1 Volker the Mad Fiddler (General) @ 217.0 pts
Flail; Crossbow; Shield; Barding; Warhorse
Crimson Armor of Dargan [25]
Runefang [30]
Golden Crown of Atrazar [50]
1 Great Cannon @ 95.0 pts
1 Great Cannon @ 95.0 pts
1 Halfling Hot Pot @ 50.0 pts
6 The Rainbows (Halflings) @ 27.0 pts
Normal Bow
1st Division of the Pastel Brigade
6 The Peacocks (Halflings) @ 27.0 pts
Normal Bow
2nd division of the Pastel Brigade
18 Flagellants @ 180.0 pts
5 Archers @ 40.0 pts
15 Spearmen @ 359.0 pts
Standard Bearer; Musician; Spear; Light Armor;
Shield
1 Empire Battle Priest @ [70] pts
Warhammer; Heavy
Armor
8 Crossbowmen Detach. @ [64] pts
Crossbow
8 Swordsmen Detach. @ [72] pts
Light Armor;
Shield
4 Outriders @ 154.0 pts
Repeater Handgun; Light Armor; Barding; Warhorse
1 Champion @ [42] pts
Repeater Handgun;
Light Armor; Barding; Warhorse
1 Wizard @ 95.0 pts
Two Pistols
Skull Staff [35]
1 Wizard @ 85.0 pts
Two Pistols
Rod of Power [25]
5 Archers @ 40.0 pts
10 Kislev Winged Lancers @ 338.0 pts
Standard Bearer; Lance; Light Armor; Shield;
Warhorse
War Banner [25]
1 Champion @ [38] pts
Lance; Light
Armor; Shield; Warhorse
1 Hero @ 120.0 pts
Lance; Warhorse
Armor of Meteoric Iron [25]
Dawnstone [25]
8 Pistoliers @ 248.0 pts
Standard Bearer; Two Pistols; Light Armor;
Horse
1 Champion @ [50] pts
Two Pistols;
Light Armor; Horse
Potion of Strength
[10]
1 Wizard @ 88.0 pts
Two Pistols; Warhorse
Dispel Magic Scroll [25]
5 * Kislev Horse Archers @ 80.0 pts
Normal Bow; Shield; Horse
5 * Kislev Horse Archers @ 80.0 pts
Normal Bow; Shield; Horse
Both lost in flank attack and so not present.
5 Archers @ 40.0 pts]
The crossbows, both cannon, the Hot Pot, and Volker crowded (and I do
mean crowded) onto a hill in the southwest (right from my perspective)
side of the field. At the base of this hill from south to north, were the
Spearmen, their detachment of swordsmen, the Halberdiers, the Company of
the Lost, and the Flagellants. The Archers placed themselves before the
swordsmen, Lost Company, and the Flagellants. The Outriders were to the
north of the Flagellants, then came the halflings and the Pistoliers. The
Winged Lancers waited behind the Outriders.
At about the mid-point of the field, in front of the hill the Empire
troops were using as a base, there was a small group of abandoned farm
buildings, two of which were linked by a fence. Other than that, terrain
was sparse, consisting only of a small copse of trees in front of the halflings,
and a hill in the north eastern corner of the field.
The followers of Chaos consisted of a ungor screen (13, 17? models)
across from the Outriders, a group of warriors (12?) behind the ungor,
some Marauder horse (10) behind the forest, across from the halflings,
5 or 6 Chaos knights beside the horse and a Chaos hero on a Black Dragon
(gack!) behind the knights. In response the fielding of a dragon, the Chaos
gods snatched away the Master Sorcerer of Tzeentch to fight a duel in the
cosmos. Yet, that hardly sated their intense interest (11 Chaos gifts again-
not to harp on this dice point, but I just played 4 games as a Beastmen
and the highest I rolled for gifts was 8, while John here rolled 11,12,
and 11. Just disgusting). Instead, in their interest, the daemons
granted the warriors greater strength, the Pistoliers were still unable
to shake the nasty infection which had plagued them for all three battles,
2 crossbows fell in a freak storm, and probably a few other things that
I can’t remember happened.
