Post by Arguleon Veq on Jul 20, 2008 10:17:44 GMT -5
In times passed, in the north of what has now become known as the Dark Lands, east of the realm now known as Kislev, the Gospadors were not the only realm of noble man. There are whispers of a long forgotten civilisation. A civilisation brought low by disaster and Chaos, a civilisation that hung on to this world with every ounce of its dying breath. For better or for worse. They are now known only, as the Tunnel Dwellers.
History tells us that around the Imperial year 950 [ Year - 45 in the Gospadorian Calendar ] the Gospador Tribe began their migration west due to increasing expansion by the tribes of the Chaos Wastes. Why though, had these attacks increased in such numbers as to cause the Gospadors, a hardy tribe who had endured for centuries, to embark on a mass migration west?.
The nomadic Kurgan and Hung, the main sources of attacks on the Gospador homelands were not in fact trying to expand their realms or spheres of control. They were fleeing from a threat that threatened to wipe their people out. Brutal storms of magical energy washed over the northern landscape, mutating all in its path. Even for the Kurgan and Hung, foul worshippers of Chaos both, this was too much. Whole tribes were mutated into mewling messes in single storm wracked nights. They sought the ‘gifts’ of their foul gods but storms of such power were seen only as punishment for whatever they had done to offend the powers of Chaos. Their nomadic nature allowed them to flee south for a time, in order to escape the hellish storms of change. In doing so, driving the proud Gospador west, unable to cope with the waves upon waves of brutal northmen that now swept over their lands.
The story would end there but for one small fact. The Gospador were not the only realm of noble men in that region. The Gospador could not even claim to be the most powerful. This realm, who’s name is now lost to antiquity had built mighty cities. They were not prepared to give up their homes. Their vast armies of sturdy scythe and sickle armed militia marching out to meet the northern hordes, supported by their trusted battle hounds. Time and time again they defeated the northmen until the barbarians battled them no more. The Kurgan and Hung left the realm intact and continued their migration south.
The land rejoiced. They had defeated the greatest they land had ever faced and the now abandoned Gospador realms were free for the taking. A new age of expansion and progress beckoned them.
This people prospered, for a while at least. Little did they know that the inexorable storms of the North, some of the most destructive ever to occur on the face of this world, shifted insidiously further south with every passing day.
Scouts reported the storms, but they had endured northern storms before. They hunkered down inside their cities and prepared to wait it out. Night after night the relentless storms battered their realms. It was apparent in the first week alone that this was nothing like the storms they had endured in the past, whole towns were turned into gibbering wrecks. Women bloated and gave birth to giant magic spewing slugs. Hysteria could have gripped the land and torn them apart, perhaps it would have been better if it had. Ending them there and then.
Rather than give up hope, the people mobilised. Creating vast networks of tunnels under their cities, expanding on their sewer systems. Reasoning that being under ground would offer them a measure of protection from the relentless storms. The whole population, starving and withered, their crops having rotted in the foul rains of the storms, began to dig. A ruthless determination born out of desperation saw the impossible achieved. In a few short months, vast tunnel networks were completed. Many thousands starved or succumbed to mutations. Those that survived were transformed from an optimistic open people to a nation of grim, heavy eyed skeletal wraiths. They hunkered down, deep wells offering them foul but drinkable water. The main source of food bugs and fungus and whatever else they could scavenge and scrounge beneath the earth.
They endured like this for months but the storms did not stop and with a grim realisation, they knew they were doomed. They resigned themselves to death and waited for the inevitable. Too proud to form pacts with the gods that had struck them down.
They did not die though. The storms become even more ferocious as the foul gods of the realms of chaos played their final trick on this blighted people. Their resistance an insult. The stinking underground realm was turned into a place of evil as the powers of the storm seeped through the earth. The tunnels becoming like the intestinal tracts of some foul bloated monster. The people continued to starve and with nothing else to live for turned on each other, turned to wickedness and evil. Their water pools and wells become foul stinking pits or dark energy, forced to consume it, the people were granted resilience and hardiness that they never thought possible. Their rotting withered bodies capable of taking punishment that would fell an Orc three times over. Their loyal hounds began to sprout horns and wicked teeth, their fur turning to slimy stinking scales. The women birthed the horrific warp slugs in even greater numbers. The great king of this people, the man who had led them to their greatest deeds, seeing his subjects finally brought to ruin. Cast himself into one of the foul mutating water pools not wishing to see his people fall further into degredation.
