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Dwarfs vs Lizardmen 1600 points

Lizardmen vs. Dwarves

Zak and I played this game way back in February after the release of the new dwarf book.
My notes from the game are pretty poor so the maps are a little off but the gist is there.

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Lizardmen

[T] 40 Temple guard

[Sw] 20 Saurus warriors

[S1] 10 Skinks

[S2] 10 Skinks

[S3] 10 Skinks

[Cs1] 5 Chameleon skinks

[Cs2] 5 Chameleon skinks

[Cs3] 5 Chameleon skinks

 photo P1010146_zps027133c0.jpg

Dwarves

I used this game as an opportunity to try out as many of the changes to units as I could, whilst still fielding a fully painted army.

I took a small unit of hammers who now have 2 attacks each.

Slayers to see how they fair when they can attack when they die.

The warriors and long beards were armed with hand weapon and shield rather than the usual great weapon to try out the new rules.

I also wanted to try out the changes to the gyrocopter, organ gun and grudge thrower.

The characters were kept extremely light on runes at this points level.

[L] 25 Longbeards

[W] 25 Warriors

[H] 20 Hammerers

[T] 20 Trollslayers

(Og) Organ gun

(Gt) Grudge thrower

[Gc] Gyrocopter

 photo P1010147_zps39fa61ee.jpg

 

Deployment

Deployment photo Lizardman_defeat_map01_zps998769fe.jpg

 

Turn 1 – Lizardmen

L1 photo Lizardman_defeat_map02_zps3a16fb89.jpg

The Lizardmen advance across the board.

The combined chameleon skinks manage to kill 5 slayers and take a wound off the gyrocopter.

The Slann miscasts regeneration on the temple guard and losses two magic levels for his trouble.

 photo P1010150_zps313ce8ab.jpg
The gyrocopter is peppered by shooting.

 

Turn 1 – Dwarves

D1 photo Lizardman_defeat_map03_zpsad0ab3e3.jpg

The dwarf line advances.

The artillery score 9 kills on the temple guard between them. 16 hits from the organ gun in total.

The gryocopter sprays across two units of skinks but only manages to kill one!

 

Turn 2 – Lizardmen

L2 photo Lizardman_defeat_map04_zps15c354ad.jpg

The temple guard charge the warriors, killing 5 dwarves and the runesmith general.

The dwarves only kill one temple guard in return but they pass their break test.

Before the runesmith’s death he used his dispel scroll to stop the slanns only attempt at casting.

The chameleon skinks take one wound off of both the organ gun and grudge thrower.

5 more slayers die to the combined shooting from three skink units.

 photo P1010149_zpsee7cdc98.jpg

 

Turn 2 – Dwarves

D2 photo Lizardman_defeat_map05_zps32e4168d.jpg

The dwarves charge where ever they can.

The hammerers kill 8 saurus warriors but loose 7 in return, they lose the combat but pass their break test.

The dwarf warriors and longbeards manage to kill 6 temple guard but lose an equal number in return as well as their battle standard bearer.

The dwarves lose the combat but stick around.

The troll slayers are peppered by a javelin stand and shoot and 2 die on the charge. The skinks then kill the three remaining slayers before they even attack but they manage to take out three skinks in their death throws.

Finally the gryocopter charges into the chameleon skinks. It loses a wound to stand and shoot and amazingly the skinks finish it off in combat!

The organ gun manages to cause a unit of skinks to panic.

 photo P1010152_zps95f9be34.jpg
The slayers meet an ‘honourable’ death.

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Mass combat

 

 

Turn 3 – Lizardmen

L3 photo Lizardman_defeat_map06_zpsea81fee1.jpg

The Lizardmen punish the dwarves across the board.

Numerous casualties caused by the temple guard yet the dwarves still hold the line.

Another bloody round of fighting between the saurus and hammerers, both parties hold fast.

All of the skink skirmishers begin closing in on the dwarven artillery.

