On the island, the battles continued. The elves had lost their pass, but in exchange, their mage had gained experience (wizard tower). As they retreated back to their encampment, they were set upon by a group of Beastmen from the ruins.

(Armies-
HE- Silver Helms, 2 units of archers, Seaguard with general, shadow warriors, chariot, lvl 2 wizard [with Glamour and HoG].
Beastmen- 13 ungor with shields [skirmishers], 18 gor with 2 hnd weapons, shaman champ, chief, shaman lord, 29 ungor with spear and shields, 3 Minotaurs, chariot, 9 Harpies, Chaos Spawn. - chose Tzeentch spells and got good ones, not that it mattered. Shaman Lord- Pink and Blue Fire, Assassin, and Boon of Tzeentch. Champ got Bolt of Change, and Touch of Tzeentch).

 The Beastmen, as was not surprising with this group, chose the place for their ambush poorly. On their right was a set of ruined houses, one now owned by a naga. In the centre of the field, to the right of one of the houses was a forest. An open patch of land could then be seen through which the Beastmen were forced to funnel their attack. The left part of the field was dominated by large bog, and rising from this on the HE part of the field, a hill.

 The Beastmen were quick to deploy, but arguments as to who would kill the most poncy ones meant that the High Elves moved first. The Harpies were deployed just behind the bog while beside them was the Spawn. A foul thing the spawn was with the body of a boar, elongated into a lizard like torso, from which burst a set of tentacles and a mismatched set of arms. Only the head was still recognizable as that of a beastmen. Beside the spawn was the group of ungor skirmishers. Just behind them, from left to right were their ungor litter mates, with the shaman lord, the gors with the chief and shaman champ, and the chariot. Far off to the right, near the houses were the Minotaurs. The High Elves deployed with the Seaguard in the middle of the gap between the forest and the bog, flanked by the archers. The chariot was behind the forest, and the Silver Helms even with the Minotaurs. The Shadow Warriors found the forest to their liking and hid there.

 Before the battle could begin, the gods of Chaos decreed that the Beastmen should always have magic power at least equal to the elves. The Seaguard were blessed with a rotting disease, while the gors learned more about how to combat their enemy and the chief gained tremendously in girth (Eye of God- +1 wound)

 As stated, the High Elves moved first, though they moved very little. The amount of arrows filling the sky was not little however, and 7 ungor skirmishers dropped. The remainder stood their ground. The winds of magic blew strongly and despite the shaman lord’s best efforts, the Harpies were placed under a Glamour by the elf wizard.

 The Beastmen surged forward, unbothered, as they would be for the whole battle by infighting or the Glamour. The Minotaurs charged the Shadow Warriors. The Spawn crawled forward (3”). The Harpies flapped towards the HE lines to become the new missile screen. [This was a mistake and probably cost me the game. Explanation at the end.] Everything else moved as fast as it could towards the elves. The Minotaurs charge wass unimpressive and only killed two scouts. The elves held their ground. The winds of magic were again strong, but with most spells out of range, the only effect is to kill another scout with the bolt of change.

 The Seaguard charged the Harpies who flew too close. The Silver Helms and Chariot re-positioned themselves slightly. Shooting killed three of the skirmishers. The final one decided that this was enough and quite the battlefield. Hand to hand sees one Harpy die, fail to damage the Seaguard (who were blessed throughout the battle- more later) and run away. A scout is able to wound a Minotaurs, but that just makes them angry, and the scouts are squashed. In the process of scout squashing, the Minotaurs are gripped by a frenzy of rage. Again, despite the efforts of the Shaman Lord, the elf mage is able to cast his Glamour; this time on the ungor with spears. The Shaman finally manages to do something right and dispels the Hand of Glory, but fails to destroy it (the stupid cow).

 The Harpies do not rally, but also don’t feel like moving very far (4”) and end up blocking the ungors. Everything else marches forward, with the Spawn gaining speed (7”). The Minotaurs move through the forest. The flapping wings of the Harpies blocking his sight, and their bitter cries distracting his mind, the Shaman Lord is able to do nothing but dispel the Glamour. The Shaman Champ also cannot find any targets.

 The High elves move only slightly, wheeling to position themselves for charges. Their arrows drop two gors, but the rest don’t even notice. The elf’s attempts to cast a Glamour finally are defeated by the shaman lord.

