High Elves vs Lizardmen 2500pts
Posted: Mon Feb 18, 2019 4:49 pm
Hello again! Got myself another game in, this time against a new opponent with Lizardmen! Had a fantastic game, it swung back and forth very heavily, and was a lot of fun! I've never fought against Lizards before, only played them, and my opponent's list was fairly different to what I normally play with Lizards so it was an interesting match. My unconventional Elves were also a surprise for my opponent, so we both went in a bit blind. I'm still working on painting some of my newer models to modify my list and improve it, so I just went with one of my previous lists. Unfortunately I'm a bit low on pictures for this one, wasn't keeping track of them as well as I should have.
High Elves:
Anointed of Asuryan w/ Crown of Command, Enchanted Shield, Giant Blade
Archmage Level 4 w/ Book of Hoeth, Talisman of Preservation
Noble mounted on Barded Elven Steed w/ Star Lance, Dragonhelm, Dragon Armor, Shield
Noble BSB w/ Sword of Might, Talisman of Endurance
5x Ellyrian Reavers w/ Bows
30x Spearmen FC
25x Spearmen FC
10x Dragon Princes of Caledor FC w/ Banner of Eternal Flame
25x Swordmasters of Hoeth FC w/ Banner of Swiftness
Frostheart Phoenix
2498
Lizardmen:
Slann w/ Loremaster of High Magic, Channeling Staff, Becalming Cogitations, Skavenpelt Banner, 3 channel attempt thing
Tetto'Eko
Skink Priest Level 1 w/ Dispel Scroll
32x Saurus Warriors FC w/ Spears
10x Skink Skirmishers
10x Skink Skirmishers
21x Skink Cohort
Ancient Stegadon w/ Sharpened Horns
Ancient Stegadon w/ Sharpened Horns
Salamander w/ Extra Crew
30x Temple Guard FC w/ Jaguar Standard
Spells:
Archmage: Fiery Convocation, Soul Quench, Drain Magic, Arcane Unforging
Tetto'Eko: Loremaster of Heavens
Slann: Loremaster of High Magic
Skink Priest: Wyssan's Wildform
Deployment:
There was a marsh in the middle of the table that would prove to be extremely important in the game and we decided to play as a mysterious marsh. Other than that the table had two forests and a bunch of fences, the terrain selection wasn't fantastic. I decided to try to use that marsh as an anchor for my line, so my larger Spearmen block went down near it to hold the flank with the Swordmasters next to them to push the center. Across a few more fences the smaller Spearmen block would hold my right flank with the Reavers. The Frostheart went down towards my right, trying to draw my opponent's forces that way so the Frosty could redeploy to my left where the Dragon Princes were and using my speed advantage I could flank left around the marsh and turn my opponent's flank. The Lizardmen line had the Temple Guard block with the Slann on their far right, which could cause me issue with my flanking move, and then the Skinks held the Lizardmen center with the Stegadons behind them. The Lizardmen left had the Salamander and the Saurus block.
Vanguard:
Tetto'Eko gave 2 units vanguard and my opponent decided to push the Temple Guard and Saurus into my face quickly. The Saurus advanced their full 12 preventing my Reavers from doing anything but shifting right a bit. The Temple Guard advanced towards the center very aggressively.
Initial Plan:
The Temple Guard move worked perfectly into my plan. That pushed them towards the center, making it much easier for my Dragon Princes to circle around the flank and either charge their rear or bypass them, my concerns about a refused Lizardmen flank were gone. The Saurus on the other hand advanced far too quickly for my liking. Instead of maybe being able to skirt around towards the center with my Spears and have the Reavers ward off the Saurus I now had to somehow prevent the Saurus from sweeping my flank and hitting the center hard. The new plan for the Reavers was to get in the back and kill that Salamander.
High Elf Turn 1:
The center shuffles forwards a bit hoping to draw the Temple Guard into a bad charge, the Frostheart flies over to get on the flank of the Temple Guard. The Dragon Princes march quickly around the marsh to begin turning the flank. On the side the Reavers marched quickly to get close to the Salamander and the Spearmen turned to face the Saurus, again hoping to draw them into a failed charge.
