So the game against skavern went very well. 14-6
My list is a 15.9comp and his was 16.

I got Vanguard 3 and first turn which basically sealed his fate. The photo is after my move phase turn 1, except the camo skinks moved close enough to shot one of the warp lightning cannons full of holes. And the pegs on the right are pseudo rippas, as are the terradons on the left
Turn 1 Skavern
He charges my old blood with his clan rats, that have queek and 2 other beat sticks. One unit of slave go into my saurus and another unit goes into my scarvet coldie. The quick storm vermin turn a little so they arn't getting flank charged and the remaining warp lightning cannon has a shot at tetto killing a few skinks and wounding a krox.
Queek has to challenge the old blood and I have to accept(as he's alone). He was fairly unsure if charging was the right call. I did also manage to get Iceshard on the unit(rolled double 1's in my magic phase and just cast blizzard)He endned up only getting 2 wounds on the carno,missed 3 attacks thanks to the -1 and I won combat by 3 With the overkill. steadfast, same thing happened with the slaves. I won both but he held.
Turn 2 Lizards
ChiefRippa charged the big fight in the flank, the pegiRippas charged the scarvet combat, the Rippas on the left failed frenzy and charged the storm vermin(and never got a swing). The camos moved up to the rat dart unit and shot it a few times. As did the skirmishers.
Rolled double 6's for the magic phase, 5 diced chain lighting, did 2 wounds to the vermin, didn't jump, tetto became a lvl 0 wizard (and ran off to a corner on his own for the rest of the game)and my remaining 7 dice did nothing. through 6 at solar engine but it only did a wound to the vermin. Same as last turn for combat though he got another wound on the carno. The basti and steg charged the storm vermin, took a few wounds but thunderstmops are strong, he held there too
Turn 2 Skavern
So his army looks fairly weak for a reason, see the little marker near my skirmishers just behind my saurus, he was using a warp grinder to get a unit onto the field, it arrives on a 4+ and may charge the turn it comes up, It has 4 assassins that are crazy geared, the unit can basically fight and kill anything. It did come up but he had a minor cave in and lost 10/24 models and wasn't allowed to charge or move.
Turn 3 Lizards
Charged the scarvet and rippas into the flank of his assassin unit, they all made way to the flank(still a little new to WHFB so didn't know you could do that as long as they are unengaged)and slaughtered them all and reformed to face my saurus again. He got 1 wound though on the scarvet which multiples to 2, was a very ewwww moment for me as my scarvets/oldblood almost have never died, even against high str. Though the carno almost never lives.
finished off everything else, had to overrun, ect.
Turn 3 Skavern
The assassins charged the rear of the saurus(they fail charged the storm vermin) I flee and try to out run him, he rolled an 11 and wiped them out, should prob just have held o well.
The rest of the game is basically me cleaning up. He gets my skrox unit but it puts him near the table edge and I just blood roar his assassin unit off, I did have basti, steggi and chief also charging that turn, so I'm sure I still massacre the unit but I think he would have gotten my steggi if I had to fight the combat, luckily the carno said it wasn't necessary