Fall-In Friday Night: Island of the Lizardmen

Chris Palmer   Friday night at Fall-In I ran my “Battle for the Island of the Lizardmen” game, using 10mm figures and “Bear Yourselves Valiantly” rules.  The set-up for the game is that the Dwarves have allied with the Lizardmen in order to gain access to their volcanic jungle island, to use the volcanic power to construct a super weapon.  The Elves have found about about this, and have sent an expeditionary force to put an end to it.

        The game was intended for 6 players, but unfortunately we only got 4.  So, I jumped in to fill  the fifth spot, and an Elf player took two commands. The Elves have three objectives they need to accomplish: destroy the under-construction super weapon, destroy the Lizardmen village, and destroy the Dwarves’ encampment.

      Both sides have deployment problems they must overcome. For the Elves, they can only disembark two bases of troops from their boats per turn; and for the Lizards, they have to move their troops through dense jungle to meet the Elvish threat, which greatly slows them down.

   The Elven plan quickly fell apart, as many of their troops became bogged down in fighting the Lizards in the jungle, and another Elf force, attempting a flanking manure, became slowed down by a bridge crossing. Then, due to long range flanking artillery fire from the Dwarven encampment (which the Elves chose to bypass) the Elves crossing the bridge failed their morale check and ended up retreating back over it, just as they were reaching the other side.

     The unfortunate tactical setbacks, combined with very cold Elf dice, resulted in a Lizardman victory; with the Dwarf-Lizard alliance retaining control of all three objectives.
  Everyone seemed to have fun though; and as a GM, it was nice to get a chance to command a few troops on the table as well.

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Author: hawksgameclub

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