The quartet of sentries paced together on the wall. Two of guards were outfitted in the livery of Ostland and their mail jingled softly as they walked. The other guards wore only light robes and carried staves. If one had the second sight though, he would see the eddies in the winds of magic which swirled around the staves and know them to be the most dangerous weapons present. Twenty feet above the group, at the top of the tower blazed a great fire. This configuration gave Candlelight Keep its name, but the guards knew that though the fire lighted the landscape for hundreds of yards around, the spells woven by the Coven of Light hid the glow from anyone passing by. The night was peaceful and, under normal circumstances, the guards would struggle to stay alert.
    Rumors had reached the Keep about the rising tides of Chaos though, and the guards, like everyone in the Keep, were on edge. Their eyes constantly scanned the horizon for any signs of movement. Soft footfalls sounded on the walkway behind them and the soldiers spun, drawing their swords.
    “Peace. The enemy will not be here until the morrow. You should return to your quarters and sleep.”
    “Master Aldrian,” stammered one of the acolytes. “We will go at once.” both of the acolytes bowed their heads and began to hurry away.
    The calloused hand of Folkwin, one of the soldiers stopped them. “Begging your pardon, sir, but our duty for the night is to watch these walls. I have been here long enough to know if you say the enemy will attack tomorrow, they will attack tomorrow, and we’ll be ready to fight, but that is no reason to leave the walls undefended tonight.”
    Aldrian let out a small chuckle. “You could learn something from this man, and not just about duty. To be a wizard of Light is to search for knowledge, and how does one attain knowledge if he never asks questions? Think on that for the rest of your watch and be ready to fight tomorrow.”

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    The visions of Aldrian proved accurate and the next day, the Guardians of Candlelight rode out to confront an army of Chaos.

The Armies
Guardians of Candlelight

Master Aldrian (291 points)- Light Wizard Lord- Lvl 4, Armour of Tarnus, Van Horstmann’s Speculum, (Spells- Pha’s Illumination, Burning Gaze, Dazzling Brightness, Blinding Light) riding a barded warhorse and leading
9 Knights of the Everlasting Light (272 points) with full command and the War Banner

6 Magyars (114 points)- DoW Light Cav., with spears, shields, Champion and Musician

1 Starkad Thordason (84 points)- Captain, Armour of Meteoric Iron, Great Weapon, General
leading
24 Spearmen including full command and detachments of 8 Archers and 10 Halberdiers (317 points total)

1 Kol the Younger (145 points)- Light Battle Wizard- Lvl 2, Doomfire Ring, Power Stone (Spells- Pha’s Illumination, Guardian Light)
leading
24 Swordsmen including full command and detachments of 8 Archers and 10 Free Company (307 points total)
10 Crossbowmen (85 points) including Marksman
10 Archers (85 points) including Marksman
20 Pikemen (250 points) including full command and heavy armour
5 Huntsmen (50 points)

Total- 1995 points, 147 Models, Casting Pool-8, Dispel Pool-5

Chaos
Exalted Chaos Champion (Undivided) [204 points], with Halberd, Crown of Everlasting Conquest on a Daemonic Mount
leading
3 Dragon Ogres [237 points], light armour, 2nd weapons
3 Screamers of Tzeentch [99]
3 Minotaurs [138] 2nd weapons
1 Opie the Cowardly Giant [205]
12 Chosen Chaos Warriors [306] including full command and 2nd weapons
12 Chaos Warriors [234] including full command and 2nd weapons
1 Gor herd [145 points] of 14 Gors, 1 Foe Render, 5 Ungors including full command
1 Great Bray Shaman [223], Lore of Death (Spells- Death Dealer, Drain Life, Wind of Death, Doom and Darkness)
2X7 Warhounds [2X42 points]

Total- 2000 points, 91 Models, Casting-6, Dispel-4


    The guardians of Candlelight Keep rode north and encountered the damned ones on one of the large farmsteads just out of sight of the tower.

SET-UP
From the Empire point of view, the battlefield was broken into 4 lanes (west- lane #1, central/west #2, central/east #3, east #4). The eastern most lane (between a farm house and the board edge) was the narrowest, the two middle lanes of about equal size, and the western lane the widest. From west to east, the Empire deployed the Magyars, archers [covering the western lane], knights (with Wizard Lord), Pikemen, xbows [this group would take the western center lane], then the spears (with General), halberd detachment, swords (with lvl 2 wizard) free company detachment. The two archer detachments deployed into front of their parent units.
Chaos countered with Marauders [western lane], Screamers [behind some hedges], normal warriors, hounds [western/central lane] with the Gors (Bray Shaman) just behind the hounds, Dragon Ogres (with general), more hounds (with the Chosen warriors just behind them) [eastern central lane], Opie, and the Minotaurs [eastern lane]. The Empire huntsmen took up firing positions within the farmhouse.
    
