Showing posts with label Lizardmen. Show all posts
Showing posts with label Lizardmen. Show all posts

Monday, August 16, 2010

Painting progress

Friday night fight was skipped this week as A. & I were seeing "Deep Blue Orchestra".

I have not been slack, far from it - I have had the painting urge strike. 30 Gretchin, 8 Orks and 16 Sarus Lizardmen have gone from plastic to waiting for basing. I was doing a couple of hours at the end of the night, perched in my usual spot behind the Teev while the others watch their programs, L. watching ABC3 until 8.30, and then more adult stuff once L. was in bed.

I was amused by the timing of the BOLS article on Army Painter quickshade, as I was prepping my Saurus for just that treatment when I read the article. If you like painting armies fast, it's a great article. My only alteration to that article - I always paint the dip on - less mess, less wastage.

Sunday, August 8, 2010

And the wizard stayed in the pub!

Friday saw Adelle feeling more like playing hostess to Carina, so the teams were Lachies' Lizard and my Empire V Tom's Chaos & Nathan's Night Goblins, each army at 750 points.

We played "Early Morning Battle" #2, with deployment being randomised by zone: left flank, centre or right flank. The naughtiness alliance won the choice, and wisely stayed away from the buildings, and got a reasonably well spaced deployment. The lizards went first and took the centre, while the Empire filled in the holes, and seemed to be obsessed with the pub located on the left flank!

One the battle got rolling, their were a few feints and fiddles, with a detachement of swordsmen playing the feint game to fail charge some warhouds, but the traffic jam it casued was at the expense of less cannon shots. Hard to say if the trade was worth it.

The Saurus got stuck into the goblins, slightly worn down by missile fire, and got them running away. The humans stayed in the pub, waiting for the Chaos Warriors to arrive. On the left, a thin frontage Saurus broke some Marauders.

In the magic and shooting, a shaman ripped apart a Scar veteran hero, and kept away some charging. After Turn two the skink priest had taken out the Wizard of Tzeench by 'wind bumping' him into nearby units, and zapping him with burning head, and the shaman's were turned around and destroyed by mortar fire.

However, around turn three, the Trolls came to play, and the Warriors started getting their charges. The trolls were machines, smashing Saurus units and taking back the accumulated banners. By the end, all the gobbos had run and the trolls were sitting around wrapped in FIVE banners. Easily a man of the match performance.

Out on the empire left flank, the Warriors hit the pub. 8th Ed has some 'ten on ten' rules for building combat, and the Warriors ripped apart the first ten halberdiers without a return blow being thrown. Luckily the 25 halberdiers outnumbered the 10 Warriors even after the carnage, and made their steadfast leadership roll. We claimed that they were to drunk to know what was going on, and were piling out the windows and off the roof, and the door was too jammed with corpses for the Warriors to get in!

A fifteen Skink javelins units did good work, taking out Hounds, peppering some Warriors, and keeping the Priest alive.

After the game I looked at my army and found I had made a tactical error - I had a second wizard, who I forgot to roll for, and forgot to field. We decided that he must have enjoyed the pub too much, and passed out under a table and enjoyed a good nap.

The traffic jam was declared a good tactic, as there were about 250 points more "Good guys" left at the end. However, the trolls recoving all the gobbo banners, and holding two Sarus Banners, and the Warriors holding the pub Halberdiers banners seem to give the balance. We calculated at the old rule of 100 points per banner. This is a handy win of 50 points to the naughtiness alliance.

The next day, Tom was reading the rules, and banners are only worth 25 points, which turned it back to 175 point victory to the  good guys.

We all had a great time, and want to do it again.

Practicalities seem to mean that we are going to split into two types of games - "Adult" night, where we play larger games at our place and go later, and "Kids" nights at Toms where we start earlier and play smaller points, with a roughly fortnightly rotations.

Tuesday, August 3, 2010

My current project: Mixed Editions Lizardmen

In many GW army releases, their is the popular army, and the unpopular army. If you feel like collecting the unpopular army, you can get 'half sets' or 'double half sets' at a steep discount.

Warhammer a few editions ago released Brettonians and Lizardmen as the base armies. Well, knights in shining armour are popular, lizards less so. The pull of Liazrdmen is usually thos who love dinosaurs - there were no dinosaurs in the basic box. What were they thinking?

