As promised, here is my first battle report in a long time!
My army:
Slann Mage-Priest
- Focus Of Mystery
- The Focused Rumination
- The Becalming Cogitation
- Cupped Hands Of The Old Ones
- BSB
- Plaque Of Dominion
Skink Priest
- Level 2
- Engine Of The Gods
- Dispel Scroll
- Diadem Of Power
Saurus Scar-Veteran
- Burning Blade Of Chotec
- Light Armor
- Shield Of The Mirrored Pool
Saurus Scar-Veteran
- Light Armor
- Great Weapon
3 Terradons
16 Temple Guard
- Musician
- Standard Bearer
12 Skink Skirmishers
12 Skink Skirmishers
12 Skink Skirmishers
18 Saurus Warriors
- Spears
- Musician
- Standard Bearer
18 Saurus Warriors
- Spears
- Musician
- Standard Bearer
Daemons of Chaos List (Something like this):
Herald of Tzeentch
Herald of Khorne on Juggernaut
Herald Of Khorne BSB
Blue Scribes (General)
5 Chaos Furies
6 Screamers
2 Bloodcrushers
20ish Pink Horrors
20ish Pink Horrors
5 Khorne Hounds with Karanak
20 Bloodletters
Initial setup from my side:
Initial setup (closer look at daemons):
Turn 1 (Lizardmen): I get the first turn and move everything up. I fly my terradons into the jungle. Not a whole lot gets accomplished this turn.
Turn 1 (Daemons): Everything moves up. Harpies fly in front of me to try and force an awkward charge. A lot of magic gets cast including a magic missile at my shield of the mirrored pool. With typical luck, I roll the 1, have to eat the spell, and no more spells get cast at the unit the rest of the game.
Turn 2 (Lizardmen): My terradons fly over the blue scribes dropping only 4 rocks and throwing their javelins. They manage to do 2 of the 3 wounds to him. My skink skirmishers along the hound flank get in the way of the hounds to draw them out into an awkward charge. I kill some of the harbies with shooting and spells but not many. I set up my skinks on the left to try and force the bloodcrushers into an awkward charge and I move my skinks in the middle up to try and pull the bloodletters into a bad charge.
Turn 2 (Demons): The screamers retaliate against my terradons killing all but 1. The Blue Scribes books it to the other side of the jungle. The hounds charge my skinks, catch and destroy them, but are succesfully pulled out of position. The chaos furies fly to behind my temple guard unit. The bloodletters charge my middle skinks which stand and shoot (I should have had them flee) and pursue into my temple guard. And the bloodcrushers charge my left skinks which flee, are caught, and also manage to hit my saurus block on the left.
After combat my saurus block has been mowed down. My middle skinks have broken and fled. It's not looking too good for me. It is also revealed that the Herald Of Khorne has a really nasty area effect banner and I am out of dispel dice when it is used.
Turn 3 (Lizardmen): I turn my engine to prepare to engage the bloodcrushers when they come around. Luckily they are so out of position I won't have to worry about them for a while. I bring my remaining saurus block around to flank charge the bloodletters on the next turn.
Turn 3 (Daemons): The bloodcrushers and Khorne hounds regroup. Blue Scribes pulls in closer near the hounds, bloodletters move more models into base contact, screamers come around, and the horrors move towards my last remaining block.
Turn 4 (Lizardmen): My saurus block charges the bloodletter flank. My engine turns around and moves swiftly towards the hounds and scribes. My last remaining skinks move down to stall the bloodcrushers. My saurus warriors successfully beat the bloodletters in combat but the leadership roll is good and there are minimal casualties to the unit. My engine of the gods triggers Burning Alignment and rolls an 11! The Blue Scribes blow up as do some of the hounds!
Turn 4 (Daemons): The screamers move up. The pink horrors charge the flank of my saurus warriors. The hounds charge the rear of my saurus warriors. The bloodcrushers charge my skinks, who flee and are caught, but successfully pull the bloodcrushers off at another bad angle. My saurus warrior unit is demolished in combat, the pink horrors give chase (the hounds do not) and pursue into the back of the bloodletters. The hounds are stuck in position facing the flank of the pink horrors and my lone scar-veteran escapes.
Turn 5 (Lizardmen): My Scar-Veteran moves to engage the bloodcrushers. My engine moves away from them and blows up a bunch of the screamers. My temple guard end up in combat with the pink horrors after the last of the bloodletters blows up.
Turn 5 (Daemons): The hounds regroup. The bloodcrushers regroup. The screamers fly over my engine and scar veteran which survive.
Turn 6 (Lizardmen): More combat, more aeing things with the engine.
Turn 6 (Daemons): The bloodcrushers charge my scar veteran overrunning into the back of the Slann. They do a wound to him but not enough for half points. My engine survives. as well.
Final result: Draw just short of a minor victory in favor of the Lizardmen. If the game had continued much longer, it might have gone a different way but I'm not sure. The bloodcrushers were nearly defeated and my engine was still in tact so I would say a draw is a fair call.