My first battle report... ever, so bear with me 
Game type: Friendly
List style: Competitive
Scenario: none
Point level: 2500
Opponent: Vampire Counts
Lizardmen:
LORDS- <500
Frank (Slann)
+1 pd
Loremaster
Becalming Cognition
Cup
Bsb
HEROES- <350
Scar-Vet
Charmed shield
light armor
Sword of striking (+1 to hit)
Scar-Vet
shield
light
Chotec
Priest
Cube
CORE- >700
2x 30 saurus (SAUR)
fc
SPECIAL- >600
37 Temple Guard (TG)
fc
Venom (to get in magic attacks)
3x5 Chameleons (CHAM)
RARE- >150
2x Salamanders (SAL)
extra handlers
just under 2500
Vampire Counts:
LORDS- ?
LVL 4 Vampire who had 9 attacks, red fury, as 1+, mounted on the flying steed, -1 to leadership, asf, no rerolls allowed for my leadership, and a leadership test at -3 that gives him rerolls to wound... all for supposedly 435 pts
HEROES-
Wight King with 2+ rerolled as and great weapon
Wight King with Screaming banner mounted
Vampire with MR 2 mounted
2 necros with the 2 books
CORE-
2x25 zombies (ZOM)
40ish ghouls
SPECIAL-
6 Crypt Fiends (CF)
Corpse cart
RARE-
5 Blood knights
Terrorghiest (TERGHI)
Pre game-
We didn't really care much about terrain, so we evenly spread out two hills and two forests. I lost the deployment role and deployment was as follows:
ME: TG Block
HIM: Zombies on the right
ME: Saurus block on the right
Him: Zombies on the left
ME: Saurus on the left
HIM: Ghouls
ME: left sallie
HIM: Blood knights
ME: right sallies
HIM: Crypt Fiends
ME: Slann in TG, Vet w striking in left block (facing ghouls), Vet w Chotec in right block (facing Crypt fiends, best choice in the game), Priest behind TG
HIM: Corpse cart, Terror ghiest, Mounted heroes (2 vamps, and bsb) in Blood Knights, White king in ghouls, Necromancers in the zombie squads
ME: Infiltrate the skinks to kill the terrorgheist
The board looked like this after deployment (h=hill, f=forest):
--------------------(Ter-------------------------------------------------------------------------
--------------------Ghi)----------------------------.Z...--C--.Z...---------(CF.........---------
CAM------------hhhhhhhh-------(Blood......-----..O..--C--..O..---------.............)---------
CAM---------hh(Ghouls...hh-----...Knights)-----...M.------...M.----------fffffffffffffff-------
CAM---------hh.............)hh-------------------------------------------ffffffffffffffffffffff------
-----------------hhhhhhhh-----------------------------------------------fffffffffffffff-----------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------hhhhhhhhhhh-----
------------fffffffffffffff------------------------------------------------hhhhhhhhhhhhhhh-----
----------fffffffffffffff-------------------------------------------------------hhhhhhhhhhh------
---------------fffffffffffffff--------(SAUR.--------(TG............--------(SAUR.-----------------
-----------------------------------..........-(SAL.-.................-(SAL.-..........-----------------
-----------------------------------.........)-......)-................)-.......)-.........)----------------
--------------------------------------------------------------------------------------------------
Spells:
Lizardmen:
Slann-Loremaster Light
Priest-default
Vampire Counts:
Lord-default, vandals, gaze, and the vortex
the other 3 casters- default (yes, he had four rez bubbles per turn, if he can get them off)
Turn 1:
LIZARDMEN
Movement-
Sarus and Temple guard marched forward
Salamanders stay tucked in safely in between the blocks
Skinks move behind ghouls to get the Terrorgheist
Magic-
First of several rounds of magic in which i end up with 4 dice. A 3 and a 1.
Slann casts 2 d6 s4 on the Blood knights (3 d6 for undead) causes 0 wounds.
I now know that they have 2++ vs magic.
Casts the cage spell on one of the zombie necro squads to be annoying/eat dispel dice. He lets it through.
Casts the boosted gaze on the Crypt fiends and he let's it through in order to save 2 dice for his magic phase. 2 D6 s 6 vs t5 lands me 4 wounds.
Shooting-
Skinks roll 9 sixes! Terrorgheist is down. whoot! That would have been a major pain.
Sallies are too far away to shoot.
VAMPIRE COUNTS
Movement-
Ghouls march forward
Bloodknights turn to face my skinks and move towards them
Crypt horrors move into the forest (abyssal wood) to get a better position to charge the saurus as well as getting closer to the healing bubble.
Magic-
He rolls a ten! with the 2 saved dice he has 12 dice. not wanting to give him that much magic, i cube the first spell and successfully end his phase. I should have saved it for later, but i was silly.
