The long-awaited 2000pt game between Andrew’s Lizards and my Empire finally happened! Well…half of it. We started late, took a long time to set up and get going, and had to call the game after only two turns. The “?” in the title refers to the fact that I took pictures, video and notes about exactly where all of the units ended the game, so if we wanted to actually set up the table as we left it and finish the game, it is quite possible. At the very least we’ll roll up ‘the battle.’ You’ll know the one I’m talking about by the end of this report.
Empire
- Templar Grand Master (General)
- Wizard Lord, Level 3, Light (Banishment, Shem’s Burning Gaze, Birona’s Timewarp)
- Captain (BSB)
- Warrior Priest, Mounted
- Warrior Priest, On Foot
- Warrior Priest, On Foot
- 29 Swordsmen, Full Command
- 28 Swordsmen, Full Command
- 20 Handgunners + 10 Militia (Detachment)
- 12 Knights of the Inner Circle, Full Command
- Great Cannon
- Great Cannon
I went with two new things with this list. The first was using a Templar Grand Master as my General. Since I’ve been using the Knights as my beefy, hard-hitting unit, I figured I would strengthen their leader. I also added a Warrior Priest to each of my combat units, giving me free dispell dice, some more spell options, and Hatred for their units. When first getting into Empire I wanted to try a religious-themed army, but that never panned out (I stopped buying and building the army…and playing the game!…for a number of months).
Lizardmen
- Slann Mage-Priest (General/BSB), Level 4 (Earthborn, Shield of Thorns, Flesh to Stone, Dwellers Below)
- 21 Saurus Warriors, Musician/Standard
- 21 Saurus Warriors, Musician/Standard
- 21 Saurus Warriors, Musician/Standard
- 16 Temple Guard, Musician/Standard
- 10 Cold Ones, Musician/Standard
- 5 Terradons
- Salamander Hunting Pack
New for Andrew in this list were the Terradons. Getting the first turn, he announced that they would likely be cannon-hunters. I cringed when I saw that the Slann, of course, rolled up Dweller’s Below. Thankfully my Wizard Lord was equipped with the Seal of Destruction, a Dispell Scroll with the potential to make the Slann forget the spell. Guess what I was saving it for.
Setup & Deployment

We rolled up the Watchtower scenario, and I got to control the tower. However, not having a 20-man unit (the Handgunners could not be used as they had the detachment…crud), it was left empty.
In the middle is the Watchtower. ‘Above’ it is a Charnel Pit, with an Elven Waystone beside that. ‘Below’ the tower is a Sinister Statue. There is a forest to the ‘left,’ and a hill to the ‘right,’ with another forest nearby that. On my right there is an Anvil of Vaul. There are also two walls on the board, the ‘top’ one being a Ghost Fence (hence the skull, of course).
The Sinister Statue right in the middle of my zone forced me to split my army, and keep everyone 6″ away. I chose to keep the Cannons in the middle, to give them free range of the battlefield. I left the Knights on their own, hoping they would be able to take care of themselves, and stuffed everyone else on the other side, hoping their numbers would be able to keep them safe and potentially sweep around.
Andrew had a wide frontage among his units, and so spread clear across the table. He planned to use the Ghost Fence as a charge deterrant agains the Knights. Otherwise, the plan would be to move up, get stuck in combat, pwn the pesky humans, and win. The Cold Ones would sweep around to take the Knights out, who were likely to go after the TG and the Slann, regardless of some spooky fence.
Turn 1 – Lizardmen

As I ‘controlled’ the Watchtower, Andrew went first. Everyone Marched up, including the Terradons who had Vanguarded ahead already. They got in the blindspots of both the Knights and Swords #1, but was forced to be in range of both the Sinister Statue and the Cannons’ grapeshot (which Andrew forgot about).
The Slann put Earthborn on his unit, Shield and Flesh were dispelled, and Dwellers failed to cast. The Terradons’ javelins failed to hit, and the Salamander’s flame fell short.
Turn 1 – Empire

