Tuesday, December 11, 2012

Alamo GT 2012 - Round 5: Lizardmen

For Round 5, my final game at the Alamo GT 2012, I played Mathew Swinney and his solid Lizardmen army. This was a fierce and tactical game where I played as best I could, minimized my mistakes, capitalized on my opponent's mistakes, and was eventually destroyed by one turn of unlucky dice rolling. Seriously! I went from a draw to over a 500+ loss in a single turn from one magic phase. Read on to see how.
Mathew's list was pretty standard for Lizard players. It contained the following:

Slann Mage-Priest (380 pts)
  • General, Battles Standard Bearer, Level 4, Lore of Life, Plaque of Tepok, Standard of Discipline, The Focused Rumination, The Becalming Cogitation
Saurus Oldblood (242 pts)
  • Armor of Destiny, Crown of Command, Great Weapon
Saurus Scar-Veteran (146 pts)
  • Trickster's Helm, Light Armor, Great Weapon
Saurus Scar-Veteran (146 pts)
  • Charmed Shield, Dawnstone, Light Armor, Great Weapon, mounted on a Cold One
Temple Guard (413 pts) (22 models, full command, Dragonhelm on champion)
Saurus Warriors (569 pts) (49 models, full command)
Skinks (299 pts) (27 models, musician and standard bearer, 3 Kroxigor)
Chameleon Skinks (72 pts) (6 models)
Chameleon Skinks (72 pts) (6 models)
Salamander Hunting Pack (80 pts) (1 salamander, 4 skinks)
Salamander Hunting Pack (80 pts) (1 salamander, 4 skinks)

This list relies on solid magic phases. The army is built around getting the Temple Guard and Saurus Warriors into combat, and then buffing the units so that they eventually win combat through attrition. The rest of the army is there to kill chaff that would prevent those units from getting into combat. Although, if the army can't get into combat then with Throne of Vines up you just sit back and throw six dice at Dwellers Below to kill your opponent's units (particularly elf characters). I have played many lists like this with the Wood Elf army and it always comes down to how many times my opponent casts Dwellers in the game. This game, once was enough!

For this round, Mathew and I would be playing the "Remember the Alamo" Scenario. In this scenario, your general hates the enemy general and bonus points are awarded as follows:
  • +1 for killing or forcing off the table more special and rare points
  • +1 for capturing more table quarters
  • +1 for holding more standards
  • +1 for capturing or killing more points in magical items, daemonic gifts and casters than your opponent
I have lost my notes for this game. I don't know when or how it happened, but right now all I have are my rapidly fading memories and some pictures. Thus, this battle report will be much similar to Round 3's report. I will work on this in the future (as well as getting all the reports done a little faster), but there is nothing I can do about it right now. Plus, as far as games go, this game shows very little tactics or game play as I out maneuvred the Lizardmen army for the first five turns (except in one rare case). I spent the game game maneuvring into position, killing a few units, and whittling down the Temple Guard unit so that I could have a combined charge on Turn 6 only to have my carefully laid plans end in horrible fashion by a Turn 6 Dwellers Below. Sometimes you just get unlucky in this game! Here is how it happened.

Deployment:
Mathew's deployment from left to right was the Skrox unit on one side of the building, a salamander behind the building, and the Temple Guard with Slann and Scar-Vets on the other side of the building. Next to the Temple Guard Mathew deployed the large Saurus unit with Oldblood. Another salamander was placed on the right flank while both Chameleon Skink units were deployed a little more than 12" from my deployment zone.





For my deployment, I once again split my army into two separate forces to try and pick apart Mathew's battle line.
In my left flank I deployed an eagle (not shown), a Glade Rider unit with the Level 4, the Wild Riders, and another Glade Rider unit with the BSB. Behind these units I deployed that altered Highborn so that he could start killing Temple Guard as soon as possible.

In the center of the board I deployed the remaining two units of Glade Riders (the newer painted Fall color scheme elves).



On the right flank I deployed the Warhawk Riders, the Eagle Noble, and the remaining Eagle to provide a strong, fast flank.











Mathew won the roll to see who went first and once again the Wood Elves would be reacting to the opposing army. This going second thing severely cramped my armies ability to draw my opponents' battle lines apart throughout the tournament.

Turn 1:
In Mathew's first turn, his entire army moved forward except for a unit of Chameleon Skinks who jumped into the tower on the right side of the board. A full march move later and the Slann was still outside of 24" from any of the Wood Elf units (thanks to smart Vanguard moves). The Slann was then "forced" to only cast Throne of Vines and then Flesh to Stone on the Skrox unit. In the shooting phase, the Chameleon Skinks failed to kill a single elf.

