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Title: Game vs. Skaven


Lord of Nonsensical Crap - June 12, 2005 07:49 PM (GMT)
Okay, here's the result of the 750-point game I played yesterday. My opponent is a relatively new player (Infamous Wolfy from the Rezephua board), and 750 points was all he could muster.
Now, I'm going to warn you all: during this battle, Murphy's Law decided to be particularly cruel to me.

ARMIES:

LIZARDMEN
Scar-Veteran Ara-kor- great weapon, light armour, shield, Glyph Necklace, Charm of the Jaguar Warrior, Spawnings of Quetzl and Sotek
20 Saurus Warriors- full command
10 Skinks- blowpipes, couts
10 Skinks- javelins
3 Salamander Hunting Packs

SKAVEN
Warlock Engineer- super-charged warp energy condensor, Storm Daemon
Warlock Engineer- warplock pistol
15 Stormvermin- full command, Warpfire Thrower
20 Clanrats- light armour, shields, full command
12 Giant Rats + 2 Packmasters
2 Poison Wind Globadiers
Warp-Lightning Cannon


DEPLOYMENT:
LIZARDMEN (left to right): Saurus Warriors w. JSOD, Skinks in front of Saurus acting as a screen; Salamanders deployed on the other side of a hill to the right of the Saurus..
SKAVEN: Warp-Lightning Cannon on a hill with Giant Rats in front of them; Stormvermin to right, along with Globadiers and Warlocks, followed by Clanrats
SCOUTS: After some deliberation, I deployed my Scouts right in front of his Clanrats, hoping to get the first turn and shoot them with blowpipes.

We rolled to see who went first, and guess what? I lost and went last. (1st instance of bad luck)

SKAVEN TURN 1
All the Skaven units advanced. The first Warlock attempted to cast Warp-Lightning on the Scouts, but failed. The other Warlock, however, succeeded, and my dispel failed. 11 hits later, the Scout unit was utterly wiped out. The Cannon, meanwhile, fell short of the Skinks and Saurus.

LIZARDMEN TURN 1
Smarting from the loss of the Scouts so early in the game (I should have deployed them on a hill near the Giant Rats and Cannon),. my Skinks, Saurus and Salamanders all moved forwards, with the Sallies moving out from behind the hill. Ara-kor moved 6" out of his unit. This was my second major mistake -- I was hoping to surprise Wolfy later with Ara-kor's speed, but, in retrospect, Ara-kor should have gone full speed towards the Cannon or one of the weapon teams.
In the shooting phase, my Skinks did me proud and killed both of the Poison Wind Globadiers (who were blocking LOS to one of the Warlocks). The Salamanders opened fire on the Clanrats. However, because of an error in my initial deployment, only two Sallies found range, and only five Clanrats died. This was my third mistake: I had initially deployed my Salamanders behind the hill in case they were targeted early by Skaven shooting. However, with my Scouts deployed where they were, the Salamanders wouldn't have been harmed at all, since the Scouts would have taken all the shots first. As such, I should have deployed my Salamanders closer so that they could all find range.

SKAVEN TURN 2
Seeing the Skinks right in front of them, the Stormvermin charged, but the Skinks wisely fled. All other Skaven units, meanwhile, moved forwards. In the magic phase, the head Warlock turned his Storm Daemon on the Salamanders. I opted to let it go, since I might need my dispel dice to coutner his later castings of Warp-Lighting. This proved to be yet another mistake, however, as one Salamander and one Skink handler were instantly blasted apart. To make matters more embarrassing, the Warlocks' later castings of Warp-Lightning failed completely -- I had just let a Salamander die for nothing! Already, I could hear fate laughing cruelly at me.
In the shooting phase, the Cannon once again fell short.

LIZARDMEN TURN 2.
With Ara-kor nearby to bolster their leadership, the Skinks rallied. The Salamanders quickly moved to the side of the Clanrats' right flank, aiming to barbecue more of them. Ara-kor, meanwhile, charged headlong towards the field into the lesser Warlock, who, much to my surprise, held his ground (if Wolfy had decided to flee, he would have easily gotten away, since I had charged something like 15".)
With that, I turned to the shooting phase: with the Giants Rats coming down to their left and a Warpfire Thrower in range on the right, I decided to have the Skinks throw their javelins at the Warpfire Thrower in the hopes of taking it out. Only 5 Skinks were in range, however, and only one javelin caused a wound -- not enough to take out the team. This was another instance of bad luck, as the Warpfire Thrower woudl cause much havoc later in the game.
This appalling luck, however, was eclipsed when my Salamanders rolled DOUBLE SIXES for their breath attack! Three poor Skink handlers were munched down by the hungry Salamanders, while the nearby Clanrats pelted them with jeers. I believe that I may have shouted a bad word at this point.
In the close combat phase, Ara-kor effortlessly slaughtered the Warlock and overran into the flank of the Stormvermin so that he could (1) keep away from those nasty Skaven guns, and (2) hold up the Stormvermin while my Saurus faced the Giant Rats.