The grudge thrower falls to poison darts and the organ gun receives a charge.

 photo P1010157_zpsfa696e16.jpg
Hammerers die

 photo P1010158_zps31ea8d08.jpg
More dying dwarves

 

Turn 3 – Dwarves

D3 photo Lizardman_defeat_map07_zps0b9748cb.jpg

The temple gaurd finish off the longbeards outright and turn to face the hammerers.

The remaining dwarf warriors flee through the chameleon skinks behind them, right up to the table’s edge.

The hammerers in turn win their combat and face the temple guard.

The organ gun remains in combat.

 photo P1010165_zps5201347a.jpg
Running dwarves

 photo P1010166_zpsbe8dedb6.jpg
The picture doesn’t seem to match up with the map, but either way the organ gun and hammerers are in trouble.

 

Turn 4 – Lizardmen

L4 photo Lizardman_defeat_map08_zpsd10fdaea.jpg

The skink skirmishers advance on the lone organ crewman.

The fleeing dwarf warriors are destroyed.

The Slann reduces the hammerer unit to a single champion with some silly magic business.

The organ gun remains in combat

 

Turn 4 – Dwarves

D4 photo Lizardman_defeat_map09_zps84a466e9.jpg

The lone hammerer champion charges the temple guard and challenges the slann to a duel.

After much goading the challenge is accepted one for the dwarf to die pitifully to a single attack from the slann.

The organ gun remains in combat.

 photo P1010169_zps4402749d.jpg
‘Scrappy doo’ the hammerer doesn’t last long.

 

Turn 5 – Lizardmen

L5 photo Lizardman_defeat_map10_zpsa3850738.jpg

Everything that could do so charges the dwarf organ gun.

The organ gun remains in combat

 

Turn 5 – Dwarves

D5 photo Lizardman_defeat_map11_zps00aa59a4.jpg

The organ gun remains in combat

 photo P1010171_zps1ae55211.jpg
Doom?

 

Turn 6 – Lizardmen

L6 photo Lizardman_defeat_map12_zps4a020504.jpg

The Temple guard wade into combat to finish the organ gun.

The organ gun remains in combat.

 

Turn 6 – Dwarves

D6 photo Lizardman_defeat_map13_zps3011923b.jpg

The organ gun remains in combat.

The lone dwarf crewman refuses to die, preventing the dwarven army from being tabled and mugging the lizardmen off!

 photo P1010173_zpsb40a054f.jpg
He’s muggin you off bruv.

 

Wow, the dwarves had a bad day.

The list was sub par due to wanting to try new things but I also made loads of mistakes and bad decisions.

One dwarf left standing is enough for me to keep my pride…

 

 The entire host of snarling Lizardmen now surrounded a lone dwarf. Covered multiple wounds the unnamed dwarf lowered his head in defeat. The clamour of noise rose around him at the Lizardmen clearly excited by the subservience before them.

“Heh, heh heh, ha ha, ha ha HA, AH HA  HA HAH!” the dwarf began laughing raising his head with a lit cigar between his teeth. The Lizardmen fell silent, first in confusion, then in realisation as the dwarf dove headlong into the pile of barrels behind the warmachine he had been defending. A thunderous roar echoed around the battlefield as the gunpowder exploded. A whole army of Liazrdmen are educated on the stubbornness of dwarves in the instant they are destroyed.

 

Built with Battle Chronicler.

http://www.battlechronicler.com/




Dwarfs vs Lizardmen 1000 points

James G and I had a 1000 point game of Fantasy battles to test out his upcoming tournament list and for me to write another battle report. The Lizardman force has shown up on the outskirts of a small Empire market town. A Dwarven trading caravan is currently residing in town and is accompanied by a guard of some 60 warriors. They are keen to show the humans how it’s done and jump to the defense of the town.

