Once more fighting the servants of the Dark gods. 2500 points Lizards: Slann lore of light, channeling staff, reroll dispel and channel 3 dice abilities, BSB, banner of discipline; Skink priest lore of Beasts, level 2, Stegadon sharpened horns, Dispell scroll; Stegadon sharpened horns; 30 Saurus spears full command; 24 skink cohorts and 3 kroxigors; 28 Temple Guard full command; 10 chameleon Skinks; Troglodon (yeah… ) Warriors of Chaos (don’t know exactly the list): Kolek suneater (huge miniature) Sorcerer Lord, level 4, tzeench, ward 3+, lore of metal, mounted; Chaos hero, BSB, Sword of striking, ward 4+, some poison ability, a multi-wound ability, daemonic mount; 11 Chaos Knights full command 30 Warriors double hand weapons 5 chosen halberds 6 Marauder horsemen light armor and Shields Lizardmen turn 1 Movement: chameleons move to shoot Magic: poor casting, a few hits from Shems Burning gaze On Kolek, no wounds. Chaos turn 1 Movement: units Advance full speed, 1 Marauder dies from dangerous terrain Magic: tried to Final Transmutate the skink Cohorts, dispelled Lizardmen turn 2 Movement: move backwards with infantry, moving forward with monsters. Magic: cast The Speed of Light On Skinks Shooting: missed every shot Chaos turn 2: Movement: advancing to charge next Round Magic: debuf On skink cohorts (-1 WS and -1 armor save) Lizardmen turn 3: Movement: stegadon charges Warriors, skink cohorts charges Chaos Knights and characters; Magic: failed everything; Shooting: missed every shot; Close combat: stegadon killed 7 Chaos Warriors (impact hits, attacks and Thunderstomp), break and fled, chosen fled also. Chaos BSB killed Three Kroxigors, Knights and sorcerer killed Three Skinks. Cohorts hold. Chaos turn 3: Movement: Chaos Warriors flee through Kolek and chameleon (3 died from dangerous terrain), chosen rallied, marauders charges cohorts. Magic: -1 WS and -1 armor save On cohorts Close combat: Knights and marauders obliterate skink cohorts. Lizardmen turn 4: Movement: Saurus charge chosen, stegadon charge Kolek and fails, Temple Guard charged Kolek, ancient stefadon charged Knights, troglodon move the charge next turn, chameleon move to shoot warriors Magic: The Speed Of Light cast On every friendly unit within 12” Shoot: 2 Warriors dies from poisoned blowpipes, Close combat: ancient stegadon impact hits kills BSB, normal attacks kills 2 Knights, Knights causes 2 wounds back, unit hold. Chosen kills 3 Saurus Warriors, saurus Warriors kills 2 chosen, unit breaks, saurus pursue and destroy them. Temple Guard causes 3 damage On Kolek, suffers 5 casualties back. Resolution Temple Guard 3 wounds, charge, 3 ranks, 2 kinds of banner, Kolek flees and is overrun. After that, my opponent asked for hand shake, the loss of Kolek made him sad.