Magic sees a 9-9 phase after the Slann channels 3 times. This would become a pattern. The magic phase is mostly shut down, through the Lizardmen scroll is drawn on Arcane Unforging towards the Slann. Convocation then miscasts onto the Temple Guard killing 6 of them, but my wizard loses a level and loses Convocation. Could have been worse, but could have been much better too.
The Reavers manage to kill one of the Salamander handlers.
Lizardmen Turn 1:
It turns out the Temple Guard have the Skavenpelt and Jaguar banners! That meant that my 10" charges that were meant to be nearly impossible but to draw the Temple Guard forwards were suddenly very realistic. The Temple Guard declared a charge on the Spearmen, and I had to make an important choice. If they made it they would likely destroy the Spearmen and then they would be behind the flank of the Swordmasters and the Frostheart, meaning my counter-attack would be very difficult. So I decided to flee. As long as I rolled a 9 or lower on the flee they would stay on the table and could get back into the action. I rolled a 10. 300 points gone. The redirect into the Swordmasters then saw a charge of just 3", almost laughing at my fled Spearmen. This pushed the Temple guard onto the marsh, which we rolled as a Mist-Wreathed Swamp. This little piece of terrain is obscene, a unit that ends its movement must pass an initiative test or lose d6 models with no saves, basically a giant Purple Sun pit. Therefore, 6 Temple Guard are dragged to their deaths. The other Saurus declare a charge on the Spearmen, and successfully make their 9" charge, which was very much not according to plan.
The magic phase is only 2 dice, and Iceshard Blizzard goes off onto the Frostheart. Convocation kills another 5 Temple Guard.
The Salamander overshoots the Reavers. An Ancient Stegadon and Skink Skirmishers combine to kill 2 Dragon Princes after I fail 2/4 2+ saves. One Swordmaster falls to the other Ancient Stegadon.
In combat the Spearmen kill 2 Saurus, and then the Saurus fluff their rolls badly and only kill 3 Spears, so they hold.
High Elf Turn 2:
The Dragon Princes charge the Skink Skirmishers to their front hoping to overrun into the Ancient Stegadon behind them. The Phoenix charges the Temple Guard in the flank, and then crucially the Swordmasters fail their 6" charge to get into the Temple Guard. At this moment, I realized the Phoenix had made a potentially catastrophic mistake, as it was now in the swamp. Since the Swamp rules say every unit must pass the test or lose d6 models, I realized the Phoenix would die if I failed an initiative test, and I'd have to take this test for every movement phase it was in that swamp, essentially as long as the combat with the Temple Guard lasted. Whoops.
Magic has 3 Skinks die from Soul Quench and Drain Magic go off on the Frostheart. Convocation is dispelled.
The Temple Guard lose 7 bodies to the Frostheart, but the Frostheart takes 2 wounds after some fantastic rolls from the 2 TG on the flank and 2 failed ward saves. The Spearmen kill 2 more Saurus but this time lose 9, break, and run off the table. The Saurus Warriors are now in my rear. The Dragon Princes kill the Skinks and overrun into the flank of the Ancient Stegadon.
Lizardmen Turn 2:
There is some general movement, the Saurus try to get relevant again by marching towards the Swordmasters rear, the Skink Skirmishers begin circling around, the Salamander continues his dance with the Reavers. Amazingly the Frostheart passes his second initiative test of the game to not die.
Magic sees the Slann channel all three dice again for a 9 dice phase. This puts Iceshard and Curse of the Midnight Wind on the Frosty after a failed dispel by the Archmage, and the Heavens attribute wounds Frosty again. Twice. 0/4 4+ wards made so far. Good job Frosty. A large Walk Between Worlds is cast on the unengaged Stegadon to get it on the flank of the Drg
The Salamander kills two of the Reavers, but they hold. Five of the Temple Guard are killed by the Frostheart, and they fail to wound the Frostheart, but the single Temple Guard holds with the Slann. Then, disaster strikes. The Noble puts 2 wounds on the Ancient Stegadon, but then 0/12 S5 hits manage to wound and the Stegadon kills 1 of the Princes. This will likely mean the end of the Dragon Princes.
