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?
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