Hello all, with the new Lizard book just out, my brother and a friend were eager to test the new stuff out, and I was just as eager to play against it! So we arranged to have a big 4000pt battle on Monday with them sharing command of a 4000pt army of Lizards (though they selected 2000pts each, they ended up mostly controlling the half of the battlefield they sat infront of. I borrowed my brother's steam tank and brought 4000pts of Hochland's finest men to take them on!
The game took rather a long time, though that is partially due to our slow pace of play, but also it was a nice close affair which I hope will make for an entertaining read. So without further a do...
Army ListsEmpireGeneral of the Empire: White Cloak, Fencer’s Blades, Dragonhelm, F.P.A, Sh
Wizard Lord of Light L4: Talisman of Preservation, Scroll of Shielding (Pha’s, Speed of Light, Net, Timewarp)
Arch Lector: Armour of Destiny, Crown of Command
Captain BSB: Armour of Meteoric Iron, G.W
Warrior Priest on barded Warhorse: Biting Blade, H.A, Sh
Engineer
Wizard of Heavens L2: Dispel, Opal Amulet (Blizzard, Comet)
Warrior Priest: Talisman of Endurance, Enchanted Shield, H.A
Witch Hunter: Brace of Pistols, Seed of Rebirth
11 Inner Core Knights inc com: Steel Standard
48 Halberdiers inc com + 20 Swordsmen (detach) + 5 Militia (detach)
29 Swordsmen inc com + 5 Militia (detach) + 5 Archers (detach)
10 Crossbowmen + 5 Crossbowmen (detach) + 5 Handgunners (detach)
28 Greatswords inc com + 5 Archers (detach)
5 Pistoliers inc mus
5 Outriders inc mus
Great Cannon
Great Cannon
Mortar
Helblaster Volley Gun
Steam Tank
Celestial Hurricanum
LizardmenSlann Loremaster of High: Soul of Stone, Becalming Cogitation, Focus of Mystery, Harmonic Convergence, Book of Asher
Oldblood: Armour of Destiny, Sword of Strife, Sh
Scar Veteran on Carnosaur BSB: Armour of Fortune, G.W
Skink Priest of Beasts L2: Dispel (Wyssans, Transformation)
29 Saurus inc com
20 Saurus inc com: Sp
20 Saurus inc com: Sp
15 Skink Skirmishers: B.P
14 Skink Skirmishers: B.P
18 Temple Guard inc com: Gold Sigil Sword
Bastilidon: Solar Engine
Bastilidon: Solar Engine
Bastilidon: Solar Engine
3 Ripperdactyls inc brave
Ancient Stegadon: Engine of the Gods, Unstoppable Stampede
Ancient Stegadon
2 Razordons
Salamander
5 Chameleon Skinks inc brave
5 Chameleon Skinks inc brave
DeploymentThe Lizardmen chose sides, though there didn’t seem too much of a tactical advantage to being on either side. The Empire started setting up first and with detachments and war machines were always going to finish setting up a while before the lizards. There wasn’t too many surprises though, the terrain discouraged too much in the way of deploying to one flank or the other, so it was always going to be a classic case of infantry in the middle with support around it.
I managed to lose the roll for first turn (as I always do!) even though I had the +1. And with spells chosen, it was on to turn 1 Lizards!



Lizard Turn 1The Lizardmen started very cautiously, only really pushing their flank units up whilst the Saurus centre stayed put. The ripperdactyls flew right up the board edge ready to charge in next turn.

Magic saw a 6-4 total (Each turn Lizards could channel 4, Empire 5). The bastilidons rattled off a couple of solar engine spells, one of which got through and wiped out all of the greatsword’s archer detachment. The halberdiers were extremely lucky when Tempest scattered a full 6” off them.
Empire Turn 1The steam tank generated 2 steam points and put them both into firing the cannon, which smashed through the bastilidon facing it. 1 down, 2 to go! The rest of the Empire line counted itself lucky that the Lizards had stayed put as much as they had and followed suit, though the volley gun did move up so it could be assured a shot next turn.
The pistoliers did have a tight charge on the chameleons that had got right up close to them and overran the skinks. Magic was 8-5. To try and get some chaos in the Lizard lines, the heavens wizard put all his power into a comet which focused right infront of the carnosaur. Alas, it was cast with irrisistable force and he blew all wizarding knowledge out of his head!
The war machines looked to show as much enthusiasm, the mortar landing a shell bang on the skink skirmishers infront of them, killing 7. The leftmost cannon landed unluckily just infront of the Engine of the Gods, but the right cannon crushed through another Bastilidon. 2 down, 1 to go!
Not to be outdone, the outriders blasted 2 ripperdactyls out of the sky whilst the crossbows and handgunners each dropped a couple of enemies.
Lizard Turn 2With a comet about to land infront of them, and the devastation wrought by the Imperial guns, the Lizards decided they should go on the offensive. Pretty much the entire army moved up as fast as possible with charges on both flanks. To the left, the pistoliers had left their flank open to the saurus and fled from the battlefield rather than be run down. On the right, the last ripperdactyl charged into the great cannon, destroying it.
The comet landed, with sadly less impact than I had hoped. In the end it killed 3 temple guard and 2 saurus. Magic was 4-1. The Slann pushed through fiery convocation on the halberdiers and all the Empire wizard lord could do was read his scroll of shielding. Even so, 14 halberdiers fell.
The skinks picked off troops here and there with blowpipe fire whilst the Ancient Stegadon with giant blowpipes somehow forced a shot down the hatch and wounded the steam tank. The razordons flung their spines at the halberds, dropping a couple but also eating a few of their handlers.
Empire Turn 2The Steam Tank generated 2 points, one of which it used to trundle forward, the second of which it used to fire it’s cannon at the ancient stegadon right infront of it, wounding it three times.

The Imperial knights charged at the salamander, which fled away. They redirected their charge at the skinks skirmishers, who tried to do likewise, but were trampled by the knights, whose banner meant they would almost always move a great distance.
Meanwhile, the outriders decided it would be easier to dispatch the chameleons in combat and so charted in. One of their number fell, but the skinks were no match and fled from the battlefield.
Shooting saw a general thinning of the saurus lines, with no major victories.

Lizard Turn 3The Lizard lines were closing in now. The carnosaur and stegadon saw the chance to charge into the steam tank. The carnosaur was blocked by a group of archers though so first is charged into them and unsurprisingly ran them down but its pursuit was poor and it stopped short of the greatswords. The stegadon fared no better, failing its charge. The rightmost saurus also failed a charge into the haberdier’s sword detachment.
The skink skirmishers showed them all how it was done though by making a charge against the cannon and killing the last crewman, whilst the ripperdactyl flew frenzied into the handgunner detachment who somehow fended it off and killed the beast!
The magic was 8-5 and the Slann called a tempest onto the greatswords, which would have been worse had they not have benefitted from the witch hunter’s magical protection. Still, 6 of them died. The razordons had obviously decided they were more hungry than angry and ate another few handlers whilst dispatching a halberdier.
Empire Turn 3The greatswords declined the opportunity to charge into the carnosaur, fearing a flank charge from the large saurus block. Instead, the steamtank generated 3 steam points and put them all into the engine to plow into the monster! It took 3 wounds from the dinosaur, though the plans went awry as the enraged beast ripped great chunks from the hull, causing 6 wounds.

The magic was 8-4 and the Wizard Lord cast net onto the temple guard to try and make them think twice about what they did next turn.
The crossbows wounded the Ancient stegadon, leaving it teetering on the brink of death. The artillery was obviously losing steam though as the mortar exploded noisily and the helblaster misfired with a clear and close shot at the saurus.

