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Map 3 - Desert Obelisk
First Turn = The Throng of Kazzad Dolvir
The Throng of Kazzad Dolvir
lords and heroes
Thane – General
Rune of stone
Master rune of Swiftness
Rune of cleaving
Rune of fury
Master rune of gromril
Rune of striking
master rune of balance
rune of stone
Dwarf Warriors 24 (runesmith)
Dwarf Warriors 25
Longbeards 19 (BS
Master rune of grungi
Rune of courage
2 Bolt throwers
Rune of penetration
Power Dice: 2
Dispell Dice: 6
rune of stone +1 to armour
master rune of swiftness always strikes first
rune of cleaving +1 S
rune of fury +1 A
master rune of gromril 1+ save
rune of Striking +1 WS
master rune of balance -1 powerdice from enemy's pool +1 dispell dice to dwarf pool
master rune of grungi 5+ ward against shooting and magic missiles to all models in 6"
rune of courage immune to fear and terror
warmachine engineer BS4
rune of penitraiting +1 S to warmachines
6 dispell (one from the enemy powerdice pool)
The Sacred Defenders of Huatl
Oldblood (General)..........303 points
-BSoSotek, BSoQuetzl, BSoTepok, Scimitar of the Sun Resplendent, the Maiming Shield, Charm of the Jaguar Warrior, Light Armor
Skink Priest..........150 points
-Level 2 Wizard, (2x) Dispel Scroll
Lore of Heavens: Portent of the Far, Uranon's Thunder Bolt
Skink Priest..........135 points
-Level 2 Wizard, Diadem of Power
Lore of Heavens: Forked Lightning, Uranon's Thunder Bolt
(20x) Saurus Warriors..........300 points
-Full Command, BSoTepok
(20x) Saurus Warriors..........300 points
-Full Command, BSoTepok
(6x) Saurus Cavalry..........230 points
Salamander Hunting Pack
Total points: 1999
Power Dice: 6 (up to 8 w/ Diadem)
Dispel Dice: 7 (up to 9 w/ Diadem) + 2 Scrolls
BSoSotek: +1 Attack on the Charge
BSoQuetzl: +1 Scaly Skin save
BSoTepok: ++1 Dispel Dice
Scimitar of the Sun Resplendent: +2 Attacks
The Maiming Shield: +1 Attack (6+ armour save)
Charm of the Jaguar Warrior: 9” Movement
Diadem of Power: May transfer up to 2 dice into next magic phase
Last edited by Spector; August 19th, 2007 at 06:42.
right. this looks like a fun game in all honesty. 2 very balanced forces going at each other ^_^
Battle plan. Well as far as phase superiority goes I’ve got the edge. While I’m (obviously) at a disadvantage in the movement phase due to my low movement I have the single fastest unit on the table. Meaning i can march block and harass the lizard men as they are forced to advance.
The magic phase is pretty even with (at most) 7 enemy power dice in the face of my 6 (one stolen from the enemy PD pool) making magic a minor factor in the battle. The only dangerous spell that can be put out is Uranon's Thunder Bolt which suffers from not only a single D6 shots and S4 but that dwarven ward save against shooting and magic missiles.
the shooting phase is in my favour. while the lizard men have skinks to screen their larger combat units the organ gun (and gyrocopter) ignores the skirmishing -1 to hit because... well they don't roll to hit. the bolt throwers will cause large amounts of damage to the larger lizard men units as well as the kroxigors (thanks to my hill i can see over the screen anyways). the only really significant shooting unit in the lizzie army is woefully unsuited for fighting against dwarves due to their T4 and its S3.
in combat things are very even. on one hand you have the lizard men general, the kroxigors and the cold one knights presenting dangerous hammers as well as 2 fair sized units of saurus forming good anvil units. the trick for the dwarf army would be to make sure that the hammer units are eliminated early or the anvil unitd are delayed (march blocking) the lizard men would need to strike a dwarf block with at least 2 units to promise victory (more so with the two elite dwarf units) and i suspect that is significantly easier said than done. In one on one combat the dwarf warriors are an easy match for their saurus counterparts and the longbeards and ironbreakers are significantly superior with their higher weapon skill, armour, strength (compared to other dwarves) and dare I say it…. Initiative!
Not much reason for the dwarves to advance in this one due to the lizard men’s lack of ranged assault so a defensive posture is recommended. Probably at the hill using the higher ground to inflict mass damage against the lizard men combat units (BT’s) and blast the skink screen (organ gun). Enemy should be march blocked without much hassle (gryo) and when it comes to combat the dwarf line should be generally speaking untouched.
It’s a fairly even game in many respects but I reckon my dwarves have the superiority in shooting and combat to make sure the beard is victorious!
“come on you sons of geckos if you think your hard enough!”
spambot kill tally: 79
[16:19] <@Alzer> Arky's right though
[16:20] <@Kaiser-> I know he is.
[16:20] <@Kaiser-> He usually is.
[16:20] <@Kaiser-> Sometimes it's intentional.
[00:01] <+zubus> i love you, ya skirt wearin nothern monkey! ^_^
I think ill have to hand this to the Dwaves. They can take a good deal of damage, with all their large units, and will be strong in Combat. The lizards will too i know, i just think the dwaves will have the edge. With shooting the bolt throwers will be able to skewer a few saurus, and heavily wound the Kroxigor, and the organ gun can be nasty too.
I feel dirty for typing this but Dwarves win this one. Magic is pretty well nullified (which seems a theme for this VW). The LM are going to have to march into the face of the bolt throwers who are able to see right over the skink screens from that great defensive hill and then face dwarven units who would have been their match at full strength. I'm not so sure of the gyrocopter's efficacy in march blocking vs skinks but it won't make any difference one way or the other.
Yeah, the bolt throwers will do massive damage to both the Krocs and the cav, and if they are spread out enough one will bound to get a flank shot on them sometime (ouch)=X.
I just don't think the LM will have the hitting power left once they reach the dwarf lines. Dwarfs will be raping the lizards here.:hump:
When life gives you lemons, beat it over the head and take its wallet.
Emperors Children: 66/27/19
Imperial Guard: 71/27/10
Space Marines: 9/17/2
High Elves: 35/27/6
Well this is an interesting battle. First of all, I wouldn't say that magic will be totally nullified. The Diadem can bring through 2 extra dice, giving the lizzies a 1 dice advantage, not a lot I know, but you never know what will win a battle.
The Lizzies can move relatively quickly, and I think their poisoned projectile weapons will help in most cases. The 2 units of scouting skinks should be able to start attacking the war machines quite quickly and all 6's meaning wounds, it's only a matter of time to bring them down.
The main problem the lizzies will suffer is that the main bulk of the dwarven infantry has a 5+ ward against shooting, and a 4+ armour save to boot with toughness 4 will remove most of the threat from lizzie shooting.
In the end, it will be close combat that decides it, and although saurus hit hard, I think the armour of the Dwarves will bear the brunt nicely.
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I hate to do this but I am going to vote for the Dwarfs
There are a few weaknesses in the lizard list which they have gotten away with up to now, but against a superior list like the dwarf one I fear they will come unstuck.
Unfortunately I too have to vote for the Dwarves. Everyone has covered the reasons fairly well so I won't waste anyone's time.