Saturday, June 15, 2013

Chaos Dwarfs

Battle Report
Lizardmen vs Chaos Dwarfs
2500 Points
6/12/2013

Chaos Dwarf Setup






In front:

  • K'daai Destroyer
  • 40 Blunderbusses with Lv4 General and BSB


On Flank:

  • 3 Goblin heros on Wolves. 2 naked, 1 with Frenzy Sword


In back:

  • Rocket Launcher
  • Dreadquake Mortar
  • Engineer
  • Rocket Launcher


Between the General and Engineer he was running Metal and Death.
The General has an item that gives him a random ability. This game it was +1 to dispel.
I believe the BSB had the razor standard.

Lizardmen Setup




Left to Right:

  • Mazdamundi (Slann on Stegadon, loremaster of Life)
  • Skink Priest on Ancient Stegadon with Engine of the Gods and Dispel Scroll
  • 10 Skink Skirmishers with Jav & Shield
  • 34 Skinks and 2 Kroxigor with Standard & Musician
  • 25 Saurus Warriors with Full Command
  • Ancient Stegadon
  • Ancient Stegadon
  • 3 Terradon Riders
  • 3 Terradon Riders


Up Front:

  • 6 Chameleon Skinks


Chaos Dwarf Turn 1




K'Daai charges the Chameleon Skinks, they stand and shoot inflicting 1 wound.



Mortar and Rocket Launchers tear apart the Skinks and wound the Kroxigor.
If they move on my turn they have to take a dangerous terrain check.




K'Daai destroys the Chameleons.

Lizardmen Turn 1



Lizardmen advance. The Skrox don't move, but everything else marches forward at full speed.



Mazdamundi and the Skink Priest get all up in the K'Daai's grill and the Skinks come up on his flank, their javelins dripping with poison. Between the Engine of the Gods' (not flaming) Burning Alignment and the Skinks' poison shots, the K'Daai takes another 2 wounds. Mazdamuni gets off Throne of Vines in the magic phase.

Chaos Dwarf Turn 2



K'Daai charges Mazdamundi. Also, the Frenzy Sword Goblin Hero charged the Skink skirmishers and they fled.



A Goblin Hero charged one of the units of Terradons. They fled, but were overrun, leaving the goblin looking up the beaks of 3 more terradons, their talons gripping rocks of doom.




One of my Ancient Stegadons was hit by the mortar and one of the Skink Crew was crushed. This Stegadon won't be able to move next turn without a dangerous terrain check.



The K'Daai focused his attacks on Mazdamundi's Stegadon, winning combat. But the stubborn Slann was not phased and continued to fight. (I thought Mazdamundi would be a good match up for the K'Daai, but at this point I was having some serious doubts)

Lizardmen Turn 2



Continuing the Advance!
The Terradons in the back dropped their rocks on the goblin hero, wounding him, as they get closer to the Chaos Dwarf gun line.
One of my Ancient Stegadons gets up in the face of another Goblin Hero while the Skrox and Saurus march on ahead.
The Engine of the Gods maneuvers to the K'Daai's flank to get out of the way from a potential overrun.
The Skink Skirmishers rally.



Another Burning Alignment followed by Mazdamundi's Stegadon, Zlaaq, putting 2 wounds on the K'Daai and winning combat and the K'Daai crumbled into a pile of ash!

However, it wasn't all good for the Lizardmen. Zlaaq survived the battle long enough to deal the deciding damage to the K'daai because Mazdamundi turned his Flesh to Stone, boosted by the Throne of Vines and cast with Irresistible Force!

And then Mazdamundi had a major senior moment.

He forgot to take his 2+ Throne of Vines save to ignore the miscast.
He forgot that his Soul of Stone allowed him to re-roll his result on the miscast table.
He lost 1 wizard level and forgot the Flesh to Stone spell.
He was also unable to attempt to regrow the Skink and Kroxigor unit.

Chaos Dwarf Turn 3



The Goblin Heros did a little rearranging. The wounded Hero that scared away the Terradons moved to get in front of the Ancient Stegadons, while the hero that had been blocking the stegadons pulled back to deal with the Terradons that were infiltrating his back field.

