Sorry for the long delay but the impossible is now turning reality:
Team Tourney 5/5: Lost Colony vs. SkavenLast battle of the tourney and guess what, I got sacrificed.

This time I was not the first one offered; I got chosen as one of the two possible counters for their Skaven. Originally, my captain was worried what the bell could do but when I explaind the bolt throwers (that can be brought down with one ringing) only cost 280 points in total, he decided it was the best course of action. Sure, I have never played against Skaven before but who cares, I am just that cool.
I received very specific instructions for the battle: I was to go for a draw or a small loss and I was forbidden to engage the bell. The course of action was not hard to see: hide everything important from the warp-lightning cannon, try to destroy it with fast cavalry, bring down the doomwheel and abomination and then just evade.
Easy, right?
Lost Colony:Dreadlord on Dark Pegasus: General, Lance, Heavy Armour, Sea Dragon Cloak, Shield,
Dawnstone, Cloak of Twilight, 289
Supreme Sorceress: Lvl 4, Heavens, Ring of Hotek, Dispel Scroll, 295
Master on Dark Pegasus: BSB, Great Weapon, Heavy Armour, Sea Dragon Cloak, Talisman of
Preservation, Charmed Shield, 209
Master on Dark Peagasus: Heavy Armour, Sea Dragon Cloak, Shield, Sword of Might, Potion
of Strength, Dragonbane Gem, 177
2x 5 Dark Riders: Musician, Champion, Shields, Crossbows, 120
20 Dreadspears: FCG, 210
10 Witch Elves: FCG, Banner of Eternal Flame, 150
2x 10 Har Ganeth Executioners: Musician, 130
4x Reaper Bolt Thrower, 70
5 Harpies: 75
5 Shades: Additional Hand Weapons, 90
5 Doomfire Warlocks, 125
Skaven:Grey Seer on Screaming Bell: General, Lvl4, Ruin/Plague, Power Scroll, Skalm, Dragonbane
Gem, 510
Chieftain: BSB, Standard of Discipline, Shield, 87
Assassin: Weeping Blade, Potion of Strength, 170
Warlock Engineer: Lvl1, Ruin, Dispel Scroll, 90
Warlock Engineer: Lvl1, Ruin, Warp-Energy Condenser, 85
40 Stormvermin: FCG, Storm Banner, 355
3x 40 Skavenslaves: Champion, Musician, 86
2x 5 Giant Rats: 1 Packmasters, 23
3x 6 Gutter Runners: Poisoned Attacks, Sling, 108
Doomwheel: 150
Hellpit Abomination: 235
Warp-lightning Warp Cannon: 90
Deployment
Let me first apologize that I have no photo of the deployment and therefore am by no means sure where the warlocks were starting.
I did not want to give away too early that I was actually not going to fight. Therefore, while my heroes and infantry clustered behind the large impassable terrain I had several units on the eastern flank, too, threatening with a combined charge.
Dark riders garrisoned the wall with a vanguard. They were probably in range of some slaves but I thought the chance for a successful charge was so small it was worth it.
The Skaven formed a tight formation around the general; the only decision that surprised me somewhat was how far to the flank the abomination went.
Lost Colony, Turn 1
Having got the first turn, I jumped right into action. The dark rides crossed the wall (for no casualties, luckily) and threatened the warp-lightning cannon as this was pretty much the only real threat for my heroes (well, I would have not liked an abomination to run into them, either, but this can be easily avoided with their speed). As I wanted to get rid of the doomwheel, too, I prepared everything I could have to shoot it. Otherwise, I was staying back.
I indeed managed to doombolt some wounds off the doomwheel. I tried a comet I think that got dispelled. In addition, I succeeded in putting a wound on the cannon.
Skaven, Turn 1
Doomwheel, abomination, bell and two slave units moved forwards at full speed. However, the cannon had to move in order to prevent my charge and the remaining slaves had to stay back and protect it.
Then I started to understand why Skaven magic is so feared. A free scorch from the bell (small template with S3 I think) followed by a spam of lightning bolts (D6 S4 or something, D6+2 in case of one engineer) and additional scorch for good measure, with the constant threat of the dreaded 13th mean a good barrage. It was enough to kill four warlocks, forcing the remaining one to flee. This was of dire consequences because from this point on, my only spell to be feared was the comet so my opponent was just saving all his dice for it.
Lost Colony, Turn 2
The storm banner was declared.
The dark rides chasing cannon could not charge, and so they swoop around the slaves and parked one inch in front of the cannon. They lacked the movement, however, to form a long line, and so they remained three wide. They tried to shoot the cannon again but without success, unsurprisingly.
Dreadlord joined the witch elves and together they were prepared to counter the abomination. This might have been a mistake as no sane Skaven would send his abomination against a flaming CoT dreadlord while if they stayed separated, I might have succeeded in luring it forwards. Hard to say.
I prepared everything to shoot at the doomwheel on the hill. However, due to the storm banner, no wounds were inflicted.
