Sunday, 24 April 2011

Venture into Warhammer

So for Good Friday I play my 2nd ever real game of Warhammer. 2500pts a side, my Lizardmen versus a high Elf army. To say it was a slow game is an understatement as both myself and my opponent are very new to Warhammer so were we looking a lot of rules up as we were going. Still it was a lot of fun.

The Lizardmen were;
Slann Mage priest
Sink priest on Engine of the Gods
Saraus Old Blood
20 Saraus warriors with Spears
20 Saraus warriors with Spears
16  Saraus warriors withhand weapons
3 Kroxigor
5 Cold one Cavalry
10 Skirmish Skinks
6 Chameleon skinks

Not knowing the High Elf army list some of this might have been wrong
High Elf Prince on griffon
2 x Level 2 Mages
20 Spearmen
20 Sea Guard
20 Sea Guard
10 Sword Masters
5 Silver Helms
2 Great Eagles
2 Repeater Bolt throwers

We opted to play the basic mission, mainly because we didn't want to complicate matters by adding in mission objectives etc. Terrian was kept to a minumum with a couple of hills and a small ruin really having any affect in the game.


The first confusion started with my Chameleon skinks. We were sure where they could go. On-line most people seem to point to them as a means of taking out warmachines with their scout ability, however the initial reading suggested they had to be 12" from the enemy which would put them miles from anything. Not sure if this was just a cunning and probably acciedential deployed trick by the High Elves or we were getting it wrong, The Summary rules which army builder produced mentioned that they could ignore minimum distance for scouting, so it was they set up behind the warmachines ready to slay the crew. Really must sit down with rule books and army books and work out which is right. As it was it didn't matter, the Elves got first turn and the Prince on griffon swooped down and ripped the little skink to pieces, but not before they'd given his Griffon 2 wounds from stand and fire reaction. Pretty much the first 2 turns went the same. I advanced under the cover of the 5+ ward save being generated by my Engine of the Gods, whilst the High Elves shot a lot. The broke my skinks and killed 2 of the Kroxigor before the Kroxigor made a suicide run into a unit of spearmen. The magic wasn't a massive impact. Most spells were dispelled or didn't do huge amounts of damage.

By turn 3 the Lizardmen were ready to strike and 2
of my unit's and the Stegadon crashed into the battle line of the elfs. My temple guard were horribly out of position due to a bad deployment in front of a small ruin I had to move around, with hindsight this wan't the best place to have deployed my Temple Guard. It's these little things i need to learn.

So it turns out that Saurus are pretty handy in a fight. I was worried that the Elf always strike first special rule would mean that the Elf would kill everyone before we got to strike, however the change in rules so that the back ranks are removed first does help. Plus toughness 4 is an bonus. Playing 40k I'd forgotten the difference 1 points of toughness makes. In 40k the vast majority of armies have Str4 weapons, so the toughness 4 goes largely unnoticed. In this game the Elves needing 5+ to wound was a significant impact. Combined with my 4+ save meant we didn't take anywhere near the casualties. It should be noted at this point that the biggest learning mistake was made now, we forgot that since the Elves iniative beat the Lizards naturally they could have re-rolled their to hits. This would probably have had an effect on the combat, but how much i can't tell. In the end the Lizards won out in all combats, help no end by the Engine of the Gods doing D6 Str4 hits to all nearby enemy units even if they are in combat.

It was a cool game and I enjoyed it a lot, not sure how competative our armies were and I suspect that if it had been a tournament style army i was playing against I'd have lost badly but it was fun.

Stuff to remember or learn for next time
  • How do my Chameleon skinks work? If they can set up anywhere, even within 12" of the enemy then i can see a point for them. If they need to be 12" away I'm not sure the point, most deployments wouldn't allow them close enough to their kind of targets (War engines or small tough lightly armour targets)
  • Think of where your units are going to head. The Temple guard were horribly out of position and were wasted most of the game

1 comment:

  1. I really do hope you play more fantasy as I cant wait to play your lizards!

    ReplyDelete