Hi,
Here's my first proper attempt at a battle report. 2400pts vs skaven with my forest goblin army, the Creeping Fangs, from the blog. (http://z3.invisionfree.com/Orc__Goblin_Warpath/index.php?showtopic=31003&st=0).
Army lists:
The Creeping Fangs:
Orc warboss, additional choppa, glittering scales, 4+ward, potion of strength
Night goblin great shaman, lvl 4, dispel scroll, 5+ward
Spells: Gift of spider god, itchy nusciance, gork'll fix it, curse of the bad moon
Night goblin big boss, Battle standard, lt armour, shield, opal amulet
Goblin big boss, giant spider, fear causing blade, charmed shield, lt armour
Night goblin shaman, lvl1, feedback scroll
spells: vindictive glare
49 night goblins, spears, nets, full command, 1 fanatic
21 night goblins, bows, musician, 3 fanatics
44 goblins, shields, banner, musician, 3 nasty skulkas
6 trolls
Squig horde, 32 squigs, 15 goblins
mangler spider
wolf chariot
wolf chariot
rock lobber
doom diver
The Coven of Sneaktooth:
Grey seer, dispel scroll, 5+ward
Spells: dreaded 13th, death frenzy, vermintide, skitterleap
Bsb, skaven brew, other kit
Engineer, doom rocket
Engineer, death globe
Engineer, naked
28 clanrats, banner, musician, warpfire thrower
40 stormvermin, banner, musician, banner of the under empire
6 giant rats, packmaster
6 giant rats, packmaster
35 slaves
5 censor bearers
5 censor bearers
40 plague monks, banner of one use re-roll to hit and wound
Hell pit abomination, spikes
Doomwheel
Plague catapult
Warp lightning cannon
Deployment: This was the earliest photo I took, its just at the beginning of my turn 1, the mangler and chariot nearside have moved.

From the far side: Chariot, arachnarok, trolls, night goblins with warboss and rock lobba behind, squig horde, night goblin bsb and great shaman bunker behind the squigs, Common goblins with level 1 shaman, mangler spider, chariot, vanguarded giant spider bigboss off screen.
His side: Doomwheel, censor bearers, plague monk horde with engineer, slaves with engineer, giant rat dart, stormvermin with bsb and engineer, plague catapult behind, censor bearers, clanrats with grey seer behind, Hell pit abomination, rat dart, warp lightning canno off screen.
Goblin Turn 1:
Warboss night goblin unit fails animosity, flanks move up a bit, mangler spider tires to stay away from giant rats while vanguarding big boss moves into unchallenged position to charge cannon next turn.
In magic great shaman failed on a mushroom on first spell but passed ward save, vindictive glare on the giant rat dart dispelled.
In shooting, the doom diver took 4 rats from one of the darts, the rock lobber took out the plague catapult!

Skaven Turn 1:
Censor bearers on far side fail frenxy to charge arachnarok but fail charge. Monks and slaves move up, Doomwheel moves up to chariot, hellpit moves towards middle, stormvermin hold back. censer bearers on near side move to take out the goblin big boss if he kills the cannon.

In magic I dispelled everything until his last two dice, waiting to use my scroll on skitterleap, but he rolled double 6 ad sent his naked engineer into trigger all my fanatics who kill him but are now all around my lines.

In shooting, the cannon rolled st2 against the spider and failed. The doom wheel took down the chariot with st8 lightning, but the frenzied, failed charge censer bearers were closer than the arachnarok so he had to target them instead. Doomrocket slightly overshoots squigs, but land on the goblin unit behind and toasts 17 along with a couple squigs. LD9 panic test passed with re-roll.
Gobiln turn 2:
Squigs charge hellpit, spider chargers doomwheel, big boss on spider charges cannon and the chariot failed its charge on the giant rats. Rest of the line shuffles about and mangler moves about 5inches. The fantics take a few night goblins down, two crash into each other and one takes a wound off the trolls.

In magic I fail to cast vindictive glare on the rats, he dispels gork'll fix it on the plague monks and dispel scrolls itchy nusciance on the hell pit.
In shooting the doom diver scatters but redirects on to the warpfire thrower and kills it. the rock lobba misfires. The night goblin bowmen shoot a couple of giant rats.
In combat, the Arachnarok is wounded by the doomwheels grind but gets the venom surge through for 4 wounds and causes another 3, wiping it out. Spider reforms to face plague monks. The big boss is wounded by the cannon crew but beats it in combat an it breaks. In the important combat the hellpit rolled a 4 for its random attack. This meant it'd get 3d6 attacks and i'd be -1 to hit, he didn't roll great but still took down 8 squigs. In response the squigs, hitting on threes and wounding on 4s were impressive, doing 9 wounds, only 2 were saved and the hell pit didn't come back to life. The squigs foolishly overran towards the seers unit, but failed and exposed their flank to the stormvermin.

Skaven turn 2:
Stormvermin charge the squigs, plague monks charge the arachnarok. In the middle his giant rats move up to get annoying while the other giant rats pass their ld to march and walk on to the mangler spider to take it out. The censor bearers charged the goblin big boss on spider.

The sneaky gutter runners snuck on from the back of the board next to my doom diver.

In magic I stopped death frenzy on the plague monks but he shot vermintide with IF through the squigs taking down some more and hitting a few of the goblins too. I used feedback scroll against this, but his 5+ ward saves him from this and the miscast.
In shooting the gutter runners put two wounds on the doom diver.
In combat he uses the plague banner to re-roll hits and wounds on the arachnarok, after a crap load of dice (35 attacks, hitting on 4's with re-rolls and wounding on 6's with re-rolls) he's done 9 wounds, I save 4 and take 5. In response the spider and crew mush 10 plague monks and wins combat by 1, crucially taking away their frenzy. The stormvermin decimate the squigs for little loss and reform to face my battleline while the censor bearers crush the big boss on spider.
Goblin Turn 3:
The trolls pass stupidity and hit the exposed flank of the plagued monks while my centre mostly holds its ground. The fanatics account for a few more goblins and the chariot moves back to potentially support the centre.

