Spoiler: Army lists My list: === Copy of Xinfernoc's Inferno [1996 pts] Warhammer: The Old World, Lizardmen === ++ Characters [974 pts] ++ Xinfernoc [375 pts] - Hand weapon - General - Lore Familiar - Higher State Of Mind - Battle Magic Azcaramani [339 pts] - Great weapon - Heavy armour (Scaly skin) - Battle Standard Bearer - Carnosaur - Armour of Meteoric Iron - Talisman of Protection Aeontezin [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Cold One - Giant Blade - Bedazzling Helm - Horned One ++ Core Units [626 pts] ++ 10 Skink Skirmishers [55 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) 20 Saurus Warriors [321 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) - Standard bearer - Musician 5 Jungle Swarms [200 pts] - Hand weapons ++ Special Units [196 pts] ++ 4 Kroxigors [196 pts] - Great weapons - Heavy armour (Scaly skin) ++ Rare Units [200 pts] ++ Troglodon [200 pts] - Venomous talons - Venom spray - Heavy armour (Scaly skin) - Skink Oracle with hand weapon (required) --- He had - BSB with D3 combat res, grey seer, storm vermim - lord with potion of swiftness - 3 clanrats - 1 clanrats reserve - hellpit abomination - 2 rat ogres - lots of weapon teams! Deployment & Turn 1 It's capture the tower scenario! My plan was to use the jungle swarms to lock the grey seer into combat for a lot of the game. The Saurus should delay the rats. Meanwhile on the left flank the monsters should roll his forces quickly and can move to secure the other side. Integral to my plan was Aeontezin beating the abomination, which I calculate at 30-40%. I planned to use the skinks to hopefully get a wound or two off it. His first turn he moves up. My first turn the swarms charge the storm vermim and get to work slowly wearing them down but losing combat. The carnosaur charges the clanrats who flee to pull him out of position. Turn 2 - him The clanrats do not rally and are now at the table edge. There are a lot of charges. The clanrats on the left charge the skinks which makes everything a bit complicated. The mini doom wheel weapon team (always forget it's name) smashes the Saurus with 6 impact attacks and the Saurus find themselves in trouble. FBIGO still means more impact hits. Turn 2 - me So I get quite lucky here, my pillar of flame runs sideways and kills the mini doom wheel before combat! All game the pillar of fire combined with a grey seer usually in combat was really difficult for him. Pillar killed a lot of rats. In the big combat Aeontezin charges the Abomination. He gets 2 wounds through which become 4. In return he takes a wound back in combat, gets stomped twice but survives thanks to his armour. Brutal stomps but on we fight. I make a serious tactical error and do not use the Slann to block the rear charge of the clanrats. I wanted the magic. Turn 3 - him His clanrats attack the skinks. We have a chance to win this as they will be disrupted by the lake - but poor shooting means we lose and flee. He front and rear charges my Saurus and they get smashed. Four models are left and they run! The swarms and storm vermim fight rages on - I slip two wounds onto the grey seer who moves to the rear. Aeontezin hits 5 times but is unable to roll a single 4+ to wound, then he promptly gets killed. Brutal. His clanrats near the carnosaur rally and put themselves just outside of charge range. Turn 3 - me The Skinks flee off the board, the Saurus are also fleeing. Don't worry the Troglodon decides to win the day by charging the abomination. The hellpit abomination backhands the Troglodon and kills it. I didn't even do a wound and the Hellpit has 2 left. Another mistake I should have run the Trog at the clanrats and tried a long distance charge with the Krox. The carnosaur can't charge but stares the clanrats down. The skinks on the right did a few wounds to the rat ogres before dying and a Slann fireball finishes them off. Turn 4 - him The clanrats fail their terror and don't charge the carnosaur. I think that favours him these clanrats have basically taken the carnosaur out for 4 turns now, probably 5. The last swarm finally dies. His hellpit charges the krox and does 5 wounds and takes zero back. The Kroxigor FBIGO and will take more impact hits... Turn 4 - me The Saurus flee off the table. This game is looking lost. The carnosaur won't have time to get back into combat. I can't stop the hellpit and his characters are fine. I can't believe I'm going to lose to an army built around clanrats! So Xinfernoc summons his inner energy, taps into the geomantic web and blasts the storm vermim with the mother of all fireballs. It completely wipes them out and both the grey seer and BSB break! Furthermore, the hellpit has d6+1 impact hits and d6+1 attacks. It's brutal but swingy and he only gets 3 impact hits and 3 attacks doing 3 wounds which means the krox have 6 attacks going back at 4+/3+ and yes they slip the last two wounds through!! No luck for him on too terrible to die although he wins timber and kills another Krox. The carnosaur charges the clanrats who flee from terror, annoyingly the carnosaur is off the board Suddenly I think I'm winning! Turn 5 Some massive rally rolls here and the grey seer flees off the table! But the bsb rallies. His clanrats on the left stay away. The krox helps secure the tower. Pillar of fire causes the small clanrats to break. My carnosaur moves back into the frey. Turn 6 His clanrats rally even if some more shooting take them down to 2 models! The carnosaur charges and accepts a challenge, overkill is nice but dammit he can't break that unit. The game ends. Amazingly, the rules we made for capture the tower was unit strength within 12". He has exactly 12 infantry and I have canosaur (6) Slann (3) and Kroxigor (3). No one captures the tower. I'm fairly certain I've won but doing the VPs it's 1160 (me) to 1080 (him) so a draw!