SKAVEN TURN 3
The Giant Rats charged my Skinks, who held -- they were too close for me to stand and shoot, and, if I ran, then the Giant Rats would merely flee if I charged them with my Saurus. The Cannon moved off the hill, while the Clanrats and Ratling Guns aligned to face my Salamanders.
In the magic phase (groan), the Storm Daemon went off and electrocuted one of my Saurus. The Warlock then cast Warp-Lightning anf killed three more of the sturdy lizards,, but wounded himself in the process (haw haw!).
Then, however, the shooting phase from hell commenced. The Ratling Gun opened up on the Salamanders, did a whopping 13 hits, and killed off all of the handlers and left one Salamander with one wound left. I rolled on the monster reaction chart, and the Salamanders angrily charged into the Clanrats. The Warpfire Thrower, meanwhile, targeted the Saurus and killed four of them (!!!!!).. I hate Skaven firepower.
In close combat, the Giant Rats killed two Skinks, lost one of their own, broke them, and pursued into the waiting Saurus. Ara-kor, meanwhile, slaughtered three of the Stormvermin, but still lost combat by one. I figured that I would be able to pass the leadership test easily, but then watched helplessly as I rolled a plethora of 4's, 5's and 6's. Ara-kor fled, with the Stormvermin in hot pursuit.
My incredibly bad luck got worse, however, when my Salamanders failed to kill a single Clanrat. In return, the rats rolled an insane number of 5's to wound, and, thanks to my inability to roll armour saves, one Salamander was killed while another was reduced to one wound. Needless to say, the remaining Salamander ran like hell. This, if anything, has to have been the worst part of the battle.

LIZARDMEN TURN 3
The Skinks failed to rally, but fled only 3". Ara-kor, however, was made of sterner stuff, and turned around once again to face the enemy. In close combat, the Giant Rats managed to drag down 1 Saurus, but, in return, lost 3 of their number. Despite this, the vermin held.

SKAVEN TURN 4
The Clanrats turned around once again, along with their hated Ratling Gun. The Stormvermin edged forwards slightly towards Ara-kor. In the magic phase, the Warlock unleashed his Storm Daemon at the fleeing Skinks, but his only hit failed to wound. Understandably miffed, the Warlock turned his Warp-Lightning on Ara-kor, only to watch as the lightning bounced off his thick scales. Without warning, the spell suddenly backfired, and the Warlock was vaporized by his own magic.( :clap: :clap: :clap: :clap: )
In the shooting phase, however, the dreaded Warpfire Thrower turned on the flee Skinks and reduced 4 of them to a bubbling goo. Reduced to below their starting strength, my poor Skinks would be unable to rally next turn.
In close combat, the Giant Rats failed to wound my Saurus, who butchered 5 of their number. Broken, the Giant Rats fled, but my Saurus pursued them, cut them down, and overran into the flank of the surprised Stormvermin.

LIZARDMEN TURN 4
Seeing a big scrum in front of him, Ara-kor charged into the Stormvermin's front. The unit's Fang-leader strode forwards and screamed a challenge at the Scar-Veteran. Without breaking stride, Ara-kor's great weapon swung out, cleaving into the rat-man twice and slaying him utterly. On the flank, meanwhile, poor rolling ensued, and only one of the Skaven fell to the Saurus' attacks. In return, however, the Stormvermin's halberds bounced harmlessly off of the Saurus' shields. The Skaven's discipline broke, and they ran, only to be pursued and cut down by Ara-kor, who wound up within charge range of the Warp-Lightning Cannon.

