So, as a lot of you will know, this past
weekend was the Tribute tournament in the beautiful stag and hen (of the
relatively human farmyard variety) infested city of Cardiff. Thought would do a
quick run-down of my games for y’all (I spent over a year in Kentucky but I
never got the “y’all” down right… arguably one of my lesser failings I’ll
admit).
So, this event had some comp in place (cue
booing and applause from the cheap seats). Nothing major really, a lot being
the “norm” for UK events. Key ones for me were:
*No special or
named characters.
*Non war machine
shooting is limited to 80 shots per army … Ranked (non-skirmisher) infantry
with missile weapons with a range of 20” or less are excluded from this
restriction.
*Maximum of 12
power dice may be used in one magic phase.
*Apart from the
Winds of Magic and channelling armies may only generate an additional 2 power
and dispel dice
Two non-battleline scenarios were in play –
Watchtower and Blood & Glory (both of which were played to at least 6
turns, the one who won the scenario getting 800 points).
As I said, nothing major, but Tetto’eko and
I had to bid a tearful farewell over the weekend as the mean angry organisers –
if anyone has met the Team Andy Joyce guys you will know just how mean and
angry they are – had forbidden his attendance.
Now, this caused a list writing quandary. I
have gotten to the point where I think the flexibility and all round support
provided by the Skink Yoda makes him a definite 1+ in a list.
After two weeks of vigorous
toys-out-of-pram throwing I calmed down and took pen to paper (or at least
thumb to Quartermaster) and started bombarding Jake with lists that included
such epically balanced elements like 4 Stegadons – that is how crazy not being
able to take Tetto’eko makes me…
But no, when the dust settled, I had a look
at the field – a 1/3 of which was Chaos and got down to business. What could I
bring to deal with Monstrous Cav, Daemon Princes, Monsters, Chariots and Walls
of Nurgle?
I came up with this:
Slann Mage Priest (General) The Gatekeeper
Lore of Death
BSB, Harmonic Convergence, Channelling Staff
Saurus Oldblood Taipan
Light Armour, Great Weapon, Cold One
Charmed Shield, Dawnstone, Other Tricksters Shard
Saurus Scar-Veteran Blue Mamba
Great Weapon, Cold One
Armour of Destiny
Saurus Scar-Veteran Cottonmouth
Great Weapon, Cold One
Great Weapon, Cold One
Dragonbane Gem, Gambler’s Armour
Saurus Scar-Veteran Sidewinder
Light Armour, Great Weapon, Cold One
Dragonhelm, Luckstone,
Skink Priest
Lore of Heavens
Cube of Darkness
Skink Priest
Lore of Heavens
Dispel Scroll
18 Skinks
Standard, Musician
18 Skinks
Standard, Musician
18 Skinks
Standard, Musician
16 Skinks
Standard, Musician
16 Skinks
Standard, Musician
10 Skink Skirmishers
Javelins
10 Skink Skirmishers
10 Skink Skirmishers
Javelins
10 Skink Skirmishers
10 Skink Skirmishers
Javelins
10 Skink Skirmishers
10 Skink Skirmishers
5 Chameleon Skinks Spec Ops Ninja Alpha
5 Chameleon Skinks Spec Ops Ninja Beta
5 Chameleon Skinks Spec Ops Ninja Gamma
Salamander Hunting Pack
Salamander Hunting Pack
Ancient Stegadon Ancient Mai
Salamander Hunting Pack
Ancient Stegadon Ancient Mai
Sharpened Horns
TOTAL - 2398
Without Tetto’eko I realised I could take
the two scroll equivalents (so seemed rude not to), and then decided to go for
the 3 cheap Scar Vets over the more normal 2. Not entirely sure this is the
right call… It gives you more board coverage, the ability to block more units
and fundamentally more attacks in exchange for survivability. I insisted on
having them all with 1+ armour saves, I just think it’s too good not to have,
though can see the argument for the likes of glittering scales.
Death on the Slann is a no brainer for me.
It can threaten character points and is a potential hard counter to endless
Nurgle Daemon filth. The threat of Doom & Darkness + Salamanders keeps
people honest – in fact with Death most of the time it is the threat of
something rather than what it actually does full stop. Death also has a
beautiful synergy with the Priest’s Vassel rule – meaning that the likes of
Fate of Bjuna, which used to be often dropped due to its 12 inch range is now a
brilliant spell. They took Heavens to help out the Vets really.
The Old Blood is my other “no brainer”
choice. His job is, quite simply, to sit on Daemon Princes, and quite often
kill them. Simple really.