In my Turn 1, the Wood Elves advanced on the encroaching Lizardmen.
The Wild Riders declared a charge on the Chameleon Skinks on the left flank who chose to flee, but were ultimately rundown. The Wild Riders then reformed to face the flank of the Skrox unit. The rest of the army advanced, careful to stay outside of the Temple Guard's line of sight and more than 24" away from the Slann.

On the right flank the flying units moved forward to try and kill the Chameleon Skinks in the tower and the closest Salamander pack. The Glade Rider units in the center of the board moved right, but stayed within range bow range of the Temple Guard unit.








Wood Elf magic saw a successful Wyssan's Wildform on the Wild Riders and a Savage Beast of Horrors on the Highborn, but an attempt at Curse of Anraheir on the Temple Guard unit was easily dispelled.

In the shooting phase, every unit that was in range shot at the Temple Guard and managed to kill 5 of them, reducing the unit by a full rank! Massed archery for the win!!!
Turn 2:
The Lizards continued their advance. The Skrox Swift Reformed and then marched towards the Wild Riders.
I was not paying attention here! I was having a beer and talking and I didn't notice the unit marched after the Swift Reform until I saw Mathew march with the Temple Guard after a Swift Reform in Turn 4. That was the first time I noticed that he was marching his units all along. I really need to pay more attention in the later games!
Its pretty clear to me (and from the pictures I took of the game now that I look at them) that the Skrox unit got at least two full march moves after successful Swift Reform maneuvers. Writing this, I do not think Mathew did this intentionally, I just don't think he knew the rules for this type of movement well enough (especially if you only read the first paragraph for Swift Reform on p. 95 of the Rulebook as it states the unit gets a "full move") and I was not paying enough attention to our game. (I was also a little down after how the tournament had been going for me and so I was not at the top of my game here). These extra moves would eventually cost me the Wild Rider unit.
The rest of Mathew's army marched forward with one of the Salamanders moving forward to breathe fire on the Wild Riders.

In the Lizardmen magic phase I dispelled Throne of Vines after he cast Earthblood on his Temple Guard. Mathew then spent his remaining dice to cast Throne of Vines again as I was still more than 24" away from the Slann with my Glade Rider units and out of line of sight with the Wild Riders.

In the shooting phase the Salamander spit fire onto the Wild Riders killing 3. The Chameleon Skinks in the tower managed to put a wound on the eagle on the right flank.
  
For my Turn 2, the Wild Riders charged the salamander that had moved. The salamander held and the Wild Riders slammed into it with their spears ready.







The Warhawk Riders, seeing an opportunity to clear the right flank, charged the Chameleon Skinks in the tower who failed to wound the charging elves with their stand-and-shoot reaction.

The Eagle Noble then flew behind the tower while the wounded eagle moved next to the tower to disrupt the Lizardmen's movement next turn.





The rest of the Wood Elf army moved around the Lizardmen to split their battle line. The two units of Glade Riders in the center of the board moved in front of the large Saurus block and within short range of the Temple Guard. The remaining Glade Riders moved to see the Temple Guard, but staying out of the Slann's line of sight.
Finally, the lone eagle on the left flank flew in front of the Temple Guard and placed itself in such an angle that the Slann would not be able to see any Glade Rider unit.










In the magic phase, the Level 4 failed to cast Amber Spear or Curse of Anraheir on the Temple Guard. It looked like magic would not be playing that big of part in the Wood Elf battle plan.

In the shooting phase, the BSB's unit shot at and killed a Temple Guard with their flaming attacks. This caused the Temple Guard to lose their Earthblood for the phase and allowed the rest of the units to shoot without the 4+ regeneration on the unit. All of the available units fired, including the Eagle Noble and his Hail of Doom Arrow, but only 4 more Temple Guard lost their lives. In two turns of shooting I had dropped the unit from 22 Temple Guard to 12. If I could just kill some more of these guys then I knew I had a shot at hitting and killing (or at least breaking) the unit.

In combat, the Warhawk Riders killed 4 of the Chameleon Skinks for no loss in return, but the Chameleon Skinks passed their Steadfast leadership test and stayed in the building. Oh well, I will just have to charge them again next turn. In the other combat, the Wild Riders made short work of the Salamander Hunting Pack and overran off the board!

Turn 3:
Mathew's turn 3 saw the Lizardmen army continue their implacable advance. The Saurus unit charged one of the Glade Rider units in front of it. That unit fled, and the Saurus re-directed into the other Glade Rider unit which also fled. The Saurus then sauntered forward a few inches.

The Temple Guard unit charged the eagle that was right in front of them. The eagle held, and the Temple Guard thundered home. However, the Slann's line of sight was such that it could not see any of the Wood Elf units except for the eagle in base contact.