High Elves Turn 3:
The Swordmasters charge the Temple Guard to finish them off and get the Slann. Amazingly the Frostheart passes his initiative test, but the Temple Guard do too. Then, of course, the Swordmasters fail theirs and 5 are killed.
The Reavers manage to wound the Salamander twice and kill one more handler.
The Slann is killed! The Frostheart reforms very awkwardly to get out of the swamp, and the Swordmasters turn to face Tetto'Eko's unit. The Dragon Princes again fail to produce a single wounding hit and 2 more are killed.
Lizardmen Turn 3:
The second Ancient Stegadon charges the Dragon Princes in the flank. Tetto'Eko's unit charges the Frostheart in the rear. At this point I have an important decision to make. Odds aren't good that the Skinks will kill the Frostheart, but with just 1 wound left it is possible, and static res could give them the CC win regardless, and then they could run down the Phoenix. Worse still that would put Tetto'Eko's unit out of the charge arc of the Swordmasters. So I decided to flee. Unfortunately this put the Phoenix into the swamp again, and there's only so many initiative tests you can pass. He was killed by the swamp. Tetto'Eko's unit is solidly exposing his flank to the Swordmasters, but Skink Skirmishers moved up to cover that and the Saurus Warriors moved around again to get a nice charge if possible next turn.
Magic put Iceshard Blizzard on the doomed Dragon Princes.
The Salamander misfires and eats his two remaining handlers.
The Dragon Princes still cannot roll a 6 to save their lives, break, and are run down. One Stegadon restrained and turns to face the action.
High Elf Turn 4:
Very little left to do. The Swordmasters charge and annihilate the Skink Skirmishers to their front, then reform to take the charges from the Saurus Warriors and Stegadon incoming.
Lizardmen Turn 4:
In a critical moment of the game, I made a rules mistake. The Ancient Stegadon charged the Swordmasters, I elected to hold, but then rolled Terror, despite the Anointed making the unit Immune to Psychology. This was very possibly game-deciding, as they promptly failed their rerollable Ld 9 test and ran. This meant the Saurus Warriors could not charge, so they advanced to get in for the next turn and the other Stegadon returned to the action.
Thunderbolt kills the last Reavers, and the Comet of Cassandora is dispelled.
High Elf Turn 5:
The Swordmasters rally, and Soul Quench kills off the Skink Priest that had left his unit.
Lizardmen Turn 5:
No charges interestingly. Instead, Curse of the Midnight Wind and Iceshard Blizzard are both cast on the Swordmasters. 9 Swordmasters then fall to the Salamander after only 2 5+ ward saves are passed. Another Swordmaster is killed by darts from a Stegadon.
High Elf Turn 6:
The Swordmasters charge Tetto'Eko's unit in a desperate attempt to score points. At this moment I figured I might be able to back up and keep the block alive, or charge. If I charged, the Swordmasters could possibly kill Tetto'Eko's unit, which might turn the game for me, but only if they can break steadfast, otherwise they will get hit by a Stegadon in the flank and be destroyed.
Magic manages to cast Drain Magic on the Swordmasters to get rid of Curse and Blizzard.
In a crucial combat the Swordmasters only kill 11 Skinks, and with only 5 Swordmasters in the second rank, a single dead Swordmaster means the Skinks are steadfast and will likely hold. But no! They survive! And the Skinks break from combat and are run down with a decisive 12" pursuit!
Lizardmen Turn 6:
With nobody able to charge the Stegadons turn to face the Swordmasters and a hail of darts kill 5 of them but the unit doesn't panic.
Final Score after factoring in BSB, General, and Banners:
1659 - 1399 for a very minor High Elf victory!
Thoughts:
That was a close game! It swung back and forth quite a bit. Unfortunately my victory was heavily tainted by the Swordmaster flee, if they had not fled they would have taken the Saurus Warriors to the front and a Stegadon to the side, and though the unit is formidable I don't think they would have won that match-up, though it's impossible to be certain as there were still 19 Swordmasters and the two CC characters in the unit at the time.
