And it did come to pass, in the year there was a mighty Chaos assault on the fortresses of Bretonnia. Half the Knights of Bretonnia perished in the battles, but eventually the foul minions of the Dark Gods were hurled back by Repanse de Lyonesse. At a remote keep, in the Northernmost part of Bretonnia, these records have been discovered of the mighty battles that were fought- this keep was one of the first to be attacked in the war. Read on, my friends.

--signed Jordan de Tyrina, Historian to the court of Louen Leouncour

CHAOS

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Commander Vortal, leader of the Chaos advance guard and follower of Slaanesh, frowned over the early morning light at the small keep standing in his path. His Knights waited immpasisvely behind him, ready to do whatever task their leader would set. Vortal remained silent for 5 minutes, then turned. "Find the marauders and my bodyguard. We assault the keep in one hour." He leapt onto his Steed of Slaanesh, and cantered away with the peculiarly long-legged gait characteristic of the beasts.

Commander Vortal, Chaos Hero of Slaanesh (Steed of Slaanesh, Lance, Chaos Armour, Shield)

5 Marauder Horsemen with Flails and Light Armour

2 units of 5 Marauders with Flails, Light Armour and Shields

6 Chaos Warriors with Chaos Armour and Halberd (Std, Mus)

BRETONNIANS

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"My lord! My lord! Hurry, a matter of great import has been brought to my attention!" Jarod Caprion, fully clad in armour, stepped out of his tent to greet the Grail Knight outside. "Yes Monsiuer, what is it?" "An enemy force approaches the Keep, my lord! We have been ordered to defend it! They will be there within the hour! The archers in the tower cannot hold out without help!" Jarod signalled to his squire to ready the horses. "Fetch the men at arms! We ride in 10 minutes!"

Jarod Caprion, Knight of the Realm Hero (Heavy Armour, Shield, Warhorse, Barding, double-handed weapon, lance)

5 Grail Knights (Std, Mus)

10 Men At Arms with Spears (Std, Mus)

10 Longbowmen

[*[The Forlorn Hope scenario sees the besieged side trying to guard an important terrain feature- wall, pass, tower, etc. The attackers get 750 points, the defenders 500. If any nonbroken defending units are within 6" of the feature at the end of the game, they win, otherwise the Attackers do. ]*]

Turn 1: Chaos

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The marauders jogged forward into charge range of the Tower, to flush out the Archers in it. The Chaos Warriors walked steadily toward the Men At Arms, halberds raised. Commander Vortal pointed his lance at the unit of Grail Knights that was foolishly close to him. "Charge!&% Pink frilly things for the pink frilly thing God!^£&*%£(*%*" The Marauder Horsemen smashed two Grail Knights from their saddles with their horribly nasty flails. Vortal's lance hit Jarod's shield with unbelievable force, hurling the Bretonnian from his saddle and breaking his neck. Seeing this, the Archers screamed and fled from the tower, but only because we had forgotten they were immune to panic. The Grail Knights held.

Turn 1: Bretonnia

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The Men at Arms held where they were, and the archers kept running. The 3 remaining Grail Knights battled feverishly, but they couldn't match the speed of the Marauder Horsemen. Two were cut from their saddles, leaving only one, who, pledging himself to the Lady of the Lake one last time, charged at Commander Vortal, sword upraised.

Turn 2: Chaos

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The last Grail Knight was sliced in half by Vortal, who spent the rest of his turn getting his horsemen in order. One unit of marauders turned to go after the archers ("Easy meat", their leader thought) while the other went after the Men at Arms to support the Warriors. This was a Mistake.

Turn 2: Bretonnian

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The archers rallied, regrouping into the Arrowhead formation. The Men at Arms turned, moved and turned again, moving them closer to the tower.

Turn 3: Chaos

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With a bloodcurdling shout, the Marauders charged the Arrowhead. 10 arrows shot out, knocking 2 of the chaos minions off their feet. "OK, maybe this wasn't such a good idea" thought their leader as they ran for the hills. The other marauder unit, annoyed at this, turned back. The Marauder Horsemen and Warriors aligned themselves for a charge on the Men At Arms next turn.

Turn 3: Bretonnian

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The archers let loose with their bows, cutting a single Marauder down. The Men at Arms moved away, trying to get out of the charge range of the Marauder Horsemen and hoping the Archers would be able to complete their objective.

Turn 4: Chaos

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With another bloodcurdling shout, the Marauder Horsemen charged the Men at Arms. 5 Men were killed, for no return, but the brave warriors held. The Maruaders on foot charged the Archers. One of them was knocked down by an arrow, but the rest smashed into the bretonnians. Bodies flew everywhere, and the archers broke and fled with the Marauders in pursuit.

Turn 4: Bretonnian

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The archers didn't rally. Leaning down from their horses, the Marauders brained more Men at Arms with their flails, sending the rest running. They were mercilessly run down. Chaos had won.

CAMPAIGN RESULT

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Because of this setback, the Bretonnians would lose D6 * 15 points from their final assault force of 1500 points. We rolled the dice; 1. Oh well.

Part 2: Send for help! follows.