Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
The Map: Desert Obelisk
Top Deployment: The Army of the Great Lizard
First Turn: The Army of the Great Lizard
The Army of the Great Lizard
Saurus Old Blood: 460pts
Scimitar of the sun resplendent, Glyph Necklace, Enchanted Shield, Light Armour
Mounted on Carnosaur
Skink Priest: 440pts
Lvl 2 Mage
Diadem of Power
Celestial Shield, Comet of Cassandora
12 skink skirmishers: 84pts
12 skink skirmishers: 84pts
11 skink skirmishers: 77pts
4 Terradon Riders: 120pts
4 Terradon Riders: 120pts
5 Cold one Riders: 250pts
Huanchi's Blessed Totem
6 Cold one Riders: 240pts
Musician and Champion
2 Salamanders: 150pts
3 Razordon: 225ptsKazzad DolvirDeployment:
This is pretty straightforward for once actually. I will deploy at the edge of my available zone to make sure that I reach the enemies lines as quickly as possible. The two Saurus Cav units, one with the carnosaur in it, and the stegadon will deploy in the centre, behind the screen of skinks.
The Razordons and Salamanders will start just to the left of the monolith, and approach the hill, where I assume Arky will place some, if not all of his artillery pieces.
Finally, one of the Terradon units will sit on this edge too, hoping to fly off an either intercept the gyrocoptor, or attack the war machines with rock drops, or cc attacks. The other unit will sit on the other side, hoping to do the same thing.
In essence dear reader, I can only see this being a coin toss result really. Either list could win it, and it will mostly come down to dice rolls. Since this is theory hammer though, you are just going to have to go with your guts.
I will be marching straight away, making sure I am a minimum of 12" closer to my enemy by the time he takes his first turn. I will allign my units to limit the sight of my flanks to those bolt throwers, and use the Engines 5+ ward save against shooting on any units in range to help limit my casualties.
Once I am close enough, and assuming my stegadon is still alive, I will change this to the destructive power, unleashing D6 str 4 hits with no armour saves at a range of 2D6 inches. This, with the steg and carnosaur carving up the centre, should do significant damage to Arkies lines, again assuming my troops make it without being absolutely crippled first.
With Arky aiming to decimate my centre too, I hope the salamanders and razordons will be able to attack the artillery from range, then close in to finish the job. The Terradons will attack this too, hopefully even smashing the gyrocopter if they get the chance.
Also bear in mind that my poison gets past his infernal toughness, but not his infernal armour and ward save from shooting. Magic will be mostly a no show, although I will put all my spare dice into my casting phase, giving me a maximum of 6 dice (inc the one he steals), so I might get an irresitable force off, you never know.
That's it. Best of luck to Arky, and I look forward to the result.
Anvil of doom
Rune of stone
Rune of the furnace
Rune of resistance
Master rune of balance
2X rune of spell breaking
Master rune of gromril
Rune of striking
Master rune of swiftness
Rune of cleaving
Rune of fury
Rune of stone
Dwarf warriors 
Long beards 
Master rune of grungi
Iron breakers 
Rune of courage
Rune of sanctuary
Rune of penetrating
Rune of penetrating
Rune of burning
Rune of penetrating
Rune of accuracy
Gyrocopter-AFG//The table… isn’t as favourable as I would like. The only hill available to me is a death trap with a massive terrain piece dead ahead of me. Needless to say I won’t be deploying there.
As such I’ll be deploying on the right hand side of the table, on the flat ground. My formation will be a classic Dwarven castle with a battlements arrangement for my artillery. Knowing that my opponent will be dead lining at me as soon as possible looking for a 2nd turn charge with his lord on a carnosaur + saurus cavalry I can reasonably assume he won’t be deploying them anywhere but at the edge of his deployment zone with a clear line of sight towards my troops, his plan? COMBATTTTT!
With this in mind I’ll be waiting, guns at the ready. Gingers army, while formidable seems to be dependant on the carnosaur unit to seriously damage his opponent and as such removing it is of primary priority, the number of attacks that model can throw out is harrowing to say the least. Deployment therefore, will be as follows. My dwarf warriors shall hold my inside flank, positioned halfway back in my deployment zone slightly tilted backwards on its left hand side covering its right flank with the table edge (the rest of the deployment will line up with this unit sweeping backwards, i.e. I’m going with a refused flank.
Next to this unit I’ll be deploying my first S7 bolt thrower, granting it a nice and tasty view of the battlefield in front of my army, making it a dangerous location for gingers stegadon and carnosaur. Next along I’ll deploy my long beards. Between the master rune of grungi (5+ ward save against shooting and magic missiles), the old grumblers rule (units within 6” receive re-rolls on panic tests) and my battle standard this unit will provide a bulwark against ginger ninjas attack, both ranged and in melee (lots of shooting protection has just been spread across my front line after all ). Next along in my deployment shall be the second of my S7 bolt throwers, again looking to fire its deadly bolts at the on coming enemy large monsters. Finally my iron breakers will deploy, holding the most dangerous position on my outside flank. To help them in this tenuous position I’ll be deploying both my grudge thrower and my deadly organ gun next to them (in that order). This outside position provides an excellent view of the table and provides an excellent position for my grudge thrower to drop its S5 template on the advancing lizards. The organ gun will be acting as both flank guard, blasting any units which stray too near but also as an anti air battery, covering my forces from terradon attack. The terradons having to bring themselves within its 20 range for a turn before they can hope to attack my war machines.
