Skink Chief
ILKAIN
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First week into Escalation league and we are at 500 pts with the following special rules: 2+ battleline, no endless spells, no malign sorcery, no named, no behemoths
Mission: First blood (core rulebook PG 237)
basically a fight to the death or 5 rounds, but winner is the one that had more wounds removed from the table total (even if they are brought back though summoning or in this particular battle "deathly invocations/graves)
Me:
Seraphon
1x Skink Starpriest (general, nimble, Incandescent Rectrices) 80
10x Skink (boltspitter + shield) 60
10x Kink (boltspitter + shield) 60
3x Terradons 120
Shadowstrike starhost 180
total wounds on board 33
Opponent
Legions of Nagash
1x necromancer (general deathly invocation on 5+ trait, wizard)
1 x Wight Knight (Artefact giving rerolls of 1 to Deathly invocations)
1x Corpse Cart (+1 casting to wiz in 12")
10x Skeletons (swords and shields)
10x Zombies (noisemakers/bite)
starting wounds on board 37
set up
he wins roll and drops necro, I drop everything with terras in the clouds, he finishes drops. I elect to go first
my turn one: stealth advance the skinks and star priest (SP) a decent amount almost making the cover half way up the board. no enemies in range so I starlight the closer of the two skink units. spring the trap on the skellies
Move up full move onto the cover and get both unit of skink into range. SP follows up behind them. bring the terras 3" from the necro and then fly them over the necro to the far side of the zombies (swoop them) ( 5" so I can bolo them) triggering bomb drop on the necro, he takes 7 mortal FNP 1 of them and dies horribly.
unload on the skellies and zombies. zombies are brought to 2 models left, skels only lose one model (skinks do not do a lot of damage lol)
Charge the dons to the wight king and get 2 damage through. fight back only does one wound.
Battle shock zombies lose 1 more, skeles cant fail.
score 15 - 0
his turn one:
Heals the zombies to 9 and fills the skellies with eh two graves in range and the WK's invocation ability.
moves all models to 3" of dons (they are center and surrounded) and piles in and unloads. miraculously they only take one more wound ( I was rolling 6's like a boss, and he was having horrible rolls) fight back puts another wound on knight.
score 15 - 0
Turn Two: I go first
arcane bolt the knight for 1, trap on skellies
fall back and run the dons the heck out of dodge, move the kinks up slightly to be able to shoot more things.
pluck away at the skellies ( one unit of skinks) and zombies (other unit of skinks) again killing 2 skellies and bringing the zombies from 9 to 3.
batteshock the skellies again cant fail, the zombies lose 1
Score 25 - 0
his turn brings both zombies and skilles to full, uses second grave to heal knight to full
moves closer, attempts charges fails
25- 0
Turn three: I go first
mystic bolt on skellies for 3! trap the skellies
move the dons into range for bolas
shoot the zombies with bolas and one unit of skinks dropping them to 1.
at this point I have done 34 wounds of removal and cannot lose the game. I explain the situation to my opponent and ask if he wants to play it out or concede. he reviews the rules and calls over the store owner (has been playing since 1990ish and very well versed in the game) to fully understand the rules and then concedes ( we are both newer players I was was totally ok with him getting a second opinion and explanation, as there are cash and store credit prizes at the end of the league).
while they are not rippers... Dons are definitely not horrible and the 20 point decrease let me cheese in a battalion for a one drop army and a decisive removal of his only wizard before he could do anything with it.
skinks don't do shot in units of 10 lol.
Mission: First blood (core rulebook PG 237)
basically a fight to the death or 5 rounds, but winner is the one that had more wounds removed from the table total (even if they are brought back though summoning or in this particular battle "deathly invocations/graves)
Me:
Seraphon
1x Skink Starpriest (general, nimble, Incandescent Rectrices) 80
10x Skink (boltspitter + shield) 60
10x Kink (boltspitter + shield) 60
3x Terradons 120
Shadowstrike starhost 180
total wounds on board 33
Opponent
Legions of Nagash
1x necromancer (general deathly invocation on 5+ trait, wizard)
1 x Wight Knight (Artefact giving rerolls of 1 to Deathly invocations)
1x Corpse Cart (+1 casting to wiz in 12")
10x Skeletons (swords and shields)
10x Zombies (noisemakers/bite)
starting wounds on board 37
set up
he wins roll and drops necro, I drop everything with terras in the clouds, he finishes drops. I elect to go first
my turn one: stealth advance the skinks and star priest (SP) a decent amount almost making the cover half way up the board. no enemies in range so I starlight the closer of the two skink units. spring the trap on the skellies
Move up full move onto the cover and get both unit of skink into range. SP follows up behind them. bring the terras 3" from the necro and then fly them over the necro to the far side of the zombies (swoop them) ( 5" so I can bolo them) triggering bomb drop on the necro, he takes 7 mortal FNP 1 of them and dies horribly.
unload on the skellies and zombies. zombies are brought to 2 models left, skels only lose one model (skinks do not do a lot of damage lol)
Charge the dons to the wight king and get 2 damage through. fight back only does one wound.
Battle shock zombies lose 1 more, skeles cant fail.
score 15 - 0
his turn one:
Heals the zombies to 9 and fills the skellies with eh two graves in range and the WK's invocation ability.
moves all models to 3" of dons (they are center and surrounded) and piles in and unloads. miraculously they only take one more wound ( I was rolling 6's like a boss, and he was having horrible rolls) fight back puts another wound on knight.
score 15 - 0
Turn Two: I go first
arcane bolt the knight for 1, trap on skellies
fall back and run the dons the heck out of dodge, move the kinks up slightly to be able to shoot more things.
pluck away at the skellies ( one unit of skinks) and zombies (other unit of skinks) again killing 2 skellies and bringing the zombies from 9 to 3.
batteshock the skellies again cant fail, the zombies lose 1
Score 25 - 0
his turn brings both zombies and skilles to full, uses second grave to heal knight to full
moves closer, attempts charges fails
25- 0
Turn three: I go first
mystic bolt on skellies for 3! trap the skellies
move the dons into range for bolas
shoot the zombies with bolas and one unit of skinks dropping them to 1.
at this point I have done 34 wounds of removal and cannot lose the game. I explain the situation to my opponent and ask if he wants to play it out or concede. he reviews the rules and calls over the store owner (has been playing since 1990ish and very well versed in the game) to fully understand the rules and then concedes ( we are both newer players I was was totally ok with him getting a second opinion and explanation, as there are cash and store credit prizes at the end of the league).
while they are not rippers... Dons are definitely not horrible and the 20 point decrease let me cheese in a battalion for a one drop army and a decisive removal of his only wizard before he could do anything with it.
skinks don't do shot in units of 10 lol.