Seeing their foes order of march, Volker’s forces began adjusting their
positions. The Pistoliers swung out wide to hopefully flank the knights
or the horse. The Halflings marched towards the safety of the woods. The
Outriders and Lancers both began moving forward, while the Flagellants
and Halberds began drifting (I say drifting because the movements weren’t
very decisive and were, in fact, a major blunder) to the north. All three
groups of archers moved to the north-east, while the spears and swordsmen
moved east to seal off the flank (using the house as an anchor point).
Everyone who could, took careful aim, and when the smoke had cleared, the
Chaos force was completely unscathed (one cannon over shot the Marauders
by half an inch, the other couldn’t find their powder barrel and could
not shot until the next turn. The Hot Pot fell short, and the crossbows
and Outriders failed to wound the Ungors who were their only possible targets.
Bad News).
After such an impressive display of shooting, it came as no surprise
when the Master Sorcerer reappeared, and on his disc of Tzeentch was able
to move so far, that the Cosmic Duel amounted to basically nothing. Everything
advanced, the horse and knights on the north of the forest, the ungor and
warriors on the south. The Dragon landed near the Pistoliers and his breath
destroyed half the unit. With the Allure of Slaneesh helping them, the
remainder fled the battlefield. Magic was again uneventful.
There is little movement, but what movement there is, consists of troops
following the routes they had first taken, except for the swordsmen who
discover the opening from the pass is larger than they thought and back
up a bit to try and protect the flank of the hill. Everything again opens
fire and though two cannonballs buzz the dragon, the net result is the
death of a single ungor. (One cannon ball about 8” short of the dragon
rolls a 2” [just barely clearing the Flagellants] and then another 2”.
The second one lands about 3/8” past the dragon- close enough to hit the
model, but not the base.) Magic again consisted of the storing of many
cards.
The Chaos advance continued, though the horse had to move more slowly
with the Halflings so near. The dragon bounced over and breathed on the
Lancers and Outriders, causing both units to flee. The ungors charged one
unit of archers, but the battle was inconclusive. Magic was again uneventful.
The Lancers rallied and faced the horse and the knights. The Outriders
though had had enough and quit the field. The Company of the Lost threw
themselves into the ungors. The cannons missed the dragon again. The other
shooting dropped a number of Chaos warriors, but the rest carried on. The
ungor, perhaps awed by the size of the men’s greatswords, managed to completely
miss both the greatswords and the archers. The Lost Company in turn hacked
down three ungor. The ungor turned to run, but, filled with the excitement
of their first taste of victory, both the Lost Company and the archers
ran amongst them, hacking them down and driving them from the field. So
great was the joy of the Empire units that they continued their charge
into the Chaos warriors who paniced and fled (flanked, so panic tests the
Chaos Warriors were unworried by the Greatswords, but those archers scared
them).
The Marauders charged the Lancers while the rest of the troops showed
up on the south flank of the Empire army. The Ogres and horse moved immediately
to the foot of the hill and prepared to attack the crossbows. In what was
now a familiar scene, the dragon landed and killed half the spearmen with
his breath. The disk rider moved up behind the Empire wizard who was sheltering
near the fence and threatening the newly arrived chariots. The Marauders
proved that even Chaos troops can be inept and killed only one lancer.
The lancers struck back and killed a Marauder or two. The Marauders broke
and fled. On orders, the Lancers held their positions. The winds of Magic
had been growing steadily and were finally put to use. With the expenditure
of much power, the Pink Fire of Tzeentch was destroyed. Yet, the Tzeentch
Sorcerer than gathered into himself so much of the power that he was almost
destroyed, but he was able to channel it into a Firestorm that could not
be stopped. 5 Halberdiers were consumed and a single horror of Pink energy
formed in the flames. (Probably I made a mistake as I had Drain Magic and
could have used it on the first spell as there were a large number of cards
in play, so there was a decent chance of him having Total Power. I didn’t
play it though because I had destroy, 2 dispels, and Escape, plus power
and Drain Magic.)
