Quick Review
As We did at least one rule wrong with Treason of Tzeentch and Hellcanon, it is hard to know "real" outcome.
We rolled Battleline, and he started deploying first, but I rolled higher for taking the first turn.
On my first turn, I advanced forward with all units. Tried to measure if I would fit marauder horsemen in the middle without getting flanked but didn't find any better position then to hide them from some slave charges.
On magic, I rolled 2-1 and got Treason of Tzeentch on his Storm Vermins. Probably should have look for another unit. I also positioned my Marauders to the flank bad as they were the closest unit to flee from now... wanted to make the vermins flee off the board.
In shooting, I nailed the vermins with the hellcanon on scattering 2". The panic test that resulted in the vermins fleeing(probably didn't matter with the wrong ruling but not sure...) and causing panics to flamethrower as it also failed its test twice on BSB reroll
On his turn, he had no Magic as his wizard was fleeing with the vermins and he failed to rally(probably did matter with the wrong ruling but not sure...). He did steamroll his abomination straight through my
BSB on impact hits didn't manage to do any saves on four wounds 5+/5+
We forgot about impact hits and went back as I would have won the combat otherwise and it changed it a lot
His Warp Canon wounded my wizard lord once and my Hellcanon once on low multi wounds rolls
Turn two I charged the flamethrower with my marauder horsemen and moved forward with the rest. Flamethrower killed four horsemen on a stand and shot but the last one was a might slayer and killed him. Big magic turn on 11 dices with a channel. All my three spells succeded without miscasts. Keeping Treason on Vermins and hitting missile and direct damage on Warp canon doing two wounds. But failing a Toughness test on 6+ for warp flame did the last wound.
Skaven moved his slave's forward and charged my marauders that fled. Abomination charged my General that held with dealing one damage to abomination and then held. That ward saves on re-rollable 2 were awesome
Scouts did two damages to Hellcanon. Failing rally made the vermins flee off the table.
Turn 3 I charged one pack of slaves with my warriors and one pack with my gorebeast and the other gorebeast chareg the abomination. Hellcanon also failed LD test and charged the scouts.
Magic cast treason on salves in front of the warriors. Combat failed the lord and the gorebeast to do any wounds on the abomination, so the lord fled but the gorebeast held. Hellacvon killed all scouts. Warriors killed slaves, and they failed LD with Treason. Gorebeast killed all of the slaves, but they held with rank and general near.
Here it now was 1230 in the middle of the night. We called it a night and my opponent conceded.
So my bad interpretation of the rules probably had a big impact on the game, but at least we learned new rules and tested new combat situations
That abomination is a real beast!!