Dwarves

Runesmith, Greatweapon

Thane, Battle standard bearer

[Dw1] 20 dwarf warriors, Great weapons

[Dw2] 20 dwarf warriors, Great weapons

[Dw3] 20 dwarf warriors, Great weapons

(Og) Organ gun

[Ds] Dragon slayer


Lizardmen

[Sp] Skink priest, dispel scroll

Saurus veteran, Battle standard bearer, Ruby ring of ruin

[Sa] 25 Saurus warriors, Spears and shields

[Sk 1] 10 Skinks, Blowpipes

[Sk 2] 10 Skinks, Blowpipes

[AS] Ancient Stegadon, Blowpipes

Deployment

The Dwarf warrior blocks deploy in a row with the Runesmith and Battle standard in the central unit.

The large block of Saurus warriors deploy centrally with the Skink priest nearby.

The ancient Stegadon deploys next to a forest with a unit of Skinks on either flank of the battle line.

The Skink priest takes Wyssan’s Wildform and Flock of Doom from the lore of beasts.

Turn 1 – Dwarves

The Dwarf battle line advances.

The organ gun is out of range to any targets.

Turn 1 – Lizardmen

Both units of Skinks and the Stegadon advance.

The Saurus warriors do not move to remain out of range of the organ gun as does the Skink priest.

The Lizardman magic phase is uneventful as the Dwarf Runesmith dispels the Skink priest’s efforts to cast Flock of Doom and the Saurus Battle standard’s Ruby ring of ruin.

One of the Skink units fires at the closest Dwarf unit and two die to poison blowpipes.

The board after both armies have advanced.

Turn 2 – Dwarves

The Dwarf unit closest to the Skink skirmishers attempts a long charge, the Skinks stand and shoot, killing two Dwarves as their charge falls ‘short’.

The other two warrior units advance and the Dragon slayer makes his way towards the Stegadon and away from the advancing Skink’s blowpipes.

The organ gun crew sense a chance to panic the advancing Skinks on their left flank but misfire and cannot fire this turn.

The Skinks stand and shoot at the Dwarf warriors.

Turn 2 – Lizardmen

The Skinks on the left advanced into the woods and discover a fungus forest, they shoot at the Dwarf warriors infront of them and kill one of their number.

The Saurus warriors cautiously advance as does the Skink priest, ensuring he remains out of sight of the organ gun.

The Stegadon shuffles forwards and combined with shooting from the Skinks nearby they kill four Dwarves from the Runesmith’s unit.

The magic phase is largely uneventful with the Dwarves dispelling all but Wyssen’s Wildform cast on the Skinks in the fungus forest.

Turn 3 – Dwarves

Two of the Dwarf units declare a charge on the ancient Stegadon.

The first unit is successful and while the second unit rolls enough to get into combat there is not enough room to rank up in the Stegadon’s front arc and the charge fails.

The third unit of Dwarves advances to cover the flank of the now exposed Runesmith’s unit.

The Dragon slayer continues to run towards the Stegadon.

The organ gun fires at the Saurus warriors and three of them fall to lead shot.

The Stegadon and its crew kill two Dwarves in the ensuing combat and in turn looses two wounds, the Stegadon easily passes its leadership test being both stubborn and cold blooded.

One unit of Dwarves gets into combat with the Stegadon.

Turn 3 – Lizardmen

The Saurus warriors charge into the flank of the Runesmith’s unit.

The Skinks in the fungus forest pass their stupidity test and fire on the Dwarves infront of them but cause no casualties.

The other Skink unit advances and fires on the lone Dragon Slayer, he dies pincushioned by poison darts.

The Skink priest throws all his power dice at Wissen’s Wildform to turn the Saurus warriors into monsters of strength and toughness but is dispelled by the Dwarf Runesmith.

The Saurus warriors break the Runesmith’s unit on the charge, the Dwarven Battle standard bearer and unit standard are cut down but the rest of the unit escapes by running through the nearby buildings.

The Stegadon kills four Dwarves and loses no wounds in return, the Dwarves lose the combat but are steadfast and pass their leadership test.

The Saurus warriors pile into the Dwarves.

