Terradon
Gor-rok
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The end could be near for our final 7th edition Mighty Empires campaign, with the Lizardmen poised at the brink of victory! Through an unexpected course of events, my army was able to break through and gobble up uncontested terrain using the points I got beating the Daemons last game. I got close enough to challenge the "mystery opponent" on the final map tile; originally it was supposed to be another Daemon army player, but he couldn't play this week. They found another guy not playing in the league who could, and he's bringing...
Yes, Brettonians! While I've never played them before, I think I understand the concept: Lots of heavy cavalry that gets full attacks in a narrow formation, crappy infantry and archers, flying horses, and hard hitting stone throwers. They also get a ward save for letting you pick first turn.
I have several advantages I earned over the course of the campaign: My list will be 3270 points total, I get an extra 100 vps at the end, one unit of my choice has hatred, and I have a "free" magic weapon that my men found on the map: Icydeath- Ignores armor saves, and any model taking wounds has it's WS and I reduced to 1 until the end of the next turn!
Here is what the Brettonians will face on my end:
Lord Magwe (my named character general, a Slann)- Becalming, Mystery, Rumination; Cupped Hands, Bane Head, Dispel Scroll; BSB
25 Temple Guard- Full command, champion with blade of hornet, war banner
Scar Veteran- Jaguar charm, great weapon
Gor-Rok
29 Saurus- Spears, full command
Oldblood- Carnosaur; Icydeath, Enchanted Shield, Aura of Quetzel, War Drums; Hatred
Skink Priest- Lvl. 2, EoTG, Storm Rod
3x10 Skirmishers- blowpipes
7 chameleon skinks
2x3 terradons
3 kroxigor
Salamander- extra handler
I'm going to form a big line with the saurus and TG with one flank against some terrain, and just let the knights hit them. I think they have enough numbers and holding power to survive long enough for the krox, Engine, and carnosaur to come round to their aid. Meanwhile the terradons and chameleons will try to shut down the trebuchets, who will have been enjoying the target rich environment up till now. I'll leave some tempting places for the flying horses to land to set up a flank attack, but with ample skinks around to pelt them with darts. The salamander will hunt for targets of opportunity and try to soften the knights up a bit before the fight.
Two questions: Do I have enough magic defense? And, what lore should the Slann take, Metal, or Death?
My opponent also plays a Lizardman army, so I won't be able to surprise him too much. Any advice or criticism would be appreciated; the game is at noon tomorrow. If I win... I win the league! If I lose, everyone gets to claim my territories and I basically fail and die. Let's go for broke!
Yes, Brettonians! While I've never played them before, I think I understand the concept: Lots of heavy cavalry that gets full attacks in a narrow formation, crappy infantry and archers, flying horses, and hard hitting stone throwers. They also get a ward save for letting you pick first turn.
I have several advantages I earned over the course of the campaign: My list will be 3270 points total, I get an extra 100 vps at the end, one unit of my choice has hatred, and I have a "free" magic weapon that my men found on the map: Icydeath- Ignores armor saves, and any model taking wounds has it's WS and I reduced to 1 until the end of the next turn!
Here is what the Brettonians will face on my end:
Lord Magwe (my named character general, a Slann)- Becalming, Mystery, Rumination; Cupped Hands, Bane Head, Dispel Scroll; BSB
25 Temple Guard- Full command, champion with blade of hornet, war banner
Scar Veteran- Jaguar charm, great weapon
Gor-Rok
29 Saurus- Spears, full command
Oldblood- Carnosaur; Icydeath, Enchanted Shield, Aura of Quetzel, War Drums; Hatred
Skink Priest- Lvl. 2, EoTG, Storm Rod
3x10 Skirmishers- blowpipes
7 chameleon skinks
2x3 terradons
3 kroxigor
Salamander- extra handler
I'm going to form a big line with the saurus and TG with one flank against some terrain, and just let the knights hit them. I think they have enough numbers and holding power to survive long enough for the krox, Engine, and carnosaur to come round to their aid. Meanwhile the terradons and chameleons will try to shut down the trebuchets, who will have been enjoying the target rich environment up till now. I'll leave some tempting places for the flying horses to land to set up a flank attack, but with ample skinks around to pelt them with darts. The salamander will hunt for targets of opportunity and try to soften the knights up a bit before the fight.
Two questions: Do I have enough magic defense? And, what lore should the Slann take, Metal, or Death?
My opponent also plays a Lizardman army, so I won't be able to surprise him too much. Any advice or criticism would be appreciated; the game is at noon tomorrow. If I win... I win the league! If I lose, everyone gets to claim my territories and I basically fail and die. Let's go for broke!