Leaving that mistake aside, the game I think had several crucial moments. Early on these moments all went in favor of my opponent and definitely removed the chance of a sweeping High Elf victory. The Dragon Princes utterly failing to kill the Ancient Stegadon was very sad, and my Caledorians disappointed me greatly. The Swordmasters failing their turn 2 charge was crucial as well, had they gotten in the Temple Guard very possibly would have been destroyed that turn, allowing for a dramatic overrun. The Spearmen running off the board on Turn 1 was also critical, taking out a combat block very early without them having done anything. Later in the game I got luckier, particularly that last turn charge against Tetto'Eko, as that decided the game in my favor and staved off a terrible High Elf defeat. I think fleeing with the Spearmen turn 1 was likely not the right choice, even with swiftstride a 10" charge isn't that likely, and then the Temple Guard would have been very far from their supports allowing me to surround them even if they had made it. Fleeing with the Frostheart was also a poor move, as I should have realized what putting it in the swamp was likely to do. Tetto'Eko's unit would likely have failed to kill the Phoenix and at that point it would be a grind of a near-unkillable bird against some of the weakest CC troops in game. My move with the Dragon Princes I think was tactically sound, I just fluffed my rolls very badly, which cost me the unit. The Reavers also succeeded in keeping the Salamander occupied most of the game, which worked well. The Spearmen on the flank getting charged so quickly on Turn 1 was not ideal, I would have preferred Turn 2, but it still managed to keep those Saurus out of the rest of the game as the rest of my army was aggressively advancing in the other direction.
My opponent's list I believe was too magic heavy. There was a fantastic magic selection, but just not enough opportunities to cast it. I was also surprised by the lack of any CC Lizardmen characters which could have been useful. Otherwise I though the list worked reasonably well. Vanguarding the large Saurus blocks was, however, in my opinion, a mistake. With two Skink Skirmisher units, two Ancient Stegadons, and all of that magical artillery the Lizardmen army could have played much more cautiously and forced me to attack and then whittled my units down from afar, considering that the current incarnation of my list has no shooting. Pushing the Temple Guard forwards in particular didn't work well because I had faster units that could outflank the Temple Guard and the Swordmaster block desperately wants to be in combat as soon as possible. Making me attack a refused-flank Lizardmen line would have been a much more difficult proposition for my army.
Overall the game was great fun, and I hope to play again soon!
High Elves:
Anointed of Asuryan w/ Crown of Command, Enchanted Shield, Giant Blade
Archmage Level 4 w/ Book of Hoeth, Talisman of Preservation
Noble mounted on Barded Elven Steed w/ Star Lance, Dragonhelm, Dragon Armor, Shield
Noble BSB w/ Sword of Might, Talisman of Endurance
5x Ellyrian Reavers w/ Bows
30x Spearmen FC
25x Spearmen FC
10x Dragon Princes of Caledor FC w/ Banner of Eternal Flame
25x Swordmasters of Hoeth FC w/ Banner of Swiftness
Frostheart Phoenix
2498
Lizardmen:
Slann w/ Loremaster of High Magic, Channeling Staff, Becalming Cogitations, Skavenpelt Banner, 3 channel attempt thing
Tetto'Eko
Skink Priest Level 1 w/ Dispel Scroll
32x Saurus Warriors FC w/ Spears
10x Skink Skirmishers
10x Skink Skirmishers
21x Skink Cohort
Ancient Stegadon w/ Sharpened Horns
Ancient Stegadon w/ Sharpened Horns
Salamander w/ Extra Crew
30x Temple Guard FC w/ Jaguar Standard
Spells:
Archmage: Fiery Convocation, Soul Quench, Drain Magic, Arcane Unforging
Tetto'Eko: Loremaster of Heavens
Slann: Loremaster of High Magic
Skink Priest: Wyssan's Wildform
Deployment:
There was a marsh in the middle of the table that would prove to be extremely important in the game and we decided to play as a mysterious marsh. Other than that the table had two forests and a bunch of fences, the terrain selection wasn't fantastic. I decided to try to use that marsh as an anchor for my line, so my larger Spearmen block went down near it to hold the flank with the Swordmasters next to them to push the center. Across a few more fences the smaller Spearmen block would hold my right flank with the Reavers. The Frostheart went down towards my right, trying to draw my opponent's forces that way so the Frosty could redeploy to my left where the Dragon Princes were and using my speed advantage I could flank left around the marsh and turn my opponent's flank. The Lizardmen line had the Temple Guard block with the Slann on their far right, which could cause me issue with my flanking move, and then the Skinks held the Lizardmen center with the Stegadons behind them. The Lizardmen left had the Salamander and the Saurus block.