On the left flank, the Skrox unit Swift Reformed again to face the long table edge the Wild Riders overran off from and again marched towards the table edge. (I really needed to notice this move in particular! This is what happens when you take bathroom breaks in the movement phase) Finally, the Chameleon Skinks in the tower moved out to face my remaining eagle while the last salamander moved to shoot at the fleeing Glade Riders.

In the Lizardmen magic phase Mathew wisely chose to cast both Earthblood and Flesh to Stone on the Temple Guard making my next shooting phase even more difficult. To add insult to injury, the Slann successfully cast regrowth on the unit as my Level 4 rolled horribly on his dispel attempt. Two Temple Guard rose from the ground to rejoin the unit. (It was at this point that I realized my chances of dropping the Temple Guard were very, very slim).

In the shooting phase the remaining salamander misfired and ate one of the Skink crew. The Chameleon Skinks then cause the last two wounds on the eagle with their poisoned attacks.

In combat, the Temple Guard made short work of the eagle and reformed to face the mage's unit that was moving towards the back of the Lizardmen lines.

Wood Elf Turn 3 saw the Wild Riders come back on the board, but because they could only move 9" they would be blocked by the Skrox unit that had managed to quickly close the gap. Arrgh! The two fleeing Glade Rider units both rallied and moved back in front of the Saurus unit, but within bow range of the Skrox unit. The Warhawk Riders flew over the tower to see the two remaining Chameleon Skinks while the Eagle Noble flew behind the Temple Guard unit looking for an opportunity to charge.

On the left flank the two other Glade Rider units moved out of the Temple Guard's line of sight and within range of the Skrox unit. Finally, the altered Highborn moved into difficult terrain below the Temple Guard.
Wood Elf magic was once again ineffective as the Level 4 failed to get either the curse or Amber Spear through the Slann's magical defenses. But the Spellweaver did succeed in casting Wildform on the Wild Riders in the hopes that the extra defense would allow them to survive a little bit longer.

In the shooting phase, recognizing the danger the Wild Riders were in, the Glade Rider units opened up on the Skrox unit dropping eight Skinks from the unit and wounding one of the Kroxigors! On the right flank the Warhawk Riders killed both remaining Chameleon Skinks.

Turn 4:
Mathew's turn 4 saw the Lizardmen begin to earn substantial victory points.
In the back left corner, the Skrox unit charged the Wildformed Wild Riders who had to hold. This was going to hurt as I wasn't going to be able to direct any of my attacks at the slower Kroxigors in the unit and would only be killing lowly Skinks with all of my (now) strength 5 attacks.







The rest of the Lizardmen turn played out much like last turn. The Saurus again charged both Glade Riders who again opted to flee and outrun the slower lizards. The Temple Guard Swift Reformed to face the mage's unit (this was when I saw he was marching the unit). In the magic phase the Slann cast Flesh to Stone and Regrowth on the Temple Guard but the Regrowth was successfully dispelled. The remaining salamander then attempted to scorch a unit of Glade Riders but succeeded in only killing a single elf.

In the combat, the Wild Riders performed true to form and slaughtered the Skinks, killing 11 of there number in a single round of combat! In return the remaining Skinks and Kroxigors managed to kill 4 Wild Riders (I was having problems making 5+ ward saves) leaving only 3 elves left in the unit for the next round of combat.

In my Turn 4 I realized that I needed to keep focusing on the Temple Guard unit as I was close to losing the Wild Riders and thereby losing the game. The two fleeing Glade Rider units rallied and moved to see the Temple Guard while the BSB's unit and the mage's unit also moved around the Temple Guard. The Warhawk Riders flew over the Saurus to see the rear of the Temple Guard unit while the Eagle Noble and altered Highborn moved to opposite flanks of the Temple Guard.

In the magic phase the Spellweaver's attempt at curse was again dispelled as was his attempt to Wildform the Wild Riders. In the shooting phase, the combined might of the Wood Elves only accounted for three more of the Temple Guard as they were toughness 8, but it did open up the rear of the unit so that attacks could be directed at the Slann if a unit was successfully charged.

In the combat phase the Wild Riders killed 5 more Skinks, but were utterly destroyed by the Kroxigors. The remainder of the Skroz unit then reformed to face the Wood Elf line.

Turn 5:
Lizardmen turn 5 was rather brief, the Temple Guard attempted to Swift Reform to face the Mage's unit but failed its re-rollable leadership test and would have to settle for just facing the Mage's but being just outside of the 24" range of Dwellers Below. The Saurus Warriors gave up charging the Glade Riders and instead Swift Reformed to face the left flank. The Skrox unit (which now consisted of only 6 Skinks and 3 Kroxigor) marched down the left flank. Finally, the lone salamander moved to see the Glade Riders.

