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View Full Version : Lizardmen Vs. Warriors of Chaos - 2000 pts



totzro
19-08-2012, 19:41
I originally posted this battle report over at lustria online but thought someone here might find it interesting as well.

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Today I met my friends Warriors of Chaos for the first time, I've played against his empire army several times and we enjoy playing against each other.


Meeting a new foe is always exiting. and I read as much as I could about WoC here at lustria to see if I could find some tactics that would fit my current army.


We played for 2000 pts standard pitched battle.


This is what he brought:
(He was friendly enough to share me the list after the game)


Will of Chaos: Always reroll falied panic


LORDS


Sorcerer lvl 3
-Lore of Shadow
-Conjoined Homunculus (d3 to casting atempt 1 per turn)
-Dispell Scroll
-Enchanted Shield
-Armour of MOrrslieb (4+ ward against non magic)


HEROES


Exalted Hero
-BSB
-Dragon Helm
-Halberd
-Stream of corruption (Breath weapon S3 AP)
-Favour of The Gods (+- 1 Eye of the Gods table)
-Collar of Khorne(Magic Res 2, 6+ ward save) this was a standard that gave the whole unit +1 ward and magic res 2


Throgg The Troll King


CORE


15 Chaos Warriors
-Full command
-Mark of Tzeentch
-Halberds and shields
-Banner of Rage (eternal frenzy)


*The sorcerer and BSB went here


12 Chaos Warriors
-Standard bearer
-Extra hand weapon
-Mark of Khorne
-Banner of Eternal Flame (Flamming attacks)
-Shields


20 Maurauders
-Full command
-Light armour
-flails


5 warhounds


SPECIAL


5 Trolls
*Troll King stuck with his trolls


5 Knights
-Musician
-Standard bearer
-Mark of Khorne
-Blasted Standard (5+ ward against shooting)




What I had was:


LORDS


Slann
-Lore of Metal
-Focused Ruminition
-Focus of Mystery
-Becalming Cognition
-Cupped Hands
-Divine Plaque of Protection


HEROES


Skink Priest
-Engine of The Gods


Scar Vet
-Shield
-Glittering Scales
-Burning Blade of Chotek
-Dragon Bane Gem


CORE
29 Saurus Warriors
-Full Command
*Scar Vet went here


10 Skirmishers
-Javelin and Shields


10 Skirmishers
-Javelin and Shields


10 Skirmishers
-Blowpipes


SPECIAL


3 Terradons


6 Chameleons


6 Chameleons


RARE


2 Salamanders
-Extra handler


1 Salamander
-Extra handler




Some thoughts about my list, this was the first time I used Metal, my plan was to lower the warriors armour values and bombard them with poison fire, then let the saurus come in and take care of the weakened units. The salamanders role was to focus on maurauders, trolls and knights.


The lore of metal was pretty successful against chaos but I found it pretty boring and limited, much seemed to do the same. And my saurus felt to weak compared to when I'm running life.


Also I'm bit concerned that I sink so much point in to the slann, but he's my best tool to tip the scales in my favour. Magic is maybe my best tool to adapt to what's happening on the table and I want to protect the unit that's enabling me to do it.
This was also the first time I had ruminition, the look on my opponents face when I told him he couldn't have any of those loveley 6:s he just had rolled was a blast.




---------------
DEPLOYMENT
---------------


I began deployment and started by placing a skirmisher near the middle, I then tried to match his unit subsequently according to my plan. I used my large number of units to draw out his and tried to give myself advantage. The saurus went fairly in the middle to match his main warrior unit with the engine on side of it to set up a flank counter charge.


I managed to sneak in the chameleons on each flank behind his army line, love it when I can do that, always make the opponent uneasy.


This is how the table looked after deployment:
148578
Love (that's his name) is getting ready to get his ass served


--------
TURN 1
--------


Warriors of Chaos:
My opponent managed to sieze the initiative and moved forward, the magic phase was pretty uninteresting since I dispelled everything and he had no shooting whatsoever. The knights came quite close and could probably make a charge the next turn.


