This is my next battle against the vampires.
My list
Slann, heavens, soul to stone, bsb, cube
Skink priest, dispell
4 10 man skink cohorts (SC)
2 10 skink skirmishers (SS)
22 skinks 2 krox, standard (Skrox)
30 saurus, full command (SAU)
3 terradons (T)
5 coldone cavalry (COC)
21 Temple Guard (TG)
Ancient steg (STEG)
2 salamanders extra handlers (SAL)
His list was something like this
Blender lord, horror flying thing, -1 leadership bubble, sword of striking (VL)
3 blocks of skelletons (S)
2 level 2 vamps (V)
Mounted white king bsb (in the Black Knights)
11 Black knights (BK)
4 vargheists (VARG)
Vargulf (VG)
His spells were raise dead, sig x2 curse of years and macbre
I got sig x2, chain lightning, windblast and midnight wind
My main advantage was that he had to deploy pretty much his whole army before I had finished dropping skinks. This meant I could deploy as you see. My plan was to spam the right side with skinks to keep the two vamp blocks out of the action whilst I got points from his expensive vargheists and black knights units.
Vamps turn 1
He advanced his vargulf up behind the house to prevent me from shooting it and generally shuffled forwards a bit but not as much as he could have. his vargheists didn't move at all, fearing to get picked on by my terradons and chameleons.
In his magic phase his cast raise dead and got 5 zombies right in front of my salamanders in a bid to slow down their advance.
Lizard turn 1
My terradons kept on the flank at a distance so they couldn't be charged but should the vargheists move up could drop rocks on them. My chameleons moved over out of charge arcs. The salamanders moved around the zombies behind the house to get a good angle for turn 2 shots. Everything else advanced slowly ready to fire in the next few turns.
I cast a 3 dice wind blast at his vargheists, get double 6s put one wound on them as they hit the board edge, then promptly kill 9 temple guard effectively taking them out of the game.
Vamps turn 2
His vampire in the right most skellies charges out at my salamander and gets in. those things are fast. He declares another charge with his skellies with vamp at my skink cohort, they flee and he stumbles forwards 2 inches. Operation hold up the flank is going well. His black knights and right most skellies move up while his vargheists reform to stop my terradons slipping behind their charge arc. His vamp lord flies behind my skinks on my right flank ready for some -1 leadership and to line up flanks of my combat blocks.
In magic he gets off curse of years on my saurus. I dispell this on my turn. No more spells are cast for the rest of the game due to scrolls and poor winds of magic.
Combat sees his vamp put a wound on my salamander and get one back in return. I lose by 1 but stick.
Lizards turn 2
My steg declares a charge on his skellie block with vamp. I am hoping to tie them up but roll snake eyes so bumble forwards, My right most cohort goes into the flank of his vamp hoping to pop him before the vargulf gets in.. The Cameleons march into the face of the skellies to redirect them whilst my other skinks go to block his black kinghts. My skirmishers on right go to get a few shots at his vargulf.
In shooting I down a few skellies, kill a black knight with javelins, and put two wounds on the vargulf!
In combat the vampire wiffs his attacks, I do nothing back but win combat by 2 popping him.
Vamps turn 3
His vargulf charges my skirmishers, they flee, he redirects at my salamander, they flee, so he bumbles forward. His vamp lord charges into my steg. This becomes a never ending combat till his last turn when I finally get killed. His skellies charge my chameleons and his black knights my cohort.
In combat he kills all but 1 chameleon, tries not to run him down but fails, killing the unit but leaving him wide open for a cold one skrox charge. his black knights kill all the cohort and elect to reform rather than give my saurus his flank.
Lizards turn 3
I charge the coldones into the front of the skellies and the skrox into the flank. I decide to see how that combat goes before throwing in my saurus so use my last cohort to block his black knights. everything rallies. My Terradons carry on playing a game of keep away with his vargheists.
Shooting sees my cohort in front of his vargulf nick another 2 wounds!
In combat my coldone and skrox go to town on his skellies exactly killing them by the time we work out combat res. unfortunately my skrox is sandwiched unable to reform showing its flank off to the vargheists.
Vamp turn 4
His zombies charge my salamanders, the zombies die eventually but take the salamanders out of the rest of the game. His Vargulf charges my cohort and dies to stand and shoot, they get a medal. his black knights charge and kill my cohort, reforming in such a way as to make my saurus and coldone share his front. His Vargheists charge my skrox, I flee and run 11 and he can only role 4 so fails his charge.
Lizard turn 4
Skrox rally, Saurus and coldone charge his black knights, they eventually kill them on turn 5. My Terradons fly over his vargheitst which had stumbled into range and I kill 2 with rocks.
Vamp turn 5
His vargheists chrge my skrox, fail their attacks and die to combat res.
That is all that really happened as the rest just played keep away and the lizards won.
Things I learned,
Firstly I am not a fan of temple guard, I found them a restrictive points sink. Solo slann from now on.
Secondly, redirecting cohorts are amazing! They really help dictate the ebb and flow of the game.
I hope you all enjoyed this, sorry it is a bit sporadic but I have a new daughter and am a bit sleep deprived.