The net result was that people would buy the (then) $100 starter box, and would look for someone to grab the unwanted Lizards, usually for around $20. This neatly suited my "No more than $1 per model" philosophy, scoring 40 figures for that $20. I did this twice, and later supplemented this with an ebay '100 skinks for $20'
 bid, and a 10 Lizards for $5.

I later supplemented this with helping Agro win a Cancon bid buy chipping in for some fantasy components, scoring a much later edition Warhammer core troops box of Lizardmen for about $20.

Net result: 70 Sauraus Warriors and 120 skinks for $65

What has that got to do with Today? Well with the recent Warhammer Fantasy push that has happened recently, L want to play Lizardmen, so I am neatening up and completing all the old projects related to that army. The core box is being completed, with four full commands. Also many of the skinks (which in the old edition were all archers) are being converted into javileneers with shield, using paperclip javelins.

I have also made a few green stuff 'jungle swarms' and I many attempt to sculpt a few more of those before the green stuff I acquired recently ages poorly.

Net result - The basics of a Lizardmen army, $65 and some quite enjoyable hobby fidddle time.

The other cost: Carting it around a dozen sharehouses :)

Friday, July 30, 2010

Green is best!

The scenario was capture the fortress. A lizardmen cohort held the fort, and Triksiliksi the skink priest convinced   the goblin shaman Zogzog that they were green enough, and the bashing would be good. The Tzeenchian sorcerer Gamile similarly trick a local Empire Garrison to help him capture the fortress.

The Human alliance went straight to business, closing in on the fort, with the marksmen firing poorly, and the mortar rounds exploding harmlessly mid air. The Greenies similarly moved in, with their spells making more headway, halving a warrior of Chaos unit.

Next turn the mortar took more of a toll, the purple sun spell hurt the lizardmen sorely, and the guns whittled more Orcs. The warriors of chaos were repulsed by the skink skirmishers occupying the building,  The greenskins tried countercharge, but were caught in the water. Triksiliksi tried to save the day with powerful magics, but blasted his own intelligence instead, and wandered around the field dazed.

A Lizardmen block was destroyed by the Chaos warriors, and their brothers made it into the fort. Only to be blasted out by the Orcs.

Then Black Orks blasted through the ranked Halberdiers, taking eight kills on the first impact. The Warriors saw the last of the Saurus fall, but failed to turn on the building in time. As the day ended, the Orcs held the fort, and the forces of Mankind left the field to return another day.

Tuesday, July 27, 2010

8th Ed Introductions - Adelle's Empire V Tom's Lizardmen

Part of making a new scene is training up the newcomers. I got to take my partner Adelle and Tom, a long term friend of hers through their first games last Friday. There were mistakes a plenty, but a good games was had. It was about 650 points.

The Empire fielded 5 knight with a similarly armed Captain on horse, 10 handgunners with sniper, and an infantry block, 10 swordsmen, 20 spears, 10 bows and a lvl 1 Fire Wizard. The lizards had a 10 and a 20 infantry block, a 10 blowpipe skink contingent, 3 blocks of jungle swarms, and a lvl2 Skink shaman.

The scenery was a nearly mirrored field - river through the middle, two buildings just off centre. They faced off one to one.

The knights charged the warrior ten block, and did no wounds, and lost three knights. They fled, and came back just in time to knock the 10 under half, but not survive.

The handgunners got into position, but got jumped by the skinks quicker weapons, which caused a break. They made it back, and helped the fire wizard blow away their little rivals later in the match.

In the big blocks battle, the lizardmen got caught in the river. The bowmen REALLY earned their points, peppering away two or three lizards each time, whittling perfectly. The swarm went straight in, and contacted the swordsmen. The swordsmen actually saw them off over three turns, surprising me a little. Once the lizardmen did impact the spearmen, they were a bit too few, and due to the fact that they were late, the swordsmen got to counter charge.

The Liazardmen never broke, but they got ground down.

In the magical battle, the shaman killed the wizard, but the wizard more than earned his points late in the game, knocking over skinks and more lizadmen.

In  the end, the victory point difference was 117, a minor victory to Adelle. Tom promises revenge!