 Harpies continue to flee. The rest of the Beastmen move forward. The Gors placing themselves in danger, but trusting in their shamans and the awfully destructive spells to help them out. True to form, the Beastmen shamans both ‘go to town’ spitting gobs of acid, shooting fireballs from their eyes and bolts of lightning from their arses. The result of the spectacular display is the HE general taking a single wound. Oops.

 One unit of elves wounds the spawn with an arrow. All the other elves charge. The Silver Helms hit the Minotaurs. The chariot, one unit of archers (who I though couldn’t get in when I moved) and the Seaguard all hit the Gors. The Beastmen Chief grunted out a challenge which was answered by the HE general. 4 gor die in the battle at large, most crushed beneath the chariot. Those remaining in front to fight the elves hit, nothing. The Shaman Champion hits, nothing. The Chief takes one wound from the general, raises his huge axe to cleave the little natterling in two and hits, you guessed it, nothing. The gors look around, seeing the blessed Seaguard, who they can’t hit, and, not understanding that the chariot can no longer hurt them, they see too many threats and try to run away. This allows the wheels on the chariot to roll again, and it rolls right over the unit. The Beastmen Chief was not popular however and no one is saddened or panics at his demise. The Minotaurs meanwhile managed to kill a whole Silver Helm (of the 5+ save variety mind you) and lose combat. Their frenzy leaves them as they take a wound from an elven horse. In response to the carnage, the winds again blow strongly, and the elf again casts his Glamour on the ungors.

 Sensing the battle is not yet over, the Shaman Lord gives the order to charge. The ungor see past the Glamour, but are afraid of the Seaguard’s banner and decide to stay put. The Spawn, however, doesn’t care about a banner, or anything else for that matter, it squiggles into combat and discombobulates 4 Seaguard. The chariot charges the archers on the Seaguard’s left flank, crushing three under its heavy wheels. The crew kill two more and the archers break and flee. They would later rally only to be charged and again crushed by the chariot. Meanwhile, the Silver Helms manage to kill a Minotaur. The Minotaurs strike back and hit, nothing. Instead they stand around with that blank look that cows always have, before half-heartedly fleeing and being rundown. The winds are still strong, but all significant that happens is the death of 2 Seaguard as they are consumed by a blue fire. Glamour is dispelled.

 The non-chariot meat archers kill three ungor. Chariot charges Harpies (who had rallied). Kill stuff. Harpies leave battlefield. HE general moves over and wounds spawn. The spawn shows its concern by eating two Seaguard. The elf tries again to Glamour the ungors, but they are so use to the spell now that it has no effect (dispelled).
 
 Ungor realize that it is just a banner and the elves aren’t scary. Seeing a number eaten by the Spawn probably helped this. They charge, still hoping to win the battle. They try to hurt the high elves and hit, nothing. The Shaman Lord challenges and hits, nothing. The Elf spears finally end the spawn’s torment and also kill an Ungor spear. The Ungors decide that maybe the elves are that scary and run away only to get mauled by the pursuing elves.

 At this point, the battle drew to a close as the only surviving Beastmen unit was the chariot. All in all, it was a convincing win for the High Elves and they claimed some new territory (I can’t remember what) and left the Beastmen to lick their wounds in the ruins.

 
 (Afterword-
 Well, I am tempted to again blame luck for my loss, but I won’t, completely. Yes my luck was horrendous, as Brett and John will attest to- ask them, go ahead, but the game could still have been won. The biggest mistake was in the use of the Harpies. They had three missions- in order of importance- 1. Destroy Reavers. 2. Destroy warmachines. 3. Missile screen, destroy small missile units. Well, there were no Reavers because of the HEs’ first loss. The chariot was deployed so it could not be seen and to fly over the forest where I could see it would have put the Harpies in its charge range [or fly high which I completely forgot about]. So, they went to option 3 and did it poorly. Instead I should have realized that I would not contact the enemy until the 3rd or 4th turn and flew my Harpies first straight forward so they would be near the archers, but not the Seaguard. Then flew them behind the chariot so they could have charged it on turn three. That I believe would have changed things. The only other mistake was with the gors. I relied too heavily on magic and also misjudged the charge of the archers who were able to fit in on the flank. So while my gors and characters hitting exactly nothing all game, was partly at fault, it could have been overcome had these two mistakes not been made.)