Turn 2:
LIZARDMEN
Movement-
All three dino blocks march up.
left sallies move forward past the battleline in order to get a decent shot at the ghouls.
the skinks move around to make it impossible for the knights to over run into another combat
Magic-
YAY! another 4 dice phase
Banishment went off on the crypt horrors, causing 2 wounds
I failed to cast shems gaze and then couldn't one dice the heavens signature spell
He kept 2 dice for his next phase
Shooting-
Left salamander killed 5 ghouls... not too thrilled there
all of the skinks shot at the knights 2+/4++ for the lols, they were just there to harass at this point anyways
right salamander ate a couple skinks cause he was bored
VAMPIRE COUNTS
Movement-
Ghouls charged the sallies
Bloodknights charged the skinks
Crypt horrors charged the saurus
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
forget what he rolled, but he ended up with about 8 dice to my 4
he casted a bubble heal that would touch the zombies and the ghouls, but not the crypt horrors, which i let slide. ghouls were now back at full strength.
tried to cast a bigger bubble to help the crypt horrors. I stop it with 2 dice.
casts the bound vandals on the crypt horrors. I stop it with the rest of my dice.
Combat-
Skinks and salamander gone
ghouls over run into my saurus
Knights reform to challenge other skinks
Crypt horrors kill 8, and lose 3 wounds in return
I hold
Turn 3:
LIZARDMEN
Movement-
TG charge the ghoul flank
salamander runs around the combat to flame the zombies
one squad of skinks continue to annoy the knights while the other moves towards the corpse cart
Magic-
5 dice! how can i deserve so many!
I decided to 6 dice timewarp, since his lord was in my sights! good thing i didn't irresistible and he had a scroll....
Shooting-
salamander killed a few zombies
no knights die
the cart takes 2 wounds!
Combat-
Saurus beat the Crypt horrors by one. they are now down to four models, one with just a single wound left. I still have 3 full ranks
despite having a scar vet, 30 saurus, and a horde of TG, I only manage to drop 15 ghouls AFTER crumbling was accounted for. but i did kill the wight king.
VAMPIRE COUNTS
Movement-
Bloodknights charged the skinks
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
He got a light magic phase. healed the horrors a slight bit
Combat-
Skinks ran! they are free!
ghouls survive another combat phasethey now have about 16 models left
Crypt horrors begin to lose badly. they are down to 3 models, and i still have 3 ranks
Turn 4:
LIZARDMEN
Movement-
Skinks set up to keep the blood knights out of the big combat
Magic-
4 dice... yay
I give myself ws and I 10
Shooting-
salamander killed a few zombies
Combat-
Saurus beat the Crypt horrors down to two models, but they've finally broken into my third rank
the ghouls are now 10 strong. yeah, I roll that badly
VAMPIRE COUNTS
Movement-
Lord charges out of the squad and into the sarus Warriors flank
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
He got a good magic phase. healed the horrors a slight bit, as well as bringing back several ghouls
Combat-
Lord does 16 wounds... yeah... 16
ghouls survive another combat phasethey now have about 10 models left
Saurus run and the Lord chases them down
Crypt horrors die
Turn 5:
LIZARDMEN
Movement-
Saurus charge zombies
Skinks set up to keep the Lord out of the big combat
Magic-
7 dice!!! FINALLY! I give myself I and WS10 again. Irresistible it. Roll a 6. Put it on his vamp in the black knight squad (only wizard i could see). He loses one knight due to those lovely 2+ wards. I then lose D6 power dice and the phase is over.
Shooting-
salamander killed a few zombies
Combat-
Saurus beat the zombies down to probably somewhere around 40 after the amount of rezzing he had done
Temple guard manage to kill a grand total of 2 ghouls, now that they were only touching 1. 9 hitting on 3's and wounding on 3's if i had killed one more, they would have been wiped out.
VAMPIRE COUNTS
Movement-
Lord flies over right behind the TG to prepare to charge
Bloodknights charge the skinks
Magic-
ghouls are now back at 25 and the saurus fighting the zombies are S1
Combat-
Ghouls are still only touching 2 models and so survive quite well
Zombies beat the s1 saurus, causing 2 wounds.
skinks die
this is where i called it.
End result:
Terrorgheist and crypt horros dead
everything else on its way to, or past full strength
i lost one squad of saurus, and two of the three skinks squads.
conclusion:
invocation bubble are probably some of the best magic in the game!
WAY better than life healing, and affects multiple units.
also, it is the signature spell.
Bloodknights can be made to be nearly invincible.
Vampire lords deal out more damage as a lvl 4 wizard with a 1+ armor save than an entire block of saurus
changes?
a little less on the slann, just enough to hopefully get an Oldblood in there.
more salamanders, they could have actually hurt the knights. although, he can easily bring back 5 knights in a turn.
Thoughts? Comments?