Core of Skinks is what I like to do and am
comfortable with. Cohorts are my favourite unit in the book – a nice cheap way
to get shots and banners in. The three Chameleon units were something I had not
used in the new book, which is weird, units of 10 were my work horses of the
last book, so back in they went. Good to see the Spec Op Ninjas back on the
table!
Salamanders are epic, and Ancient is cool.
I was wondering what to do with the points (an Ancient is the equivalent of 50
skinks after all). The Ancient offered another threat to M-class enemies and
something else that can protect the Slann/hold up a threat for a while. Also
dinosaurs are cool, and don’t let anyone tell you they’re not! Of course… this
meant painting one… in 4 hours…
Sometimes 4 hours really isn't a lot of time... |
Game 1 – Terry – DoC
Terry has been tearing up the scene
somewhat of late with his most recent list – a list that frankly seems to be
racists against Slaanesh as it has units from all the other gods. I spent a lot
of time thinking and worrying about this game for the week preceding it!
His list was along the lines of:
Lord of Change,
lvl4 Tzeentch, Exhalted and Lesser
Tzeetch Herald BSB,
lvl1 Metal
15 Horrors
10 Horrors
10 Horrors
10 Horrors
6 Beasts
1 Beast
1 Beast
Scullcannon
4 Drones
5 Drones
The battlefield was dominated by a very
large hill in the middle (one of those nice ones that actually block line of
sight). Crucially I got comet this game. Terry split his army in two. On my
left he amassed the Tzeentchian hordes, screened and flanked by Beasts, whilst
on my right his Drones and Cannon readied for what I assumed would be a
sweeping envelopment. When facing an army with so many drops I tend to deploy
central-ish to give me lateral movement options. Terry thought I was going to
try and hide form him in my right corner so deployed his LoC about 10” onto the
board.
Mistake.
Spec Op Ninjas: Target Acquired.
3 wounds caused turn one.
Result: Chicken into hiding.
I instead had plans to go all out
aggressive against the magical machine gun potential of his list. I tasked
Cottonmouth and Sidewinder, as well as Ancient Mai, with bringing down/tying up
the Drones on my right, whilst the rest of my army moved left – cheekily
offering the oldest trap in the book (ok, ok, double flee and counter charge is
probably the oldest, but this one is up there). As is usual when facing an army
with masses of magic missiles my Vets started off in skink cohorts (on the
flanks because of footprint). As my army wheeled to the left I presented the
right (Sidewinder-containing) flank of such a unit to his smaller drone unit. I
made it look like Cottonmouth was blocking the possible counter charge of
Ancient Mai, but positioned him in such a way that even a failed charge by the
vet at another target would clear the way. This all went to plan – Drones went
in, Ancient Mai charged in an popped them all. The two other vets went into the
other Drone unit and proceeded to fluff for most of the game, Mai had to go and
help and was killed in the attempt… Bloody Nurgle. I got them in the end –
spending slightly more than their points to kill them, but couldn’t have them
flapping around.
Meanwhile in the Tzeentchian paradise of
the left flank the chicken was getting worried. I had him down to 1 wound and
threatening the corner he could hide in with comets, so he tried to make a big
breakaway to get clear. The Gatekeeper did not like this impudence and hit him
5 times in the face with a Fate of Bjuna. Job done. Alas we were running out of
time so did not quite finish the game (think having combats from so early on
did not help). I was whittling stuff down and his big drones were down to 3 but
their death was not to be. One ignominy was still to be endured though.
Tasked with shutting down the potentially
devastating Infernal Gateway from the large horror unit Taipan charged in
wielding his devastating combo of high attacks, high strength and The Other
Tricksters Shard. And did nothing. Broken the next round, he rallied defiantly
only to be charged and run down in our last turn. Long must he work to make up
for this humbling.
End result, 12-8 win. 1520 vps.
Game 2 – Matthew – O&G
A classic Green Dwarf list, plenty of
artillery, hard to kill blocks and some chaff.
Black Orc Warlord
Lvl4 Savage Orc
Savage Orc BSB
Lvl1/2 Night Goblin
Goblin Big Boss on
Wolf
Goblin Big Boss on
Gigantic Spider
40 Savage Orc Big
Uns
20ish Night Goblins
8ish Trolls
2x Wolf Riders
2x Manglers
2x Rocker Lobbers
2x Doom Divers
The shooting and magic in this matchup
scared me a lot, with good reason. Between foot, doom divers and rock lobbers
you can, for instance, put incredible pressure on the Slann. This is known in
Lizardmen circles as a Bad Thing.
