Re: The Defense of Konquata
Garatl slunk through the brush, nearing the ruined temple city. He saw the vile worshipers of Chaos there, closing in upon the place where the plaque was hidden. Whether the warriors of Chaos knew it or not, they were treading on dangerous ground. Garatl called the battle cry and the Lizardmen roared in agreement. Rushing towards the enemy.
The Lizardmen Army
1 Saurus Oldblood -Great weapon, light armour, shield, Hide of the Cold One, Venom of the Firefly Frog
1 Saurus Scar-Veteran -Light armour, Burning Blade of Chotec, Maiming Shield
1 Skink Priest -Dispel Scroll
1 Skink Chief -Light armour, shield, Terradon, Staff of the Lost Sun, Bane Head
15 Saurus Warriors -Spears, Musician, Standard Bearer
3 x 12 Saurus Warrior -Spears, Musician
2 x 10 Skinks
2 x 10 Skink Skirmishers
4 Terradons
3 Terradons
1 Stegadon
3 Kroxigor
2 x 1 Salamander
Warriors of Chaos
1 Chaos Lord- Book of Secrets, Enchanted Shield, Collar of Khorne, Sword of Might, Mark of Tzeentch
1 Sorcerer- Level 2, Conjoined Homoculous, Infernal Puppet, Mark of Nurgle
1 Sorcerer- Level 2, Dispel Scroll, Golden Eye of Tzeentch, Disc, Mark of Tzeentch
1 Exalted Champion- Runesword
12 Chaos Warriors, Musician and Standard
20 Marauders- Full Command, Mark of Slaanesh
5 Marauder Horsemen- Musician, Mark of Slaanesh
2 x 5 Warhounds
3 Dragon Ogres
1 Warshrine
5 Knights of Chaos- Musician, Standard, Festering Shroud, Mark of Nurgle
I was trying a much different build than my normal build, with a Slann. I found that this list did not really fit my playstyle and does not allow me enough flexibility. So at the end of the report I am going to explain some changes I am going to make in the list.

Deployment
The forest split his advance, so I was hoping to use that to my advantage. I was hoping to split his forces and deal with them one at a time. Nothing in his army really worried me, except the knights and magic. I was going to try to deal with with the Stegadon and redirection and take out the other flank.
The Warriors of Chaos won the roll for first turn and moved everything up. A Flickering Fire panicked the right ranked skinks and the Warshrine tried to bless a unit, but rolled a seven and did nothing. My turn saw a lot of strategic movement, hoping to bait him into a flank charge from my Stegadon. Dropped rocks saw a warhound unit panicked and the salamanders taking out half the marauders, but shooting did very little else that turn. Failing to wound the sorcerer with Terradons and Skink Chief and the giant bow's shot glanced off the Cauldron's ward, despite it being poisoned.

End of Lizardmen Turn 1
The Chaos Warshrine charged the skinks and the Marauder Cavalry charged the other skinks, both of which held. The rest of the Chaos line shuffled around, cautious of the mighty Lizardmen and their skinks of DOOM! The Chaos Sorcerer obviously agreed with the rest of the army, failing to wound the Skink Priest with a flickering fire, rolling 3 strength 2 hits. The Nurgle Sorcerer decided the Tzeentch had turned into some pansy god and decided to prove how much Father Nurgle was, putting a wound on the Stegadon with some Buboes. The FAILshrine decided to do nothing again, but managed to break the Skinks, who died to impassable terrain. The Marauders did the same, chasing the Skinks down and overrunning into the Terradons.
In a surprising show of ferocity, both Salamanders charge into combat, the left going into the flanks of the Horsemen and one charging the mage, hoping to end its magical threat. Both of the Saurus units backed up, out of line of sight. Chosi-Raz got Uranon's Thunderbolt off, but it was scrolled. Shooting accounted for next to nothing, with the Stegadon's bow missing completely. Both Salamanders showed their ferocity by putting a wound on the sorcerer and singlehandedly wiping out the rest of the Horsemen. The sorcerer refused to break though, even with the loss of combat.

End of Lizardmen Turn 2
The Chaos Knights attempt to charge the Stegadon, but the pitiful humans cannot rally the courage to charge such a ferocious beast. The Warriors of Chaos again shuffle around, too afraid to pull any charges. Magic comes, showing a succesful Pandemonium coming off and another Buboes putting a wound on the Stegadon. The FAILshrine attempts to do something more useful and gives stupidity to the knights, something the knights desperately needed. The Salamander fails to wound the Sorcerer, and the sorcerer puts another wound on the Salamander, leaving him on a wound.
The Lizardmen shuffle around, the Oldblood‘s unit still playing hide and go seek with the Dragon Ogres. The Terradons fly in attempting to draw a charge from the Knights still and the Kroxigor shoot across the battlefield, hoping for a charge on the Warshrine in the next turn. Chosi-Raz decided to miscast on two dice, and with the Infernal Puppet, he bites it, his failure costing him dearly. The Terradons decide to put a wound on the chariot and the skinks pick off a Warrior with their javelins. The giant bow bounces off the ward of the Warshrine again. In combat, the Salamander finally finishes munching the Sorcerer and kills him off.

