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Author: Paul Storm
Dark Elves - 6 Dark Elf Cold One riders incl 1 champion - 10 Crossbowmen - 10 skirmished crossbowmen - 6 elite Dark riders incl 1 Sorcerer - 1 Sorcerer - 6 Axemen of Naggaroth - 2 Repeating bolt throwers - 15 Dark elf elite skirmished infantry - 1 Dragon |
Chaos - 6 mounted Chaos Warriors incl 1 Knight (general) - 1 Chaos chariot - 18 Chaos beastmen with command and champion - 8 Chaos Thug archers - 8 Chaos Thug archers - 2 Sorcerers - 8 Chaos Thug Halbardiers - 1 war altar with 4 guards - 1 Chaos Sorcerer - 1 Wyvern - 1 Troll |
THE APPROACHING OF THE FLIES
Dark elf scouts skirted the woods, spying a deserted inn. In the distance they saw a
darkening cloud, moving slowly toward the encampment. Motioning to the messenger, the dark
elves began to ready themselves for battle, because the strange black cloud that moved
like a living thing, they knew to be a great swarm of flies. The faint buzzing sound that
was all the time becoming louder and the encroachment of the stench of rotting flesh and
decay could only mean one thing
the army of Nurgle was approaching!
Even before the two armies met, the wizards began casting their dastardly spells and bound creatures from the surrounding wilderness as the troops faced off.
DARK ELF TURN 1
The crew of the first bolt thrower succumbed to the sorcery of Nurgle's mind rot, and
forgot exactly how to operate their machine of war, while the Cold One riders struggled to
get their beasts into motion. The crossbow archers rained a hail of bolts upon the Knights
of Chaos and wounded one of them. The Knight was finished off by a large bolt from the
second bolt thrower and fell to the ground, dead. The Dark Riders were not so accurate in
their aim against the Seekers of Illness. The dark wizards unleashed the first barrage of
spells, with the Seekers of Plague and likewise the Seekers of Illness having all their
armour and weapons corroded, thus neutralising the missile power of the Chaos force. The
Knights of Chaos also received a directed corrode spell, but General Khan's spellshield
sucked up the spell and spewed it out against a unit of crossbow skirmishers, whose armour
and weapons rusted into uselessness.
CHAOS TURN 1
All the chaos units advance upon the enemy, undaunted by the fact that two units are now
unarmed. The troll, forgetting that there was to be a battle, sat down on the grass and
beat the ground with a large bone he had been chewing on. Mortimer the Necromancer opened
a vortex of chaos, but failed to control it for long enough for it to wipe out the
confounded bolt thrower team. The familiar perched atop the shoulder of the Initiate of
the Grave howled his grizzled taunts about the doom of the dark elves, but alas, his weak
cantrip did not dispirit the black skinned elves in the slightest. The Initiate, however,
released a blast of wind from his hand and knocked the Dark riders to the ground, forcing
them to control their mounts and making missile fire impossible. The cloud of flies
encompasses the second bolt thrower team, making it impossible to operate their weapon.
DARK ELF TURN 2
The bolt thrower team came to their senses, but in their sluggishness released their bolts
without aiming the engine and missed completely. Likewise all the crossbow units failed to
hit their mark or cause but the slightest wound. The Cold One Riders whip their beasts
into motion and align for a charge. The dragon, bound into service by the dark elf wizard
moves behind the inn and blows a blast of fetid breath over the knights and past, to the
beastmen Herd. Two knights and one beastman instantly desiccate, as if they had been
rotting in the sun for days. The dark elf sorcerer casts a stampede spell upon the Krull's
Chariot and the stupid beast turned and fled from the battle just before the charge.
CHAOS TURN 2
The giant Wyvern took to the air while the troll, wondering where everyone had gone, got
up to see what was going on. The Knights of Chaos, unperturbed by their loss charged the
dragon and the cowardly beast, terrified by the banner of Dread, turned and took flight
before it was able to be properly killed by the mounted horde of Hell. The Initiate of the
Grave produces his secret weapon: the death's head of Nurgle, and hurls the fetid thing
into the unit of scouts where it burst asunder its festering contents all over two of the
scouts. They contract the dreaded Nurgle's Rot, and the unit panics and flees straight
through the unit of unarmed scouts who desperately hold their ground, receiving a warning
eye from the dark sorcerer. They full well know there are worse tortures than even
Nurgle's Rot. The now uncontrolled vortex slams into the Seekers of Plague and destroys
half the unit, sucking the Initiate of the Grave to his doom, thus ending the wind blast.
Furious, Mortimer throws a barrage of fireballs against the struggling bolt thrower crew
and blasts the engine, crew and a good section of the woods into a fiery mess. The cloud
of flies becomes concentrated on the large unit of crossbow men. Screaming curses at his
horse, Krull fails to control the animal and the chariot heads away from the battle and
into the distance.
DARK ELF TURN 3
The crossbow men manage to move forward, despite the annoying presence of the flies, while
the scouts rout through the axemen and off the battlefield. The axemen stand fast and
scorn the cowards as they run past. The dark Riders are quick to recover and shoot down
two of the Seekers of Illness. The Cold One Riders charge the beastmen, but such was the
ferocity of the enemy that their charge was held and they suffered a casualty. The
beastmen pushed back the Cold Ones, only to become the victim of the Dark Wizard's corrode
spell.
