Spoiler: My list === Venertalli's Warriors [1498 pts] Warhammer: The Old World, Lizardmen === ++ Characters [680 pts] ++ Venertalli [420 pts] - Hand weapon - General - Battle Standard Bearer - Ruby Ring of Ruin - Lore Familiar - Becalming Cogitation - High Magic Saurus Oldblood [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold One - Giant Blade - Bedazzling Helm - Horned One ++ Core Units [818 pts] ++ 20 Saurus Warriors [321 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) - Standard bearer - Musician 21 Temple Guard [392 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [Skavenpelt Banner] - Musician 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) --- Created with "Old World Builder" [https://old-world-builder.com] He has a grey seer who cast magic missiles at level 5 on a screaming bell A doom wheel Poison wind globadiers 2x clan rats 1500 straight battle today. A week ago High Slann Lord Venertalli was narrowly defeated by an upstart Skaven army pressing into Lustria. Recovered from his wound, Venertalli has gathered what little forces he has ready in one last effort to remove them from our sacred land. Turn 1 & Deployment My plan was to run straight up the middle with my infantry. I'd try to take anything he could dish up. Venertalli would attempt to keep his magic to a minimum while wearing shots -> Temple guard. Importantly, I needed Aeontezin to get the charge off on the screaming bell to lock it in combat. It's impact hits can decimate infantry. We moved up and all Venertalli's magic was dispelled except fiery convocation which took 7 clanrats and caused panic on the unit which FBIGO On his turn his shooting was reasonable, taking down a few temple guard and decimating the skinks. Turn 2 - me We advanced up, and Aeontezin noticed the doom wheel was too close and had an easy charge in. He made the clever decision to flee which put me in a bind. I tried to redirect to the Screaming Bell which was a max distance, but a failed leadership meant Aeontezin in no man's land. The Slann tried to help by putting a Tempest next to him but that was all magic was good for. Turn 2 - him He declared a charge with his screaming bell. His clanrats also charged the temple guard. His shooting obliterated my skinks. A big combat in the middle. I decided to stand my ground, I think this was a mistake in retrospect, impact hits are so good. We needed a low number, we both knew a lot was on this dice roll.... he rolled a 4 which meant 5x st6 hits at -2AP. He wounded me 4 times. I had 4x4+ saves with 3 wounds.... I made 3 of them! Talk about lucky. His grey seer and rat ogre were unable to wound Aeontezin (bedazzling helm is so good), in return the Old Blood slipped through a wound (multi wounds(2)). The Bell won combat with close order and a flank charge and Aeontezin gave ground. With no impact hits next turn and 2 wounds left, I felt the game had suddenly swung hard to the greenscales. The infantry battle went as expected with frenzy hatred temple guard. I have to admit I felt a little cheap having hatred of Skaven but at 1500 I didn't take monsters. I guess it probably didn't change the outcome but I don't think I'll take it again. The clanrats fled and the Saurus pursued straight into the poison wind globadiers. Turn 3 - me The Skaven crumbled... In the middle Aeontezin got another wound through (multi wounds 2 - I really love the giant blade) and it the grey seer and rat ogre were having a tough time wounding him (Seer: 2x5+ to hit, 5+ to wound, 3+ save. RatOgre: 3x5+ to hit, 4+ to wound, 3+ or 4+ to save) and couldn't do anything. My luck continued with the Saurus spears needed a 6 to charge the doom wheel and got it, killing it and following into the clan rats ready for next turn. The temple guard wiped out the globadiers and ran down the fleeing clan rats. As the grey seer was locked in combat, Venertalli was now unopposed in magic. He took out 2 jezails with fiery Convecation. (Ruby ring failed to cast all game. Tempest is a great spell but at its worst against Skaven. His grey seer with a 27" range made walk between worlds less use. But... Fiery Convecation is so good against mass infantry.) At this point my opponent conceded. It all had come down to that central battle, had Aeontezin had died I really had very little left that would have stopped the screaming bell and it would have been a totally different game. But that's the dice some days!