A good friend plays Lizardmen, but wasn't really thrilled with the idea of building, assembling, and painting an all-metal Stegadon kit. So I offered to paint it up for him.
Here's the results!
Showing posts with label lizardmen. Show all posts
Showing posts with label lizardmen. Show all posts
Tuesday, June 12, 2018
Monday, September 4, 2017
Save the Farm
My good buddy, Rookie Wargamer, had recently painted up some nice scenery and a small sheep, so the gears immediately started turning about a possible scenario...
We really like to use Age of Sigmar rules with the Old World setting: "AoS in the Old World". That's the setting I used for this game.
Background:
A peasant farmer in the Empire province of Lietzburg has accidentally discovered what appears to be some ancient elven ruins on the edge of his property. However, the nearby elf lord has also learned of the discovery and has dispatched a force to go reclaim the long missing family heirlooms, as well as conduct an honor killing of the farmer for desecrating the sacred ground. The elves will also make use of some Lizardmen allied detachments. The farmer is obviously concerned for his safety but, ever the pragmatist, is equally concerned about his livestock. So he has demanded that his lord Baron Edmund come repel the elven force and ensure the safety of his livestock.
Objective:
Both forces must control the elven ruins, as well as the farm.
Major victory: have the most models within 6 inches of the ruins AND the farm.
Minor victory: control only one of the objectives as described above.
Starting on turn 3, at the end of any Battle Round, if a player holds all objectives as described in "major victory", the game ends immediately. Otherwise, game ends after turn 5.
Special conditions for Empire player: since the peasant farmer has requested aid of his lord, and also his livestock, the Empire player must ensure the safety of the herd, too. Starting in turn 2, roll a die. On a 6, the sheep has escaped and moves randomly. Roll 2D6 and select highest for distance. In order to win Major Victory, the Empire player must control both objectives, AND have at least 3 models within 3 inches of the sheep, and have more models than opponent within 3 inches of the sheep.
The sheep can't be killed. Only one sheep moves, the other animals are just for scenery.
With that, deployment!
We used the collection of barrels in the corner of the livestock pen to represent the "control the farm" objective.
We used this nice new piece of scenery, the statue obelisk thing, to represent the discovered elven ruins in the (also new) rocky outcrops.The sheep mounted on the bases is the one able to get loose...
Lord Edmund, deployed at edge of farm. Halberds in the crop field. Behind the farmhouse, the small unit of Lord Edmund's personal guard (greatswords) have deployed as a reserve.
Swords and Pistoliers.
High Elf spears and archers have already breached the outer crop field.
Kroxigors in the center, looking menacing and generally irritable.
Small unit of saurus deployed on the Allied left flank to threaten the elf ruins.
The Elf Lord, sporting a nice new paint job.
The battle has begun. Pistoliers advance and decimate the saurus after the crossbows do their work.
The allied line surges foreward
Despite some taunts and jeering from the Allied commanders, Lord Edmund takes up position behind the wall, prepared to bring his considerable skill to bear at the critical point...
The Elves unleash their arrow storm fury, ripping the halberds to shreds. The farmer hears the commotion and quickly retrieves his old and battered halberd off the mantle above the fireplace and runs outside to lend a hand. It's been years since he retired from the state troops unit but he still remembers how to get in formation.
The Allied line crashes into the Empire line.
The sheep has gotten loose! The farmer will be asking for steep reparations...
Swordsmen hold firm, securing the elven ruins.
Not many crossbows left, they try in vain to fend off the Reavers.
The kroixgors make short work of the pistoliers
Seeing the left flank and farm about to collapse, Lord Edmund charges into the advancing spearmen, scattering the sheep.
The lizards surround the swordsmen
After finishing off the crossbows, the Reaver Knights leap through a collapsed section of the ancient wall, attempting to surround the swordsmen
Not looking good for the swordsmen with the swift Reavers dashing to the rear
Upon seeing their lord engaged in combat, the personal guard charge into the spearmen cutting a number of them down.