CHAOS TURN 3
The Chaos Knights charge into the crossbow unit and slay two of their number, pushing them
back toward the edge of the battlefield but not following up. The beastmen, now armed only
with teeth and claws are pushed back by the cold ones who are well within the throes of
maniacal frenzy. The unarmed and unarmoured remains of the Seekers of Illness charge the
Dark Riders. The Troll rushes into combat against the Cold Ones and vomits the highly
corrosive contents of his stomach all over an unfortunate Cold One Rider. Both beast and
rider quickly dissolve into a puddle of steaming, stinking, bloody slush. Atop the Wheel
of Pain War Altar, Mortimer unleashes another barrage of fireballs, this time directed at
the Dark Wizard, but the wizard's magic sword captures and stores the fireballs for
another time. The vortex continues its deadly path through the unit of the Pustulant
Company, devouring half the unit and the magical disease banner they carry.
DARK ELF TURN 4
The crossbow unit unsuccessfully charges the Chaos Knights, while the remaining bolt
thrower crew launch their deadly assault upon the advancing Wyvern, but the scaly skin of
the beast deflects the bolts. The Cold Ones kill the beastman standard bearer and a
furious fight develops, as the standard falls to the ground and is trampled by hoof and
claw. One of the Dark Rider's warhorses pounds a Seeker of Illness into the dirt while the
Dark Wizard releases the fireballs into the Seekers of Plague and burns them all to death.
CHAOS TURN 4
The Chaos Knights slay more crossbowmen and push them from the battlefield as the beastmen
pound the cold ones, killing another. The Troll, spying the Wyvern, forgets the Cold Ones
and wanders off to investigate. The Wyvern lands next to the unit of scouts while the last
of the Seekers of Illness is executed by the Dark Riders. Mortimer flies from the Altar
into hand to hand combat with the Dark Wizard, but fails to wound him. The magic of the
Staff of Nurgle seems not to affect the evil sorcerer. The vortex heads away from the
battle, sucking up all obstacles it comes into contact with.
DARK ELF TURN 5
The scouts strike at the Wyvern and wound it, as it slashes one of them to bloody strips.
The battle between the cold ones and the beastmen rages on until the beastmen are forced
to give up some ground. The Dark wizard flies away from Mortimer using his sword, while
the axemen charge Mortimer, and casts the horrid corrode spell on the remains of the
halberdier unit the Pustulant Company, rusting their armour and halberds into uselessness.
CHAOS TURN 5
The halberdiers charge the Dark Riders, unwilling to give up, even as one of their number
is killed. The Troll, suddenly remembering the Cold Ones, rushes back into the fray, only
to be killed by the lashing tail of one of the foul reptiles. The War Altar reaches the
centre of the battlefield as the Knights wheel around to charge the backs of the Cold
Ones. Mortimer casts a spell of Nurgle and chokes archers and spearmen to death with the
hideous Stream of Corruption. The survivors run screaming from the onslaught.
DARK ELF TURN 6
The battle rages on all fronts, with Mortimer slaying an axeman, the Dark Riders and
halberdiers both taking casualties and the Cold Ones yet again pushing back the beastmen.
The Dark wizard casts a nefarious spell and turns the beastmen over to the side of the
dark elves!
CHAOS TURN 6
The Pustulant Company take more casualties but, seeing the Wheel of Pain, refuse to run
and gaining new vigour, continue punching the Riders with bare fists and striking at them
with the staves of their halberds. The Knights charge the Cold Ones from behind and slay
one of them, leaving only two. The Wyvern mauls another scout and the rest flee the
battlefield, to be followed by the great winged beast. Mortimer pushes the axemen from the
battlefield and turns his attention to the Dark Riders.
DARK ELF TURN 7
The Riders kill another halberdier, leaving only one, who grimaces, and places one last
strike as he fights to the death. The War Altar is also corroded and receives heavy fire
from the Hail of Doom arrow from the Dark Riders and the spell of Arrow invulnerability
had worn off. The mounted sorcerer breaks away from the Riders as the beastmen withdraw
from combat when the Cold Ones turn to face the Knights. Mortimer shakes off a Steal Mind
spell and aims his staff at the mounted sorcerer, but to no effect.
CHAOS TURN 7
Khan slays the Cold One champion with his hellhoned axe. Mortimer chases the Dark Riders
but fails to use the staff to any effect. The War Altar turns to face the Riders.
THE REST
The bolt thrower crew fires into the fray between Knights and Cold Ones, but the last of
the cold ones is finally slain. The Knights charge the beastmen and decimate many as they
break and run. The Dark Riders charge the crippled War Altar and demolish it, but the
Knights are beyond caring, as the spell shield swallows another corrode spell.
The Knights and the Riders clash and there are casualties on both sides. Mortimer manages to unlock the magic of the Staff of Nurgle and transforms the mounter sorcerer into a disgusting, fetid pile of worms, maggots and roaches. The Riders are eventually killed and the Knights chase the Dark Wizard around but cannot hope to catch him. Mortimer drops another Vortex, but loses control again, just before it reaches the Wizard. The vortex meanders around for a short while, devouring trees and all else in its path until it dissipates. The Chaos Knights ride to the bolt thrower and panic the crew as they charge, but this time they do not listen to the orders of General Khan, and in their bloodlust chase and hack down the bolter crew, leaving the battle.
Mortimer tries one last time to enter hand to hand combat and uses up all his power to do so, but the Dark wizard uses his sword to fly to safety. Both mages stand exhausted, both trying to regain their strength and magical energy, until finally, the Dark Elf Wizard opens a portal to the demon world, releasing hordes and hordes of demons which instantly slay Mortimer and then rip the Dark Elf Wizard to shreds.
And thus ends the tale of the doomed battle with all that remains a bleak battlefield that no man dare enter, for who in his right mind would step willingly onto the ground where the evil elves and the hordes of chaos and even the demons have spilled each-others blood?