The king was not allowed to escape the clutches of chaos so easily, the gods laughed at his futile attempts and cast him back into the world. Rising from the pool in which he had thrown himself, the king re-emerged. A monstrous half slug half man, foul energies flickering across his clawed hands, he had re-merged as a god to this new people. He had re-emerged, The Tunnel Dweller.
The transformation of the realm complete, the storms finally abated and the Tunnel Dweller led his armies above ground. The twisted starved parodies of the proud men that had once built a great nation above ground, were his elite guard. Their unnatural warp spawned resilience and callous evil intent coupled with their already lethal skills with scythe and sickle making them even more deadly warriors than before. Any that fell re-emerged after a time from the stinking slime pits in their deepest tunnels, providing an army that could time and time again march upon the mortal world. Bringing ruin and misery on others. The foul giant slugs, birthed in greater and greater numbers also marched with them. Burning down their foes in blasts of sorcerous energy. The men that had gone insane in their dark, foul realm had become known as Lurkers. Transformed into lethal taloned beasts that could rip even a Tunnel Guard to shreds if they dared stray down long forgotten tunnels alone, although not a worry to the Guard who could re-birth in their slime pits. On the field of battle they could rip an enemy limb from limb. Their once loyal hounds were now cruel warp beasts, part reptile, part dog, part toad.
Emerging from their tunnels they found the Kurgan and Hung, returning North, the wrath of their gods having abated. The Tunnel Dwellers butchered any they come across, a hatred still burning inside them for the worshippers of the gods that had d**ned them so. Myths and legends from the Kurgan and Hung tribes still endure of these ‘Slime People’, these ‘Tunnel Dwellers’ to this day.
Now they cared not who they killed though, they had become a wicked and evil people twisted by chaos, reviling the powers that had created them and the rest of the world in equal measure. A Daemonic realm in the mortal world.
It is rumoured that the lost hold of Karak Dum was undone by the spiteful and twisted Tunnel Dwellers. Bitter that the Dwarfs had survived the brutal storms of the north in their deep mines. Many Ogre Tribes have simply vanished when migrating west over the more northern rout. Clan Moulder wages an ongoing underground war from their lair in hell-pit. An eternal war thanks to the countless hordes of rat men and the re-spawning daemonic nature of their adversaries.
The forces of the Old World are slowly becoming aware of this malicious threat from the north east, at a time when they can’t afford new enemies. With the Old World reeling from the Storm of Chaos these foul ‘Tunnel Dwellers’ are now striking west, bitterly eying up the lands of the Gospadors.
The High Elf List;
Archmage; Annulian Crystal, Ring of Fury. [Fire Magic, Wall, Sword, Ball, Blast]
Mage; +1 Power Dice. [Light Magic 1 and Healing Hand]
Noble; Great Weapon, Talisman of Loec.
19 Spears; FC
14 White Lions; FC
14 White Lions; FC, Banner of Sorcery
White Lion Chariot;
White Lion Chariot;
10 Archers;
Bolt Thrower;
Bolt Thrower;
Tunnel Dwellers
Great Unclean One; 645
Lvl4,
Trappings of Nurgle,
Mucus.
Herald of Nurgle; 250
Palanquin,
Lvl1,
Vapours,
Slime Trail.
Herald of Tzeentch; 140
Master of Sorcery.
Total; 1035
20 Horrors; 240; Maggots/Fire Slugs
17 Horrors; 204; Maggots/Fire Slugs
16 Plagbearers; 222; Tunnel Guard
FC.
10 Bloodletters; 120; Lurkers
Total; 786
5 Flesh Hounds; 175; Hounds
Total; 175
2000 Points
The Maggot King, the Tunnel Dweller himself had lead his forces on a path of destruction through many of Kislevs isolated outlying towns. The major settlements had been avoided in their bitter path of destruction. The Tunnel Dwellers were just a myth to the people of Kislev, the Maggot King did not yet want to play his hand, he did not want the world to know of the growing power in the North East. The forces of Chaos knew of this power, Chaos had created them, they were the rouge child of the dark gods, raging against their fate and so the Tunnel Dwellers headed into Southern Norsca, intent on releasing their bitter fury on the weak who had given into Chaos without a fight, those who had accepted their fate. The campaign was successful and with every victory against the Dark Gods that had spawned them, their power grew.
The mists were strong on the Norscan coast and something was wrong, the Lurkers had returned to their lord with tales of empty Norse villages, their inhabitants dissapearing into the mists. The Tunnel Dwellers marched on for weeks, the warp spawned constitution allowing them to go on with no rest. On the third week their march was halted with a hail of white shafted arrows. They had finally found the reason for the empty Norse villages.