The Chaos Dwarf block remained still. Watching for the whites of the Lizardmens' eyes.



The Skinks and Kroxigor got rocked by war machines again. This time the rocket launchers were shot at the Priest on the Stegadon, but the wind took them and they landed on a more juicy target.

Lizardmen Turn 3



More advancing.
The Saurus have taken a few casualties from the Chaos Dwarf magic, but they are still confident in their mission (Mission: Kill Dwarfs).
The stegadons push towards the Goblin Hero. They will kill him this turn with an impressive volley of giant blowpipe darts.
Mazdamundi was unable to get any magic off, leaving himself and his Stegadon hurting pretty bad.
The Terradons in the back ignored the Goblin Hero and charged into the Rocket Launcher to stop its barrage of death, if only for a turn or two.

Chaos Dwarf Turn 4



The mortar dropped on the Saurus. Many brave lizards fell. The remaining Saurus will be busy picking themselves up out of the crater in their next movement phase.

Lizardmen Turn 4



More advancing. The final showdown with the Chaos Dwarf blunderbuss block is inevitable.
Mazdamundi musters all of the power of the winds of magic and, risks himself for the will of the Old Ones. He throws 11 power dice to summon the Dwellers Below to soften the Chaos Dwarf infantry while they can only muster 6 dice to dispel...



... but the Old Ones had other plans for this battle.
Mazdamundi won the roll 42-37 but was unable to roll even a single 6 with 11 dice, and his efforts were thwarted by the Chaos Dwarfs' roll of not 1, not 2, but 3 sixes.

The elusive Dwellers would not be helping the Lizardmen on this day.

Chaos Dwarf Turn 5



The Goblin Hero in the back charges into the Terradons' flank while the Blunderbusses open up fire on the depleted Saurus Warriors. Cutting them down to nothing.

Not pictured: Zlaaq, Mazdamundi's brave Stegadon, perished to a shot from the remaining rocket launcher.



The Terradons destroyed the Rocket Launcher, but were chased away and overrun by the Goblin Hero.

Lizardmen Turn 5



The skinks moved up behind the Chaos Dwarfs and fired at the Engineer. They managed to wound him.
The Skink Priest (who, along with his crew, fell off of his model in transit) moved to get within range for the Burning Alignment (but then forgot to cast it in the magic phase)
The Ancient Stegadons took out a few Dwarfs with their blowpipes (Note: instead of removing models, this block is using dice to mark how many have died. At this point there are 8 dead Dwarfs and 1 wound on the general (from an earlier miscast))

Chaos Dwarf Turn 6



The Dwarfs charge the Engine of the Gods. Let the battle begin!
The Ancient Stegadon takes 2 wounds and another 4 Dwarfs are killed. Nobody is going to run from this battle. It will be to the death.
The remaining Goblin hero plays interference with the stegadons, getting between them and the ruck.

Not Shown: Mazdamundi took a mortar to the face and was slain. It would take an act of the Old Ones for the Lizardmen to win this one. But Lizards never give up!

Lizardmen Turn 6



The Stegadons charge into the rear of the Chaos Dwarfs. (One of the Stegadons had to trample over the Goblin Hero to get there)
The battle was hard fought. Only 8 of the Chaos Dwarfs were standing at the end of the day, and the three Ancient Stegadons were putting a hurting on them. Their BSB kept them stubborn so they weren't going anywhere fast. Time had run out for the Lizardmen.

Results: The Chaos Dwarfs won handedly.


Reflections


  1. I forgot about my miscast protection. That probably cost me my Slann. I also forgot to use the Engine of the Gods a few times.
  2. After killing the K'Daai I should have pulled back with the Slann, Engine of the Gods, Skrox, and Saurus. Used the Engine to protect everyone from the war machines and used the Slann to keep their numbers up. Meanwhile, have the Ancient Stegadons run up the flank and into the gun line with the Terradons. They would have put and end to the Mortar and engineer. Their armor was high enough that they would survive the massive blunderbuss attacks and in hand to hand the Dwarfs weren't especially effective against them.
  3. The Game wasn't really lost for the Lizardmen until Mazdamundi was killed. The Dwarfs did a really good job at keeping him from casting any spells so he couldn't heal up after his battle with the K'Daai.

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