(Armies-
Undead- 2 Skull Chuckers and wraith, Liche on steed, Skellie cav,
2 units of skellie x-bows, 2 carrion, skellie spears with wight, mummies.
Beastmen- Chief, Shaman Lord, Shaman Champ [both chose Nurgle spells
to try and change our luck], 20 gors with 2 handed weapons, 29 ungor with
spears, 13 ungor skirmishers, 3 Minos, 1 Beastmen Chariot, 1 Spawn, 9 Harpies)
The Beastmen guards spotted the approaching army and ran to
report it to their new chief [see last battle]. Unfortunately, he had yet
to prove himself a worthy leader, so Lord Nurgle had called him to warp
to fight [bloody Eye of God card]. The army assembled quickly anyway, looking
for a chance to redeem themselves after the ultimate embarrassment of losing
to the High Elves. They would meet their foes in the clearing just outside
the ruins. [The only terrain of any effect was a hill on which the Undead
deployed the wraith and the two Skull Chuckers- note this is a very good
tactic for protecting warmachines from Harpies and whatnot for any Undead
players who have not thought of it].
Despite calling away their Chief, the gods of Chaos were
not completely aloof from the Beastmen’s plight. They again decreed that
the Beastmen should have at least equal magic power as that received by
their foes. The spear-wielding ungor learned where the weak spots lay in
the opponents’ armor. Finally, the Mummies bones were weakened by Nurgle,
slowing the unit to a crawl.
The Beastmen, from left to right, deployed with the Chaos
Spawn on the flank, beside it were the Ungor skirmishers. Behind this screen
were the Ungor with the Shaman Lord, the Gors with his underling shaman,
and chariot. Beside the screen on the right were the Harpies and finally
the Minos. On the Undead side, a unit of x-bows deployed across from the
Minos, beside them on the left [from the Beastmen’s point of view] was
the Liche, then the Mummies, skellie spears, a second group of x-bows,
the carrion, and the cav. Behind the cav., on a hill, were the Chuckers
and Mr. Dark and Mysterious (the wraith).
Somehow, the Undead again prove faster than their foes, and
the combat units shuffle towards the Beastmen. The carrion fly out wide
on the Beastmen’s left flank. The first, and smaller, group of x-bows shoot
at the Harpies to little effect (1 wound). The second group, however, manage
to down the spawn (who we counted as a large target in both battles). 3
Ungor are killed by the ‘Chuckers but they do not panic (yet). The winds
of magic are light (4), as their had not yet been enough blood split to
excite them. Using his sword, the Liche manages to summon the dead and
six more skeletons claw their way to the surface to join the first group
of x-bows. With a few of the obstacles of its blockage out of the way,
the sword functions a bit better and holds its power. Deciding that he
better use it while he has it, the Liche uses the sword again to summon
the music of Van Hel. The Shaman Lord defeats this attempt and shorts out
the sword in the process. Frustrated, the Liche uses his own power to summon
the HELish music, and first groups of x-bows again take aim at the Harpies,
but manage to miss the murder completely. (Yes, like crows, a group of
Harpies is referred to as a murder).
In the warp, the Beastmen Chief is found wanting and is devoured by Nurgle (bugger- who said these Chaos gifts were too powerful in small games. Also, should this have caused a panic test? We decided no since the general was never really on the battlefield). Without a Chief, the gors fall to arguing about who the leader should be. Seeing the Gors argue, the Ungor decide it is a good idea and start an argument themselves. The Harpies attempt to charge the Liche who has moved out on his own in front of his infantry, but seeing little opportunity for a meal there, decide to stay put. Everything that can, moves forward. The winds are still light, and no spells are cast (the Pillar of Putrification being dispelled).
The Undead continue to shamble forward. The Liche charges the skirmishers, but they flee out of his reach, leaving him all alone in front of the chariot. The skellie cav. move out to the left flank with the carrion. Both ‘Chuckers overshoot their targets. The first group of x-bows kills a Mino and wounds another, but the creatures do not panic. The second group misses. The winds are still light, and with Tzeentch’s influence are almost nothing (2 cards). The liche however has almost TOTAL control over the winds that are present and directs his Gaze, learned from Nagash himself, towards the chariot. Khrone though, impressed by the carnage the chariot had caused among the poncy elves decides to intervene and dispel the spell. He was not impressed enough to destroy the spell though. (In the MOAB rules, TP can be dispelled on a 6+, 4+ for DM or a scroll. DM dispels any spell on a 2+, does not end the phase or suck away cards, etc.)
