Friday, 26 April 2024

Lizard Army confront a Tomb Kings Horde, HC!Fantasy - 1st Play Test

 Lizard Army confront a Tomb Kings Horde

First play test of the two armies with a new rules system.

Essential I've created HC! army lists for Warmaster armies and magic. My victim played the Tomb Kings whilst I played the Lizardmen.

Simple game no scenery just line up and charge to test the points allocations, unit creation and magic rather than an indvidual's skills

Result was a resounding win for the Tomb Kings who lost nothing whilst the Lizards lost half the army. Christoph (aka the victim) was delighted with the result and felt the game played like Warmaster without some of the detail that sometimes bogged it down.

I forgot the photos through the game but over three turns not a lot happened as my command rolls ensured half my Lizard army never moved.

Turn 1
I advanced the right wing and fired some shots at the Tomb Kings. The Tomb Kings waited for my arrival with some positional changes as the commander had realised he'd set up incorrectly and fired at the Lizards. Casting Doom and Despair on the Kroxigor who could now only stand and stare

Turn 2
The Skinks in the right wing of the Lizards charged the Skeleton Infantry and were pushed back becoming disordered and were pushed back to their death in turn three. The Terradons flews behind the Skull chucker and fired shots at it whilst the Stegadon advance slowly forwards.
The left wing of the Lizards failed their command again, whilst the Tomb kings facing them advanced a little & cast spells and fired. The middle division joined in attacking the right wing of the Lizards.

Turn 3
The Lizardmen on the left were in combat or failed commands and the division on the left flank also failed. This was just very poor rolling 10+ and blunders, whist break tests were rolling under 7s with excess casualties taking them lower. 
The Tomb kings facing the unmoving left wing of the lizard fired and finally the Lizards moved, backwards as they failed their break tests.
On the Lizard's right wing the Skeleton Infantry polished of the skinks and swept into the Salamander unit destroying it. The centre and cavalry from the right wing of the Tomb Kings charged into the Stegadon which was destroyed in combat. 


The game ended at the end of turn three as half the Lizard army left the table.

Note:
The Tomb King archers had depleted the stamina of the Lizard units so they were almost shaken when the were attacked.
Magic throughout had been as haphazard as it ever was in Warmaster.




I believe I got the stats for both armies about right but I'll need to ensure the General is played as a CIC rather than being in charge of a division, so a little rule tweaking will be required and both the below lists would have an extra Hero HQ.

The Lizard men army was about 1K Warmaster points.


The Tomb Kings also about 1K points


Why did the Lizard lose when the Tomb Kings didn't even lose a unit?

It was one of those unbalanced dice rolling games that happen every now and then and a lack of HQs on the Lizard's side only made it worse.

The Lizard army failed 80% of its command rolls and 80 of it's break tests, whenever a 6 was required, a 1 was rolled and when a 1 was required a 6 was rolled. I could not believe the luck, rolls to hit were failed morale saves failed. The Lizard player (me) usually enjoys great luck with the dice, not today.

Meanwhile the Tomb Kings did what they do shrug off everything, but in addition made far more morale saves and shrugged off brake tests. 



AAR ECW 10mm 8th September 2024

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