Armies:
Empire......
Cpt with Dawn armour, pistol, HW, barded warhorse, etc. in 5 knights
w/command
1st level fire mage w/rod of power in 5 knights
spells of Burning head
Engineer accompanying a mortar
hellblaster
20 swordsmen w/command and 2 detachments of 10 halberdiers each
5 pistoliers w/marksman & repeater HG
12 handgunners w/ marksman & repeater
15 greatswords w/command
Lizardmen.....
Saurus hero w/Steggie helm, marks of Huanchi and Itzl
Skink shaman w/plaque of dominion
spells of 2nd sign and Portent
20 saurus w/command
10 skinks w/champ
10 skinks
13 skinks w/champ
2 bases of swarms
4 Kroxigors w/champ
1 stegadon
Deployment from Empire's right flank to left....
So the idea was to 'sacrifice' the skinks and kroxs (M of 6" is key for this tactic) to the war machines (or hope they blew themselves to kingdom come)and allow the steggie and saurus to rampage through the main battle line. Movement was to charge forward and get into HtH. The swarms were used as a shield for the saurus but this was deemed unnecessay since there were no missilers around. The one unit of skinks hid in the forest to be a pain and hinder movement. In hindsight I probably should have moved the skinks into the trees and the Kroxigors behind the forest to attack whatever. This could have been a little easier as they all have 6" movement. Oops
First round.......
All the liz moved forward. The skinks skulking in the trees shot at
the halberdiers and killed one lousy guy.
Empire moves forward and then fires. The mortar lands on the skinks
and kills 5 but they pass panic. Hellblaster and handgunners rake the skinks
in front of the kroxs with lead. Through the smoke emerges one little skink
champion. He is so cold blooded that he ignores the death and dismemberment
thanks to his saurus leader close by.
Magic was largely ineffective.
Second round...... Pistoliers
weren't there yet. A graphics goof.
All hell breaks loose. I knew the strength of detachments so I wanted
to charge the one with the steggie and then moved the saurus so their flank
would be protected by the woods to their left. I wanted the swarms to hold
up the Greatswords as both units would be near unbreakable and evenly matched.
I intended to ignore the war machines and hope Steve charged my kroxs with
his knights. I figured the kroxs could do a lethal countercharge and win
the fight. The steggie charges and the detachment passes it's fear test.
Everyone else moves forward. I think a skink killed a pistolier.
HtH.... steggie romps through the halberdiers and continues through.
Both the Swordsmen and the Greatswords pass their Terror test as the
steggie is within 6". This is the beginning of what I see now as Steve's
whole plan. To make EVERY Ld test needed and watch as I fail all mine.
The swordsmen charge the saurus and I allow the halberdiers to do so as
well. The Greatswords fail their charge on the swarms and Steve intelligently
leaves the Kroxs to the war machines.
Hellblaster does 2 wounds to a Krox and then blows up. I loved this
part... The skinks in front of the mortar are too close to be
a target. The mortar fires at the Kroxs and then deviates 10"..... RIGHT
ONTO THE SKINKS destroying them all. Handgunners fail to wound a Krox.
HtH..... Swordsmen do a wound to a saurus as do the halberdiers. I
fail almost 15 to hit rolls and end up wounding 2 swordsmen who pass one
armour save. Saurus lose CR by 2 (1 wound and outnumber) and I fail Ld,
rout and am run down. Oh the pain.
Magic does nothing.
Round 3........ Handgunners
move down off their hill. another graphics goof
Steggie repositions for a charge on the Greatswords. Swarms charge
and kill one lousy Greatsword. Greatswords win combat. Kroxigors and Saurus
hero charge the knights. Knights pass fear test. Hero and Kroxs do enough
wounds to kill every knight and the wizard too. Continue onwards.
Pistoliers, Swordsmen and their detachment move to help the Greatswords.
Mortar shot goes far and handgunners move for a better position but the
lone skink is being a pain in the ass by hindering march moves.
HtH .....Greatswords lose another man (after 10 attacks, only 1 wound??
Jeeez) and kill a base.
Round 4.......
Kroxs and hero are too far for a charge and move forward. Steggie charges
and of course Greatswords pass Ld for being charged in flank. Impact hits,
Steggie attacks and every other skink and liz swarm do their damage. Greatswords
reel in agony but Steve rolls his Stubborn roll and gets an 8. Of course!
Detachment, Swordsmen charge the flank of the steggie after pasing their
Ld. Pistoliers charge after passing their Ld. See a trend? Combat is a
mosh pit and the steggie comes out relatively unharmed but still loses
due to outnumber, standards and rear attacks bonus.
At this point I call the game.