Lizardmen:
I started my turn with realizing I had forgot the terradons vanguard move, no big deal but still annoying. I moved forward the right flank (skinks, salamanders and terradons) to get them in to shooting range and lead away the marauders from the saurus. I put the steg in a slightly better position. Moved forward the left flank (1 unit of skirmishers and a salamander).


Rolled quite good winds of magic (a habit of mine...) and managed to inflict a devastating Searing Doom missile on his knight and wiped out all of them, huge! Lowered the main warrior units armour by 1. He dispell scrolled my attempt to snipe his sorcerer.


Main thing that happened in shooting was me being able to make his warhounds flee from chameleon fire, and also one of the salamander inflicted something like 4 wounds on the marauders.


--------
TURN 2
--------


Warrior of Chaos:
He started by declaring charge against the salamander unit on the left flank with his khorn warriors, I was very uncertain if I should flee or not, but decided against it in fear of he would redirect the charge against the skinks and get a possible flank charge/overrun in to the saurus.
He also declared a charge against the salamanders on the other side with his marauders, in this chase I fled though and he redirected the charge against the skinks but failed the charge (or he chose to pursue the salamanders and failed, I don't remember but the result was that he was a bit out of line).


Moved the main Warriors and trolls close behind forward. Warhounds rallied.


His magic went better this time and he managed to get off two spells, Okhams Mindrazor (the one that let have your init in strength) on the Khorne Warriors and the one that lowers strength(d3) on the saurus (-3) and remains in play.


In close combat the khornites annihilated first the salamander and then he overran into the skinks behind, but somehow one skink managed to survive(!). He fled though and was pursued and overrun by the warriors, but now they were way out of line and it would take at least 2 turns for them to be a threat again (although it seemed that they would be able to flank charge the saurus if i didn't move them)
I had made the right choice to stay and fight.




Lizardmen:
The chaos warriors were closing in and the main block would charge my saurus the next turn so I followed the old saying of attack is the best defence and charged the tzeentch warriors. I also managed to charge the unit in the flank with my stegadon.


The salamanders rallied.


The terradons flew over the marauders in order to drop some rocks, and all the left flank skirmishers closed in on the marauders...

148579
I was a bit worried of the possible rear charge from the warhounds but the aspect of peppering the marauders with poison was too tempting

My main goal in the magic phase was to get rid of the -3 strength debuff, which otherwise would play a huge role in the upcoming combat. Luckily I dispelled it safely.
The enginge unleashed an unimpressive 3 magic attacks on the warriors (didn't get enough range to affect the trolls), killed one warrior.


I then proceded with lowering the warriors armour save once more. As my last spell I casted a augment spell on my saurus warriors that gave them +1 to hit and armour piercing.
But, here I made a mistake as this also made their attacks magical and this 'activated' the warriors 4+ magic resistance ward save..... -___-


Well well.


On to shooting.


The marauders was bombarded by stones and loads of poisonous shoots, were ones had stood 15 now only 3 were left.


Now something very exiting begun, all of suddenly all of his characters started making challanges. I had forgot this rule and found it very amusing.
I met his champions challenge with my scar vet, his BSB with my champion and with no one left to challenge the sorcerer was forced to challenge the skink priest... on the ANCIENT STEGADON! :lol:


My scar vet managed to beat his champion, but it was close, the chaos boys hit hard! I got away with 1 wound left and got 1 overkill wound to count against the combat res.
The BSB made minced meat of my champion and got 2 overkill wounds.


Now the interesting stuff began, I had already made my impact hits (probably wrongly played, I was a bit eager) so the sorcerer began attacking with his higher initiative, I thought my priest was done for sure.
But 2+ armour save is a a blessing! He made enough saves to keep one wound.


And then the steg hit back, and boy it hit hard! In a combination of regular attacks and thunderstompm it trampled the naive wizard and earned me some nifty victory points!


It didn't look to good for the chaos warriors with thier leader dead but they killed quite a lot of sauruses.
The saurus hit back and thanks to the +1 to hit managed to get some wounds in, most of which he saved I belive.


As we made the wound count we hade the same I belive (9), but I had 3 ranks, charge + flank charge and so the chaos warriors fled.


I pursued and overran them right in to the trolls, did so both with the steg and the saurus. A new round of combat began.


