Skink
IronLizard
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Hi All
I've just played a 1500pt (my list was 1520, he said his was 1500 exactly) game vs Dark Elves and took a fairly horrendous beating. I took:
Firelance starhost
Scarvet on cold one
3 units of 5 knights (lances)
Plus:
Skink starpriest
2 units of 10 skinks (boltspitters & shields)
2 units of 5 chameleon skinks
Bastilidon (solar engine)
Troglodon
My opponent brought:
Some kind of witch on a dragon
20 executioners
2 units of 20 crossbows
2 bolt throwers
20 guys with halberds (blackguard I think?)
Deployment was fairly standard; I strung my skinks out as chaff ahead of the firelance who had each of the three units within 8" of the scarvet & starpriest for the buffs, bastilidon anchoring the left end of my line and troglodon anchoring the right. He deployed his dragon witch dead centre with halberds to the left and executioners to the right, a unit of crossbows at either end of his line and both bolt throwers on the extreme left of his line (raised terrain in that corner).
My plan is to advance my line using the skinks as chaff to set up a charge from my knights with the behemoths trying to collapse the flanks; in retrospect my plan should've been "leave my models in my case and go home".
My opponent won the initiative roll and gave me the first turn. I had been warned Executioners were the priority to kill, so I popped both units of chameleon skinks up in cover (one in dead centre of table, one to the right centre), both units right on the limit of 16" range for shooting. I then moved my line up, shot at the executioners with all the chameleons and the bastilidon killing 7 guys who then lost another to battleshock.
My opponents first turn - his warlord has a command ability that lets his executioners immediately charge their full range (i.e. 16") without having to roll and attack in the hero phase; they roll 3 attacks each hitting on 3's and wounding on 4's with 6's being mortal wounds - dead chameleons. That unit then gets to move in the movement phase where it moves up to my line; his dragon flies up to my lines as well, halberds advance toward the other units of chameleons and crossbows move up. Shooting phase is utter carnage - one unit of crossbows kill 3 knights, the other kills 2 knights from a second unit; bolt throwers kill another knight and some skinks; dragon does a breath attack that kills 6 skinks and another knight. Executioners charge and wipe one unit of skinks, dragon charges and wipes the other; halberds get lucky with a long bomb charge and kill the second unit of chameleon skinks. I have swung back in a couple of the combats but the couple of wounds I inflict are saved.
We then roll for turn two and my opponent gets the initiative; he obviously takes the next turn. Executioners do the hero phase charge/attack again and wipes the remains of a unit of knights (36 attacks hitting on 3's, wounding on 4's, 6's mortal wounds). Move phase the dragon flies over into the gap the executioners just cleared meaning everything barring one unit of knights (3 guys left in that unit) and troglodon are in range of the breath attack which kills another knight and wounds scarvet and starpriest. Everything else shoots at bastilidon, chipping 3 wounds off it. Executioners then charge bastilidon and kill it by cranking out 13 wounds, 4 of which are mortal; I fail 5 saves and bastilidon is gone. His dragon charges my scarvet; I got to swing at his dragon and managed to take a couple of wounds from it, but his dragon then kills scarvet.
My second turn I look at the table and realise I have my starpriest on 3 wounds who's staring down 12 executioners and the dragon, plus 3 knights and my troglodon on what remains of my right flank facing down 20 halberds, plus he has 2 units of 20 crossbows and the bolt throwers - at that point I conceded.
So clearly I had a nightmare here, but that double charge and attack (once in hero phase and then again as usual in the charge/fight phase) thing the executioners do seems crazy? Has anyone else had a similar experience? I'll freely admit I'm not a competitive gamer, but I've never looked at the table at the start of my second turn and thought "this is pointless". I guess my question is, what should I have done to counteract this? I think I could've tried to duck and weave a bit more and try to stay away from him, but all of my shooting requires me to be within his charge range with that command ability so I'm not sure how feasible that would've been. Also, his shooting was all longer range and more massed than mine, so I would never win a gunfight against him.