Vanguard:
Tetto'Eko gave 2 units vanguard and my opponent decided to push the Temple Guard and Saurus into my face quickly. The Saurus advanced their full 12 preventing my Reavers from doing anything but shifting right a bit. The Temple Guard advanced towards the center very aggressively.
Initial Plan:
The Temple Guard move worked perfectly into my plan. That pushed them towards the center, making it much easier for my Dragon Princes to circle around the flank and either charge their rear or bypass them, my concerns about a refused Lizardmen flank were gone. The Saurus on the other hand advanced far too quickly for my liking. Instead of maybe being able to skirt around towards the center with my Spears and have the Reavers ward off the Saurus I now had to somehow prevent the Saurus from sweeping my flank and hitting the center hard. The new plan for the Reavers was to get in the back and kill that Salamander.
High Elf Turn 1:
The center shuffles forwards a bit hoping to draw the Temple Guard into a bad charge, the Frostheart flies over to get on the flank of the Temple Guard. The Dragon Princes march quickly around the marsh to begin turning the flank. On the side the Reavers marched quickly to get close to the Salamander and the Spearmen turned to face the Saurus, again hoping to draw them into a failed charge.
Magic sees a 9-9 phase after the Slann channels 3 times. This would become a pattern. The magic phase is mostly shut down, through the Lizardmen scroll is drawn on Arcane Unforging towards the Slann. Convocation then miscasts onto the Temple Guard killing 6 of them, but my wizard loses a level and loses Convocation. Could have been worse, but could have been much better too.
The Reavers manage to kill one of the Salamander handlers.
Lizardmen Turn 1:
It turns out the Temple Guard have the Skavenpelt and Jaguar banners! That meant that my 10" charges that were meant to be nearly impossible but to draw the Temple Guard forwards were suddenly very realistic. The Temple Guard declared a charge on the Spearmen, and I had to make an important choice. If they made it they would likely destroy the Spearmen and then they would be behind the flank of the Swordmasters and the Frostheart, meaning my counter-attack would be very difficult. So I decided to flee. As long as I rolled a 9 or lower on the flee they would stay on the table and could get back into the action. I rolled a 10. 300 points gone. The redirect into the Swordmasters then saw a charge of just 3", almost laughing at my fled Spearmen. This pushed the Temple guard onto the marsh, which we rolled as a Mist-Wreathed Swamp. This little piece of terrain is obscene, a unit that ends its movement must pass an initiative test or lose d6 models with no saves, basically a giant Purple Sun pit. Therefore, 6 Temple Guard are dragged to their deaths. The other Saurus declare a charge on the Spearmen, and successfully make their 9" charge, which was very much not according to plan.
The magic phase is only 2 dice, and Iceshard Blizzard goes off onto the Frostheart. Convocation kills another 5 Temple Guard.
The Salamander overshoots the Reavers. An Ancient Stegadon and Skink Skirmishers combine to kill 2 Dragon Princes after I fail 2/4 2+ saves. One Swordmaster falls to the other Ancient Stegadon.
In combat the Spearmen kill 2 Saurus, and then the Saurus fluff their rolls badly and only kill 3 Spears, so they hold.
High Elf Turn 2:
The Dragon Princes charge the Skink Skirmishers to their front hoping to overrun into the Ancient Stegadon behind them. The Phoenix charges the Temple Guard in the flank, and then crucially the Swordmasters fail their 6" charge to get into the Temple Guard. At this moment, I realized the Phoenix had made a potentially catastrophic mistake, as it was now in the swamp. Since the Swamp rules say every unit must pass the test or lose d6 models, I realized the Phoenix would die if I failed an initiative test, and I'd have to take this test for every movement phase it was in that swamp, essentially as long as the combat with the Temple Guard lasted. Whoops.
