His only remaining caster is running and can't cast. He throws everything he can at the Beam of Cotec on the Bastiladon. I stop it with my dice (I rolled double 6's). No Lizardmen shooting. Lizardmen close combat: The Captasus and Oldblood fight was another draw with neither being able to push a wound through. The Bastiladon kills the last three Handgunners and stays put, waiting for the Greatswords to charge. The Halberdier combat is rather interesting though. The Lizardmen BSB challenges and I accept with my other Witch Hunter, hoping for another performance like with Gor-Roc. He almost pulls it off! With his 3 attacks, he rolls a six! Killing Blow ignores armor saves so he is down to his 4++ ward save from the Armor of Destiny and rolls a 4! So close! His remaining two attacks fail to wound and the BSB swings back with his 5 attacks JUST managing to get 2 wounds through! Valiant effort! Both sides go, putting wounds through resulting in the Halberdiers having to make a Ld test, but they are Stubborn and well within the General's Ld9 bubble, listening to their Captain's "Hold the Line". They aren't going anywhere. Empire Movement: The War Altar charges into the flank of the Stegadon. The Greatswords charge the Bastiladon. The Battle Wizard moves out of the Halderdier detachment and far enough up so that the Saurus Warriors wouldn't be able to overrun into him if they won combat with the Halberdiers. The Halberdier detachment moved forward to block the Kroxigor from being able to charge the Wizard. The Crossbowmen reform to face the battle. Empire Magic: The Wizard manages to cast Shem's Burning Gaze on the looming Kroxigor, and then the War Altar casts Banishment on them as well. This only leaves the Kroxigor Ancient with all 3 wounds remaining. The BSB in the Greatswords unit pops the Ring of Volans and casts Earthblood on his unit, healing the War Altar 1 wound with the lore attribute. (With only 1 wound remaining, I didn't want to risk losing my general.) No viable shooting. Empire Close Combat: The War Altar crashes into the Stegadon, causing 1 wound from Impact Hits. Terror from the Horn of Sigsimund cancels out with Terror from the Stegadon. (There was only 1 failed Fear/Terror test all game from the Militia unit when they charged the Kroxigor. That heavily led to their downfall. I forgot to remember that earlier.) Both sides trade blows and both sides take more wounds, but the Halberdiers and Captain manage to put the last 2 wounds on the Stegadon. The Greatswords kill the Bastiladon (rather convincingly) and reform to face the Carnosaur. The Oldblood and Captasus trade blows again without managing to wound one another, but the Carnosaur steps up again and manages to put that last wound through on the Captasus. The Old blood casts his gaze on the Greatswords. *Both units stare each other down, with hatred in their eyes.*
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Post by frozenfood on Sept 11, 2017 18:41:30 GMT
BLOOD FOR THE BLOOD GOD!! Ahum, riveting stuff, do carry on.
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Post by mottdon on Sept 11, 2017 19:11:22 GMT
Lizardmen Movement (top of turn 5): Skink Priest and Skirmishers rally! (What the crap?!?) The remaining Kroxigor Ancient charges into the Halberdier detachment trying to build on his success of eating human infantry. The Croxigor charges into the Greatswords. Lizardmen Magic: COMET COMES DOWN!!!! It has 4 markers on it now and has a radius of 9 inches! This was almost a perfect placement for him. It just manages to hit both of my Halberdier units (what's left of them) and his last remaining Terradon (a trade I'm sure he was glad to make). The subsequent blast manages to take out the rest of my main unit of Halberdiers and put one wound on the Captain in that unit, and takes off 7 from the detachment as well. (The Terradon died too!) Well, poop. Of course he can have an awesome magic phase without casting a single spell... Lizardmen Shooting: Done. Lizardmen Close Combat: The charging Kroxigor Ancient hits the Halberdiers like a freight train and manages to win combat even though they put two wounds on him. They run and he runs them down. The Captain and War Altar manage to kill a few more Warriors but they stick in combat. Now at this point, it's getting late and we have lost track of which turn we are on, thinking that this was turn 6. Normally he would've challenged with his Oldblood, just to see the two units in action, but we decided to play it out. The Carnosaur goes to town on the squishy little humans. The BSB, Witch Hunter and Greatswords can't punch a wound through on the big guy due to his 1+ armor and 4++ ward. This is what the board looked like when we stopped. This was the dead pile. After totaling the victory points up, it was REALLY close 20 points apart! I'll just let you wonder which had which....
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Post by knoffles on Sept 11, 2017 20:35:46 GMT
I love a good butchers bill. Excellent stuff.
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