I played a 2500 point game agains skaven a couple days ago. The board had 2 random woods (both ended up being poison woods), a chapel that gave +1 to channel for wizards, and a shrine that gave everything frenzy and desctruction armies hatred as well. This shrine came to impact every combat in the game except for the first fight I had with an Abom and the fight with the plauge monks. My plan going in was to whittle down the furnace with all the chameleons to start and then finish it off or ignore it as necessary later. I broke that right in the beginning when I only put one chameleon block in fron t of it. The plan for everything else was just reduce their numbers with a little shooting or magic and then smash them in combat. Army lists: I had a slann w/life cupped hands, curse charm, rumination, becalming and loremaster +1 ldr banner scarvet with +2 attack sword and dragon helm. Priest with cube (he rolled chain lightening, should have taken the signature spell) 2 x 28 saurus warriors FC 2 x 10 skirmishers 2x 7 chameleons 26 templeguard FC flaming banner 2 x 2 salamanders with max snacks. He had Grey seer Plague priest on furnace engineer with brass orb engineer with doom rocket (fired and didn't hit anything) bsb 2x40 slaves 2x40 clan rats 2x 5 giant rats with packmaster 37 plague monks with plague banner Abom Warp lightening cannon 9 gutter runners Deployment pic Turn 1 Skaven Turn 1 was pretty tame for the skaven. He moved everything forward. The doom wheel charged the chameleons on the hill. His magic phase was fairly simple. I dispelled a vermintide and then had to waste my cube on a skitterleap. Brass orb on my templeguard did not sound like fun. A bunch of chameleons died from the lightening on the doom wheel and 4 saurus warriors were killed by the warp lightening cannon. The plaque furnace kill 2 chameleons on the other side of the battle field with its wrecking ball attack. They passed their panic test. The rest of the chameleons in combat with the doomwheel died, but the chameleons put one wound on it. It over ran forward into the Poison thicket and passed its dangerous terrain test. Turn 1 LM My Turn 1 was also pretty quiet. I moved everything forward a little bit, Made sure my Slann was within 24" of his grey seer. I rolled 3 dice for magic I managed to get off throne of vines on the Slann and that's it. All 4 chameleons fired, but all four shots fell short. The chameleons in front of the plague furnace fired 10 shots at it and put one wound on the plague priest, and resolved themselves to death in the next turn. Turn 2 Skaven Turn 2 started with a charge from the plague monks into the stand a shoot of the chameleons. He also charged Salamanders with some giant rants. The doom wheel passed its dangerous terrain test and positioned itself for a charge next turn. Everything else moved forward. Low roll for the winds of magic. Spent his dice dispelling throne of vines. He killed a couple saurus with shooting from the warp lightening cannon and the gutter runners. The plague monks predictably slaughtered the chameleons and over ran forwards. The giant rats combat was a tie. Turn 2 LM Declared a charge with the saurus block on the far end into the plague monks. Minor maneuvering for everything else. Double sixes for maginc phase. Too bad everything was out of range. Throne of vines went up. Soul of stone on the left most salamander. Regrowth brought back 2 saurus warriors. Earth blood on the temple guard. Cast Throne of vines on the salamanders fighting the giant rats. The rats died when I ended my magic phase. Those same Salamanders shot and killed some 11 slaves. Slaves passed their panic test. Combat phase sucked. The plague monks popped their banner and absolutely destroyed the saurus warriors. Ended up losing by 7. The promptly failed their double 1, fled and were run down. Monks reformed to face everything else. Turn 3 Skaven Slaves charge the salamanders to the right of the slann. Doomwheel charges into the other salamanders. Abom hopes to charge the skink skirmishers but doesn't roll enough dice and leaves his tasty flank open. He also positioned a block of rats an inch in front of the temple guard. Magic phase was relatively uneventful. I dispelled a vermintide. Then the plague priest miscast and blew up. He did manage to cause enough wounds to the skirmishers with my priest in them to make them panic. Shooting was pretty tame. The plague mortar killed 3 temple guard. Combats all ended up being a stand still. Turn 3 LM Saurus Charge Saurus charged the Abom in the flank. Temple guard charged the giant rats. Magic was pretty light. Flesh to stone on the right most salamanders and that's about it. Skink skirmishers fired at some slaves and didn't do much. The Temple guard finished of the 2 rats and 1 packmaster and reformed. The salamaders on the left lost one model but held. The salamanders on the right lost nothing and held. The Saurus put 2 wounds on the Abom, and only lost 4 themselves. They won combat but the Abom made it stubborn test and then reformed to face them. Turn 4 Skaven Things were looking pretty grim before this turn. The Slaves on the left charged the skirmishers who stood and shot. The Clanrats with the bsb rear charged the saurus block. The plague monks move forward. Magic phase was nasty. He cast plague on the templeguard which I let through. Killed 4 or 5. Then he cast 13th. I failed to dispel. It took them down to 5 temple guard the scar vet and the slann left in the unit. He finally finished off the left most salamander with his shooting. The slaves and Salamander fight kept going. The slaves won the fight with the skirmishers and the skirmishers fled and got away with 1 model left. The Clan rats and the abom won their combat and the saurus fled. The abom reformed to give chase next turn. Saurus Sandwhich Turn 4 LM Now things had moved beyond grim and were basically hopeless. Templeguard charged the slave block. Failed to rally everything else. The priest and skirmishes went off the board. Everything else got to within a couple inches of the edge. Pretty good magic phase. Flesh to stone and earthblood on the temple guard. Cast Awakening of the Wood on the Abom hoping to get its last 2 wounds. I rolled a 6 and then wounded with 5 of the 6. He regen'd 4 of the 5. He dispelled regrowth cast on the templegaurd. I threw the rest of my dice and cast dwellers on the clan rat block with the BSB and killed 20 of the 37 models. They passed their panic test. No shooting from my side. The slaves did no damage in their combat. The Salamanders killed a couple models and then the temple guard and scar vet killed around 14 models. Won combat but couldn't overrun with temple guard as the Salamander was blocking them. What was left of the clan rats At this point we looked at the board and called in game. Solid victory to the Skaven. 700 or so victory points for him and 1 block of slaves for me. Overall it was a very fun game. If it had gone a 5th turn He probably would have just tabled me in his magic phase. My most glaring mistakes were bad positioning with my saurus blocks. The one of the far right I had given up as a sacrifice to the plague monks but I hoped it would have lasted longer than 1 turn. The other saurus block was always just a half inch too far away to benefit from the bsb. Other than that the frenzy hatred shrine made his slaves last longer than slaves had any good right to live, and I fought too many battles with him in range of it and my guys just outside of it. I could see dropping the cupped hands and putting the cube on the slann. I could also see me dropping the priest and fudging some points to get in a steg or maybe more skirmishers. Ill have to get some better pics next time. We were very haphazard about them. Also, my notes were scribbled and hard to read. So next time on that as well.