SKAVEN TURN 5
The Clanrats turned around to face the Saurus, along with the remaining weapons teams. In the shooting phase, the Cannon actually did something for once and blasted apart two Saurus, leaving the unit below half strength. The Warpfire Thrower followed suit, but, thankfully, overshot the remaining Saurus.
Then the Ratling Gun opened up on Ara-kor, inflicting several wounds on him. If he could survive this, then he could go on to destroy the Warp-Lightning Cannon and earn more victory points. Sadly, two shots punched through his armour. It was down to the Glyph Necklace to save Ara-kor. Slowly, I rolled my ward saves, which came up as a 3 and a 4. Much to my dismay, Ara-kor went down, riddled with warpstone bullets.

LIZARDMEN TURN 5
Determined to avenge Ara-kor at any cost, I tried to charge the Ratling Gun with my Saurus, but found that I was 1" short. Knowing that the Saurus would probably be butchered next turn, I threw in the towel and called it a game. I don't know what the final points were like, but I'm pretty sure it was a Skaven Minor Victory.


LESSONS LEARNED:
-Always move a JSOD his full distance from turn 1 to TAKE OUT THOSE DAMNED GUNS!
-Always make sure your Salamanders will be able to get in range of their targets.
-I HATE SKAVEN FIREPOWER!
-The dice seem to really hate me. (Stupid Murphy's Law . . . )

I intend to fight Wolfy to a rematch sooner or later. No way am I going to let the humiliation of my lizards stand!

farsight - June 12, 2005 07:57 PM (GMT)
that looks like quite a fun battle and well thought by both side well done LONC you fought well ^_^

LordChilipepa - June 12, 2005 08:27 PM (GMT)
Seems you did your best, and you're learning pretty fast. In future, here are some tips against the ol' Skaven/Skryre firepower.

1. Use the skinks as ablative, expendable counters. Against Skaven, this comes into its own: if you can overcome the psychological tendency to try and preserve the lives of your skinks, when used in conjunction with bouncing characters, the little guys can wipe out a lot of the skaven firepower by turns two to three. The best example is this: march your Saurii forwards, march your skink scouts out in front of one or two of the weapons teams, and then bounce the JSOD up to join the unit. So long as you can prevent the unit being reduced to <5 models in the magic phase (shouldn't be too hard), then when it comes to the shooting phase, the ratlings/Warpfire throwers will only be able to target the skinks, and when the last pitiful, shredded T2 corpse hits the ground, he will still be standing there, untouched. Even if they open up with the Warp Lightning Cannon, there'll be a 5/6ths chance of some hapless skink throwing himself in the path of the beam and getting barbequed instead of your mighty leader. And, of course, when they take their panic test (if any survive, that is), they will be taking it on Ld8, so you will be nicely set up for Ara-kor to bounce out and tear apart the gribbly war machine/skaven wizard of his choice. Just make sure you stay out of that 10" charge range of the skaven infantry.

2. Similarly, don't be afraid to throw skinks into cc: against Skaven, you will be outnumbered, and if one or two skaven units can present themselves, there's a good chance they'll bog down your Saurii for far too long, especially if they've been hit by the evil firepower of the gerbils. So throw skinks in: 5 or more skinks in a flank will force the furry scum to make a panic test, give you five or six S3 attacks with which you may down 1 or 2 of the gerbil-men, and give you +1 CR for a flank charge (although, as skirmishers, you won't negate their ranks). With Saurii in the front, that's enough to see most units short of Stormvermin off, especially as javelin-skinks can be quite resilient in cc with hand weapons and shields giving them a 5+ save. That being said, don't try this against Stormvermin or Plague Monks: despite the pitifulness of the Skaven elite troops compared to ours, they will still greatly enjoy being able to squeeze CR out of attacking T2 flankers.

3. Rush those Sallies forwards! They cause fear, so any Skaven unit is going to have a hard time charging them: you need to be opening fire on Skaven units for as long as possible. Essentially, any good Skryre-using player will be able to destroy your Sallies: most players with T3 armies can identify what a huge threat they are and neutralise them. However, they will be greatly worth the investment if you can just get some mileage out of them: a proper Sally volley is enough to rip the heart out of a Clanrat or Stormvermin unit, and since they'll have lost a rank or two from the firestorm, they'll be liable to flee as their Leadership will be reduced for the inevitable panic test. It should be easy to get your Sallies firing full volleys in turn 2 or even turn 1, should your enemy get the first turn and move towards you. Also, using them as I described the use of skinks in point two can be devastating: not only do they bring all the CR benefits of a skinky flank/rear charge, but they also deliver a delicious fear test and 6 S5 attacks, not to mention the fact that they are infinitely harder for the enemy to milk CR out of due to their Toughness of 4.

