Played a fun game last night. I'll preface this right away by saying my opponent was not that good, but that's okay. With my Wood Elves plan I wanted to give the list a test run; if it didn't work against this guy, it wouldn't work against anybody! You'll notice I have a Truthsayer; this is because Invasion Kenosha allows certain SoM units to be taken, and this was my choice.
Wood ElvesHighborn - spear, light armor, shield, elven steed, Bow of Loren, Stone of Rebirth, Arcane Bodkins
10 Glade Guard - musician, banner, flaming banner
10 Glade Guard - musician, banner
8 Glade Riders - musician, banner
8 Glade Riders - musician, banner
4 Warhawk Riders
4 Warhawk Riders
Great Eagle
Truthsayer - level 3 Beasts (Spells: Amber Spear, Curse of Anraheir, Transformation of Kadon)
ChaosSorcerer Lord - Mark of Tzeentch, Axe of Khorne, Golden Eye of Tzeentch, Spell Familiar (Spells: Flickering Fire, Pandemonium, Call to Glory, Infernal Gateway)
20 Chaos Warriors - full command, shields, Mark of Tzeentch
20 Chaos Warriors - full command, halberds, shields, Mark of Tzeentch
10 Marauder Horsemen - light armor, flails, musician, banner, Mark of Tzeentch
Chariot - Mark of Tzeentch
Warshrine - Mark of Tzeentch
Scenario - The Watchtower
Deployment. CW1 is the sword/board warriors, CW2 has the halberds.
Chaos Turn 1 (and Vanguard moves)

Stuff advanced. He rolled an 11 for the winds of magic. I dispelled Pandemonium and he IF'd Infernal Gateway on my Glade Guard...5 hits at Strength 12...ka-poof! The miscast was Calamitous Detonation, killing three Warriors and causing a wound on the Sorcerer. The Warshrine boxed out on the Warriors, giving them a hefty 3+ ward and Stubborn. Le sigh.
Wood Elves Turn 1
Stuff moved! The Warhawks charged the Marauders, since he didn't place them well. I got 9 power dice. The Amber Spear was dispelled, and Transformation failed to cast on 5 dice...ugh. For shooting, I only caused one wound on the Warshrine and two on the unit in the building. In combat, the Warhawks easily saw off the Marauders, watching them flee off the table.
Chaos Turn 2
Stuff moves up, the Chariot fails the long charge. For magic, he gets another 11 to play with. I let Pandemonium through, dispelled Infernal Gateway, and had to watch him fry one and a half of my Warhawks with Flickering Fire. They fled because I rolled a 9, despite being in range of the general (curse you Pandemonium!), but only 5 inches so kept on the table.
Wood Elves Turn 2
The Warhawks rally and reform, while the rest of the army swings around. I love it, it's so ridiculously FAST! The Highborn separates from the rest of the Glade Riders so as to provide more targets for stuff. For the magic phase, I rolled a mere 3 and 2. I chucked them all into Transformation, and raaar the Truthsayer became a dragon! Beefy. It then breathed fire on the unit in the building, getting a mighty 3 hits...sad. Still, set two on fire so that's cool. All of the bows by the Chariot shot it and caused two wounds.
Chaos Turn 3
The Chariot fails the charge again...I'm fine with it! Everything else shuffled around. He cast Infernal Gateway on the Dragon on a 29 (all my dispel dice failed) and caused two unsaved wounds. The Sorcerer then makes dinner by burning the Great Eagle to a crisp with Flickering Fire, and makes things crazy by casting pandemonium.
Wood Elves Turn 3
The Highborn charged CW1, while the Dragon charged CW2. They promptly failed their Terror check, fled 3" out the building, were caught and died. Phew! (As an aside, we played it out afterwards and the same result would have happened). I'm able to put another wound on the Chariot via shooting. In combat, the predictable challenge see me so luckily take the last two wounds off the Sorcerer Lord! I win the combat, but they're Stubborn but pass on an 8. So close! He reforms to face me.
Chaos Turn 4
The Warshrine charged the Highborn's flank. The Chariot finally connected with a charge on the Glade Guard! Too bad they killed it with their Stand and Shoot shots... He dispels the Dragon during his magic phase, making the Truthsayer a weenie again. In combat, the Highborn takes out a Warrior but loses two wounds in return...I lose the combat by 6 and flee. The Warshrine chases me down (both units pursued) and destroys me.
Wood Elves Turn 4
My army redeployed to interpose themselves between the enemy and the Watchtower...very good! The Truthsayer took up a commanding position within the Watchtower itself. In the magic phase, he IF'd Curse of Anraheir on the Warriors and then promptly exploded. Oh well!
With that, I rolled a dice to see if the game were to end and it clattered up a 6. Game over, Wood Elves win!