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We played using a modified version of the warbands rules so that I could use more of my models and fill out 200 points.
8 DW w/ GW, HE, SH, CH
6 DW w/ HE, SH
4 DW w/ CB, SH
6 Skinks w/ BP
6 Skinks w/ BP
10 Saurus w/ SH
We use a random mission objective sheet, but we both ended up with "Kill 50% of the opposing force, so it was a moot point. The battlefield had a crashed Ultramarine Valkyrie that counted as difficult terrain, a hill, a building, and a marsh. We rolled for deployment and he set up on the side with the building. I set up my units in a staggered line with the crossbowmen out front and he set up a unit of skinks and the saurus on the other side, with his second unit of skinks 12" from my easternmost flank. We rolled for first turn, I won the roll and gave it to him.
He moved his skinks towards my great weapon troop on my eastern flank and opened fire with blowpipes, but my armor saved all of them. His lizardmen marched forward and his skinks moved partially in front of them.
I moved nothing and fired on the non-infiltrating skinks with my crossbowmen, killing two. They pass their check and the turn ends.
His flanking skinks move forward again, this time to within 6 inches range. His lizardmen move forward and his other skinks move forward. He fires with the flanking skinks on the GW dwarves, killing two. He fires on the CB dwarves with the other skinks, killing none.
The GW dwarves assault the skinks that shot at them. The hand weapon dwarves move slightly forward, near the hill but not on it. The crossbowmen shoot at the same unit of skinks again and kill one. The great weapon dwarves kill four skinks, the skinks kill none in return, and they flee. The dwarves choose not to pursue.
The skinks rally and turn. The saurus assault the hand-weapon dwarves, bringing a scary eight strength four attacks to bear. The other skinks fire at the crossbowmen and kill two. The lizardmen roll their attacks and roll an average four hits, but then they manage to cause entirely surface damage and no wounds. The dwarves return blows and kill a lizardmen, but outnumbering makes the combat a draw.
The GW dwarves assault the skinks again and the crossbowmen fire at the other skinks, killing the rest. The dwarf-saurus combat continues, with the dwarves causing two wounds to the lizardman line and the saurus causing none in return. The great-weapon troops slaughter the skinks.
The skinks move forward and fire at the crossbowmen, killing two. The saurus-dwarf combat goes on, with the dwarves causing no wounds and the lizardmen in returning causing none. The dwarves fail their leadership check and flee off the table.
The crossbowmen march forward and the remaining dwarves with great weapons turn around.
The saurus turn around.
The crossbowmen turn around and the great weapons troops move back slightly.
Not thinking themselves in charge range, the lizardmen move slightly forward hoping to not be in the charge range of the now L-shaped dwarf formation.
The lizardman player's mental measurments being somewhat off, the dwarf charges great weapons into the front ranks of the lizardmen and charges his crossbowmen into their flank. He causes one wound and the lizardmen causes two in return. The crossbowmen flee an impressive ten-inches, their stunty legs moving faster than the human eye can see.
The combat continues, this time the saurus wrapping around and slaughtering the remaining great weapons troopers.
At this point the game ended, a victory being obviously in the lizardman's favor.
Dwarves: 2 Crossbowmen
Lizardmen: 6 Saurus
What I Learned:
Hand weapons for dwarves, when fighting lizardmen, are invaluable. The benefit of going first and getting an excellent armor save is hard to exagerate, even when you're wounding on 5's. Crossbowmen are good, but need larger numbers. Skinks are nasty, nasty little creatures but they have to get within a dwarf's charge range (!) in order to do serious damage.
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