Thanfully Andrew’s turn was lackluster, so I had a chance to deal first blood.
The Knights attempted the charge into the TG, but failed and moved up 5″ instead. The Militia, however, made the charge into the Sal’s flank, which Andrew was not expecting, and did not account for when he moved it there. The Swords just moved up a couple of inches, necessitating a roll of 10 if the Saurii wanted to charge them next turn.
The Wizard Lord managed to Irresistably cast Banishment on the closest Saurus block, but of course rolled snake eyes for the 2d6 hits! Only one Lizard succumbed. The Miscast roll cost him a Level and the spell. The rest of the dice were used by the Warrior Priests to try and make their units Unbreakable, but Andrew used all of his dispell dice to cancel them.
The Handgunners managed to drop another 2 Saurii from that #3 unit, while one Cannon got a whopping 10 grapeshot shots on the Terradons (oh, who had lost 1 model and another wound to the Sinister Statue). But, just now I realised that I think I used grapeshot wrong! I rolled a 10, but I thought they were auto-hits. Apparently those are the number of hits I need to roll using the crew’s BS. I’ll have to figure that one out after I finish this report! Anyway, the other Cannon blew up the Ghost Fence.
In combat, the Militia lost a fighter and wounded the Sal, and because of the flank charge won and forced a Flee! They failed to catch the Sal, which was not nice.
Turn 2 – Lizardmen

The Salamander rallied and maneuvred to the side of the Militia. Saurii units #2 & #3 marched up, not attempting the charge. Unit #1 moved up I think to divert my charge, away from the TG to protect the Slann, but the TG tempted Fate by moving sideways somewhat behind the Saurii. If the Saurii took the charge and lost, the Knights would hit the TG! Andrew took the chance and later admitted to not having planned it through well. The Cold Ones moved around, ready to charge the flank or rear of the Knights next turn if they got into a fight with the Saurii.
I spent all of my dispell dice knocking down the first three spells and used my Seal of Destruction onDwellers, which Andrew saved for last. I rolled a 4 to make the Slann forget the spell. What a relief! Last game that spell was über deadly, so it was nice knowing that it wouldn’t be coming up this game. It cost me some points to make it happen, but they were points well-spent.
The Salamander burned up 4 more Militia, who ran away because of it.
Turn 2 – Empire

Let the bloodbath begin!
The Knights charged into the Saurii, and the Swords each took on the other Saurii. The Militia rallied and moved to provide a flank charge next turn.
It was now I realised that my Wizard Lord was misplaced, being at the far right of the unit, rather than the left where he should have been. This meant he was out of range to use Birona’s Timewarp, so was stuck tryingBurning Gaze at the Sal, which was dispelled. The Warriors Priests used the remaining Power Dice to each castSoulfire, causing d6 S4 hits against the enemy units they were engaged with. Awesome! Unit #1 lost 3, #2 lost 0 and #3 lost a hefty 6! Ouch!
The Handgunners fired well, needing 5s to hit and 4s to wound, and managed 5 wounds on the Salamander. “Did you add the -1 for Skirmishers?” Andrew asked? Crap, okay, roll again. Well, this time I needed 6s to hit, and I got an unbelievable 11 6s on 20 dice! 11! Craziness! I got 8 wounds this time, but I brought it back down to 5 because I made the mistake the first time. Regardless, enough wounds went on the Sal to drop it. The first Cannon Misfired, but it was only a minor malfunction and nothing happened. The second blew away two Cold Ones right from under their riders.
The first Swordsmen unit only managed 2 kills, even with a Warrior Priest, a Captain with Biting Blade and Hatred among the Swordsmen. They took 3 dead in return (not shown), including the Warrior Priest, but because of ranks, the charge and the BSB, they won combat. The Lizards stayed. The second Swordsmen unit only managed 2 kills as well, lost 4 including the Warrior Priest, but again because of the ranks and charge, they won, and the Lizards once again stayed. I’m not sure exactly how many Saurii the Knights killed in their combat, but after the charge and ranks and losing one model (love that 1+ armour save!), they managed to win combat by 7! Man, Templar Grand Master + Warrior Priest’s Hatred + Knights of the Inner Cirlce = deadly! Anyway, unable to roll snake eyes on two break tests, the Saurii fled, got caught, and the Knights charged into the Temple Guard unit. Eek!
And this will be ‘the battle’ that I mentioned earlier. It would occur on the Lizard’s next turn, but since it was too late we couldn’t play it at the time. Again, we might just roll for it while chatting online, or set up the table like we left it and finish it properly. Either way, we determined that the Cold Ones could just get into the flank of the Knights, although they would have to skirt through the Mysterious Forest on the way through. One could only hope that the Dangerous Terrain test would help me by dropping a few more of their numbers.
‘End Game’ Thoughts
Some slight and not-so-slight errors on both sides cost us each some things here and there. The Terradons dying way to early due to poor planning. The Wizard Lord not being able to influence his friends also due to poor planning. Etc. etc. On the good side of things, I like my list for the most part, but will probably try a variation of this for my next 2000pt game. The Warrior Priests are pretty cool, as is the Templar Grand Master, but are they worth all those points?
Anyway, his is how we left it. What will happen? Who will win? Will we even ever find out? *dun dun dunn!*
Thanks for reading.