Spoiler: Army list === Copy of Venertalli's Elite [1998 pts] Warhammer: The Old World, Lizardmen === ++ Characters [994 pts] ++ Venertalli [395 pts] - Hand weapon - General - Lore Familiar - Ruby Ring of Ruin - Becalming Cogitation - High Magic Aeontezin [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold-One - Horned One - Bedazzling Helm - Giant Blade Azcaramani [339 pts] - Great weapon - Heavy armour (Scaly skin) - Battle Standard Bearer - Carnosaur - Armour of Meteoric Iron - Talisman of Protection ++ Core Units [808 pts] ++ 20 Saurus Warrior [314 pts] - Thrusting spears and shields - scaly skin (counts as heavy armour) - Spawn Leader (champion) - Standard bearer 20 Temple Guard [334 pts] - Hand weapons - halberds - and shields - scaly skin (counts as heavy armour) - Revered Guardian (champion) - Standard bearer 4 Jungle Swarms [160 pts] - Hand weapons ++ Special Units [196 pts] ++ 4 Kroxigors [196 pts] - Great weapons - Heavy armour (Scaly skin) Narrative battle today with a double capture the castle scenario. Turn 1 - him With such few units he has the better deployment. My theory was to run the swarms into the abomination and use the carnosaur to hit the storm vermin. They have magic weapons so not a good match up for my temple guard. Unfortunately it became obvious I was in for a rough day. Those multishot poison gutter runners tore through my carnosaur doing 3 wounds and definitely getting another crack at it. Turn 1 - me Unfortunately my fireball couldn't cast on the gutter runners. Fiery convocation did well and got 6 storm vermin. We slowly advanced. Aside from my old blood on the horned one who flank charged the giant rats. A bit of a gamble as the pack masters have killing blow but I won and they went off the tables. Turn 2 - him Yep - gutter runners have no issue killing the carnosaur. He otherwise advances slowly Turn 2 - me I dispel his templates. The jungle swarms made a long distance charge on the abomination and do 2 wounds. I was hoping for more but 2 is a nice number looking at the Aeontezin who is the last one there that can handle it. Aeontezin and the Kroxigor hit the other pack of rats and they lose and break. Aeontezin is millimetres from following into the storm vermin! Turn 3 - him It's on as everyone charges. I badly lose everything. One thing goes for me which is the Abomination and the wheel reduce the swarms to 1 wound but can't kill - now the Abomination is in place for an Aeontezin charge. Additionally he follows up the Saurus with the gutter runners and faces his clanrats to the temple guard... Turn 3 - me The gutter runners do more damage but they still lose to the block unit. It means the Saurus can follow into their flank. Aeontezin does 4(!) wounds (8!!) to the abomination but he regenerates 3! At least I don't take damage back. He FBIGO so next turn I'll get init and furious charge. Turn 4 - him So we win combat with the Saurus but not by a lot and they FBIGO so it's still looking grim. He charges, smashes and breaks the temple guard. I was ethereal the whole time but he has magic weapons. His rats and the little doom wheel charge the krox but they can't do anything and we win, break them and run them down. Aeontezin does another 4 wounds to the abomination and he can't regenerate any. I win but he turns into giant rats. Turn 4 - me Aeontezin charges the clanrats. The krox charge the gunner but he flees away. Aeontezin cuts down enough clanrats but they FBIGO and fight on. Turn 5 - him His gutter runners charge the Saurus. They reduce them to 3. Aeontezin only kills a couple of rats and they GG. I get some inspiration here and hold ground. Turn 5 me The Kroxigor charge the clanrats Aeontezin charges the gutter runners. We kill them all except 1 and it flees away from the Saurus. Aeontezin follows and ends up in combat with the clanrats and we get the roll again. We wipe out the entire right flank and they have the entire left flank. If felt like a come from behind draw but he wins around 1500 to 1250. (Crap we thought we played 6 turns but it was 5!) Aftermath My big mistake was not putting skirmishers either side. Either of the two I had could have dealt with the gutter runners and saved the carnosaur. Aside from that I should have worked harder on keeping the TG away from the one unit that could deal with them. However there was some really good moves made at the end of the game. I ensured Aeontezin got two fights in a turn and my combination was the only way I was going to eliminate everything on the right flank. I think I was lucky to get as close as I did given the carnosaur died after one move and I let my best unit get chewed up by a bunch of magic weapon weilders.