Slaan Mage Priest - Level 4, Becalming Cogitation (or whatever it's called), Cupped Hands, Ethereal, Lore of Light.
Scar Vet - Flaming Attacks
Scar Vet
34x Saurus Warriors
34x Saurus Warriors
10x Skink Skirmishers
10x Skink Skirmishers
5x Skink Skirmishers Scouts
5x Skink Skirmishers Scouts
Ancient Stegadon
Stegadon
1x Salamander Pack
1x Salamander Pack
3x Terradon Riders
3x Terradon Riders
I managed to get first turn after he set up his Skirmishers as Scouts.
This is how my Turn 1 looked.
Pretty much just moved everything up. Targeted his Ancient Steg with the Rock Lobba, but it scattered hitting a couple of Saurus Warriors and the Steg itself, but failing to wound anything. My Savage Orc Great Shaman felt the Becalming Cogitation of his Slaan, so I didn't want to cast anything with him. I targeted the Ancient Stegadon again with a bigger version of Vindictive Glare (3D6 Str 3 hits), managing to kill off one Skink.

Lizardmen Turn 1
The Lizardmen worked the flanks and dispatched my Wolf Riders with ease. His big blocks of Saurus and Stegadons moved back, distancing themselves from the Savage Orc Big Un unit. The Terradon Riders triggered the Fanatics too early for my liking, forcing me to go through my own Wolf Riders, killing them outright. I forced a panic check on the Terradons, but they passed it with ease.
The 5 scouting Skinks poisoned the Doom Diver on the first turn, which spelt trouble as I needed it to take out as many of his chaff units as possible. One of the Mangler Squigs was taken down with magic and the Salamanders on the left flank took out a fair chunk of Squigs. The Lizardmen clearly had the upper hand at this point.
Orcs and Goblins Turn 2
So with most of my redirecting units gone, I had to push the big blocks forward. The Savage Orc Big Uns squabbled, but Gorgrunt Ironhorn quickly put them back in their place by smacking some heads around. Fortunately, there were no casualties. One of the Fanatics killed itself by ramming into the woods, while another planted itself right in front of the Squig Herd, halting its advance.
Magic phase was uneventful again as the Savage Orc Great Shaman felt becalmed from the Slaan. I tried casting Hand of Gork on the Big Uns horde, but rolling a 6 meant it wastmcct=/b/post-preview; PREF=ID=0promptly dispelled by the Lizardmen.
Another shot by the Rock Lobba on the Ancient Stegadon scattered wildly, this time off the table.
Lizardmen Turn 2
The Skinks went about their business working the flanks and picking off models here and there. The Terradon Riders on the left flank dropped some rocks on the Rock Lobba but failed to wound it. The Terradons on the right flank also dropped some rocks on the Mangler Squig, but left it with 1 wound left. He moved one of the Saurus Warriors unit up and made them brace for an oncoming charge. He moved his Ancient Stegadon to face these same Warriors in the event that they would hold, a flank charge could be made against the Big Uns.
The magic phase saw a big roll on his part. He was able to cast Birona's Timewarp on the Saurus Warriors. He also managed to take off the last wound on the remaining Mangler Squig.
Orcs and Goblins Turn 3
With charges in sight, I went ahead and declared the Savage Orcs charge the Saurus Warriors. One of the Trolls had a flank charge on the same Warriors, so in he went as well. The Night Goblins along with the BSB and 2 Night Goblin Shamans charged the Salamander Pack, which declared a Flee!. After passing a leadership test, they redirected their charge on the flank of the Ancient Stegadon. The Black Orcs stood their ground, hoping to attract more shooting attention from the poisonous javelins. I parked the second troll in front of the Slaan's unit, re-directing the unit in case the Big Uns weren't able to break the charged Saurus Warriors' unit.
The magic phase did a little better than last time. I tried to cast 'Ere We Go (re-rolls to hit in combat for Orc units within 2D6" of the Shaman) on the Savage Orc Big Uns, but was dispelled. However, I was able to get Sneaky Stabbin' off on the Night Goblin unit, which is Armour Piercing, but because I was fighting in the flank, it gave the unit re-rolls to hit and to wound.
With shooting, I shot the fleeing Salamander with the Rock Lobba and killed it outright.
In combat, the Saurus Warriors buffed with Timewarp managed to take down a few Savage Orcs, but the Big Uns, along with the Warboss did their business and slew more in return. Needing snake eyes to hold, they failed the first and second break test and were hacked down by the frenzied Savage Orcs.