The stegs impact hit inflicted 2 wound, which killed a troll which had 2 wounds from before (chameleons).
2 wounds was saved and the troll grew stronger (+1 strength)
Due to unlucky positioning only 4 of my saurus was able to attack but one them was my scar vet and he had a flaming sword!


He inflicted 2 wounds and good bye to regen :D
The 3 more saurus made some wounds I think as well. But now everyone was hitting on the same init and this is a bit of a blurry to me.


What happened though was:
-One troll barfed on the Scar Vet and killed him
-Throgg inflicted 4 wounds on the steg and another troll finished him off


In the end my static combat res (3 flanks and charge) saved the day again and the troll fled.
The brave little skink priest who was angry with trolls for killing his steg overran them and hunted them down XD


148580

I had in this round killed more than half his army, he had now left:


-2 Warhounds
-The Khorne Warriors
-3 Marauders


I combat reformed the saurus and pointed them against the remaining warriors.


--------
TURN 3
--------


Warriors of Chaos:
Things looked quite bleak on the chaos side. He charged the blowpipes skinks with his marauders but was gunned down before they reached them. The hounds failed their charge and the khornites wheeled in to a better position. That was it.


Lizardmen:


I used my movement to set up somewhat of a trap for the khorne warriors. I placed the terradons right in front of them so that if they charged them they would get the saurus in the flank.


I moved up the chameleons behind the warriors, and placed the right flank skirmishers on the other side of the table around the hounds.


Not much happened in the magic phase, I lowered the warriors armour with 1 and inflicted some wounds on them with searing doom.


The chamelons took some warriors as well and now there where only 5 left of them.


On the other side of the table an unfortunate accident happened, the salamander managed to overshoot their target and hit the chameleons behind, big mistake from my part but I was tired at this point. I should of course hade shot on the hounds with the chameleons first, then the skinks and last if needed the salamander.
The hounds died, and so did 4 chameleons, the rest of them fled. I thought this was quite funny.


--------
TURN 4
--------


Warriors of Chaos:
The remaining warriors charged the terradons, I thought of fleeing with them, but I realized there was a slight chance of the warriors to be able to charge the slann if I did so and I thought that was an unnecessary risk. I had the warriors right where I wanted them.


The khornites slaughtered the terradons and reformed so they faced the oncoming saurus.


Lizardmen:
I charged the warriors with saurus in the front and the chameleons in the flank. This made my opponent happy as his warriors would be able to die with honor in close combat with a sword in their hand. Not shoot down like a rabbit by poisonous darts.


The chameleons fled on but stopped right at the tables edge.


In the magic phase I lowered his armour once more and gave my saurus the +1 to hit buff (no magic resistance this time).


The combat was quick but glorious, the warriors killed a hefty amount of saurus (4 attack each, ouch!) but in the end the saurus finished them off.


I had won by total annihilation!


148581no more chaos in the old world


In the end I had left:


-Slann
-16 Saurus
-2x 10 Skirmishers
-6 Chameleons
-2 Fleeing Chameleons
-2 Salamanders


------------
SUMMARY
------------


This was a great match, fun as hell. We thought the both of us. But my opponent was a bit bummed out that he had lost so much on failing his break tests. But he still thought it was an exiting game.
I understand more and more that this is the key to winning in warhammer, to make your enemy fail his break test in every possible way.


This game was very rewarding for me in a tactical way, many of my decisions turned out to be right and I think I used my movement well and to my advantage
I'm all in favor for those who say that you win at warhammer in the movement phase.


I used to play a lot of chess when I was younger and this was probably the game of warhammer that remindeded me of playing chess the most yet.
How you set up traps for your opponent and force them to play how you want to.
Great fun all and all.


For every game I play I fall more in love with my army. I love how flexible and dangerous the skinks are, and the saurus are rock hard! This was the first time I've taken 30 of them and that seem to be a very good number. Now I felt confident to throw them at 20 chaos warriors and think they could win the fight. They are able to take some beating before losing their effectiveness.


The unit I thought underperformed was the salamanders, they're great when they hit and has excellent threat range, but the artillery dice is a bit too random for my taste. Not being able to stand and shot is also a disadvantage. I'm going to try the razordon and see how they compare.




