Spoiler: Army lists === Venertalli's Warriors [1500 pts] Warhammer: The Old World, Lizardmen === ++ Characters [653 pts] ++ Venertalli [335 pts] - Hand weapon - General - Becalming Cogitation - High Magic Skink Chief [318 pts] - Additional hand weapon - Light armour (Calloused hide) - Battle Standard Bearer - Stegadon [Giant bow] - Talisman of Protection ++ Core Units [847 pts] ++ 20 Saurus Warriors [341 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician 10 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Scouts 20 Temple Guard [341 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer - 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 had - big archer block with poison and magic attacks, mage and a magic banner to ignore saves. - heavy cav - treeman mage - dryads - glade guard Turn 1 - him He shoots at me, does well at hitting my vanguard skinks His heavy cav run away from my skinks Otherwise he turtles Turn 1 - me My skinks kill 4 of his cav. They have basically no armour so I'm deadly. Otherwise I move up and not much happens. Turn 2 - him Attempts to run his cav away His archers and magic rain dead onto my temple guard. My skinks all die from shooting. Turn 2 - me I take out the last rider and keep moving up. My Slann gets into proper dispel range and I start to dominate magic. Turn 3 - him His dryads attack the TG, kill 2 and lose 1 but break and flee. I pursue but don't get there. He continues to rain down death to the TG via hitting the Slann. His eagle goes around the back for a rear charge. He turtles. Turn 3 - me I charge the treeman. Combat goes very badly. We FBIGO but only 6 TG left. He doesn't follow up - they want to shoot and cast. Turn 4 - him He shoots my TG to death. I find it interesting this was his main target - I probably would have spent the game shooting the stegadon. Those poison arrows can really tear through toughness 6 large targets. He doesn't try to charge his glade guard on my.stegadon, he doesn't want to go through Tempest. They may not have made it via difficult ground. This is a big point in the game. Turn 4 - me Stegadon fails it's charge Saurus make it, combat is dead even Skinks kill eagle Turn 5 - him Saurus spears smash the glade guard they flee and are run down. Turn 5 - me Not much to do but press forward Some.light shooting and magic If the game ends I think it's close enough to be a draw... But it doesn't Turn 6 - him (Top right are dead units) He shoots my Slann... To death I wonder if he should have moved backwards more to try to avoid to stegadon charge (Slann is a large targets) Dryads charge skinks but are shot to death Turn 6 - me Both stegadon and Saurus make the charge. Finally the stegadon is in combat. They make short work of the archers and with that is game What did I learn? I don't like this list and high magic. It's so slow! Admittedly that was his strategy. High magic... The MM is crap. I should not have taken it. The conveyance is actually pretty good! Helped out a lot. The vortex was not good this game. It's for lists that rely on charges like Bret's and empire. Fury of Kaine went off once for nothing. I don't think I like high. If felt a lot closer than it ended up. I think if glade.guard could have charged the stegadon it might have been different. But I think with difficult ground he would have needed a 2x5+.