Friday, October 1, 2010


Today, I decided to try HE in a 2250 fantasy game. My opponent is none other than our resident slaan player (Grimloq) .

Why use the pansy HE you may ask?
ans: If you know both yourself and your enemy, you can win a hundred battles without a single loss. - Sun Tze

LOL anyway I lose again... HE killed a grand total of 2 units of 10 skinks and 1 unit of chamelon skinks. Game ended on turn 4 with HE having 4 RBTs and some archers left....

Fun stuffs
-Teclics failed to cast purple sun due to slaan ability of discarding rolls of 6s on PDs. (WTF PWN!)
-Lvl 2 mage cast pendulum twice, both rolling short for distance to slaan and once fail to cast big pendulum on 6PD... (DICE, thou forsaken me yet again)
-Teclics got 1 shot by IF dwellers in turn 1. (*face palm*) 
-Lvl 2 mage get a str6  IF wound due to slaan cupped hands, turning into frog in subsequent turn and dying to dwellers. (when turning into frog is not enough)

Close combat
-22 sperm elves charge 20 saurus, elves dealt 0 wounds and broke. Saurus pursuit 12, elves flee an incredible 4.
-11 phoenix guards vs 16 Toughness 8 temple guard. (slaan total magic domination with hex and augment)

-5 salamanders went around flaming sword masters, pansy ASF masters decided to FLEE! with just 4 casualties!
(ASF = Always SURE FLEE!!!)

It was a fun game nonetheless, learned more of HE after using them today. Expecting my 100 battles without loss soon hehe. 


Krom said...

Sorry for being my scapegoat!

Before the game I was also thinking about ways to mitigate the two of slann's abilities:
1. Beclaming
2. Cupped hands

I thought about having a BSB with NO MAGIC banner (as suggested by Crazyrat) or simply staying out of range.

At the end, a purple sun cast with all my power dice at the slann at the first opportunity seems like the easiest option.

What are the other options we have?

Krom said...

I read from many forums that repeater bolt throwers are not performing and the points should be spent on more troops instead. What were your targets and how did the bolt throwers fare against them?

crazyrat said...

The skinks were screening the large block of saurus and temple guards, offering -3 for them. Long range and shoot through unit.

While I mostly shot at the skinks at -2. Due to the skinks being softer targets and inducing panic to skinks and the units they screening when flee through. Cold blooded negate that.

The salamanders at long range and skirmisher also at -2 and have T4 and needing to randomize between handlers and salamanders make them very hard to kill. 3 salamanders with 4 skinks each =
21 wounds unit. (12 at T2, 9 at T4)

I mostly shot at skinks, salamanders. Shooting the A.stegadon and saurus unit once each but did not wound the saurus unit. Inflicting one wound on skink priest on A.stegadon but was heal back by life magic.

Yes RBT sucks... or my rolling sux. (Kept getting 1,2,3)

Krom said...

Yup the skink screen is a standard tactic. Sigh even I am at a lost as how to counter that.

Maybe I will just charge my chariots in and overun into the unit behind. Maybe.

Lizardman is hard to break in this edition? (worse with life lore?)

crazyrat said...

It used to be worse in 6th edition, as there was no panic when friendly unit flee through own unit. 6th edition lizardmen could also charged through skinks making them even deadly. To rub it in, there were 5th to 2nd gen slann, perfect for LM to bring a slann in all types of games.

They got slightly nerf in 7th edition LM book. No more charge through skinks and the slann got slightly weaker and more expensive. Paying more for skirmishing skinks.

But LM in 8th edition rule got boasted again due to the basic magic lores becoming very destructive. (if they use slann)

Krom said...

Thanks for the info. Sounds exciting and challenging!

I really can't wait to get a game in. Wonder how my Lambos will fare. Maybe Tuesday with Defeng too haha.

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