The Dwarves break and flee but outrun the Saurus attackers.

Turn 4 – Dwarves

The fleeing Runesmith and his unit rally and reform ready to enter the building infront of them.

The Stegadon kills a further four Dwaves but looses two wounds in return, the Dwarves are still steadfast and hold.

The remaining Dwarves charge into the rear of the Saurus warriors, they slay five lizardmen, breaking their resolve, running them down and persuing into the unsuspecting Skinks behind.

The organ gun fires at the Skinks in the forest but misfires again and cannot shoot this turn.

The Dwarves break the Saurus warriors with a rear charge.

They then pursue into the Skinks behind.

Turn 4 – Lizardmen

The Skinks in the woods fail their stupidity test and stumble forward.

The Skink priest advances towards the Skinks in combat and augments them with Wyssen’s Wildform with a very high casting roll.

The Skinks in combat manage to kill one Dwarf but six of them die in return causing them to break and flee.

They are caught and run down by their Dwarven persuers.

The Stegadon reduces the Dwarves it is in combat with down to five in number, it looks set to finish off the unit with a thunderstomp but the Dwarves remove its last wound before it gets the chance.

They reform to face the Skink priest.

Squeaky bum time for the Skink priest.

Turn 5 – Dwarves

The Runesmith’s unit enters the building closest to them as there bretheren behind them reform.

The five Dwarves left from their battle with the Stegadon charge at the Skink priest who elects to flee from combat and escapes.

The organ gun finally has a bead on the Skink priest in the open and fires upon him.

The crew have obviously been using dodgy gunpowder for the entire battle because they misfire yet again, only this time it explodes killing the crew.

Run away!

BOOM!

Turn 5 – Lizardmen

The Skink priest fails to rally and continues to flee.

The Skink skirmishers advance into the flank of the small unit of Dwarf warriors and kill two of them with poison blowdarts.

The Dwarves pass their panic check.

The Skinks fire on the diminished Dwarves.

Turn 6 – Dwarves

The Skinks firing upon the Dwarves with poison blowpipes are out of their charge arc so the Dwarves march into the forest in an attempt to gain some cover from the abyssal woods.

The Runesmith remains withing the cover of the building and the final unit of Dwaves marches toward the Skinks.

Turn 6 – Lizardmen

The Skink priest rallies this turn to cast Flock of Doom at the Dwarves in the forest with irresistable force.

The spell causes no damage and the priest loses all his magic levels.

The Skinks fire at the Dwarves in front of them but with the cover provided by the forest they are unable to benefit from the poisoned darts and only one Dwarf dies.

The Dwarves pass their panic check and the game ends with a victory to the Dwarves.

The Dwarven Runesmith emerged from his hiding place strategic holdfast in the human building. A tiny dazed and drooling Lizard creature with a cracked skull mask is thrown at his feet by several battered and bruised Dwarf warriors. The Skink priest cowers in front of the Runesmith, who feels tall for once in his life, and attempts to speak in Dwarvish tongue, “Ur-bur Vi-th-ang Ga-laz Um-gi, Da-wi On-grun”. Upon hearing these words the smug look on the Runesmith’s face slowly disappears. A human merchant comes running out from cover waving his arms in the air “What have you done? Those creatures have been trading for supplies with us for months”. The Runesmith is shocked at this human confirming the Skink’s story, taking a moment to compose himself and hide any embarrassment at attacking these allies, he turns to the human and says calmly, “I believe these monsters have been paying for your supplies in gold, I think we had best re-negotiate the price of the ale you wish to purchase from us”.

Maps by Battle Chronicler.

http://www.battlechronicler.com/




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10 Year Anniversary Celebration!

Solent Wargamers are turning 10 this year! It has been a great time and, to celebrate, we are having an all-day gaming session on Saturday the 24th of June. There will be free entry, the bar will be open, and we have an open play area, as well as demo and participation games running throughout the day. More details here.

Meet the committee!