Anyway, this weekend I had a match against a High Elf player and long time friend. We haven't played the game in years but we both had our armies and we wanted to revive the "good ole' times" if you know what I mean. I wanted to take pictures and produce entire battle report but it didn't happen. I can give you the primary layout though...
The High Elf host consists of a unit of light cavalry, two small formations of archers, 3 repeater bolt throwers (ouch), a block of spearmen, a small formation of Swordmasters of Hoeth (with BIG two handed swords) and three characters; a wizard, a mounted hero, and a hero on the back of a griffin. He had to randomly determine which was his general and it turned out to be the weakest combatant of all three characters, the wizard. This will hurt him later as you'll see.
The Lizardmen Cohort consists of a Slann escorted by a block of saurus warriors, another large block of saurus, a large skirmish band of skink archers, a block of saurus cavalry, three Kroxigor and a saurus hero on a cold one mount. Oh, and a Stegadon with a howdah full of armed skinks. Oh, and two things called Salamanders with their handlers.
I set up the table with some woods and a hill and pond (we are aquatic after all) and deployed my battle line giving him the option to respond to my deployment. Let me say it's been a while and I've been playing alot of skirmish games so I kinda forgot how important the initial battle line is. From left to right went; salamanders, cavarly, slann with escort, saurus infantry, skink archers. Behind the skinks was my kroxigor which is a completely valid combat strategy as they can charge the enemy through the skinks but can't be targeted by ranged attacks through the skinks. A huge mistake I made was placing the stegadon behind the battle line. In retrospect I have no fucking clue what I was doing. The stegadon is a huge triceratops looking sucker with a wooden box full of heavily armed warriors and a bolt thrower strapped to it's back. The absolutely last place it should have gone was in the back, but I must have failed my stupidity roll that day.
The high elf battle line, from my left to right was; light cavalry, spearmen, archers, bolt thrower, bolt thrower, bolt thrower, archers, griffin hero, swordmasters. Somewhere in that was the mounted hero and the wizard but I can't remember where. Anyway it was clear I was going to have to march into a wailing hail of fire and suffer casualties in the 50% range I was figuring before engaging his warriors in hand to hand. I love this guy, really, he's like a brother. BUT. The dirty son of a bitch always sits back with a shooty campy army and makes you come to him. It gets old alot of the time but this time it didn't. It had been long enough I wanted to see if they scaly swordsmen of my command could hold up. Plus I was figuring on my magic thinning their shootiness a bit.
We only played four turns which took about an hour or a little more which is a pretty good clip for a war game. I'm going to give a jist of each turn because I honestly don't remember the specific moves. We rolled a d6 for first player, I won the roll but after some thought gave him first turn so that I could react to his missile attacks.
Turn 1: The only movement he did was on my left bringing his light cavalry up so they could fire on the salamanders which he feared, and rightly so. The majority of the turn was me moving forward, him winging something in the area of 30 dice worth of missile attacks and me loosing 3 of my 8 cavalry which he also feared. My crowning achievement of the turn was calling down CONFLAGRATION OF DOOM upon a unit of two bolt throwers totally frying the crew, they would be reaping no more this game. OH, and my salamanders decided to luncheon upon their handlers instead of shooting. Yaaa me!
Turn 2: More marching from my warriors and a failed charge of my cavalry on a unit of archers. I figured they were out of range but it was worth the guess since they were going to be targets ANYWAY and and extra round of shooting them wasn't going to hurt any. The highlights included my salamanders burning the light cavalry killing four of 10 and their difficult maneuvering through the woods. It should be noted on my right flank I was a total cluster of failure. The stegadon wasn't doing anything useful, the skinks weren't hitting a damn thing, and the Kroxigor were picking their nose. The high elf general was sweating through because he hadn't caused enough casualties for me to be worred, and it was primarily devoted to the apparent indestructible quality of the cavalry. He was pouring arrows and bolts into the last five and doing nothing!
Turn 3: Finally there is some melee! He really did place his units all the way across the battlefield, I mean they were within 2 inches of his edege putting about three feet between me and them, and on speed 4 that takes some time. His missile far took more casualties and he charged my cavalry with his spears before I could charge his archers, which was the smart thing for him to do but ultimately they didn't really hurt the saurus. He also charged his hero into their flank but only contacted one, which he slew, and thus removed himself from combat. His griffon mounted hero charged a saurus cohort and did some casualties but ultimately the saurus one due to nubmers, ranks, and bravery and he failed his break test and fled, I did not pursue because I didn't think I could get a 10 on 2d6 and I didn't see the point in over extending the guys.
Turn 4: More melee between saurus and elfs ensues with no significant casualties except the defeat of my cavalry. They had held their own for so long then suddenly turned tail and ran! They also didn't run very far and were run down the spear men. If this had been a six turn game it would have been a bad idea for the spearmen as they were now behind my lines and well within death but it was the last turn so it was a good plan. My saurus charged the griffon hero but got tangled into a fight with the swordmasters as well and the kroxigor finally got into the game. The total unit losses included a salamander with handlers on my side and a unit of 10 archers on his side. Four turns of raw war with little true death, it was great! The break point was his wizard though. He had been charged by my stegadon and the 7 IMPACT HITS that it dealt him destroyed him. The ensuing panic tests were horrible and all but his heroes fled the field. If that hadn't happen the results would have been around 600 victory points each and a draw game, as it was the route turned it into a solid victory for me.
I've read up on the rules some more and we did alot wrong by the rules as they are written but I don't think we did anything wrong in the play of the game. We both had fun and except the bad panic rolls for the high elves it was a fair and balanced fight all the way through. I'm looking forward to playing again!
Maybe against undead. Maybe against Brettonians. Who knows.