A few After Action comments from me:
On the Lizzie list:
I had a lot of fun with it. The Skinks leadership sucks...we had to pay attention to getting the Skinks in the right place to divert, but not cause panic tests to others. We took a phased approach- several waves of Skinks is better than trying to get them all out front to start. Slaan placement was also key in this- he needed to be in the center near the action. 3 dice Ldr 9 rerollable- it is hard to fail. The Lizzies even made a couple improbable tests during the battle- 3 dice just opens up a "chance" to make things.
I mentioned it in the Lizard thread, but I really missed using some fliers in this list. The Sallies performed wonders but it would have been nice to have 2 Chiefs on Terradons.
I liked having the Slaan running around solo. It freed up the TG to do their thing, and Ethereal definitely came into play this battle. The Slaan is vulnerable to characteristic tests...but that doesn't change if you put him in a block of TG. Actually, it even makes spells like Dwellers that much nastier- not only does the opponent get a shot at the Slaan, but the TG could lose 33%. The old Slaan had some protection from this by having the ability to negate rolls of 6s on powerdice from Wizs in 24 inch range, but the new one doesn't have that luxury.
Tett was fun to play with but I don't think I am going to use him in the future. I normally shy away from Special Characters so my lists can be used in any environment. If I got too used to Tett, I would miss not having him and wouldn't be finding other ways to fill his gap. For his points, I think I am going to add some more Krox and maybe change the two scroll caddies to Heavens.
The Battle:
As for the battle, I think if we ran similar lists against each other again it would be a lot tougher for the Lizzies. Cannons aren't always reliable, but when you have 4 of them, it is rare to have such low T1 and T2 effectiveness (
although I just played a game last night against my son's new Dark Elf army and both cannons blew themselves up on T1 and T3! It happens). I never expected the Krox to live through the game...but the Lizzies got way more mileage out of them then we should have.
The Haunted Mansion and Altar on the edges severely limited the Lizzie ability to get Skinks into the backfield. We smartly avoided the Haunted Mansion on the right- especially after seeing what it did to the Empire Knights. The Altar didn't really come into play too much but it did get in the way.
It has already been mentioned- but I think a key takeaway for Empire is giving STanks the necessary breathing room to operate. Running two STank side by side is powerful- but they can't get in each other's way. Something I noticed Rothgar while I was moving your units around on the battlefield- your list may require more space than the board allows. What I mean by that- the Knights, Demis, and STanks need room to roam and have to leave room for the hoard and cannon firing lanes. Things can get bunched up quickly. The Knights that got jammed by the Mansion in the east did so because they couldn't squeeze in next to the Demis. Even if they hadn't- Lizzies could have jammed them up with one diverter- getting a two for one bang for our points.
Some things to think about- it might be more effective to run one block of 5,6, or 8 Demis than two units of 4. Another option is to drop the vanilla Knights and use Huntsmen for your cavalry deep diverting support. I have tried this with both my Griffon List and all-Cav list and it works well. This allows you on your first turn to move full speed ahead with the Demis and block/divert what you want with the Huntsmen Scouts.
In Summary:
I had an absolute blast in this TEG. As usual, Rothgar was an awesome opponent.
I find it kind of interesting that the "finesse" armies of the last 3 TEGs have pulled out victories. Part of their success is due to a group of collective minds using all their tricks and schemes to best effect in a TEG- but I think talented Generals can use these types of lists to great effect. The difficult task with them is that the margin of error is really low- one mistake and the whole house can come crashing down (
like what almost happened in this TEG when I didn't block the Stank).
I think Empire has all the tools to deal with the new Lizardmen book. Lizzies have some cool units and abilities, but I don't see them as a major obstacle for a balanced, well-played Empire army. If they go monster-heavy, our cannons will drop them. If they troop-up on Saurus, our less-expensive troops can win the war of attrition. Lizzies will also have a hard time with a 1+ AS spam unless they design their army to deal with it.
Keep the After Action comments coming in. The norm is for people to shift their attention elsewhere when a game is done- but these comments are on of the most important parts of a TDG/TEG! Give us your words of wisdom.
HHG