Turn 1
    The Chaos general was cautious and waited for the Empire forces to make the first move. The Magyars advanced slightly and turned to face the main battlefield, hoping to charge the Screamers if the Daemons advanced too aggressively. The archers also advanced and prepared to shoot the Marauders. The Knights marched forward into lane #2 with the pikes following in support. The spears and swordsmen (with detachments) advanced. Shooting wounded one of the Dragon Ogres, and blinding flash of light slowed the hounds in front of the Gors.
    The Chaos army then moved forward as one. Only the Screamers, who hid behind a hedge, the blinded hounds (and the gors behind them) going less than a full march move.

Turn 2
    Seeing the warriors approaching, the knights broke into a charge (almost a huge mistake on my part). The pikes continued forward to support the knights. The two infantry blocks angled east to face the onslaught of the Minos and the Giant. The Magyars went forward to threaten the flank of the Marauders. As the Knights thundered across the field, a small point of light gathered on the Wizard Lord’s staff which flashed into a Dazzling Brightness as they contacted the warriors. The wizard himself glowed with an inner power (Pha’s Illumination), while on the other side of the field, fire from the Doomfire Ring consumed 3 of the second group of Hounds and panicked the rest, while a warm glow bolstered the courage of all the soldiers near the mage. Shooting also managed to put two wounds on the Daemonic Mount, and drop 4 Marauders.
Blinded, the warriors proved no match for the knights and as the wizard cut down their champion in a challenge, the remainder broke and fled. The knights clipped the hounds (allowing the warriors to escape and saving me from my own stupidity), but the warrior’s flight panicked the Gors (which would have also saved me, as the problem was had the warriors broke and knights not pursued, the hounds could have charge the knights flank, and had the knights pursued, the Gors, with 360” LOS, would have charged the knights flank).
    Chaos responded by rallying the Warriors, Gors and hounds (who blocked the Dos movement), charging the Screamers into the archers, and Giant into the farmhouse. Everything else that could move continued to advance except for the Marauders who turned to face the Magyars [this dance would continue for the rest of the battle and won’t be mentioned again]. The Dragon Ogres, blocked by their own hounds, turned to face the pikemen. The archers stood, but broke from combat and were run down by the Screamers who went off the table. The huntsmen fled from Opie and did not rally. The hounds were broken by the charging knights, who pursued the fleeing hounds and hit the newly rallied warriors.

Turn 3
    This would be the decisive turn. If the knights couldn’t break the warriors and pursue off the table, the Gors would have a free shot at their flank. On the side of the battlefield, the forces of Chaos were prepared to unleash numerous charges. All the Guardians could do was adjust their positions and ready themselves for the onslaught. The pikes angled themselves so that even if they lost, the DOs would be carried far from the main battle shaping up on the east side of the field. The wizards of Candlelight Keep again proved their superiority over the crude shaman of the beasts and the Chaos Warriors again found themselves blinded while the form of the wizard lord blazed with inner power. The only hope that the damned ones found came when the Guardian Light of the lesser wizard was dispelled, leaving the troops near him vulnerable to the fearsome Minotaurs (and supposedly scary Giant). The crossbows managed to kill 3 of the Chosen Warriors, and the archers wounded the Giant. In combat, the blind warriors were easily broken and run down by the zealous knights who chased the stragglers far beyond the field of battle. (Yes, dodged the Gor bullet again).
    In retaliation for the death of the warriors, the Chaos general lead his Dragon Ogres into the pikemen, while the Chosen Warriors and Giant charged the spearmen and the Minotaurs crashed into the swordsmen. In response, the halberd detachment counter-charged the giant and the Free Company hit the flank of the Minotaurs. (Everyone passed their FEAR tests, except the pikemen who were now truly doomed). The shaman of the beasts has no targets for his magic [QUESTION #1- Does the Wizard Lord, who pursued off the table still generate dispel dice?]. Trembling with fear, the pikemen prove inept in combat and are broken and run down by the DOs.  The countercharging detachments do not prove their worth, as the Free Company do no wounds, and the halberds do 1 Opie. The Chosen Warriors kill 4 Spearmen, while the Giant ‘Yells and Bawls’ (possibly helping the spearmen, as with a decent number of wounds from another attack, the spearmen might have lost by more than 2). The Minotaurs kill a few of the Empire soldiers, and take no wounds in return, but numbers, standard and the flank attack of the Free Company means that combat is tied, and the musician of the swordsmen means that they win by one. The Minotaurs break, and are run down by the detachment while the swordsmen restrain pursuit. Seeing the Minotaurs running, Opie the Cowardly Giant decides that it would be a good idea and panics (YEAH!).