Matthew went first and made the one mistake
that cost him the game. He hand of Gork’ed his Savage Orcs into my face to put
pressure on the Gatekeeper. Cue enveloping of the unit and shooting off 30 of
them in my first turn, and finishing them in my second. This left his trolls
leadership-less and mopping up commenced. Still lost a lot of points to a
mangler and one rock lobber that was on fire, killing the Ancient, the Old
Blood, a Scar Vet and two salamanders (or something along those lines). Old
Blood Taipan’s shame continues.
Got everything eventually for the 19-1 win.
2499 vps.
Game 3 – Ben Diesel - WoC
The man, the legend himself. And the first
time I got to face the Warhammer colossus. This was the Watchtower and he was
bringing a typically no nonsense list:
Nurgle Daemon
Prince, lvl4 Death
Nurgle BSB on
Daemonic Mount (some confusion about what kit he had in the end)
3 Nurgle Chariots
3 Slaanesh Marauder
Cav units
2 Nurgle Gorebeast
Chariots
6 Trolls
3 Skullcrushers
Hellcannon
I started in the tower and decided to
deploy a cohort in there – the only unit he had that fit in was the Trolls, and
800points is definitely worth fighting for. I weighted my army to the left of
the tower facing off against the bulk of his strength, with the ancient and two
skirmishing units guarding my right. Ben did what one hears he always does –
push everything forward max speed… A 6 dice irresistible Doom and Darkness and
a direct hit from a Hellcannon on the Gatekeeper’s unit left me on a ld 5 test
to not flee the table – but now was not the time to leave the battlefield.
My turn was the charge of the Viper Brigade
– Taipan into the Daemon Prince, Blue Mamba and Sidewinder crashing into the
scull crushers. Skink elements pick on isolated chariots, causing considerable
damage. I waste a lot of time trying to block of charge of the BSB (modelled on
a disc) not realising he was on a Daemonic Mount. Thinking he was flying, I
loaded up a cohort with a priest and Cottonmouth to make it a juicy target –
hopefully be able to hold him up for most of the game. Ben took the bait.
Meanwhile Ancient Mai pulverised a Chariot,
using skinks to double flee though itself then counter charging, overrunning
out of line of sight of (and panicking another chariot). A bubble Soulblight and
bubble Harmonic Convergence covered most of the battlefield, and I punished the
Warriors.
Blue Mamba and Sidewinder smashed the Scullcrushers,
Taipan caused two wounds to the Prince and Cottonmouth wounded the BSB. Skinks
and a Salamander wiped out the trolls. 2 more chariots were killed this turn
too.
Then I almost threw it all away.
Looking to shift my centre to the right of
the tower now that there were few threats there I moved the Slann and his
skirmishing bodyguard to just out of charge range of two chariots that remained
on my right… or so I thought, we measured and both agreed at the time...
When it came to checking again in Ben’s
turn it turned out they were both easily within double 6 charge range (no idea
how). Knowing his record at such ranges I fled to safety… or so I thought.
Cue Hellcannon direct hit on the unit,
leaving two skinks alive and the Slann needing a double 1 to rally… He didn’t
rally.
Still, as the game wore on I was still in
control of the table. Sidewinder ripped apart the Hellcannon in his grief over
what had been done to the Gatekeeper. Ben’s BSB was trapped on a steadfast unit
for a good few turns after finally slaying Cottonmouth, the vet leaving him on
1 wound before being hit with the sharp end of a big hitty stick. The Prince,
who had been unable to take down Taipan in honourable combat and was teetering
on 1 wound, unleashed a Purple Sun through him and was suddenly free. With a
leadership 5 army I was very worried he would simply terror stuff off out of
the building. But no. Ben was determined to pick on Vets – pouncing on the
wounded Blue Mamba and casting to the floor. This left him out of combat
surrounded by 60+ skinks… and was
brought down.
The BSB, finally breaking the cohort he had
been fighting all game… chased them down and into a very angry Salamander… who
proceeded to rip the BSB’s arm off and urinate on him as he bled out.
Ben had a chariot and two Marauder cav
units left.
End result, 20-0 win. 3091 vps
Game 4 – Glenn – O&G
Blood and Glory scenario. Glenn also had
the standardish list, and had had a good day one shooting stuff off the table.
I was understandably very worried he would do the same to me!
Black Orc Warlord
Lvl4 Savage Orc
Savage Orc BSB
Lvl1 Night Goblin
2 x Goblin Big Boss
on Wolf
30 Savage Orc Big
Uns
2 x 20ish Night
Goblins
8ish Trolls
2x Wolf Riders
2x Manglers
2x Rocker Lobbers
2x Doom Divers
2 x Spear Chukkas
With the extra space to deploy into in
Blood and Glory I went full out. Salamander + Ancient + skinks left only 2
trolls alive. Skinks skilled one of the Spear Chukkas. Glenn, seeing the damage
the shooting could do, decided not to advance and see what damage he could do
from range. Turned out Gork (or perhaps Mork) were not in a good mood that
morning and his ranged damage was minimal.
