Turn 2
Lizardmen -
Salamander moves out of bottom left forest slightly towards middle of table. far left skirmishers move onto top left hill next to his bowmen. Ranked skinks infront of cold ones move forward and wheel to face the middle of his deployment zone. Terradons fly over top right hill behind enemy lines, marchblocking over half the army, and dropping rocks on pegasus knights. Ranked skinks infront of saurus move up further, maybe 6 inches from his right unit of yeoman, out of charge line-of-sight for all his other units. Saurus move up and position to face towards the middle of his deployment. Engine of the gods moves forward and around ranked skinks, to position just to the right of the middle-right ranked skinks.
Magic does nothing, but burning alignment kills 2 peasant bowmen, 3 mounted yeoman (who pass ld test) 1 knight of the realm, and 2 grail knights with a 9 inch pulse. Shooting from skinks kill 2-3 more bowmen from far left unit, and 1 more from far right unit. Salamander breath misfires killing 3 out of 4 handlers. Drop rocks kill one pegasus knight of three.
Bretonnia -
Now stuck between a rock and a hard place he has very few options. If he charges skink skirmishers infront he knows I'll flee and flank charge with saurus. If he charges left unit of ranked skinks I'll flee and counter-charge with my powerful cold-one unit. On top of that, if he charges either, the Engine of the Gods can charge a flank/rear. If he doesn't charge he has to deal with EoTG or continue to take the burning pulse to the face. Here we made a little mistake because he declares some charges, right unit of bowmen into ranked skinks who were infront of engine of the gods, who flee. Right unit of Yeoman into middle ranked skinks, who hold. Pegasus over bowmen into fleeing skinks, who get caught and killed. And then after moving the yeoman he notices he can charge my engine with right unit of knights of the realm, which obviously he shouldn't have been able to do as they didn't have LoS at the start of turn, but we both missed it between talking to other people, and etc. Left yeoman charge salamander. No other major movement.
Magic does nothing, shooting does little to nothing. Combat...
Ranked skinks take no casualties from 2 yeoman charge, but kill both of them, make an overrun directly into the flank of knights of the realm who charge the engine. They kill one knight of the realm, who in turn kill two skinks and put one wound on the engine, the engine and crew and priest fail to wound any knights in return. Final resolution actually has me loose by one (we tied with 3 but he had musician). And the Engine of the Gods actually FLEES, running into the pegasus knights that are now behind it....instantly killing itself....The ranked skinks hold and remain in combat with knights of the realm. Yeoman and salamander draw doing no wounds to eachother...
*see next post for turn 3*