End of Lizarmden Turn 3
The Chaos units finally decided to toughed up and charge, so the Chariot and BSB go into the Scar-Veterans unit and the Chaos Lord charges the Stegadon (doh!) after deciding that he should actually man up and do something. The FAILshrine finally does something and gives the Chaos Lord +1 to his leadership. The rest of the Chaos line does nothing again, the Dragon Ogres backing up from the fear of the Saurus. The Nurgle sorcerer gets regeneration off on the Lord, but no other spells get off, despite the strange disappearance of Chosi-Raz. In combat, the Lord takes the Stegadon down to one wound, but it stubbornly hold on, despite doing nothing in return to the Lord. In the Chariot combat, the chariot kills a couple of Saurus to impact hits and recieves a wound in return. A challenge was issued and accepted by the Scar-Veteran. The Exalted only puts a wound on the Scar-Veteran and recieves a wound in return, the Burning Blade cutting through his armour like glue. Chaos win the combat, though the Lizardmen hold strong, hoping for some help.
The Kroxigor charge the FAILshrine, which flees, and the Saurus spears fail a charge on the Lord, as does the Salamander. The Saurus Oldblood, Garatl, desperate to prove his worth, moves up to try to engage the Dragon Ogres and the Saurus do a long wheel, sick of waiting for the Chaos Warriors to stop being pansies and fight. Shooting accounts for two wounds on the Dragon Ogres and little else. In combat, the Lord slays the Stegadon, panicking the Salamander and the Terradons (the latter are crossfired by the Marauders), the BSB kills the Scar-Veteran (barely), the chariot kills some more Saurus and receives a wound in return, and the Saurus break, overwhelmed by Chaos. They are caught and destroyed the Chariot restraining pursuit.

End of Lizardmen Turn 4
The Chaos finally attack, the Knights charging the Saurus, the Marauders charging the Kroxigor, and the Warriors charging the skinks. The Lizardmen all hold, hoping to survive the ferocious charges. The rest of Chaos shuffles protecting flanks and such and the Dragon Ogres back up again. The FAILshrine rallies and shines again, giving a +1 armour save to the Marauders. In combat, the Marauders put a wound on the Kroxigor, and the Kroxigor slay the Wizard in return. Unfortunately, they still break getting caught but killing an important character. The Nurgle Knights fluff their attacks, the Festering Shroud killing a Saurus, and the Knights killing two more. The Saurus attack back and off a Knight, losing combat, but still holding. The Skinks preform two miracles. 1) Some manage to survive and 2) They refuse to get caught and escape.
The Saurus try to come to the rescue of their brethern, but fail the charge. The salamander moves to the flank of the exalted and manages to get a shot on him, though it fails to wound. The Oldblood desperately tries to get the Dragon Ogres and the Skink Chief moves out of his unit to try to kill the chariot. Shooting sees another wound on a Dragon Ogre, but the chariot manages to survive the shooting of the Chief and threatens the flank of the Saurus. Combat goes bad and the Knights break the Saurus, who flee off the board.

End of Lizardmen Turn 5
The Chariot hits the flank of the Saurus Warriors and the Dragon Ogres decide that being scared of the Lizardmen worked so well, there was no point in charging in either. The Lord tries to Flickering Fire the Skink Chief, but fails. The FAILshrine decides it has had enough of helping Chaos, and gives the Lord Stupidity, again. The Chariot whiffs the impact hits and does not kill enough Saurus to break them.
Garatl moves over to finally do something and the rest of the Lizardmen bide their time, knowing that at this point they just need to cut their losses. Shooting kills a Dragon Ogre finally and puts a wound on another, and the Salamander decides it is the perfect time to misfire. Garatl smashes the Chariot to a pulp with his poisoned attacks, finally proving he can do something.

End of Lizardmen Turn 6
All in all, a fun battle, with some bad luck on both sides, but the Chaos came out on top with a major victory, but at least they did not steal the plaque. The loss of the Stegadon cost me dearly and swung the game in his favour. The Stegadon was necessary to protect the Saurus and had it been there, the Knights would have gotten crushed in the second round of combat. The Terradons panicking also cost me, freeing the charge lane for the Knights to get into my Saurus.
MVP: Left Salamander. He accounted for a mage, which is what allowed me to not receive a complete thrashing. That mage would have caused a lot of trouble and the loss of him was very important. Honorable Mention to the Kroxigors for killing another mage.
LVP: No one really. Most units contributed to the battle, though the Oldblood in the end only killed a chariot. I did not use him well, but I was hoping for a little more.
Okay, so a critique of my list is definitely in order. Let us start with the characters:
Oldblood- Gone. He does not fit my playstyle and if I do play him again, he is going to need to be more mobile. I do like the foot set-up and I can see it maybe working, but he does not fit in with the list being more avoidance.
Scar-Veteran- Actually did something this battle. I am considering mounting him on a Cold One for a better armour save. I also think he needs to go with the Enchanted Shield. The Maiming Shield just seems to not be worth the points you pay for it.
Skink Chief- Gone, gone, and gone at this point level. He did have an impact on the game, but I see him as too costly to field in most cases. I will play with him still in smalled games, and may fiddle with him a little to see if I can get an effective build on him.
Skink Priest- Good. I may give him another scroll, but he always seems to do what he needs to do.
Most of the other units did well, though with the addition of a Slann, I will be dropping the bigger Saurus block. Most likely the small Terradon unit will go too, but it depends on the points the Slann will have. The Salamanders are definitely staying. They continually prove how effective they are, so I will keep them for sure.
Hope you enjoyed the report, another will definitely be up shortly!
Garatl surveyed the carnage. The reluctance of the Chaos Warriors had helped them, conserving their troops and releasing it all in the last few minutes of the battle. The Lizardmen had lost, but how to break the news to Lord Xlcontiqu?