Spoiler: Army lists === Renegade [1999 pts] Warhammer: The Old World, Lizardmen, Renegade, Open War === ++ Characters [984 pts] ++ Slann Mage-Priest [310 pts] - Hand weapon - Level 4 Wizard - General - Battle Standard Bearer - High Magic Saurus Scar-Veteran [314 pts] - Great weapon - Heavy armour (Scaly skin) - Carnosaur - Talisman of Protection - Armour of Meteoric Iron Skink Priest [360 pts] - Hand weapon - Light armour (Calloused hide) - Wizard [Level 1 Wizard] - Ancient Stegadon [Engine of the Gods] - Glyph Necklace - Battle Magic ++ Core Units [1015 pts] ++ 28 Temple Guard [514 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) [Obsidian Lodestone] - Standard bearer [War Banner] - Musician 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) 10 Skink Skirmishers [55 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 25 Saurus Warriors [396 pts] - Hand weapons - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician He had - Nurgle lord, manticore ogre blade - Tzeentch sorcerer level 4 battle in with a unit of light cav - 2x5 chaos hounds - 20 maureders - 25 ish chaos warriors - 7 chosen knights King of the Hill! Looking around I felt totally outmatched. Nothing could hurt his manticore. His chosen knights were brutal. Chaos warriors were also tough. But I had a good game plan. I would park my infantry on the hill and wait. I figure it would take 3-4 turns to dislodge, hopefully that would give me the VPs I need. I really needed turn 1 for this to work...which i got Turn 1 - me I came forward. My skinks were able to take down a chosen Knight. Furthermore I rolled a 3 and a 1 for drain Magic. I decided to use my reroll early and it was amazing all game. It lasted the entire match and basically locked my opponent out of combat Turn 1 - him His knights charged some skinks and we couldn't kill any. He moved into position Turn 2 - me So.... Here we were about to have an extremely tactical battle. The carnosaur charged his infantry. Saurus both rotated around to face the cav and the manticore. I cast walk between worlds on the off chance his mauraders ended in my flank. I miscast badly and killed 14 temple guard. I was sure that was close to the game over. The carnosaur was about to fight his champion in a challenge but no matter the result I would be losing and testing on a leadership 2. That was a bad charge. Yes the day looked lost thanks to that miscast and a silly charge. However we realised we forgot terror. We rolled in retrospect... His chaos warriors failed ld9 and fled 3 inches. my charge 16" so.... That was his best unit gone through something as unlikely as that miscast. We later lamented how interesting the centre combat could have been without the miscast and the failed terror check. Oh and stegadon charges and kills the hounds Turn 2 - him, and the rest of the game His chosen knights charged the TG but the TG win combat each time, taking out a few knights too. Even with reduced numbers we are winning - I did roll lucky. The manticore charges the Saurus. It's clear I will win by 2-3 combat res each turn whilst he whittles me down. Well, second turn he fails leadership and flees 8" on 3d6 and I chase 11". With the Knights, manticore and chaos warrior block gone, there is really nothing he can do to get back in the game and we call it either bottom of third or top of fourth. Breakdown - drain Magic was absolutely brutal - infantry is definitely back, and these scenarios that force combat are the best imo (in retrospect I should not have charged with the carnosaur, I almost killed it) - no matter what you do, dice can happen to anyone.