Otherwise, I remained more or less still. Magic did nothing significant. I pushed a unit of slaves further back with wind blast.
Skaven, Turn 2
Bell unit plus one slave escort advanced towards me. The cannon guardians repositioned; this time, the cannon remained where it was. The remaining unit of slaves charged my warlock further away, thus creating some space for the doomwheel to try to get into my dark riders; luckily, it fell short. The abomination was cautious and closed to the centre. A unit of giant rats threatened my bolt thrower on the far west.
The cannon hit nothing (I think) but one unit of executioners got severely reduced with magic. The Skaven also got through a spell that inflicted a further -1 modifier to shooting.
Oh, and some gutter runners appeared behind my fast cavalry units; luckily, they shot no one as the storm banner was still in effect.
Lost Colony, Turn 3
The raging of the skies continued.
It was not clear if my dark riders could have charged the cannon: they had little space between the table edge and the slaves unit but they only needed to wheel a tiny bit. In the end, we 4+ed it and I lost. Therefore, I circled with them around the slaves and tried a few more shots at the cannon. I lacked the movement to make a full sweep to the other side of the slaves.
I moved the harpies nearer to the centre through which the bell unit was nearing (on foot because of the storm banner) and advanced the eastern executioners a bit to threaten with a flank charge. I was not going to take it but I hoped it would slow down my opponent.
Eastern dark riders had no good place to escape the doomwheel and so they ran as far to the table edge as possible.
I also noticed a unit of giant rats was about to charge my bolt thrower and therefore, I placed my PoS master in their path. This was a risky move, however, because in this move I offered a nice target for the warp-lightning cannon.
As my shooting had a total of -3 to hit before accounting for movement, long range and cover, I killed nothing. I managed to push a unit of slaves back with wind blast again, though, and discovered a use I have not anticipated before: the strategic importance of this spell was low (though not negligible) but it did annoy my opponent who had to shuffle his million models in a strange direction.
Skaven, Turn 3
This is where my photos end. I think the effect of storm banner might have ceased here as well but I remember it was remaining in play for a really long time so it might have ended later too.
My opponent was probably feeling sorry for me – this is the only explanation I can offer for him charging my pegasus master with his giant rats.
His eastern slaves charged my shades who forgot caution and stayed too near. The doomwheel tried to reach my dark riders in the corner but failed.
Bell plus the slaves I was constantly pushing away advanced again. They were trying to maintain formation, though, and so the bell did not use all of his allowance.
Magic managed to kill scorch some more elves – the eastern executioners this time - and the bell might have destroyed a bolt thrower or two. Gutter runners were shooting at dark riders.
Turn 4 and onwardsAfter this, the battle went in a similar manner to the end. The bell was trying to reach me but without success. It was able to magic away several of my units, though. I was staying in my hiding place. Gutter runners shot down my dark riders eventually and my opponent retreated with abomination and doomwheel. In the last turn, I blocked the bell with harpies to protect my units from magic (because I was thus able to retreat out of his 24 inches reach).
In the end, he got several small units while I only killed the one unit of giant rats which resulted in a 5:15 loss.
After-battle thoughtsWell, this did not go as planned. On the other hand, what could I have done?

I am quite pleased with how I played the dark riders in the vicinity of cannon. It almost never got to fire, let alone fire at something important. It is a shame I was not able to charge but still, tying up a cannon and a slaves unit with one squad of dark riders is nice.
I feel I was – again – too rash with warlocks. There was no need to throw the doombolt from the first turn on. I should have probably circled around the hill to get cover from magic, used my power dice for a comet or maybe soulblight on the doomwheel – there were several units shooting that way, after all. There was enough time for doombolts in subsequent turns.
Another question is, should I have deployed more compactly and hidden everything behind the big impassable? It would have made it more difficult to grab points from me; on the other hands, my opponent would have been able to just race to me at full speed. This might have put me under a much bigger pressure; on the other hand, it might have forced him to make some mistakes. Maybe I would have been able to kill the abomination, for example. I think my approach was safer in the sense that it made a 20:0 very unlikely but at the same time, it made it very unlikely to achieve something close to a draw.
Alternatively, I could have tried something with the heroes. One single cannon is not that much, it could roll badly for strength and I have ward saves mostly so the risk might have been acceptable. On the other hand, what could I have achieved? As weird as it sounds, the abomination and doomwheel are probably the easiest points there. In addition, it should have been relatively easy to force the cannon protecting slaves to flee as they would have been steadfast on Ld 5. Then the cannon could go down… I would have tried something like this in a singles setting but as I was instructed to play as safe as possible, I let this possibility go.
Another option worth considering is if it was somehow possible to kill the bell with infantry only. I would have been risking only a small amount of points that way, points that were lost anyway due to all the magic. I might have at least killed a warlock engineer or two. Not that such a thing would have been easy to set up.
All in all, though, it was a fun game where we really played on the whole table. And my opponent was a pleasure to play, too, so it was surely a good way to end my first tournament.
Tournament wrap-up should come soon as this does not require me creating any diagrams but I do not want to promise anything.