Magic has 3 Skinks die from Soul Quench and Drain Magic go off on the Frostheart. Convocation is dispelled.
The Temple Guard lose 7 bodies to the Frostheart, but the Frostheart takes 2 wounds after some fantastic rolls from the 2 TG on the flank and 2 failed ward saves. The Spearmen kill 2 more Saurus but this time lose 9, break, and run off the table. The Saurus Warriors are now in my rear. The Dragon Princes kill the Skinks and overrun into the flank of the Ancient Stegadon.
Lizardmen Turn 2:
There is some general movement, the Saurus try to get relevant again by marching towards the Swordmasters rear, the Skink Skirmishers begin circling around, the Salamander continues his dance with the Reavers. Amazingly the Frostheart passes his second initiative test of the game to not die.
Magic sees the Slann channel all three dice again for a 9 dice phase. This puts Iceshard and Curse of the Midnight Wind on the Frosty after a failed dispel by the Archmage, and the Heavens attribute wounds Frosty again. Twice. 0/4 4+ wards made so far. Good job Frosty. A large Walk Between Worlds is cast on the unengaged Stegadon to get it on the flank of the Drg
The Salamander kills two of the Reavers, but they hold. Five of the Temple Guard are killed by the Frostheart, and they fail to wound the Frostheart, but the single Temple Guard holds with the Slann. Then, disaster strikes. The Noble puts 2 wounds on the Ancient Stegadon, but then 0/12 S5 hits manage to wound and the Stegadon kills 1 of the Princes. This will likely mean the end of the Dragon Princes.
High Elves Turn 3:
The Swordmasters charge the Temple Guard to finish them off and get the Slann. Amazingly the Frostheart passes his initiative test, but the Temple Guard do too. Then, of course, the Swordmasters fail theirs and 5 are killed.
The Reavers manage to wound the Salamander twice and kill one more handler.
The Slann is killed! The Frostheart reforms very awkwardly to get out of the swamp, and the Swordmasters turn to face Tetto'Eko's unit. The Dragon Princes again fail to produce a single wounding hit and 2 more are killed.
Lizardmen Turn 3:
The second Ancient Stegadon charges the Dragon Princes in the flank. Tetto'Eko's unit charges the Frostheart in the rear. At this point I have an important decision to make. Odds aren't good that the Skinks will kill the Frostheart, but with just 1 wound left it is possible, and static res could give them the CC win regardless, and then they could run down the Phoenix. Worse still that would put Tetto'Eko's unit out of the charge arc of the Swordmasters. So I decided to flee. Unfortunately this put the Phoenix into the swamp again, and there's only so many initiative tests you can pass. He was killed by the swamp. Tetto'Eko's unit is solidly exposing his flank to the Swordmasters, but Skink Skirmishers moved up to cover that and the Saurus Warriors moved around again to get a nice charge if possible next turn.
Magic put Iceshard Blizzard on the doomed Dragon Princes.
The Salamander misfires and eats his two remaining handlers.
The Dragon Princes still cannot roll a 6 to save their lives, break, and are run down. One Stegadon restrained and turns to face the action.
High Elf Turn 4:
Very little left to do. The Swordmasters charge and annihilate the Skink Skirmishers to their front, then reform to take the charges from the Saurus Warriors and Stegadon incoming.
Lizardmen Turn 4:
In a critical moment of the game, I made a rules mistake. The Ancient Stegadon charged the Swordmasters, I elected to hold, but then rolled Terror, despite the Anointed making the unit Immune to Psychology. This was very possibly game-deciding, as they promptly failed their rerollable Ld 9 test and ran. This meant the Saurus Warriors could not charge, so they advanced to get in for the next turn and the other Stegadon returned to the action.
Thunderbolt kills the last Reavers, and the Comet of Cassandora is dispelled.
