Our battle last week was a draw and due to time constraints we only managed four turns. With this in mind I figured the Blood & Glory scenario would be a good idea. I was right that Blood & Glory would mean we'd still be able to complete a 2.5k in an evening whilst still learning the new rules, in hindsight i wish i hadn't have been. As i'd used a Slann last time i went with an Old Blood on Carnosaur as my general. I also had an EOTG, lvl 2 priest and scar-vet BSB Units included 36 Saurus, 24 skinks with 3 Krox, 9 COC (who had the BSB with them), 3 terradons and 3 salamanders The WoC army had a Lord on Juggernaught, Sorcerer Lord, Hero BSB and 2 lvl 2 wizards His units were 2x30 marauders, 20 warriors, 5 knights, Warshrine and a Giant. So we both had a fortitude of 6 and the Breaking point was 3 The battle started with me opting not to use the Terradons vanguard move as there was nowhere for them to go that would have been of any benefit. The WoC then moved foward cautiously. In the magic Phase his Lvl 4 Nurgle Lord cast cloying quagmire and took out my BSB and 5 COC, i hate that spell a little bit more every time he uses it Lizards Fortitude 5, WoC 6 Nothing else of note happened that turn so it moved to me. I declared four charges, sending my general into a duel with his, my stegadon into the giant, skinks into the khorne marauders whilst my large saurus spear block slammed into the Tzneetch Marauders. The magic phase went well as my lvl 2 priest, hiding in a regen marsh, killed the sorcerer lord with a thunderbolt. Burning alignment then took two wounds from the giant but only rolled 4" distance so didn't hit anything else, this was followed up by 3 impact hit wounds and the giant was at deaths door. In combat the giant rolled yell and ball and immediately won the combat, depriving me a chance to finish of that last wound. As i'd given my Old Blood the sword of swift laying, 4+ ward save armour and the other tricksters shard i was pretty confident he could take out the Khorne lord thus reducing the WoC fortitude by 2. Predictably he failed to cause a wound with his 5 attacks and this was soon followed up by the chaos lord, juggernaught and carnosaur also all missing. In the other combats the skinks lost but managed to roll 3 to stay in the fight whilst the saurus won but failed to break the maruaders whose 5+ ward save meant they only lost by 1 CR. So on to turn 2 and, remarkably, the end of the battle. The terradons had taken out 1 Knight when dropping their rocks, leaving four to flank charge the saurus who were locked in combat. One of the salamanders was taken out by magic but with the sorcerer lord gone nothing else happened. The Chaos Giant had been given the mark of slaanesh which meant he always struck first and proceeded to jump up and down, causing a wound on the steg and killing one crew. The Skinks responded by killing the giant who conveniently fell away from any of my units. So back to the General's challenge. Finally the old blood caused a wound (hopefully the carnosaur would take the other two on his initiative step) then the Lord struck back, with frenzy and magic items he had 7 attacks, and managed 3 wounds. I rolled 3 armour saves, with my armour now reduced to 4+. I got 1,2,3. That's ok i've got a 4+ ward save. I rolled 1,2,3. The General was dead, Fortitude was reduced to breaking point and the rest of my army immediately fled. The End.