Fuzzynubz
563
7
4
Empire:
Captain- great weapon, full plate, shield
Engineer- grenade launching blunderbuss
Level 1 mage demonology and ruby ring of ruin
24 Veteran state troops with halberds and Griffin banner
10 man sword and board detachment
10 man handgunner unit detachment
5 outriders with repeater handguns/champ with grenade launcher
5 outriders same setup
Hellblaster with vangaurd
Lizards:
Old blood on cold one
Scared Veteran on foot
27 saurus warriors with spears and shield
10 skink with poison javelin
10 skink with same
5 cold one riders
On LM turn 1, Skink skirmishers screening for the cold one riders (that fail their stupidity test) toss some spears at my hellblaster but dont manage to hurt it due to the new poison nerf!
Saurus march straight up the middle with their balls hanging out.
The other unit of skink take the hill and attack the hell blaster, speading out in front of the Saurus to block clean line of sight for the hellblaster.
Empire turn 1: advanced with the sword and board detachment, using them as cover for the outriders who needed a good line of sight to the big unit of munchy lizard boys. Backed off with the general's unit to allow them more room to maneuver. The wizard casts both of their magic missiles into the screening skink unit but only manage to kill 5. No panic.
The outriders charged out of the woods into the skink on the hill. The stand and shoot was devastating though and he killed 3 on the way in. Somehow the remaining champ and his buddy killed 3 and the skink returned the favor by killing one. They blew their roll though and the champ ran down the whole unit!
Finally, the hellblaster goes off and doesnt roll a misfire so I can use the engineers BS. I rolled 16 shots, 9 hits and did some good wounds. A handful more died to handgunner and outrider fire but pretty shitty over all. No panic.
Lizards turn 2: saurus continue to slog up the board. Cold one's fail stupidity AGAIN. Remaining unit of skink move to protect the big units flank and throw spears at rhe warmachine to no effect.
Empire turn 2- sword and board boys charge the skink and close the door into their line.
Hellblaster goes off again- 17 shots with a bunch of hits and wounds. Between that and outrider/handgunner fire, the big unit is dwindling. Grenades from the outrider champ on the hill and the engineers didnt help either. Passed panic.
Combat- skink get mauled, break and flee through the lizard unit (passes panic test) and the detachment crashes into the flank of the unit.
Magic....I forgot...
Lizards turn 3- my opponent decides to never bring cold ones again as they fail a third stupidity test. Skink fail to rally.
Combat- 1 saurus and scar vet attack the detachment and do jack shit somehow. No wounds on the other side either. Detachment loses and falls back 2". Lizards follow up to keep from being hellblastered.
Empire turn 3. My main unit charges into what is left of the Saurus. My handgunners and the out rider champ on the hill shoot at the remaining skink until they are dead.
My other outrider unit hadn't moved and the cold one riders were within 12". I rolled max hits on grenade and a ton of 6s to wound and managed to kill the entire unit with shooting....did not see that coming. Opponent conceded at this point.
Anyway, I had a great time playing my empire guys for the first time. I think a lot of things went against the lizard men- obviously COR being made completely useless by stupidity and taking a beast of a general out of the mix because he's in the unit is massive. Not being able to land those auto wounds on the hellblaster didn't help either. I learned a lot and hopefully we can play again soon. Against demons, potentially. Thanks to Marc and my LGS!