High Elf Turn 5:
The Swordmasters rally, and Soul Quench kills off the Skink Priest that had left his unit.
Lizardmen Turn 5:
No charges interestingly. Instead, Curse of the Midnight Wind and Iceshard Blizzard are both cast on the Swordmasters. 9 Swordmasters then fall to the Salamander after only 2 5+ ward saves are passed. Another Swordmaster is killed by darts from a Stegadon.
High Elf Turn 6:
The Swordmasters charge Tetto'Eko's unit in a desperate attempt to score points. At this moment I figured I might be able to back up and keep the block alive, or charge. If I charged, the Swordmasters could possibly kill Tetto'Eko's unit, which might turn the game for me, but only if they can break steadfast, otherwise they will get hit by a Stegadon in the flank and be destroyed.
Magic manages to cast Drain Magic on the Swordmasters to get rid of Curse and Blizzard.
In a crucial combat the Swordmasters only kill 11 Skinks, and with only 5 Swordmasters in the second rank, a single dead Swordmaster means the Skinks are steadfast and will likely hold. But no! They survive! And the Skinks break from combat and are run down with a decisive 12" pursuit!
Lizardmen Turn 6:
With nobody able to charge the Stegadons turn to face the Swordmasters and a hail of darts kill 5 of them but the unit doesn't panic.
Final Score after factoring in BSB, General, and Banners:
1659 - 1399 for a very minor High Elf victory!
Thoughts:
That was a close game! It swung back and forth quite a bit. Unfortunately my victory was heavily tainted by the Swordmaster flee, if they had not fled they would have taken the Saurus Warriors to the front and a Stegadon to the side, and though the unit is formidable I don't think they would have won that match-up, though it's impossible to be certain as there were still 19 Swordmasters and the two CC characters in the unit at the time.
Leaving that mistake aside, the game I think had several crucial moments. Early on these moments all went in favor of my opponent and definitely removed the chance of a sweeping High Elf victory. The Dragon Princes utterly failing to kill the Ancient Stegadon was very sad, and my Caledorians disappointed me greatly. The Swordmasters failing their turn 2 charge was crucial as well, had they gotten in the Temple Guard very possibly would have been destroyed that turn, allowing for a dramatic overrun. The Spearmen running off the board on Turn 1 was also critical, taking out a combat block very early without them having done anything. Later in the game I got luckier, particularly that last turn charge against Tetto'Eko, as that decided the game in my favor and staved off a terrible High Elf defeat. I think fleeing with the Spearmen turn 1 was likely not the right choice, even with swiftstride a 10" charge isn't that likely, and then the Temple Guard would have been very far from their supports allowing me to surround them even if they had made it. Fleeing with the Frostheart was also a poor move, as I should have realized what putting it in the swamp was likely to do. Tetto'Eko's unit would likely have failed to kill the Phoenix and at that point it would be a grind of a near-unkillable bird against some of the weakest CC troops in game. My move with the Dragon Princes I think was tactically sound, I just fluffed my rolls very badly, which cost me the unit. The Reavers also succeeded in keeping the Salamander occupied most of the game, which worked well. The Spearmen on the flank getting charged so quickly on Turn 1 was not ideal, I would have preferred Turn 2, but it still managed to keep those Saurus out of the rest of the game as the rest of my army was aggressively advancing in the other direction.
My opponent's list I believe was too magic heavy. There was a fantastic magic selection, but just not enough opportunities to cast it. I was also surprised by the lack of any CC Lizardmen characters which could have been useful. Otherwise I though the list worked reasonably well. Vanguarding the large Saurus blocks was, however, in my opinion, a mistake. With two Skink Skirmisher units, two Ancient Stegadons, and all of that magical artillery the Lizardmen army could have played much more cautiously and forced me to attack and then whittled my units down from afar, considering that the current incarnation of my list has no shooting. Pushing the Temple Guard forwards in particular didn't work well because I had faster units that could outflank the Temple Guard and the Swordmaster block desperately wants to be in combat as soon as possible. Making me attack a refused-flank Lizardmen line would have been a much more difficult proposition for my army.
Overall the game was great fun, and I hope to play again soon!