Thoughts please?!
I've just played a 1500pt (my list was 1520, he said his was 1500 exactly) game vs Dark Elves and took a fairly horrendous beating. I took:
Firelance starhost
Scarvet on cold one
3 units of 5 knights (lances)
Plus:
Skink starpriest
2 units of 10 skinks (boltspitters & shields)
2 units of 5 chameleon skinks
Bastilidon (solar engine)
Troglodon
My opponent brought:
Some kind of witch on a dragon
20 executioners
2 units of 20 crossbows
2 bolt throwers
20 guys with halberds (blackguard I think?)
Deployment was fairly standard; I strung my skinks out as chaff ahead of the firelance who had each of the three units within 8" of the scarvet & starpriest for the buffs, bastilidon anchoring the left end of my line and troglodon anchoring the right. He deployed his dragon witch dead centre with halberds to the left and executioners to the right, a unit of crossbows at either end of his line and both bolt throwers on the extreme left of his line (raised terrain in that corner).
My plan is to advance my line using the skinks as chaff to set up a charge from my knights with the behemoths trying to collapse the flanks; in retrospect my plan should've been "leave my models in my case and go home".
My opponent won the initiative roll and gave me the first turn. I had been warned Executioners were the priority to kill, so I popped both units of chameleon skinks up in cover (one in dead centre of table, one to the right centre), both units right on the limit of 16" range for shooting. I then moved my line up, shot at the executioners with all the chameleons and the bastilidon killing 7 guys who then lost another to battleshock.
My opponents first turn - his warlord has a command ability that lets his executioners immediately charge their full range (i.e. 16") without having to roll and attack in the hero phase; they roll 3 attacks each hitting on 3's and wounding on 4's with 6's being mortal wounds - dead chameleons. That unit then gets to move in the movement phase where it moves up to my line; his dragon flies up to my lines as well, halberds advance toward the other units of chameleons and crossbows move up. Shooting phase is utter carnage - one unit of crossbows kill 3 knights, the other kills 2 knights from a second unit; bolt throwers kill another knight and some skinks; dragon does a breath attack that kills 6 skinks and another knight. Executioners charge and wipe one unit of skinks, dragon charges and wipes the other; halberds get lucky with a long bomb charge and kill the second unit of chameleon skinks. I have swung back in a couple of the combats but the couple of wounds I inflict are saved.
We then roll for turn two and my opponent gets the initiative; he obviously takes the next turn. Executioners do the hero phase charge/attack again and wipes the remains of a unit of knights (36 attacks hitting on 3's, wounding on 4's, 6's mortal wounds). Move phase the dragon flies over into the gap the executioners just cleared meaning everything barring one unit of knights (3 guys left in that unit) and troglodon are in range of the breath attack which kills another knight and wounds scarvet and starpriest. Everything else shoots at bastilidon, chipping 3 wounds off it. Executioners then charge bastilidon and kill it by cranking out 13 wounds, 4 of which are mortal; I fail 5 saves and bastilidon is gone. His dragon charges my scarvet; I got to swing at his dragon and managed to take a couple of wounds from it, but his dragon then kills scarvet.
My second turn I look at the table and realise I have my starpriest on 3 wounds who's staring down 12 executioners and the dragon, plus 3 knights and my troglodon on what remains of my right flank facing down 20 halberds, plus he has 2 units of 20 crossbows and the bolt throwers - at that point I conceded.
So clearly I had a nightmare here, but that double charge and attack (once in hero phase and then again as usual in the charge/fight phase) thing the executioners do seems crazy? Has anyone else had a similar experience? I'll freely admit I'm not a competitive gamer, but I've never looked at the table at the start of my second turn and thought "this is pointless". I guess my question is, what should I have done to counteract this? I think I could've tried to duck and weave a bit more and try to stay away from him, but all of my shooting requires me to be within his charge range with that command ability so I'm not sure how feasible that would've been. Also, his shooting was all longer range and more massed than mine, so I would never win a gunfight against him.
Thoughts please?!