***
Following the wake of the Storm of Chaos, the High Elves had kept a close watch on the Norscan coast, as they had during the campaign, not allowing the Norscans to re establish their foothold on the coast from where they could launch their raids on the South. The Eagles had brought them news of a new threat though, marching from the east. Rotting parodies of men, drawn and gaunt. Although they were slaying Norscans it was clear that this new threat was not a force for good. A Chaos Warband from the wastes no doubt. They would have to be delt with in order to ensure the saftey of the Elven garrisons now in position in Southern Norsca.
Deployment
I had my large unit of Horrors without Herald on my left flank with the Bloodletters protecting their inside flank. The Plaugebearers deployed centrally with the Unclean One to their right. The other Horros and Hounds went on my right flank.
The Elves had both White Lion units going down my left flank with 1 Bolt Thrower. The Lion Chariots and Eagles depolyed centrally with the Eagles blocking LOS to the Chariots. The Other missile units and the Spears faced down my right flank.
Early Game
The Tunnel Dwellers got first turn and advanced en masse. The magic phase started with my Tzeentch Herald casting Boon getting the maximum dice. With the extra dice he cast Flickering Fire on an Eagle, frying it. He then cast Glean Magic and used Fiery Blast to down the other Eagle. My Unclean one gathered his power and unleashed Shrivelling Pox on the Archmage, he failed his toughness test.....and then I rolled 1 for wounds! d**n!.
The Elves come forward to meet my forces head on the Chariots advanced a little but the Spearmen got in a position so my Unclean one couldnt charge either of them. Shooting only hurt 1 hound, wall of Fire went off and killed 1 Plague Bearer.
My Hounds carried on up my right flank towards the Archers and Bolt Thrower. My Unclean one and Horrors with Herald charged the Spears, my left flank stayed still.
I managed to get Gift off Gift and it hurt some of the Spears. Flickering Fire went off on my left flank dropping about 5 White Lions.
In combat the Unclean one challenged the Noble, the Noble did 3 wounds! due to his talisman of Loec, the Unclean one caused just 1 wound but it was enough to kill the Noble. The spears didn't kill many if any Horrors. I lost combat but didnt lose any extra wounds/models.
Elven Assault!
The White Lions charged, the Chariots both hitting my Plaguebearers, one White Lions unit on my left flank Horrors and the other unit into my Bloodletters. The Shooting stripped my Hounds down to two Hounds.
In combat with the White Lion units I lost a few models but didnt lose any from losing the combats. I did wound the Archmage with Bloodletters though.The White Lion Chariots failed to hurt my Plaguebearers with Impact hits, I then caused 3 wounds on 1 Chariot and 1 on the other whilst the Crew and Lions only killed 1 Plaguebearer. The Chariots fled. The Unclean one and Horrors beat the Spearmen and made them flee, none of the fleeing units were caught though. I had totally forgettin about Wall of Fire though so my pursuing unit lost about 6 models to Wall of Fire.
The Plaguebearers Re-Charged the Chariots in my turn, making them Flee more. The Horrors Re-Charged the Spears also making them flee again. The Hounds charged the Archers who fled off the board and so they hit the Bolt Thrower Crew.
The Unclean one turned to face the White Lion units on my left flank. He cast shrivelling Pox and killed a few White Lions [didnt have the nurglings to make new bases though].
In combat I lost both combats with a few casualties on each side. The Bloodletters finished off the Archmage. I didn't really lose much for losing the combats. The Hounds devoured the Bolt Thrower crew.
Hold the Line!
The Chariots and Spears rallied. The Bolt Thrower shot at my Plaguebearers but killed none.
Combat continued to grind out on my left flank.
In my turn the Plaguebearers charged both Lion Chariots, killing both. The Horrors charged the Spears and ground them down in combat. More magic was cast on the White Lions. After the Unclean one charged the rear of the Bloodletter combat. The Unclean tipped the balance of the combat and the White Lions broke and were run down by the Bloodletters. In the other combat i was reduced to 5 Horrors.
Mopping Up
The Bolt Thrower shot the Bloodletters taking them down to 1. The White Lions finally wiped out the Horrors.
My Plaugebearers charged the Bolt Thrower and killed the crew whilst my hounds hit the flank of the Spears. The Spears broke and Horrors ran them down.
The Unclean one hit the last 2 White Lions with the mage, and finally did more than 1 wound and killed all 3 models after sufferinga wound from their great axes.
The Elves were wiped out, leaving the Battlefield to the Tunnel Dwellers.
Result - Massacre for the Tunnel Dwellers!