Game type: Friendly
List style: Competitive
Scenario: none
Point level: 2500
Opponent: Vampire Counts
Lizardmen:
LORDS- <500
Frank (Slann)
+1 pd
Loremaster
Becalming Cognition
Cup
Bsb
HEROES- <350
Scar-Vet
Charmed shield
light armor
Sword of striking (+1 to hit)
Scar-Vet
shield
light
Chotec
Priest
Cube
CORE- >700
2x 30 saurus (SAUR)
fc
SPECIAL- >600
37 Temple Guard (TG)
fc
Venom (to get in magic attacks)
3x5 Chameleons (CHAM)
RARE- >150
2x Salamanders (SAL)
extra handlers
just under 2500
Vampire Counts:
LORDS- ?
LVL 4 Vampire who had 9 attacks, red fury, as 1+, mounted on the flying steed, -1 to leadership, asf, no rerolls allowed for my leadership, and a leadership test at -3 that gives him rerolls to wound... all for supposedly 435 pts
HEROES-
Wight King with 2+ rerolled as and great weapon
Wight King with Screaming banner mounted
Vampire with MR 2 mounted
2 necros with the 2 books
CORE-
2x25 zombies (ZOM)
40ish ghouls
SPECIAL-
6 Crypt Fiends (CF)
Corpse cart
RARE-
5 Blood knights
Terrorghiest (TERGHI)
Pre game-
We didn't really care much about terrain, so we evenly spread out two hills and two forests. I lost the deployment role and deployment was as follows:
ME: TG Block
HIM: Zombies on the right
ME: Saurus block on the right
Him: Zombies on the left
ME: Saurus on the left
HIM: Ghouls
ME: left sallie
HIM: Blood knights
ME: right sallies
HIM: Crypt Fiends
ME: Slann in TG, Vet w striking in left block (facing ghouls), Vet w Chotec in right block (facing Crypt fiends, best choice in the game), Priest behind TG
HIM: Corpse cart, Terror ghiest, Mounted heroes (2 vamps, and bsb) in Blood Knights, White king in ghouls, Necromancers in the zombie squads
ME: Infiltrate the skinks to kill the terrorgheist
The board looked like this after deployment (h=hill, f=forest):
--------------------(Ter-------------------------------------------------------------------------
--------------------Ghi)----------------------------.Z...--C--.Z...---------(CF.........---------
CAM------------hhhhhhhh-------(Blood......-----..O..--C--..O..---------.............)---------
CAM---------hh(Ghouls...hh-----...Knights)-----...M.------...M.----------fffffffffffffff-------
CAM---------hh.............)hh-------------------------------------------ffffffffffffffffffffff------
-----------------hhhhhhhh-----------------------------------------------fffffffffffffff-----------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------hhhhhhhhhhh-----
------------fffffffffffffff------------------------------------------------hhhhhhhhhhhhhhh-----
----------fffffffffffffff-------------------------------------------------------hhhhhhhhhhh------
---------------fffffffffffffff--------(SAUR.--------(TG............--------(SAUR.-----------------
-----------------------------------..........-(SAL.-.................-(SAL.-..........-----------------
-----------------------------------.........)-......)-................)-.......)-.........)----------------
--------------------------------------------------------------------------------------------------
Spells:
Lizardmen:
Slann-Loremaster Light
Priest-default
Vampire Counts:
Lord-default, vandals, gaze, and the vortex
the other 3 casters- default (yes, he had four rez bubbles per turn, if he can get them off)
Turn 1:
LIZARDMEN
Movement-
Sarus and Temple guard marched forward
Salamanders stay tucked in safely in between the blocks
Skinks move behind ghouls to get the Terrorgheist
Magic-
First of several rounds of magic in which i end up with 4 dice. A 3 and a 1.
Slann casts 2 d6 s4 on the Blood knights (3 d6 for undead) causes 0 wounds.
I now know that they have 2++ vs magic.
Casts the cage spell on one of the zombie necro squads to be annoying/eat dispel dice. He lets it through.
Casts the boosted gaze on the Crypt fiends and he let's it through in order to save 2 dice for his magic phase. 2 D6 s 6 vs t5 lands me 4 wounds.
Shooting-
Skinks roll 9 sixes! Terrorgheist is down. whoot! That would have been a major pain.
Sallies are too far away to shoot.
VAMPIRE COUNTS
Movement-
Ghouls march forward
Bloodknights turn to face my skinks and move towards them
Crypt horrors move into the forest (abyssal wood) to get a better position to charge the saurus as well as getting closer to the healing bubble.
Magic-
He rolls a ten! with the 2 saved dice he has 12 dice. not wanting to give him that much magic, i cube the first spell and successfully end his phase. I should have saved it for later, but i was silly.