Old Blood Taipain roared to the heavens at
the chance to avenge his mediocre Saturday and and charged the flank of the two
remaining trolls… and failed to kill them. In fact he ended up being stuck
there almost all game (even with Ancient help) until finally getting free and
killing a unit of night goblins.
A badly chosen flee reaction by Glen
allowed me to charge a unit of goblins off the table, panicking off all his
chaff in the process. A purple sun + masses of shooting ended the Savage Orcs,
though I was more efficient than bargained for, killing more than anticipated
and allowing the remaining characters a charge on the Slann and his unit.
Orcs being Orcs they fluffed their attacks
(he would have needed insane luck to break my steadfast to be honest) and
allowed me to get support in to the flank and force through double iceshard to
mitigate incoming damage. In a bid to force through the numbers, Glenn decided
to 6 dice Ere We Go, miscasting and
taking the last remaining wound off the Warlord, breaking his army (which I
broke anyway later that turn) and the last (ever so slim) chance of victory.
End of game I believe just the BSB and Lvl4 were left.
End result 20-0. 2917 vps
Game 5 – “The Master” AKA Tom – HE
Seems the Swedes like gunlines, and Tom
likes the Swedes…
Archmage, Light,
Book of Hoeth
Loremaster
BSB
Lvl1 Light
20 Archers
10 Archer
3 x Reavers
30ish Lions (Banner
of World Dragon)
2 x Eagles
3 x RBTs
Frostheart Phoenix.
So, banishment + shooting that outranged my
shooting. Great.
Tom, being the very good player that he is,
had no interest in moving forward and just shot at me.
I expected this and countered by using the
Spec Ops Ninjas in a vital cannon fodder mission – screening my army as I
advanced.
Ancient Mai advanced into a wood to shoot
at a RBT and dissuade the Frostheart from coming out of its corner. As ever the
Viper Brigade hid in cohorts. Plan was a simple one – close down his RBTs. Once
this was done take stock of the situation, and potentially go on an
assassination run against his characters in the Lion unit – all the time
threatening with Doom and Darkness and Salamanders.
Alas not much went to plan, other than the
Chameleons buying me time – think I lost 5 models in the first two turns of
High Elf shooting. But then things went wrong. Poison shooting spectacularly
failed to kill any of the two wound RBTs – and each time they failed to kill
them Tom would manage to panic one unit, which would panic the rest and buy
himself a turn of peace. Ancient Mai was brought down by 2 shots from a bolt
thrower at long range whilst in a wood. This meant I had to push for some
points.
I eventually cleared off his archers and
managed to get the Frostheart to commit to combat. Sidewinder and Taipan saw
the opportunity and both charged, Taipan, being old and everything, epically
failed to get in. Siderwinder got a wound off (not an epic return for harmonic
+ iceshard help) but the mighty bird refused to run (double 1-ing it’s test to
make the point).
This allowed the Lions to charge the flank,
and it was a case of trying to hold on and stay alive. Sidewinder valiantly
held on, snake-eyeing his final break test before being brought down. This had
bought me time to kill 2 of the RBTs and then surround the now unengaged
Frostheart in my last turn and shoot it out of the air. Taipan this game killed
an Eagle and failed a key charge, his shame is great.
Great tight game, Tom played it perfectly
really. 10-10. 845 vps.
Ended up on 81 tournament points, top
before soft scores and 3rd place for the yellow lizard tide after.
A great event that I would heartily
recommend to anyone.
Lizards are still decent, though I do not
think they are all that powerful, a lot of it relies on your opponent not being
all that used to facing them.
Taipan is currently sitting on the naughty
step.
Will write up some general thoughts on Lizards
in the coming days.
Until then
Raf
What with the random sports/paint/army list points?
ReplyDeleteThey were pretty basic really.
DeletePoint for getting your army nominated for painting.
Point per "Best Sports" vote you got.
Point for submitting a correct list on time.
Congrats for the good scoring!
ReplyDeleteYour game against WoC showed how lists (and even armies) people think are too good to be real, often crush on the wall of bad matchups in tournaments. Having 5 chariots and a DP may look awesome, but then you face empire or lizards and things are really different.
Anyway, running from a double 6 charge? XD
Thanks man - as for the double 6 charge.... I know! :(
DeleteBought into his own hype (would have taken it if thought of the Hellcannon - thought was a 100% safe flee that wasted two charges of his....
Cowardice pays itself back :)