Turn 4
    QUESTION #2- Does a fleeing Giant cause terror? With Opie running and screaming like a little girl, we decided he wouldn’t be so terrifying any more. The halberd detachment didn’t agree though, failed to rally and left the battle. There was little movement. One of the detachments of archers passed their fear test and charged Opie (to drive him further from the battle, but unfortunately not off it). The Knights returned to the field and seeing the Gors so near, they spread themselves into a long line (10 wide) for a glorious charge (and to take away most of the Gors rank bonus if the skirmishers decided to charge). The crossbows (with no targets and the Screamers now directly behind them), turned and added a rank. The swordsmen turned to face the Chosen/Spearmen battle, while the Free Company continued forward to claim a quarter. Light again dominated the magical duels as Gors were blinded and disorientated, and Kol the Younger was again surrounding by a warm, inspiring glow. The only shooting saw the other archer detachment score another wound on Opie. The battle between the Chosen and Spears saw the Chosen win, and expand fortage, but they were now outnumbered 19 to 6.
    This just enraged Opie who rallied and decided to re-join the battle. The DOs turned east in an attempt to reach the main units of the Empire army. The Screamers charged over the crossbows and into the archer detachment which had charged Opie.
The Gorse moved to draw the knights away from other combats (but with Great Bray Shaman in their midst were probably the biggest target left on the table). Trying the save himself and the battle, the Shaman unleashed a Wind of Death on the knights, but only 1 knight fell. He then tried to Drain Life, but was thwarted by the Light wizards. (This, ‘no armour save’ spell could have been bad). [After this magic phase, the Chaos general decided he would have been better off charging the knights, even with the Gors at WS 1].
The Spearmen lost another couple of their number, but stabbed down a Chosen warrior, and the rest of the warriors broke and were run down by the spears. Screamers and archers fought inconclusively. They will not be mentioned again as they continued to fight until the end of the battle- 5 archers would survive as would 1 Screamer.

Turn 5
    With the Gors before them, knights charged. The Spears turned and moved back towards Opie and the Spearmen. The archers would miss Opie and the Free Company continue to move forward and park themselves in a table quarter. As he had done all battle, the Wizard Lord led the charge into combat, first blinding his foe then surrounding himself with a nimbus of power. He cut down the Foe-Render and the charge of the knights broke the Gors and ran them into the ground.
    The Chaos army had few viable units left, but they might be enough to turn the battle. The Dragon Ogres charged and crushed the crossbows, while Opie charged the swordsmen, in the stand and shoot, the archer detachment scored another wound. He again ‘Yelled and Bawled’, but with the general nearby, the swordsmen stood firm.

Turn 6

    The wizard left the knights to find targets, while the knights turned to claim a table quarter (which would end up contested by the Marauders). The spearmen could not reach Opie. For once, the Wizard Lord slipped and his burning gaze was dispelled. Opie swung his club and killed 4 swordsmen, but lost combat, failed his stubborn break test and fell over backwards to be cut up by the swords.
    With no charges in range (I thought the Dragon Ogres were close), the Chaos general moved to claim quarters and count the dead.

Final Score
Empire- 1845 Chaos- 630
Result- Massacre Victory for the Empire

Questions which arose in the battle-

QUESTION #1- Does a Wizard, who pursues off the table still generate dispel dice?].
QUESTION #2- Does a fleeing Giant cause terror?
QUESTION #3- How does GW explain why things like a single Giant do not have 360” LOS?


Lessons Learned
1. My friend’s Giants hate him (they constantly break and fall over). It is so bad, I am almost happy to see him field a Giant.
2. Light magic is a great lore when the army is designed for it. With a max casting cost of 9+, one can get off a number of spells.
3. WS 1 Chaos Warriors are not so scary.
4. With big units of knights, one much look not only for targets, but where the knights will end up after pursuit, so they will not be charged in return.

If you read this far, kudos to you. Comments, mistakes noticed, tips for either general, etc., are welcome and appreciated.


    Aldrian rode slowly across the field of battle. Carts worked their way over the field to collect the bodies of the fallen for proper burial while huge fires served as pyres to consume the dead of the damned ones. Everywhere, acolytes of Light order inspected the bodies of the enemy to collect any devices too dangerous or tempting for the normal soldiers to handle. Near Aldrian he heard a familiar voice bellowing orders.
    “Folkwin, it is good to see you.”
    “Master Aldrian, as expected your vision was true.”
    “There was never any doubt.” Aldrian replied sadly. “How many did we lose?”
    “A good number ran away. Of those who fell, most will live and some may even fight again.” Folkwin then saw a sadness he would never have expected in the wizard’s face. “This is only the beginning isn’t it?”
    “Yes. I have seen a strength in you and believe you can handle the truth. Chaos again rises, perhaps as strongly as it did before Magnus the Pious banished it. Many more armies will march on Candlelight Keep before the darkness passes.”
    Folkwin pulled his sword from its scabbard. “Then we shall be here to stop them!”


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