Ok, I watched them all finally lol. Here's my feedback:
1: I didn't watch it all the way through. Kinda just skimmed through and lost interest when I realized he wasn't going to move the models.
2: Not too bad. He used his models very defensively and didn't focus on the objective of the game. He could have easily ran a unit of Skinks across the board to the enemy deployment zone and possibly gotten a trebuchet in the process. Didn't illustrate the movement phase very well. But all's well that ends well! Interesting list too.
3: That was a little better, but he played more aggressively and hit the weak flank really hard. The knights didn't really have a chance to do much thanks to the crafty deployment and use of the river. As it should be. The Rippers were the star players in this game though.
4: I don't the the Ogre player knew too much of what the Lizarmen player was up to. He did indeed predict all the flee moves very well, but he still ended up succumbing to them. This Lizard player did a much better job. The double flee is a great move when you have something to counter-charge with on the next turn. I would have liked to see his Terradons be more aggressive and tackle the cannons straight away, but they took care of themselves with the misfire, lol. Due to the scenario I think the deployment could have been done better. You dont HAVE to set up directly across from your opponent when you vastly outnumber them. Making use of the flanks seemed like a low priority.
5: Double HPA lists are dumb and broken. Unless you specifically plan for it, you're kinda screwed from the get go. You can use your Skinks a little more crafty to pull them out of the battle line, but you really need to invest 2 or 3 units to the cause. Those points you invest will just be lost and you likely wont kill the HPA. Oh how I miss the Burning Blade of Chotec... The flaming banner is a nice surprise though.
@Slanputin, a lot of the finesse in cloud lists comes from
minuet moves. After you move you Skinks, cock the unit to one side or the other. Remember that a unit that charges them HAS to square up to the Skink unit. You can easily throw a couple 35ss units away to divert a larger 200ss unit. Especially if you give them something to overrun into (namely another 35ss Skink unit). Keep the cloud in front of the combat units like the players in those videos did and do your best to predict what the other player will do. You bait them with the Skinks, kill them with the Krox/Saurus/Rippers/etc. Force your opponent to expose his flanks.
EDIT:
@Kaleidoscope, I really liked your use of the Rippers. I honestly haven't thought about turning them around like that, haha. Certainly helps with Frenzy issues. Looks like the Beastmen were slightly unprepared for the amount of poison you were packing too, so that certainly helped you to play more offensively. You didn't have to do too much fancy footwork with your Skinks, but the Terradons showed their value with the Fast Cav rules. Grats to the win!