At this point, we forgot to take more pictures. But basically, it was turn 3 and the battle hung in the balance. The allied flank had totally decimated the Empire right flank around the elven ruins and had total control of that objective. The Sheep was loose and the Empire did not have enough units left to go chase him down, so there was no way for them to win. However, they could still force a tie and the greatswords unit almost pulled it off. They had nearly tipped the scales in the melee in front of the farm, but it wasn't quite enough. The Empire side conceded victory to the Allied forces.
It was a really fun game, and I think the very brief background story and simple scenario brought the game to life. Fully painted armies and decent scenery made a huge difference as well.
Labels:
Age of Sigmar,
AOS,
battle report,
Empire,
high elves,
lizardmen,
wargaming,
Warhammer
Monday, March 13, 2017
Lizards vs Empire
We played a spur-of-the-moment game of Age of Sigmar this past Saturday. We didn't do any planning or preparation - just "hey, wanna play?" "sure!"
We finally decided to try out the points values from the new General's Handbook and went with Empire vs Lizardmen which would prove to be interesting because we hadn't really given the Lizardmen a true run through.
We used the points as a "framework" to guide us for the army sizes. The armies weren't perfectly matched - we played about 1100 points, give or take a few. More thoughts on that later.
We played the Blood and Glory scenario with 4 objectives in each quarter of the table.
One thing to note - when we set up the army lists, I accidentally paid the points for the Empire general on griffon (not the general on pegasus...which doesn't have points in the GHB). We realized this after deployment, so we talked about either the Empire removing the griffon and adding more units, or just bumping a few of the lizardmen units up to balance it out. I recommended this approach because I had a sense that the griffon was a little too powerful for such a small battle, given recent experience with with an Orc Shaman on a Wyvern...(to the recent detriment of the Rookie Wargamer). In the end, we decided to reinforce some of the lizardmen units instead of adding units after deployment.
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deployment overhead shots |
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Empire deployed with a heavy left flank |
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chameleon skinks used hidden deployment... |
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saurus and kroxigors |
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The skink priest general hanging out in the trees |
The kroxigors swarmed the Empire general on the Griffon/Pegasus.
Updated: I almost forgot to mention that we had back-to-back double turns! The Lizardmen finished deployment first so had the option and made the Empire go first. After the first turn completed, the Lizardmen won the initiative roll and got the double turn. This is what allowed them to swarm the empire general on the griffon. Then after the second turn, the Empire got the double turn. Bam!
The empire general barely survived this encounter, taking 7 wounds in the initial combat and then deciding to fly away and retreat from combat. Of course, we had Monty Python's Holy Grail playing in the background, and Sir Robin had also decided to "bravely run away" at the exact same time...
Few turns later, the Pistoliers and rest of the left flank shot the swarm of snakes off the far objective, but then the Saurus block made a right turn and swarmed them. They were annihilated.
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The crossbowmen helplessly watch the slaughter from a distance |
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the left flank after the pistoliers were removed to the dead pile on the left |
Back on the right flank, the chameleon skinks (no longer pictured) had popped up and basically shot the greatswords off the table, with only 2 left. The greatswords turn around and charged the chameleons, with support from the general. These were wiped out. The kroxigors surged forward and captured the abandoned objective, securing a minor victory for the Lizardmen.
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the final look at the battlefield |
It was a super-fun game - probably one of the funnest games of AoS I've ever played. I think it might have been a combination of factors: the framework from the GHB (reasonably balanced armies, not perfect, but reasonable); Lizardmen were a fun army to play against, they have some interesting rules, and they're really, really tough so the present a different tactical challenge; and the smaller sized armies that we used. Something tells me that AoS really shines when using smaller sized armies. They were just big enough that we had plenty of tactical challenges, but not too big that they were cumbersome to use.
Anyway, it was a great game and I can't wait to play again. I also need to add a few things to this army...
Labels:
Age of Sigmar,
AOS,
Empire,
lizardmen,
Warhammer
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