Lizardmen magic once again saw the Slann cast Flesh to Stone on the Temple Guard. But the Slann's attempt to cast Regrowth on the Skrox unit was quickly dispelled.

In the shooting phase the salamander managed to kill another two Glade Riders but the unit passed its panic check.

In Wood Elf Turn 5, I finally saw my opportunity to get some much needed victory points out of the Lizardmen army. The Mage's unit moved to the flank of the Skrox unit while the BSB's unit moved to the other flank. This way if the Skrox unit reformed to face one of the units I would have a rear and frontal charge on the Kroxigors with two units of Glade Riders (20 strength 4 attacks) on the last turn.

I also moved the other two Glade Rider units to be in the front and flank of the Temple Guard unit. The Warhawk Riders moved next to the altered Highborn so as to be in the same flank of the Temple Guard unit while the Eagle Noble kept his presence in the Temple Guard's rear. The army was now set to bring two devastating charges on the last turn of the game and restore some balance to the game (assuming of course that I could kill just a few more Temple Guard).

In the magic phase the Spellweaver dispelled Throne of Vines, but failed to cast Amber Spear into the flank of the Skrox unit.

In the shooting phase, the Glade Riders and Warhawk Riders that could see, shot at and finally killed the last remaining salamander while the remaining Glade Riders shot at either the Temple Guard or Skrox unit. The massed Wood Elf fire managed to kill one more Temple Guard, 2 Skinks, and put another wound on a Kroxigor who was pushed to the front of the unit.

Turn 6: (The BIG End)
Mathew's turn 6 was absolutely devastating. The Skrox reformed to face the BSB's unit giving the mage's unit a rear charge into the Skrox unit. Meanwhile the Temple Guard wheeled so that the Slann had line of sight on the mage's unit and tried to keep the most powerful Wood Elf units in the Temple Guard's front arc.

The Slann, apparently under the control of all the ancient Slanns of old, rolled a 12 for magic dice. Mathew then cast Throne of Vines with Irresistible Force! and the Slann shrugged off the miscast. Mathew then attempted Dwellers Below on my mage's unit and again rolled an Irresistible Force! In the ensuing strength tests I managed to lose the mage, as well as 7 Glade Riders. The unit then failed its re-rollable leadership 8 (for losing the character) panic test and ran off the board!!!!! But the Slann was not done, shrugging off another miscast, the Slann successfully cast Flesh to Stone (as I no longer had a Level 4 mage, I failed my dispel attempt) and Regrowth on the Temple Guard, increasing the unit to toughness 8 and raising 5 more Temple Guard back from the dead! What a magic phase! This is the type of phase everyone lives for when playing Warhamer (and particularly Lizardmen) because it is absolutely devastating. All of my well-laid plans became for nought as the Temple Guard were now toughness 8 and there were sufficient numbers of them to keep the Slann out of combat.

After Mathew's magic phase I knew I had lost the game big time, but because I wanted to see how my charges would have fared (and because I hoped to get a little lucky), I declared them all anyways on my Turn 6. In the solo combat between the BSB's unit and the Skrox, I managed to kill 2 Kroxigor (as one only had a single wound left) and two more of the Skinks, but lost three Glade Riders in return. The Skrox unit then easily passed its minus 4 re-rollable break test on 3d6 thereby netting me zero points for the unit. This just goes to show that I really needed the other unit of Glade Riders for the rear charge as I think I could have either wiped the unit completely or made the unit only pass on double 1's.

In the other combat, the Eagle Noble and altered Highborn slaughtered a few Temple Guard while the remaining Wood Elf units could not make a dent in the toughness 8 creatures. The Temple Guard and characters accounted for more than a few Glade Riders and I ended up losing the combat. But as both the Eagle Noble and Highborn passed their break tests, the Temple Guard could not pursue the fleeing units. And with that horrible Turn 6 showing, the game ended!

In all, I had managed to kill only a paltry 304 points (both Chameleon Skink units and both Salamanders). In turn, I lost 1103 points (Level 4 General, Wild Riders in combat, Glade Rider unit, and both eagles). For further insult, I lost the game by more than 500 points so I would not be getting any Sneaky Git bonus points this game. Then to rub more karmic salt in the wound, because of the destructiveness of Mathew's turn 6, I lost most of the bonus objective points that I had previously held on to. In fact, the only bonus objective point I ended up getting was the one for holding more table quarters at the end of the game (1 to 0). Thus, I ended Round 5 with a mighty 5 battle points, bringing my weekend total to 47 battle points out of a possible 100, less than half (sad face!). And with that, my experience at the Alamo GT ended.

No comments:

Post a Comment

Related Posts Plugin for WordPress, Blogger...