Battle Report #1 - A Village Too Far

The mobile core of Tutankaramoon's army, with him at the head, was closing rapidly on the village. As he neared the village he was surprised to see an organized army barring his entry to the village - rather the horde of fleeing tribesman he expected.

The battle was a standard pitched battle between my Banner 1, which was 600 points of cavalry and charioteers, and 400 points of Lizardmen.

The Lizardmen army was:

  • A big unit of Skink Bows, with 2 Kroxigor.
  • A Skink Shaman with Staff Of Sotek. The Skink ended up with the spell Hold Fast!
  • A Skink Champion riding Terradon with the Dark Mace Of Death, and an additional rider. The Champion was the army general.
  • 2 Snake Swarms

    Deployment

    The skink unit deployed in Skirmish formation, with the kroxigor as part of the unit. I later found out this was illegal. The Terradon was hidden behind a very large mountain. The Shaman was part of the main skink regiment. The Swarms were kept in reserve for summoning later. I later found out that the Staff Of Sotek was illegal for anything but the special character Tehni-Huini. My army was deployed in classic formation. The Skeleton Horsemen were deployed in front of the chariots, acting as a screen. The Tomb King was part of the chariot regiment.

    Turn 1:

    The Undead horde of Tutankaramoon thundered forwards relentlessly towards the Lizardmen battle line, eager to exact the toll for daring to defy them. The skinks edged backwards, to try and increase the gap between them and the onslaught which would be the charging chariots. The terradon flew from it's roosting place in the mountain crags, high into the sky.

    Turn 2:

    The army of Tutankaramoon surged forwards again. The distance was closing, and there was soon to be nowhere for the lizards to run to. Suddenly a mystic barrier appeared aroud the chariots. The mighty Tomb King tried hitting against the barrier again and again, but could not move against it. To his rage, he was trapped by the trickery of the Skink Shaman. The Skinks reform into a big block, in order to recieve the charge of the Skeleton riders. And the general on his Terradon swoop down on the incapacitated Tomb King! The little skink lofted his mace above his head, and let the dark curses contaioned within it loose. The rotting flesh from the Tomb King was flayed, but Tutankaramoon still stood, although badly wounded. The rest of his chariots were not so lucky, and one was destroyed and the other badly damaged.

    NB: Due to a lack of attention on both mine and my opponent's parts, the Hold Fast spell got cast in my turn, which contravened the rules. This is what allowed the Terradon to charge the TK once he was held fast. Also of note, there was a bit of a dispute with whether you could power up dispells if you didn't have a mage. I lost out on the ruling, and had to try and dispell on a 6. However, the actual rules turned out to be in my favour, and I could have powered the dispell attempt up.

    Turn 3:

    The skinks fired upon the advancing horsemen, killing two before the cavalry crashed home on the regiment. Several of the spears crashed home against the skinks, killing but two as the scaly skin of the skinks proved to be very resilient even to the imapct of a charging cavalry man. The Kroxigors waded through and crushed every single one of the remaining horsemen. The horsemen were surrounded by swarms of serpents, appearing from nowhere. The overwhelming numbers of skinks and snakes attacking Sobex weaken the magical bond animating him, and the Skeleton Champion collapsed. The mystical powers still bound Tutankaramoon and the chariots. The skink rained blow after blow on him, but with the power of his little trinket exhausted, the skink failed to kill him off.

    NB: Here some very creative rules interpretations were put into effect. Not being familar with the Staff of Sotek, I wasn't to know how the rules used weren't just bending the rules, but was blatant cheating. The Serpents technically couldn't have been summoned as they have to be summoned at the beggining of his turn. He summoned them as I charged. Also the serpents can't be closer than 8" from an enemy unit. This means summoning them into base to base contact with my horsies was illegal. That is ignoring the fact the the Skink shouldn't have been allowed the Staff in the first place.......

    Turns 4-6:

    With the rest of his army crushed and Tutankaramoon paralysed, he sat there unable to defend himself from the rain of blows against him. The Skink couldn't finish off what he had started, but by the time the winds of magic changed direction, and the spell which was holding him in place had worn off, the rest of the Lizardman army had surrounded him. Fighting valiantly, Tutankaramoon smashed a few snakes from the swarms. But ultimately, the magic binding him to this plain of existance was distrupted by the sheer numbers of attackers, and the Tomb King crumbled to dust. The skink general cheered. And then prodded the bandages with his mace. And found them to be empty - there was no body to be found. Ghostly and manic cackling was heard from the heavens. Tutankaramoon may have been banished, but he still had one trick left up his sleeve. The Skink general looked at his hands, as the rapidly aged infront of him, before finally collapsing to dust. Within seconds all which remained of the Skink general was a pile of dust on the floor.

    Conclusion

    I got really badly done. I realise I lost this game on the magic phase. I really needed to put a L1 Necro with the army - if only because it would have helped with the dispelling. If you have to face the store Lizards for every independant settlement, I think I'll just leave them alone. I was very disappointed about the army composition used by the store guy here - his choice of magic items made it clear that he was not looking for the fair, balanced game. The Terradon with the Dark Mace Of Death was a very nasty and beardy thing to do,a dn has kind of set the tone to the kind of armies I am expecting to have to face within the campaign.

    Also, when I reflected on it after the game with the Direwolf Mailing List, it became very clear how much the store guy had exploited my lack of knowledge on the rules for Lizardmen. From saying that Snake Swarms ignore armour saves, to the blatant abuse of the Staff Of Sotek. I am going to have to question any dubious rules, and check up on army books if I am to make sure I don't get people pull a fast one over me. This is really something I would rather not do, as I prefer a game of Warhammer to be played in a spirit of friendly competition, where I can be sure that when i get told a rule by my opponent, then it will be correct and fair. I certainly don't think my opponent was maliciously using wrong rules, but it is a point I'll have to consider.

    With my 75 points magic items, I am begining to regret not bringing a Forbidden Rod, or a Black Gem or something equally as nasty along. As soon as I get hold of another city to get a magic item, I think I may just have to break my principles and pull a Black Gem out of the bag for the next independant settlement I go after.