Tuesday, August 26, 2014

Support Squad, 132nd Myrmidons

a few good men
So not much going on with me, work is a bitch its all i can do is get myself home and drink a beer. Not much time for painting or doing much and money has been tighter. But i bought some more guardsmen, you can never have enough cannon fodder.

Grenade Launcher
So the main idea behind this squad was support. adds another option for my small but budding army. So i equipped as many heavy weapons as i had. 2 grenade launchers, 2 plasma guns, 2 snipers and a sergeant with plasma pistol and power fist.

I see a lot of 1s in these model's future

So got them greyed up a bit. Not much to look at but they aren't expected to do much. One of the other ideas was just to have another option beyond the flamers my other inf squads are rocking at the moment. A bit of a mix and max unit.

lots of doubles in this unit
I had thought about saving the camo cloaks for my HQ choice but i thought gathering the pieces would take too much time, and figured i would be buying some more anyway so it shouldn't put me too far behind. I don't have plans for more expansion at the moment, i have to wait for my money situation to level out. But I definitely need some more tanks, thinking about buying some scions to bastardize a bit.


Saturday, August 9, 2014

Not the Usual Bloodbath

 














Greeting folks! Today John and I bring you part 1 of a 2 part Battle Report featuring 3500 points of Lizards vs Empire with a small Dwarf contingent. I finally was able to make my way down to Atlanta for a weekend and John and I went over to the local GW (City Walk) on Friday afternoon to throw some dice in a long overdue game of Fantasy. so without further ramblings, enjoy Turns 1-3!


Battlefield

Standard Realm of Battle (or whatever 2x2 system) hill on my left and valley on my right, open middle ground. A few forests and some walls and scenery for pretty pics. Didn't have much to do with the game.


John Deployment

My left to right
4 Terradons, Carnosaur mounted Old Blood (general), 20 Saurus Warriors1, 27ish Skinks with javelins, 40 Saurus Warriors2, 2 Salamanders & handlers, 27ish Skinks with blowpipes and on far right 20 Saurus Temple Guard, behind the Skinks with javelins were 6 Krokigors (spoiler alert they actually did something, and behind the other group of Skinks were 20 Saurus Warriors3 w/ spears. There were 3 largely ineffective Skink priests scattered about between units. And two Saurus Scar Veterans, one with the big block of 40 and one with the Temple Guard.

A look down the line from Bob's side
Turn 1

My turn one, I believe I went first and just moved everybody generally forward. Magic numbers were low, at least I though so at the time, but got comet cast but Bob dispells, then try for Chain Lightning and Bob either dispells or I don't make the roll. Yay magic phase. Nothing within shooting range, and nobody charged. end of my turn.

Bob's turn one, some movement on John's right flank, outriders and one unit with Warrior Priest move towards Temple Guard. Magic he Purple Suns my big unit, 12 hit, 10 die, no panic 41 models hahahaha. Shooting continues to wither down big unit fast, I think all of his arty aimed at the big unit, mortar whiffed. If he was rolling to hit shooting it was again his usual, "oh I will never roll like that again" (I have to keep saying that otherwise I really won't roll like that again -Bob). No combat

No clear favorite here, but would have to go with Bob with shooting and magic kills (damn right -Bob).

Turn 2

My turn two. Desperate to shut the Hellblaster up I through my sacrificial Terradons at it, wipe out the unit overrun into his crazies (Flagellants). Skinks, Salamanders and Old Blood push ahead of Saurus wall. Magic again ineffective, maybe get off a comet, not sure if it was this turn or next but the bastard sat there for a while. Not enough dice for another spell, seriously Bob and I were rolling 3s,4s, and5s for winds. I think Bob once rolled a 10, and despite 3 wizards on both sides not much channeling either. Shooting, I think my Skinks were in range at this point and they opened up, and killed quite a bit. Javelins shoot up Handgunners attached to Greatswords, maybe kill 6 of 10. Blowpipes kill a shit ton of something on the other side, maybe the outriders. Despite needing 5s to hit, I was rolling more 6s (with poison it auto wounds) so continues one of my weird dice phenomenons. Terradons kill a few crazies, but end up getting wiped.

Aftermath of Temple Guard mulching Swordsmen

Bob's turn two. Charges my Carnosaur & Old Blood with big block of knights (fucker had to die -Bob), charges my Temple Guard on the right with Swordsmen and Warrior Priest. Magic continues to be ineffective, I don't think anything happened. Shooting continues to wither my big block but this was with only Handgunners, Mortar continued to miss, or maybe misfires this turn or the next. Combat, knights munch my Carnosaur, Old Blood only kills 1 in return. Combat locked somehow (bullshit, that's how -Bob). Spears or Halberds kill one Temple Guard, lose a bunch in return, combat locked.

At this point battle looks solidly in Bob's favor and is about to get worse for John.

Turn 3

My turn three, I move everybody up ready for turn 4 charges, move Krokigors towards knights on my left. Saurus block 1 moves to support Skinks in front of Greatswords, Skinks on right flank shuffle over to make room for Saurus with spears. Big block of Saurus makes the only charge. Magic, another round of ineffective magic, comet doesn't arrive. Shooting, Skinks continue to shoot the crap out of their targets, javelins kill a few more Greatswords, blowpipes shoot up Spearmen. Salamanders spit fire at Hammerers, cause a few causalities, they pass panic. Combat, Old Blood stays locked in combat unable to kill or be wounded. Big block of Saurus kill a few of Bob's big block and a Hammerer or two, but lose combat, flee and are run down by Hammerers. Temple Guard break the warrior priest lead swordsmen, run them down, end up right in front of cannon.

After the breaking of the Old Blood

Bob's turn three. Crazies, Greatswords and attached Handgunners charge Skinks with javelin, who shoot and kill several on charge reaction. His big block of whatever and hammerers begin to move forward and wrap around towards John's right flank. Magical Chariot (Hurricanum) thing moves up too. Another block of inf heads towards free ranging Temple Guard.Magic Bob calls down a lightning strike and kills something but is largely unproductive. Shooting, his big block of Hangunners on John's right open up into Saurus spearmen, kill a few, Dwarf Thunderers put some wounds on Krokigors, cannon grape shots temple guard, maybe kills one after the dumb rules are applied (seriously, fuck those rules -Bob). Combat. Old Blood breaks, but outruns knightly pursuit, who end up squarely in front of Krokigors. Skinks with javelins actually win combat when charge reaction is considered, combat locked.
If Grape Shot was worth a damn, the Temple Guard would be in a very bad position.

Things are looking real bad for John, he has no remaining troops in the middle, Old Blood is on the run, Magic is sucking completely, only thing going right are the Temple Guard. Bob also looks to be in solid shape on either flank, with his middle turning towards John's right where the Temple Guard are. On the left most of Bob's units are largely intact, but tied up for the moment.

Yeah, somebody is gonna die.


Stay tuned for Part 2 and some closing comments!!