Also this was the first time we played on my friends newly built table, and we also had almost fully painted army and great terrain!
This filled me with so much enjoyment, and has been my dream ever since I started with the hobby in my early teens.
To look down the table and see these two beautifully painted (I'm a bit full of myself but yeah I'm proud ;) ) armies on this lovely battlefield, what a sight!


To you that have read through all my rabble, thank you, I hope that you have found some enjoyment from it. I certainly did.


Yours truly
/Totzro

Toshiro
20-08-2012, 11:14
Seems like a great battle! Good concise report. Very nice to see two beautifully painted armies meet on a nice looking table. :)

Moss
20-08-2012, 19:22
I'm sorry, am I missing something? I don't think magic resistance works against "magic attacks." I think it applies only to damage from spells. I mean, it ultimately probably didn't mean a whole lot here, but it's still something to keep in mind.

Or am I wrong?

hamsterwheel
20-08-2012, 19:33
I'm sorry, am I missing something? I don't think magic resistance works against "magic attacks." I think it applies only to damage from spells. I mean, it ultimately probably didn't mean a whole lot here, but it's still something to keep in mind.

Or am I wrong?

No, you're correct. Magic Resistance only works on wounds caused by magic, not by magical attacks. Also the WoC sorcerer lord cannot have the enchanted shield and the Armour of Morrslieb as he can only select one item from the Magic Armor category.

totzro
20-08-2012, 20:03
Seems like a great battle! Good concise report. Very nice to see two beautifully painted armies meet on a nice looking table. :)

Thank you very much!


I'm sorry, am I missing something? I don't think magic resistance works against "magic attacks." I think it applies only to damage from spells. I mean, it ultimately probably didn't mean a whole lot here, but it's still something to keep in mind.

Or am I wrong?


No, you're correct. Magic Resistance only works on wounds caused by magic, not by magical attacks. Also the WoC sorcerer lord cannot have the enchanted shield and the Armour of Morrslieb as he can only select one item from the Magic Armor category.

Oh, I didn't know that. That would have made things much easier! Thanks for the heads up, the more you know :)
The double magic armour was a miss from my friends part. I didn't know about until after the game, I guess it didn't that much difference in the end.

You may also have noticed that we played overrun/pursue wrongly, as the close combats that happened should have been resolved the following close combat phase. Somehow in all our games we missed that part :wtf:

Sh4d0w
21-08-2012, 04:09
Errr did i read that wrong or did you dispell the -3 strength on your saurus debuff?? Cause you cant do that

totzro
21-08-2012, 04:45
Errr did i read that wrong or did you dispell the -3 strength on your saurus debuff?? Cause you cant do that

The enfeebling foe is a remains in play so it was perfectly fine for me to dispell it right?

Lowb
22-08-2012, 09:53
Yes, all the remains in play spells can be dispeled in the turn after they were launched no problems

Moss
22-08-2012, 17:56
Maybe I'm just blind, but what happened to his knights???

totzro
26-08-2012, 15:21
Maybe I'm just blind, but what happened to his knights???

Hmm didnt I write that? In my first turn of magic I casted that spell from metal that uses the targets armor save for wounding and no saves allowed.

Sheve
26-08-2012, 16:10
Yes, all the remains in play spells can be dispeled in the turn after they were launched no problems

Yes but that one is not a Remains in play spell, it just lasts for one turn then disappears.

warplock
26-08-2012, 17:12
Yes but that one is not a Remains in play spell, it just lasts for one turn then disappears.

Wrong, The Enfeebling Foe does -d3 S and is definitely a remains in play spell. Perhaps you are confusing it with Melkoth's Mystifying Miasma, which does -d3 WS, BS, I, or M, and does just last until the start of the caster's next magic phase.

innerwolf
26-08-2012, 17:57
Greetings for the huge victory fellow Lizardmen player! Your list reminds me a lot my own one, the same as your disappointment with salamanders (both of mine misfired two times in a row last game!)

Moss
26-08-2012, 22:19
Hmm didnt I write that? In my first turn of magic I casted that spell from metal that uses the targets armor save for wounding and no saves allowed.

Yep, you certainly did! I guess they weren't around long enough for me to have noticed them.