Seeing the ungors running and the lack of meat across the field, the Harpies decide to return to their roosts. The chariot passes both its panic test and its fear test and rumbles toward the Liche. Infighting this time is not a problem as everything surges forward cheering for the chariot. The Chariot hits the Liche. For a moment, it seems as if the Liche will be crumpled underneath the bulk of the machine, but a jade light surrounds the Liche and he struggles to his feet, sorely wounded. (3 impact hits plus scythes give 4 wounds, one saved by Jade Amulet) The Tuskgors attack and hit, nothing. The Liche strikes and wounds a Gor. The Gors with their huge axes strike back and hit, nothing. (No, no, no, the Liche only has 1 wound. Guys, do something.) The Liche decides that being out in front isn’t a good idea after all and flees. The chariot chases after him, but crashes into the flank of the skellie spears before they can catch him. The winds still blow lightly, but the shaman lord breaks wind, summoning the Stench of Nurgle, rendering useless any attempt by the skeletal horse to charge.
The Liche barely regains control of himself (rallies on a 10). The carrion run down the fleeing ungor as the Mummies charge the chariot. The first group of x-bows drop another Mino, but the last one stands firm. The other x-bows do nothing to the ungors. One gor is killed by a ‘Chucker, but the rest stand firm. Chariot tramples a bunch of skeletons (6 impact hits- great why not last turn- lead to 7 kills) and the gors chop one apart with their axes. The Mummies attack back, killing one gor, wounding another and a Tuskgor. The magic released from the dying skeletons raises the winds to a higher level (9). The Liche fails to dispel Nurgle’s Stench. Has his first attempt to summon skeletons thwarted by the Shaman Lord, but his second attempt he succeeds in, despite being challenged to a Mental Duel (damn, missed a chance to inflict that last wound. Of course, the Liche should not have been casting anyway as he just rallied, but I didn’t even notice until writing the report).
The Harpies continue home. The dead Gors rise knowing that there is more carnage to come (Eternal Battle). The Mino decides to charge the Mummies rather than be shot down by the x-bows. The gors and ungors advance, unbothered by infighting. The Mino’s axe rips a chunk from one of the Mummies, but it hardly notices. The wight downs the wounded Tuskgor. The Mummies wound the remaining Tuskgor and the chariot decides to flee. The wounded Tuskgor is unable to move quickly though and the Mummies(!) run down the chariot. The Mino too decides that discretion is the better part of valor and flees. The Shamans have not yet given up hope as the winds roar across the battlefield. A stream of corruption engulfs one of the skeletal horse. The wight slips and sinks into a Pit of Slime. A huge swarm of flies surrounds the Mummies blocking even their magical vision and preventing their movement. Finally, the Shaman Lord raised himself high above the battlefield on a Pillar of Putrification in order to chase down the Liche.
The Liche, guessing the Shaman Lord’s intent, runs for cover. The crossbows kill 3 gor and 1 ungor. Both ‘Chuckers miss as the spears advance. The winds drop again. The Liche is unable to save the wight who vanishes forever in the slime. Nor can he disperse the flies who surround the Mummies. He is able to dispel the Shaman’s pillar though, keeping himself safe for a while more.
The Mino rallies, only to be shot down by the x-bows. The ungors charge the skeletal cav. With the stench of Nurgle still as stinky as ever, only the Shaman Lord and the skeletal horses can attack. The Shaman kills two cav. and the rest crumble. The gors charge the skellie spears. In another display of ineptitude the manage to only kill 2 skellies and take a wound in return. One more skellie falls. The winds are still very light, though the shaman manages to raise himself on the Pillar. (I then began to cheat horribly without releasing it and read the Pillar spell wrong so thought the Stream of Corruption could reach the Liche. Didn’t matter as he passed his test).
The carrion charge the gors. The battle grinds on to an inconclusive
end. More importantly, the SkullChuckers kill two ungor. Despite the Shaman
Lord’s presence, they have had enough and flee. This effectively ends the
battle as even if they rally, the Shaman Lord could not cast (and legally
had nothing that could reach the Liche anyway).
So, the Undead push their way into the ruins and the Beastmen
are pushed back. As they retreat, they encounter a large ice bridge leading
north (Trade route). Over this bridge a new leader strides bringing with
him the truth to Chaos and the key to their future victories. (See Beastman
Campaign Army in Army Lists Section)