Monday, November 28, 2011

Warhammer Battle Report - Lizardmen (me) vs Beastmen (Chris) 11-25

Herin lies the battle report for my first ever actual game of Warhammer Fantasy Battles, now in the 8th edition.  I got into it when Chris and I talked during Halloween and found out he plays, so I spent a ton of money and got my own set of Lizardmen and stuff.  The Lizardmen I got off Ebay didn't make a great army but had plenty of pieces I could use and learn with.  We selected a 1500 point fight which worked really well with the models I have, plus a few proxies from Island of Blood.  I might have some of the Beastmen unit types wrong, I'll get corrections from Chris later.

The scenario was Battle for the Pass.  We ended up with quite a bit of terrain, some of which got deployed out of the battle.

After going through the setup procedure, this is how things looked:
http://www.flickr.com/photos/60602737@N00/6433665257/in/photostream

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The Dwarf Brewhouse was going to make things a bit bloody in the middle, and the forest on the left was going to cause some trouble.  My skirmishers and Cold One Cavalry had some nice avenues to explore.

Turn one was pretty uneventful, other than marching my Saurus to take the Brewhouse:

http://www.flickr.com/photos/60602737@N00/6433666077/in/photostream

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Beastmen Turn 2 is when things started to pick up.  The magic phase was uneventful but he was able to charge my cavalry with his Razorgor, causing a single casualty.  However it got scared when it realized it still faced 9 of my calvary and started running away fast.  We also discovered the west forest was a Blood Forest.

http://www.flickr.com/photos/60602737@N00/6433664447/in/photostream

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Lizardmen Turn 2 is where I started to establish a record of bad rolls.  Winds of magic yielded a 3, and no worthwhile casts landed.  My skinks did manage to do some significant damage to the Chariot and a couple casualties on the Gor pack.  This will end the limited glory of the fairly effective Skinks.  My Saurus got out of the Brewhouse and re-formed, it wasn't a very good move, I thought I could do more there so that's a lesson learned.

http://www.flickr.com/photos/60602737@N00/6433666467/in/photostream

Beastmen turn 3 is when things really picked up.  First his Gor charged my Skink regiment and they rolled a 3 to flee and were of-course overrun and eradicated.  Then his chariot charged my skirmishers who stood their ground, but broke and were overrun as well.  His Bestigors charged my Temple Guard unit and it was a remarkably bloody fight that I lost pretty badly, yet still managed not to break.  Only his Chaos Hounds managed to fail during the turn and failed a charge.  The chariot near my saurus charged, did no damage, and then fled!

http://www.flickr.com/photos/60602737@N00/6433662525/in/photostream

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I wasn't done yet however, Once again I had a poor roll for Winds of Magic, but I landed the one spell that really counted: Dwellers Below on the Bestigor unit, which was also partly in the Blood Forest.  They suffered tons of casualties between the forest and the spell, however managed to finish off my Temple Guard and general.  The blood forest then proceeded to move over my cavalry who had charged the Blood Hounds and even with a single 'Dangerous Terrain' roll, still lost that one.  At least they killed a few hounds and broke them.  So many bad rolls...

http://www.flickr.com/photos/60602737@N00/6433664885/in/photostream

The next Beastmen turn was maneuvers to get the units on the way to fight my Saurus, and then my next turn was my Cold ones trying to charge the rear of the Bestigor, and I lost 4/6 of them to 1's on the dangerous terrain test (really?).  The Bestigors cleaned up most of the saurus and we called it a pretty lopsided Beastmen victory.

This game is pretty fun.  I learned quite a bit about what my units can do and feel like next time I'll bring quite a bit more pain.