This past Monday, somewhere out in Troll Country, an Orc force bent on pillage and a Chaos army with like minded intentions clashed in the waste. What follows is the field report.
Orcs and Goblins
25 Night Goblins -3 Fanatics
2 Wolf Chariots
20 Black Orcs
25 Orc Boyz
25 Savage Orc Big Uns
6 Savage Orc Boar Boyz
6 Spider Riders
6 Spider Riders
4 Ogre Ironguts
1 Orc Shaman
1 Orc Shaman
1 BSB
1 Black Orc Warboss
Warriors of Chaos
12 Warriors of Nurgle
16 Marauders of Khorne
5 Marauder Horsemen of Nurgle
6 Warhounds
5 Knights of Tzeentch
4 Ogres of Khorne
10 Chosen of Tzeentch
1 War Altar of Tzeentch
1 Chaos Lord of Khorne
1 Chaos Sorcerer of Tzeentch
Turn 1
The Orcs begin their advance, managing to avoid squabbling. The aligned Chaos infantry move back, preparing to receive a charge later in the game. The Warhounds bounded toward the Night Goblin and the Fanatics sprang forth. Though two failed to reach the hounds, one fanatic managed to slay 5 of the beasts. However, the Will of Chaos kept the lone wolf from fleeing. On the flank, the Marauder Horsemen take up positions against the Iron Guts and remove a wound with their throwing axes.
Turn 2
The Orc advance continues, with Boar Boyz and Wolf Chariots taking positions to charge. Goblin Spider Riders align themselves infront of the frenzied Chaos Knights to force a charge and the infantry continue the long march forwards. The Orc Shamans find themselves unprepared for the magic resistance which bolstered both my Knights and my Chosen. The Orc magic phase ends with a 'Eadbutt that fails to wound.
The Chaos Knights slam into the Spider Riders who miraculously pass their fear test. The surviving Warhound sacrifices itself to smash the fanatic behind the Spiders, clearing a path to the nearest Wolf Chariot. The Marauder Horsemen continue to go to work on the Iron Guts during the shooting phase. Mork's Spirit Totem prevents the flickering fire of Tzeentch from coming off, but Pandaemonium is brought forward with Irresistible Force. The Knights of Tzeentch make short work of the Spider Riders, leaving a mess of legs and spears in their wake. With the fanatic gone, the Knights are free to overrun into the Wolf Chariot, denying the Goblin commander his much desired impact hits.
Turn 3
Orcs
Things get ugly as the Black Orcs charge into the Warriors of Nurgle and the Night Goblins charge the Knights in front, while the final chariot charges from the flank. The Boar Boyz wind up squabbling over a trinket in the dirt while the remaining unit of Spider Riders gets to charge the Marauders from behind. On the extreme flank a unit of Savage Orcs continues to crawl across the field, waylaid by the presence of Marauder Horsemen. Another unproductive magic phase for the Orcs as one of their Shamans miscasts and forgets the Foot of Gork, leaving the other hopeless against the largely resistant forces of Chaos.
In combat the Knights perform beyond expectation, armor saving the one impact hit that manages to wound. The musician responds in kind by dealing two wounds to the low toughness chariot. To the front, the Night Goblins clumsily thrust out with their spears, failing to slay any of the armored terrors before them. The Chaos Knights slay five night goblins and the forward wolf chariot outright. As the goblins flee, the frenzied Knights mercilessly slaughter the Night Goblin infantry. One more reason to stay in their holes! The Warriors of Nurgle don't fare as well, proving no match for the re-rolling Black Orc Warboss who sets the unit to flight, suffering one casualty for his trouble. With the Chaos gods lending them speed, or perhaps laughing, the Warriors outrun the Black Orcs and prepare to rally. The Marauders prove less capable than their mounted brethren without the Lord bolstering their unit, while they refuse to flee from a minor defeat, the effects of Frenzy are promptly taken from them, however, the Lord of Chaos makes his way toward the back of the unit.
Chaos
The Warriors of Chaos rally to the sound of the horn while the frenzied Chaos Knights gnash their teeth with noone to kill. Four of Khorne's Chaos Ogres quickly find their way into the flank of the Black Orcs, the Warboss cursing as his position prevents him from engaging. The Chosen Champion takes in the Black Orcs with a glance, but servants of Tzeentch are clever and he moves into position to protect the Ogre's flanks from the Boar Boyz instead. The War Altar, however, in need of victims, slams into the front of the Black Orcs. The Marauder Horsemen continue to follow the Iron Guts, finally bringing down a model during the shooting phase.
The sound of steel is overwhelming as the Combat Phase begins. The Chaos Lord proves he needs no help from anyone, and with no champion to challenge, he slaughters all but two of the Spider Riders, who are only too happy to flee. The Ogres of Khorne bring down their massive great weapons into the flanks of the Black Orcs, slaying seven of the Orc Elites. While the War Altar gains one victim, the Black Orc Warboss attempts to go to work on the servants of Tzeentch. The 3+ ward save of Tzeentch's followers proves too much for even the mightiest Orc. Without any kills to bolster combat, the Black Orcs fail to find Insane Courage and retreat, run down in mid flight by the pursuing Chaos Ogres. Khorne's favored began their work.
Turn 4
Orcs
Desperate to accomplish something, the Battle Standard bearer brings his Big'Uns into combat with the Marauders. Rallying from defeat, the surviving Spider Riders find they've forgotten all thoughts of glory and content themselves with Goblin mischief. The Wolf Chariot tries for the Knights of Tzeentch again while the Boar Boyz, having resolved the issue of the trinket, muster up the nerve to take on the Chosen. The Iron Guts, tired of harassment, charge into their Chaos Worshipping cousins. With both Shamans now in combat, Waagh Paint allows Bash'Em Ladz to come off and grants the Big Uns rerolls.
The Wolf Chariot finds itself again ineffectual against the Knights of Tzeentch and, after failing to wound, is destroyed. The Big Uns do better against the Marauders but their Champion falls in combat to the Chaos Lord, who is granted Terror for his trouble. The Big 'Uns are forced to flee the wrath of Khorne, but the Marauders are too blood glutted to catch them. The Chosen of Tzeentch, favored with extra armor and armed with shields, easily absorb the charge of the Boar Boyz, losing only one of their number. The Warriors of Tzeentch strike back, felling several of the Boar Boyz. Though severely beaten, the Boar Boyz find the courage to keep the field. The Iron Guts, however, earn their pay, breaking the Ogres of Khorne and running them down.
Chaos
Straight to battle, the Marauders cause the Big 'Uns to flee further, while the Knights bear down on the Iron Guts, ensorcelled weapons easily penetrating their makeshift plate. The Chosen of Tzeentch bring an end to the Boar Boyz and, this time, they flee the field without the hope of rallying.
Author's Note: My opponent and I agreed to play until every last enemy piece was destroyed, while this took several more turns, in the end I lost no more points than I had at turn four. The forces of Chaos were victorious and the game ended with a score of Massacre.
Free to continue forward, the Chaos army makes its way to a Dwarven hold. Coming soon...