Spoiler: Army lists === Aeontezin's Questers [1500 pts] Warhammer: The Old World, Lizardmen === ++ Characters [432 pts] ++ Aeontezin [260 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - General - Cold-One - Bedazzling Helm - Horned One - Giant Blade Skink Chief [86 pts] - Cavalry spear (if appropriately mounted) - Light armour (Calloused hide) - Shield - Ripperdactyl Skink Chief [86 pts] - Cavalry spear - Light armour (Calloused hide) - Shield - Ripperdactyl ++ Core Units [441 pts] ++ 20 Saurus Warriors [341 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) 10 Skink Skirmishers [50 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) ++ Special Units [427 pts] ++ 3 Ripperdactyl Riders [126 pts] - Cavalry spears - Shields - Light armour (Calloused hides) - Ripperdactyl Champion 3 Ripperdactyl Riders [126 pts] - Cavalry spears - Shields - Light armour (Calloused hides) - Ripperdactyl Champion Bastiladon [175 pts] - Hand weapons - Javelins - Thunderous bludgeon - Solar Engine ++ Rare Units [200 pts] ++ Troglodon [200 pts] - Venomous talons - Venom spray - Heavy armour (Scaly skin) - Skink Oracle with Handweapon --- Created with "Old World Builder" [https://old-world-builder.com] He had - level 4 wizard on chariot - khorne infantry with halberds and a hero with a slaanesh aura to give strikes last - chosen knights of Nurgle - infantry of Nurgle - chariot with beast Deployment and Turn 1 - him His set up was good. The khorne/slaanesh unit I thought would smash the rippers unless I got in the front. The chosen knights with a save of 2+ was going to be difficult too. He had first turn and got really unlucky with his magic missiles which did very little. Turn 1 - me I decide to divert from my plan on the right to have the rippers move behind the army and either force the knights to move out position or get a rear charge. Instead both the rippers charge and so does the old blood. I make a big mistake on the other side as I should have forced his frenzy infantry to charge the skinks to get them out of position. The rippers run up the side. Now to combat.... I roll poorly. Neither the old blood, nor the rippers do any damage. The 2+ save is too much. I get one (actually I think it was two?) wounds through, but the 6+ ward save saves them. Then the knights wipe out the ripper unit with 6 wounds back. The hero FBIGO and the old blood breaks (seeing how we're the worst leadership unit in the game) Turn 2 - him He rotates his warriors to face the rippers He continues to magic missile me and advance Knights kill the hero and overrun into the skinks Turn 2 - me Old Blood can't rally and runs off the board Rippers fail impetuous and get wiped out in combat Skinks get wiped out and knights make it into bastiladon Rest of game and recap Yep this was a quick game alright. With nothing better to do we press on for another turn but it unfolds the way you'd expect. I had brought a carnosaur but when I saw he didn't have a monster himself I took it out to try to balance the lists and went ripper heavy. The problem is the rippers don't do that well against elite troops and chaos are just elite troops. My rolls didn't help, nor some of my tactics, but I was outclassed from the start. Once again it's so frustrating that I can't take a skink priest with an old blood. A scar vet and a carnosaur and a skink priest and a stegadon is allowed but I think it's too good. A scar vet on a horned one I don't like, as I think two wounds is too few. Anyway...