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.
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.