4. Go for the hit-and-run. The Warlocks are feeble in cc: your expendable skinks or swift JSOD can be used in surgical strikes to charge the regiments harbouring them, wipe them out, and then act as a speed bump or flee: the JSOD is certain to outdistance his pursuers, and if you are truly worried about that you can always throw a unit of skinks in the flank as well: with cold-blooded on general's LD of 8, it's more than likely that one of them will hold, so no pursuing will be going on at all. And if you lose a unit of skinks, it's more than worth it to take out a Warlock: especially considering that one of the puny rodents will also relinquish the 100pt General bonus when killed (make sure that your opponent states clearly at the beginning of the battle which Warlock is the general).


On that JSOD thing: aye, you want to be using that 18" movement, otherwise you're effectively wasting your 20pts. If you're trying to keep him a surprise, you need 2 Scar-vets, to keep the enemy guessing as to which one's actually going to spring into the air with the speed of a cruise missile: harbour them both in units, and use the potential radius of charge to scare off any light enemy troops who might stray within that zone. However, it's usually simpler and more effective simply to use him to his full potential from the get-go (providing you screen him adequately, obviously - even ward saves and full armour tend not to be able to preserve my JSODs from Skaven firepower should they stray into LOS. Use skink units as 'stepping-stones' where he can hide when not charging).

Best of luck with your future forays in the art of scaly death,
LCP

Lord of Nonsensical Crap - June 14, 2005 02:53 PM (GMT)
QUOTE
Seems you did your best, and you're learning pretty fast.

This is actually my fourth game with Lizardmen, as I played two other games in the previous month. One involved 2000 points of Bretonnians and my Lizardmen again a 2000 point Chaos army, which ended up as a horrific loss as (1) I unwittingly wound up having a unit of Chosen Knights flank charge two Saurus units in a row, and (2) the Bretonnian player forgot to pray for the blessing, and wound up being slaughtered by a souped-up Daemon Prince.
This was immediately followed by a 1000-point game against Chaos, in which I did much better (thanks to my Salamanders and a timely casting of COmet of Casandora that wiped out a unit of Chosen Knights), but I still got beat down by the superior Chaos close combat troops.
QUOTE
Use the skinks as ablative, expendable counters. Against Skaven, this comes into its own: if you can overcome the psychological tendency to try and preserve the lives of your skinks, when used in conjunction with bouncing characters, the little guys can wipe out a lot of the skaven firepower by turns two to three. The best example is this: march your Saurii forwards, march your skink scouts out in front of one or two of the weapons teams, and then bounce the JSOD up to join the unit. So long as you can prevent the unit being reduced to <5 models in the magic phase (shouldn't be too hard), then when it comes to the shooting phase, the ratlings/Warpfire throwers will only be able to target the skinks, and when the last pitiful, shredded T2 corpse hits the ground, he will still be standing there, untouched. Even if they open up with the Warp Lightning Cannon, there'll be a 5/6ths chance of some hapless skink throwing himself in the path of the beam and getting barbequed instead of your mighty leader. And, of course, when they take their panic test (if any survive, that is), they will be taking it on Ld8, so you will be nicely set up for Ara-kor to bounce out and tear apart the gribbly war machine/skaven wizard of his choice.

Yeah, I was actually going to try this tactic with my Salamanders. Unfortunately, I only thought of it when I set up my Scouts, at which point the Salamanders were a little too far away.
Anyway, thanks for the advice. I'll be sure to put these suggestions into practise next time around.

farsight - June 14, 2005 07:54 PM (GMT)
QUOTE
1. Use the skinks as ablative, expendable counters. Against Skaven, this comes into its own: if you can overcome the psychological tendency to try and preserve the lives of your skinks, when used in conjunction with bouncing characters, the little guys can wipe out a lot of the skaven firepower by turns two to three. The best example is this: march your Saurii forwards, march your skink scouts out in front of one or two of the weapons teams, and then bounce the JSOD up to join the unit.


have to say thanks for this bit of advise chilli i used it verses chaos today and won, he had a 12 man chosen, khorne unit with the banner that means they don't lose frenzy and a hero who was dead hard- killing blow. so this really hard unit was gonna whoop me but thanks to the skinks getting inn close i managed to avert the charge so i charged in the front with my saurus (16) and flanked with my kroxigor "whats that you got to take a leadership test on two, ahhh hard luck ^_^ "




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