In magic I successfully get vindictive glare on the gutter runners killing a couple, before reducing the stormverin movement by 2 with itchy nusciance.
In shooting the rock lobba scatters off target but the doom diver takes out a few more gutter runners and panics them. The night goblin archers shoot off the giant rats.
In combat the trolls and spider make a bloody mess of the plague monks, the spider chasing them down and the trolls reforming to face the slaves.
Skaven turn 3:
The censer bearers charge the trolls, while the stomrvermin move up, the slaves shuffle sideways and the other censer beares move back towards the battle. He rallies the gutter runners.

In magic he rolls 6 dice at 13th but doesn't get it off.
Theres no shooting and in combat the censer bearers account for a troll but are butchered.
Goblin turn 4:
At this potentially critical juncture I get a 1 followed by a 1 for animosity and the generals and great shamans units throw crap at each other while making rude gestures. Then the trolls fail stupidity and drool all over themselves.

I try to charge the goblins with the skulkas at the seers clanrats but roll a 7 when an 8 is needed. The chariot decides to move back towards the censer bearers while the arachnarok moves into the slaves flank arc.
In magic he dispels vindictive glare while in shooting the lobba and doom diver misfire. But the arachnarok crew do kill a single stormvermin. There is no combat.

Skaven turn 4:
The stormvermin charge the warbosses unit and the slaves move to block any charges against them in the next round. The censer bearers fail frenzy and fail their charge on the chariot. The gutter runners charge the rock lobba.
In magic he rolls very low but still casts death frenzy on the stormvermin, I use my dispel scroll.
In shooting he uses his death globe (small blast 4+ to wound, no armour) on the trolls, thinking he's using brass orb (initiative test or die), and thus wastes it.
It was time for a potentially game deciding combat, and he breaks out skaven brew and rolls a 6 to give the stormvermin death frenzy, however, the night goblins succesfully net them.

He kills 12, without nets it would have been 20, love nets. The warboss strikes back and kills three while the goblins do well and take out another 4. I lose combat by 3, but have steadfast ld 9 with a re-roll and pass. The gutter runners take out the rock lobba.
Goblin turn 5:
The trolls and spider hit into the slaves while the chariot takes on the censer bearers. The goblins again fail their charge on the seer's unit.
In magic it all comes together. I roll hard 8 (4,4) and get a chanel. With mushrooms and the dice stealing lore attribute I cast 3 spells. First I use vindictive glare on the gutter runners and panic them again. I then go for gork'll fix it on the stormvermin but he dispels. Then its time for the combo, I use itchy nusciance to reduce the stormvermins initiative to 1, before casting the big, initiative version of curse of the bad moon with Irresistible force and take off almost the entire unit (along with several night goblins and a couple slaves). Game changer. (all the skaven on the orange tray have just been bad mooned)

In combat the spider and trolls munch through the slaves, who wound the spider when they explode. The warboss's unit crush the engineer and bsb and last 2 stormvermin. The censer bearers take out the chariot.
Skaven turn 5:
The censer bearers move infront of the seers unit to the slow the goblins, but he can't get the redirecting angle to keep the seers unit safe.
In magic he gets another low roll so no chance of 13th, but manages skitterleap the seer away. (sorry for rubbish picture)

Goblin turn 6:
The goblin charge the censer bearers, everything else moves around, the BSB out of the bunker, the spider towards the seer for a cheeky bow shot.
In magic i kill the last 2 gutter runners with vindictive glare, then get poison on the spider to give poison shots at the seer. The arachnarok bows cause 2 wounds on the seer, but his ward save keeps him on 1 wound.
In combat the goblins are victorious thanks to the skulkers and overrun into the clanrats.

Skaven turn 6:
He moves his seer into position for a hopeful magic phase. He gets 8 dice vs 6. He throws 6 at 13th on the great shaman bunker. He rolls a 27, but I get double 6 on my dispel dice. he uses his last 2 dice to vermintide the arachnarok, gets 2 wounds, I fail 1 armour save and the beasty is slain. Vermintide also takes down a troll and several goblins from the shaman bunker, but they pass their panic.
In combat the goblins defeat and run down the clanrats.

Game over: Victory to the Creeping fangs!
However, seer sneaktooth did escape to return to skavendom and blame it all on someone else...
Thoughts:
Really enjoyed this game, hopefully it was an ok read. I think my opponent made a couple of mistakes in deployment that helped me, notably the warplightning cannon all alone out on a flank, I think he just had brainfreeze for a moment or something. Otherwise I was quite happy with how I played, but a good magic phase either way and it could have been very different. If i'd had a bad phase instead of bad mooning the stormvermin then he could have broke my centre. If he'd been able to cast 13th just once then he would likely have taken out my great shaman (and bunker) and started to dominate magically.
I'm pretty pleased with how the army is performing in general at 2000-2400pts, I seem to be able to keep all the goblin blocks alive while causing severe annoyance to my foes like any good goblin. The arachnarok is one big cannonball magnet, but if it makes combat it really is tasty. Finally the night goblin magic phase, is potentially brutal. All the extra dice flying around from mushrooms and stealing can give incredible results. An if you can combo curse of the bad moon with itchy nusciance it really is a game winner.
Anyway, enough chatter from me. Would love to hear peoples comments.