Turn 2:
LIZARDMEN
Movement-
All three dino blocks march up.
left sallies move forward past the battleline in order to get a decent shot at the ghouls.
the skinks move around to make it impossible for the knights to over run into another combat
Magic-
YAY! another 4 dice phase
Banishment went off on the crypt horrors, causing 2 wounds
I failed to cast shems gaze and then couldn't one dice the heavens signature spell
He kept 2 dice for his next phase
Shooting-
Left salamander killed 5 ghouls... not too thrilled there
all of the skinks shot at the knights 2+/4++ for the lols, they were just there to harass at this point anyways
right salamander ate a couple skinks cause he was bored
VAMPIRE COUNTS
Movement-
Ghouls charged the sallies
Bloodknights charged the skinks
Crypt horrors charged the saurus
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
forget what he rolled, but he ended up with about 8 dice to my 4
he casted a bubble heal that would touch the zombies and the ghouls, but not the crypt horrors, which i let slide. ghouls were now back at full strength.
tried to cast a bigger bubble to help the crypt horrors. I stop it with 2 dice.
casts the bound vandals on the crypt horrors. I stop it with the rest of my dice.
Combat-
Skinks and salamander gone
ghouls over run into my saurus
Knights reform to challenge other skinks
Crypt horrors kill 8, and lose 3 wounds in return
I hold
Turn 3:
LIZARDMEN
Movement-
TG charge the ghoul flank
salamander runs around the combat to flame the zombies
one squad of skinks continue to annoy the knights while the other moves towards the corpse cart
Magic-
5 dice! how can i deserve so many!
I decided to 6 dice timewarp, since his lord was in my sights! good thing i didn't irresistible and he had a scroll....
Shooting-
salamander killed a few zombies
no knights die
the cart takes 2 wounds!
Combat-
Saurus beat the Crypt horrors by one. they are now down to four models, one with just a single wound left. I still have 3 full ranks
despite having a scar vet, 30 saurus, and a horde of TG, I only manage to drop 15 ghouls AFTER crumbling was accounted for. but i did kill the wight king.
VAMPIRE COUNTS
Movement-
Bloodknights charged the skinks
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
He got a light magic phase. healed the horrors a slight bit
Combat-
Skinks ran! they are free!
ghouls survive another combat phasethey now have about 16 models left
Crypt horrors begin to lose badly. they are down to 3 models, and i still have 3 ranks
Turn 4:
LIZARDMEN
Movement-
Skinks set up to keep the blood knights out of the big combat
Magic-
4 dice... yay
I give myself ws and I 10
Shooting-
salamander killed a few zombies
Combat-
Saurus beat the Crypt horrors down to two models, but they've finally broken into my third rank
the ghouls are now 10 strong. yeah, I roll that badly
VAMPIRE COUNTS
Movement-
Lord charges out of the squad and into the sarus Warriors flank
zombies moved closer to the crypt horrors so that the necros could heal them.
Magic-
He got a good magic phase. healed the horrors a slight bit, as well as bringing back several ghouls
Combat-
Lord does 16 wounds... yeah... 16
ghouls survive another combat phasethey now have about 10 models left
Saurus run and the Lord chases them down
Crypt horrors die
Turn 5:
LIZARDMEN
Movement-
Saurus charge zombies
Skinks set up to keep the Lord out of the big combat
Magic-
7 dice!!! FINALLY! I give myself I and WS10 again. Irresistible it. Roll a 6. Put it on his vamp in the black knight squad (only wizard i could see). He loses one knight due to those lovely 2+ wards. I then lose D6 power dice and the phase is over.
Shooting-
salamander killed a few zombies
Combat-
Saurus beat the zombies down to probably somewhere around 40 after the amount of rezzing he had done
Temple guard manage to kill a grand total of 2 ghouls, now that they were only touching 1. 9 hitting on 3's and wounding on 3's if i had killed one more, they would have been wiped out.
VAMPIRE COUNTS
Movement-
Lord flies over right behind the TG to prepare to charge
Bloodknights charge the skinks
Magic-
ghouls are now back at 25 and the saurus fighting the zombies are S1
Combat-
Ghouls are still only touching 2 models and so survive quite well
Zombies beat the s1 saurus, causing 2 wounds.
skinks die
this is where i called it.
End result:
Terrorgheist and crypt horros dead
everything else on its way to, or past full strength
i lost one squad of saurus, and two of the three skinks squads.
conclusion:
invocation bubble are probably some of the best magic in the game!
WAY better than life healing, and affects multiple units.
also, it is the signature spell.
Bloodknights can be made to be nearly invincible.
Vampire lords deal out more damage as a lvl 4 wizard with a 1+ armor save than an entire block of saurus
changes?
a little less on the slann, just enough to hopefully get an Oldblood in there.
more salamanders, they could have actually hurt the knights. although, he can easily bring back 5 knights in a turn.
Thoughts? Comments?