Warhammer:Chaos Incursion Near Marienburg

1000 point battle of High Elves vs Warriors of Chaos in the Old World of Warhammer.

Introduction

Prince Koralith and his expeditionary force from the Star Tower colony had been on the search for an artifact, a magical ring promising ruinous power. Marching through lands foreign to them, and not invited, they were wary of an ambush by the local Empire forces from Marienburg. Instead to their surprise a force of Chaos warriors was roaming these lands, and upon spying the elves they charged forth!

Army Lists

 

High Elven Army List Warriors of Chaos Army List

Prince Koralith
- Great weapon - Full plate armour - General - Lothern Skycutter - Seed of Rebirth - Pure of Heart

20 Lothern Sea Guard
- Hand weapons - Thrusting spears - Warbows - Light armour - Shields - Standard bearer - Musician

20 Swordmasters of Hoeth
- Sword of Hoeth - Heavy armour - Bladelord - Standard bearer - Musician

Allied Wood Elf Spellsinger Nightfall
- Hand weapon - Elven Steed - High Magic - Level 1 Wizard

Allied Wood Elf 5 Glade Riders
- Hand weapon - Cavalry spears - Asrai Longbows - Trueflight Arrows - Musician

Daemon Prince
- Hand weapon - Heavy armour - Mark of Khorne - General

10 Forsaken
- Mutated weapons (Hand weapons) - Heavy armour - Forsaken by Khorne

11 Forsaken
- Mutated weapons (Hand weapons) - Heavy armour - Forsaken by Khorne

30 Chaos Marauders
- Hand weapons - Unarmoured - Mark of Chaos Undivided - Marauder Chieftain - Standard bearer - Musician

3 Chaos Spawn
- Flailing Appendages (Hand weapons) - Scaly Skin (Heavy Armour) - Spawn of Khorne

Deployment

File:CorwynNiTessine--BR1-OldWorld-ChaosIncursion1-Setup

The Chaos forces align themselves as close as possible to the enemy, with the High Elven forces mostly mirroring them.

Chaos Turn 1

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All Chaos forces march forward with no hesitation, except for the Daemon Prince who makes sure to not move past the Marauders.

Elves Turn 1

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The Glade Riders ensure that they are exactly 16" away from the Spawn, which is half their ranged distance. They shoot at the Spawn and inflict 1 wound. The spellsinger Nightfall tries to cast a spell, but alas she fails.

The Sea Guard shoot, at more than half their range, but still manage to kill 2 of the Forsaken on the eastern side.

The general's crew aboard the Skycutter shoot at the Forsaken on the western side, but do no damage.

Chaos Turn 2

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Chaos moves forward again, but everything except the spawn hold back a little so as to make sure that the elven Sea Guard don't try to charge them.

Elves Turn 2

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The high eleven general Koralith does a surprising march move, 20" ahead, flying over the Chaos troops. He's now in a position to charge the Chaos Marauders from behind.

The Glade Riders move backwards to get some distance from the Spawn. They shoot to no avail. The spellsinger Nightfall however does successfully cast Fury of Khaine on the Swordmasters, granting them an extra attack each.

The Sea Guard meanwhile shoot once again at the Forsaken on the eastern side, dropping 2 more.

Chaos Turn 3

File:CorwynNiTessine-BR1-OldWorld-ChaosIncursion1-Chaos3

The Chaos Marauders do a 180' turn, and move up 2 inches, so as to not be charged in the rear or flank.

The Daemon Prince plus both sets of Forsaken declare charges on the Sea Guard.

The Sea Guard Shoot & Stand, killing 3 more Forsaken on the eastern side. Then they use their Naval Discipline to Redress the Ranks, going 5 models wide with 4 ranks deep.

Both groups of Forsaken fail their charges, but the Daemon Prince manages to reach them. With terrible carnage he easily mauls 3 of the Sea Guard to death. Nonetheless his Unstable form flickers once.

Elves Turn 3

File:CorwynNiTessine-BR1-OldWorld-ChaosIncursion1-Elves3

The Glade Riders do a march across the back of the Elven line, repositioning themselves to the West and to the rear of the Sea Guard.

The Swordmasters pivot so that they won't be flanked by the Spawn, and it's also clear that with the Sea Guard in a more compact formation the Forsaken on the eastern side will now be charging them.

The Skycutter with the Prince meanwhile moves further to the East, and then pivots to face South. They are now in a good position to charge Forsaken from the rear.

The Sea Guard continue to battle against the Daemon Prince, losing 3 more.

Chaos Turn 4

File:CorwynNiTessine-BR1-OldWorld-ChaosIncursion1-Chaos4

File:CorwynNiTessine-BR1-OldWorld-ChaosIncursion1-Chaos4-Photo

The Chaos Marauders pivot again, and move forward, setting up a charge.

Meanwhile the Spawn and the Forsaken on the eastern side charge into the elven Swordmasters, while the Forsaken on the western side join the Daemon Prince in assaulting the Sea Guard.

The Swordmasters strike first, dropping one of the Spawn and wounding another. The Spawn retaliate, killing 4 of the Swordmasters. Then the 4 Forsaken attack the Swordmasters, killing 7 more of the Swordmasters! In one terrible exchange the Swordmasters have lost 11 of their brethren.

Meanwhile the Daemon Prince fells another 4 Sea Guard, while the new group of Forsaken drop another 5.

Chaos Turn 4 Pursuit

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The high elven Sea Guard have had enough at least, and flee. The Swordmasters do likewise. Perhaps due to fright both forces don't manage to go far, and the Chaos forces mercilessly strike them down.

The Daemon Prince and his nearby group of Forsaken pursue directly into the Glade Riders. Meanwhile the Spawn and Forsaken also dash straight ahead, with the Spawn momentarily going too far.

Note: I was playing a Narrative Conquest campaign, so at this point I decided that with more than half my forces gone I would use the opportunity to Withdraw from Battle. We continued to play however for the sake of the other player.

Elves Turn 4

File:CorwynNiTessine-BR1-OldWorld-ChaosIncursion1-Elves4

The Daemon Prince and the nearby group of Forsaken easily rip apart the Glade Riders and their Spellsinger, leaving nothing but torn scraps.

The outcome was clear; the battle has been decided.

Results

A complete victory for the Warriors of Chaos!

Closing Statements

The Forsaken are great infantry choices, and Core Troops as well! With S4, T4, Furious Charge (+1 Atk), Forsaken by Khorne, 5+ Ward, magic weapons, and D3 attacks they are truly to be feared. I was correct in focus firing on them as much as I could.

For my own part I wasted the whole battle moving my general about on his flying heavy chariot. In hindsight it pays for your general to get stuck in melee early rather than waiting for the "perfect" flanking attack which may never happen.