My quarrellers shall be acting on their own this battle, hoping to draw off enemy units. They shall be deploying on the far left hand side of the table behind the hill. As soon as possible they will ascend the hill and begin to bombard any unengaged lizardmen units with crossbow bolts. While I don’t expect them to achieve a huge amount they will be contesting/claiming a table quarter if left alone and may even cause some wounds on enemy units, 30” is quite a reach after all. Should they be engaged they will draw off critical enemy resources for a turn or two, a victory in its own right.
The anvil of doom will be taking the position as the “keep” in my castle, thanks to not needing line of sight to cast any of its effects the anvil shall be bunkering its self behind my troops, nice and safe. Its initial job will be to strike gingers “super” unit with a rune of wrath and ruin on a 2+ cast. This halves its movement value and scores d6 S4 hits on it. While I doubt the hits will achieve much the impact on movement is drastic. A unit which had a 14+d6” charge range suddenly has a 7+d6” charge range. Throw in my army being positioned deep in my deployment zone and I’ve bought myself another turn of shooting!
To improve further on this delaying tactic my gyrocopter shall be on march blocking duty, using its T5, 3 wounds and flying move to limit the pace of the lizardmen army for as long as possible (even if only for a single turn) and, considering its effects stack with the anvil’s own, slow down that super unit for even longer, giving my artillery more time to bring down that monster. (the carnosaur is US5 and as such can be picked out of units even though its no longer a large target, just in case someone suggests that as a counter to my shooting). Once the carnosaur has been dealt with it will redirect its attention to the lizardmen’s ranged units and terradons (flyers can’t fly after being hit by the anvil’s attack) using its auto hits to negate that pesky skirmishing. When it comes to combat, I have the edge against everything but gingers big unit of death, the stegadon and saurus cavalry generally speaking lacking the sheer brute force or staying power to break through ranked dwarf infantry from the front and will be forced to battle through a wall of lead, stones and bolts before being able to engage my lines making it perfectly reasonable to see my line stand against whatever he throws against me.
So, a conclusion. Ginger’s army is formidable but suffers from a key weakness, in this battle it is dependant on its lord and his mount to win the game. Removing either of these features (the lord or the carnosaur) will cripple his fighting output and make it impossible to break through my lines. His own shooting is outmatched by my own
I think his plan is a bit more thought out, and more importantly, his opponent will suffer from believing the dwarfs will set up on the hill, leaving three units way out of position.
Quite well matched armies.
But i think the dwarf plan is much stronger.
However it would be interesting to see the impact of the salamanders on that densely packed formation.
The Lizards have 4 (Carno lord, 2 Cold One Cavalry units and the EOTG) close combat units to the Dwarfs 3 defending combat units (Ironbreakers, Warriors and Longbeards). However, at least two of the Lizardmen units will be held up by wrath and ruin, crippled by shooting or march blocked/redirected with the Gyro. This leaves the Dwarfs with the advantage in the ensuing combat.
I think the lizards can easily counter the gyro by dropping rocks on it.
I also think we can give the lizard player the credit that if played, they would first deploy their skink screen, by this time it would be easy to see where the dwarfs were deploying and thus adjust stratedgy accordingly.
5+ ward net should help plenty against the shooting.
Major problem for the lizards is the anvil slowing down important units, as they need to be hitting at the same time.
I think this is closer than people think but i still go with dwarfs.
( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )( :cake: )
Agree with Cakeman about giving the LM player credit to readjust their deployment after seeing most of the dwarves setting up in that corner. However I think that three things will be in the dwarves favor: 1) Setting up in the corner will give him a little more room to fire, 2) Anvil will also slow down the Lizard advance, 3) He should be able to take out at least one of the big creatures before they get to his lines which should allow the dwarves to hold in CC. Another small point is that the LM only have 1 banner while the dwarves have 3. When the CC starts to get messy the LM have a better chance of picking up some extra VP's. I will still go with Kazzad Dolvir though.
That's just as solid a plan as I can see to take into a game, at least until chance partakes in a few whimsical ways.
Having a look at the tactics, I think the Lizzies will struggle to get through the Kazzad Dolvir wall, especially after being bombarded in the way it will.
It pains me to say this, but...
I have to concur that the beating the Lizards face along the way there is simply going to prove to be too much to handle. The Dwarves are going to take this one.
It's Adventure Time!
2010 'Ardboyz Champion
Really close one...but with a slight edge to the Dwarfs I think.
I just think the big monsters are going to make it to the Dwarven lines.