The Night Goblins managed to poke the Ancient Stegadon a few times, thanks to Sneaky Stabbin', but the it saved all of the wounds. I directed some attacks on the crew as well, managed 4 wounds. The Skinks failed all their armour saves, wiping out all the crew, but the Stegadon passed its Monster Reaction test. In return, the Skinks and Stegadon killed a couple of Night Goblins and killed the level one Night Goblin Shaman outright. I still managed to win the combat, but the Stegadon failed its break test. Being more than 12" away from the BSB, the Stegadon ran and the Night Goblins ran it down.
Lizardmen Turn 3
Looking to avoid the Savage Orc Big Uns, the Saurus Warriors charged the lone Troll standing in front of them. The Skinks on the left flank marched towards the Rock Lobba and wiped it out in the shooting phase from its poisonous javelins.
During the magic phase, the Slaan buffed its Saurus bunker with Timewarp. With that lone Troll as good as gone, I let him have it, but was able to shut down everything else.
With the Skinks on the right flank advancing towards the Black Orcs, they decided to pump more javelins into them, while destroying the Wolf Chariot as well. The Salamander on the right misfired and ate all of its handlers. It failed its Monster reaction test and decided to stay on the spot to defend the freshly spewed out bones of its handlers.
The Scar Vet with flaming attacks easily slayed the lone Troll, but overran a paltry 2 inches.
Orcs and Goblins Turn 4
My turn 4 involved a number of reforms to face the Saurus Warriors and very little of everything else. My magic phase consisted of very few power dice and with the artillery gone, it proceeded to be a very quick turn.
With no charges on the Lizardmen's part, it proceeded to be another quick turn.
The Slaan buffed his unit with Timewarp again, while I stopped any magic missiles that he threw towards the Black Orcs.
The Skinks maneuvered to pepper the Black Orcs more with their javelins, while the Terradons flew and parked in front of the Savage Orc Big Uns to prevent them from charging the rear of the Saurus Warriors.
Orcs and Goblins Turn 5
Sensing the Lizardmen were after my Black Orcs, I had to find a way to divert the Saurus unit. I didn't charge the Terradons as I was afraid that an overrun would take my General too far away from the Night Goblins. I did move the Night Goblins up to get my Shaman within 24 inches of the Skinks. At the top of the board, I moved the lone Troll closer towards the Saurus Warriors unit. The Squig Herd at the left flank, simply wheeled and moved up towards the centre of the battlefield.
The magic phase provided me with 8 power dice after being able to channel one dice. I cast a buffed version of Vindictive Glare on the unit of 5 Skinks, casting on 12 (including the Magic Mushroom dice). The Lizardmen didn't attempt to dispel. I managed to kill all 5 and cause a Panic test, however, both units of Skinks passed their leadership test. The more vital spell was Hand of Gork (move a unit 3D6" - buffed version moves 5D6"), which was cast on the lone Troll. I managed to roll high, but had to discard a 6 from the roll due to feeling "becalmed". It was still a high roll regardless and the Lizardmen were looking for high rolls themselves, but failed to dispel. I rolled 11 inches for the Trolls move and planted it in front of the Saurus unit.
Lizardmen Turn 5
No charges were declared this round as the Lizardmen probably thought they could finish off the Black Orcs with a combination of shooting and magic. The Stegadon moved up a bit to ensure a last turn charge on the Black Orcs.
They did manage to knock off a few Black Orcs with shooting, even if I did save a couple with their heavy armour. Magic phase was uneventful, dispelling Banishment whilst other spells failed to cast.
Orcs and Goblins Turn 6
Being my last turn, I charged the Big Un horde into the Terradons, whilst moving the Night Goblins closer for, hopefully, one last blast of magic.
Winds of magic provided very little power dice, Hand of Gork being the only spell I tried to cast. I tried to cast it on the Black Orcs, to move them behind the Skinks and out of sight from the Stegadon, but it was promptly dispelled.
I didn't bother shooting the Night Goblin archers as I knew I wouldn't kill enough Saurus Warriors to incur a Panic test.
The combat phase was pretty quick as my opponent simply removed the Terradons from the table, allowing the Savage Orcs to run 8 inches.
Lizardmen Turn 6
The Saurus finally declared a charge on the Troll, while the Stegadon smashed into the Black Orcs.
The Scar Vet with flaming attacks once again dispatched the Troll with ease.
So it all came down to the Stegadon and the Black Orcs. If the Black Orcs were to break, the game would have gone to the Lizardmen. After all the hacking, there were still 6 Black Orcs left, then it came to the Thunderstomp. He rolled a 2. Rolled twice and got a 5 and a 1. So the Black Orcs were still Steadfast. I rolled a 7 and the heavily armoured Black Orcs managed to stick around and won me the game.
The final score of the game was 11-9. Narrow win, but I'll take it, considering I did play the Australian ETC Captain.











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