Spoiler: Army lists === Lizardmen [2496 pts] Warhammer: The Old World, Lizardmen === ++ Characters [964 pts] ++ Slann Mage-Priest [365 pts] - Hand weapon - General - Lore Familiar - Becalming Cogitation - Necromancy (Magic missile, -2 leadership hex, vortex and apotheosis) Saurus Oldblood [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold One - Giant Blade - Bedazzling Helm - Horned One Saurus Scar-Veteran [339 pts] - Great weapon - Heavy armour (Scaly skin) - Battle Standard Bearer - Carnosaur - Armour of Meteoric Iron - Talisman of Protection ++ Core Units [780 pts] ++ 20 Saurus Warriors [341 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician 20 Temple Guard [334 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer 10 Skink Skirmishers [55 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) ++ Special Units [322 pts] ++ Bastiladon [175 pts] - Hand weapons - Javelins - Thunderous bludgeon - Solar Engine 3 Kroxigors [147 pts] - Great weapons - Heavy armour (Scaly skin) ++ Rare Units [430 pts] ++ Troglodon [200 pts] - Venomous talons - Venom spray - Heavy armour (Scaly skin) - Skink Oracle with Hand weapon Ancient Stegadon [230 pts] - Hand weapons - Javelins - Great horns - Giant bow They had - clan rats, rating gun, general & hero with BSB - abomination - gutter runners - lord on manticore, mark of Nurgle, ogre blade - 5 chosen knights - level 2 wizard in tzeentch infantry - khorne infantry with additional hand weapons - 2x chariots Scenario was mountain pass Deployment & my first turn (forgot photo) Was interesting, I liked it. I could shoot at the abomination and could bait the chosen knights to a charge. I could use arcane vassal well and hopefully use apotheosis to get terror on the old blood. In my first turn i move up. I fail to cast apotheosis and unquiet spirits (I get the vortex off which won't do much) When I think all is lost the skinks get two wounds through on the chosen knights. I didn't realise they were chosen and had 2+ saves - yet my opponent rolls snake eyes. The bastiladon gets 2 wounds through on the abomination. Turn 1 - them Pillar of fire is cast and the daemonolgy vortex. Gutter runners kill a few skinks. The manticore settles in the woods. His knights charge the skinks. I had intended to flee but the manticore worries me so I stand and shoot. I hit 3 wounds and he rolls 2x1's! Very lucky as a single knight is left. The skinks lose a few but hold Turn 2 - me I make the biggest mistake of the game here and charge the Troglodon and Kroxigor into the manticore. I think hammerhands and the krox can do 2-3 wounds. I'll probably lose by 2-3 but I should be able hold him up. The skinks and bastiladon do 3 more wounds to abomination and it's on 1. I cast unquiet spirits and 3d6 hits is 4! I can't get a 6 so it's alive. Hammerhands fails to cast. The ogre blade eats the troglodon before the trog can strike back. Initiative 7 is rough. The krox get a single wound through. They break and are caught. The pursuit has the manticore behind my lines and I realise what a dreadful move giving him that much more movement was. Skinks and chosen carry on. I can't dispel pillar of fire and it hurts the Saurus and a wound on the carnosaur. Turn 2 - them Pillar of fire does 2 wounds to the carnosaur and 3 to the Slann and two Saurus. Chariot charges the skinks and we don't do a wound. Gutter runners do 2 wounds on bastiladon. Manticore charges the Slann. With 2 wounds left it's dead so it flees to get the manticore out of position and is run down. Had a 7" head start so to be expected. Skinks are wiped out, chariot overruns. Turn 3 - me Pillar of fire does 2 more on the manticore and it's only on 3. I am looking like I've lost this. I decide to go for the win. Bastiladon, stegadon and old blood charge the manticore. If he charges I'll refuse. Impact hits and stomps - hopefully I can do a couple of wounds and get myself in a position to win combat. I forget that my old blood cannot refuse the challenge! But... He forgets to challenge! Impact hits do nothing. He does 3 wounds to the stegadon. The old blood does 3 wounds, two fail armour. However both hit the 5+ ward. With multiple wounds (2) that hurts. I think I won combat by 1 (it was actually a draw as bastiladon can't claim close order) and he gives ground so no harm from my rules muck up. I also charged with the carnosaur which eats the champion and they FBIGO to the edge after a challenge. Lastly in my quest to go all out trying to win, my Saurus charge the abomination. They will strike at the same time but I manage to get the wound I need, and it takes 4-5 down and turns into a rat swarm. Turn 3 -them The chariot charges the bastiladon and does a wound. The manticore issues a challenge and the old blood accepts. He has 5 attacks hitting at 4's and 3 go through. Damn. Wounding on 3+ and all go through. Brutal. I have 4+ saves and only manage 1. And 2xd3 hits the required wounds and my old blood is dead. Stegadon flees and is caught by the chariot - I forgot stubborn! Just when I think the game is over the frenzied chaos warriors roll really poorly. My champion kills his is a challenge and the temple guard win combat by 2-3. Furthermore, the chaos warriors roll badly on their leadership, flee, and are caught. The carnosaur wins combat, they're off the table and frenzied means he's following. My Saurus kill the rat swarm and reform. I want to hit the chariot and win and I might have a chance. Turn 4 - me Saurus charge and win combat but can't kill the chariot who goes back 5 but the Saurus will get smashed by the manticore next turn. The chariot charges and kills the bastiladon with impact hits. The temple guard charge the grey seer and win and the grey seer flees to the other side of the clan rats. Turn 4 them After the manticore charge The Saurus are obliterated - I forgot to challenge but it wouldn't have mattered as they flee. The manticore catches it and I think they are out of position for next turn. Grey seer flees off table Turn 5 - me Carnosaur charges and so do the temple guard. His champion kills my temple guard champion. Im down to 5 model. He does 2 wounds on the temple guard and I pass both 4+ saves. That was huge as if I'm on 4 models I am not close order and he is not disrupted. Then we kill 7 odd rats, they flee and are caught. The rattling gun flees. Turn 5 - them The gutter runners manage to do a single wound to the temple guard - dropping them to under 25%. With that the game is over and the score is 1957 to 1843. I have lost and missed the draw by 14 points! Recap / lessons I admit that I was surprised I got as close as I did. I captured quite a lot of banners compared to them. I think it was 6 to 1. I didn't deserve to get that draw, or at least that's how it felt to me. I was so proud when I started old world of making their massive unit work for it and now I'm charging chaos lords with ogre blades with Troglodons and Kroxigor! Insanity! I think too I should have shot at the manticore with the bastiladon & stegadon. Taking a charge would suck but it would be a single unit gone and probably the manticore off the table for a turn. The luck was quite swingy but overall even I think. Probably their only mistake was forgetting to challenge in that big combat. I also wonder if the clanrats should have ran off the hill in such a way that deprived the carnosaur of line of sight. It's always difficult to play for VPs in friendlies - we all want to see action! I think they won as they capitalised on my mistakes moreso. That and I'll blame the Slann - what a useless model it is these days. Chaos are tough for us. Ensorcelled weapons removes the only viable Slann build. Ws5 is common when we got so much ws2. The lords are WS7 when most of our monsters are ws3. Initiative 4 when we have so much 1 - we strike at the same time on the charge.