Volker moved back to the hill to lend his leadership where it was again
needed. The Lancers charged the Chaos Knights and the Halflings charged
the fleeing Marauders, driving them from the field of battle. A group of
archers charged the fleeing Chaos Warriors and drove them further from
the battle, but not from the field. After the collapse of the Chaos attack
on the north flank, the Flagellants reversed course and headed south where
they could be of help. The Spearmen backed up from the chariots and the
swordsmen turned towards the Ogres. The Lost Company started moving back
towards the hill. The Pink Horror killed a Halberdier but was smote by
the hero leading the unit and split into to blue horrors who passed their
break test. The cannons again missed the dragon (one of them misfiring
and not being able to shoot next turn). The crossbows failed to stop the
chariots. The lancers charge was as uninspiring as the Marauders charge
had been and the only Knight which fell was killed by a warhorse. There
must have been something in the air though as the knights were also quite
inept. The killed only two lancers and were broken by the magic of lancers’
banner and the weight of their numbers. The Lancers ran down the knights
as they fled.
The Chaos warriors are able to rally. As expected the Marauders and
Ogres charged the crossbows on the hill and destroyed them utterly. The
Dragon landed in front of the hill and killed a couple more spearmen, two
of the hot pot crew and two of the cannon crew. No one were paniced though,
neither from the deaths or the destruction of the crossbows. Nor did the
presence of the Dragon terrify anyone.
Volker charged the Marauder horse. The swordsmen charged the Ogres’
flank. The Ogres paniced and the swordsmen continued into the Marauders’
flank. This combined charge drove the Marauders from the field with heavy
losses. The lone remaining crewman with a functional gun, managed to aim
it well and splattered the Master Sorcerer. The crossbows managed to whittle
down the Gors, but couldn’t cause a panic test. The Halberdiers finished
off the two blue horrors.
The Ogres rallied. The Marauder chariot charged and destroyed the remains
of the spearmen. The dragon charged Volker who decided that he would better
serve his men by leading the dragon from the battlefield rather than staying
and dieing. His decision paniced the remaining crossbows and the halberdiers
(who rallied on the last turn).
In the last battle of the day, the Lancers charged the Chaos Warriors
while a group of archers charged the warriors’ flank. The Lancers’ charge
was again uninspiring and they killed only 2 warriors while the archers
killed one. The Warriors struck back and killed an archer and a couple
of lancers. They lost, but passed their break test. The battle continued
with the warriors striking more quickly than their foes and managing to
break both regiments just before nightfall.
The battle had ended and all the field the dead outnumbered the living.
Final VPs was Empire- 1500 (approx.) vs Chaos- 2000 (approx.). A close
hard fought battle despite my couple of mistakes. Close enough that the
relief force sent by Maximilian was able to clear out the Chaos forces.
Volker escaped the dragon and will soon embark on a quest which will lead
him through most of the Old World, but will avoid the Empire and Brettonia
until he feels that he is ready and has learned all he can in Araby, Estalia,
Tilea, etc.
The dragon did the majority of the damage as was obvious from the report.
I simply had nothing to counter it when the cannons proved inaccurate.
My major mistake was a lack of patience. I like the idea of a defensive
army and had the set-up for one, but was too anxious to engage the enemy.
If the Flagellants and Halberds had simply waited, they would have been
much more useful, rather than not ever engaging in combat. Of course, the
Flagellants would have entered combat had the Marauders not been so unlucky
versus the Winged Lancers. Other than that, I am not sure what I could
have done.
[It should be noted that we discovered afterward that we had played the dragon wrong. We thought it was like a flame cannon and hit everyone under the template rather than only hitting such models on a 4+.]