I was seriously suprised at how powerful the new Daemons are, they ran rough shod over the Elves and my list was themed rather than going for raw power. The Plaguebearers were nigh on untouchable, and only really lost models because of my mistake in forgetting about Wall of Fire. The took a double Lion Chariot charge and lost 1 model!.
The Magic phase was also very powerful. Losing combat wasn't really that bad and it didn't lose me as many models as I expected.
I was pleased with the performance of the list but it was very easy, I feel they may be a little over powered so I may try and tone it down a bit, I could get a Khorne Herald rather than the Tzeentch one.
The Maggot king could see the look of fear in the eyes of the Elves as their arrows had no effect on his elite Tunnel Guard and their loyal Hounds. Their wasted withered bodies able to withstand the most brutal of punishments. The Fire Slugs, his faithful Maggots had burnt down the Eagles in gouts of sorcerous flame.
The mighty Lion Chariots crashed into the ranks of his Troops, their broken bodies standing right back up, their smashed and broken bones reknitting. One Tunnel Guard, with its neck still broke, its head lolling against its shoulder at an unnatural angle, plunched his scythe into the stomach of one lion, pulling forth its intestines in an explosion of gore.
The Elves could not stand against them. He Crahsed into an Elven Noble, its magical Talisman flashing as its Great Axe embedded itself deep in his enormous slug like body. Gouts of foul mucus spilled from the wound, the Elves gout in the flood of foulness screaming in agony. The Noble tried to free his axe, but the act was futile, his body had already started healing around the embedded axe, it was stuck fast and the Elf realised he was doomed. The Kings great mace swung slowly but unstoppably towards the Elf. Crashing into it's puny body, sending him crashing through the ranks of his men.
***
The King surveyed the battlefield, the Elven trinkets they had taken from the corpses of the mages would sustain them for even longer, allowing their slaughter to continue. The enemy had been killed to the last Elf and so there would be no Elven counterattack, nothing to stop their devestation.
History tells us that around the Imperial year 950 [ Year - 45 in the Gospadorian Calendar ] the Gospador Tribe began their migration west due to increasing expansion by the tribes of the Chaos Wastes. Why though, had these attacks increased in such numbers as to cause the Gospadors, a hardy tribe who had endured for centuries, to embark on a mass migration west?.
The nomadic Kurgan and Hung, the main sources of attacks on the Gospador homelands were not in fact trying to expand their realms or spheres of control. They were fleeing from a threat that threatened to wipe their people out. Brutal storms of magical energy washed over the northern landscape, mutating all in its path. Even for the Kurgan and Hung, foul worshippers of Chaos both, this was too much. Whole tribes were mutated into mewling messes in single storm wracked nights. They sought the ‘gifts’ of their foul gods but storms of such power were seen only as punishment for whatever they had done to offend the powers of Chaos. Their nomadic nature allowed them to flee south for a time, in order to escape the hellish storms of change. In doing so, driving the proud Gospador west, unable to cope with the waves upon waves of brutal northmen that now swept over their lands.
The story would end there but for one small fact. The Gospador were not the only realm of noble men in that region. The Gospador could not even claim to be the most powerful. This realm, who’s name is now lost to antiquity had built mighty cities. They were not prepared to give up their homes. Their vast armies of sturdy scythe and sickle armed militia marching out to meet the northern hordes, supported by their trusted battle hounds. Time and time again they defeated the northmen until the barbarians battled them no more. The Kurgan and Hung left the realm intact and continued their migration south.
The land rejoiced. They had defeated the greatest they land had ever faced and the now abandoned Gospador realms were free for the taking. A new age of expansion and progress beckoned them.
This people prospered, for a while at least. Little did they know that the inexorable storms of the North, some of the most destructive ever to occur on the face of this world, shifted insidiously further south with every passing day.
Scouts reported the storms, but they had endured northern storms before. They hunkered down inside their cities and prepared to wait it out. Night after night the relentless storms battered their realms. It was apparent in the first week alone that this was nothing like the storms they had endured in the past, whole towns were turned into gibbering wrecks. Women bloated and gave birth to giant magic spewing slugs. Hysteria could have gripped the land and torn them apart, perhaps it would have been better if it had. Ending them there and then.
Rather than give up hope, the people mobilised. Creating vast networks of tunnels under their cities, expanding on their sewer systems. Reasoning that being under ground would offer them a measure of protection from the relentless storms. The whole population, starving and withered, their crops having rotted in the foul rains of the storms, began to dig. A ruthless determination born out of desperation saw the impossible achieved. In a few short months, vast tunnel networks were completed. Many thousands starved or succumbed to mutations. Those that survived were transformed from an optimistic open people to a nation of grim, heavy eyed skeletal wraiths. They hunkered down, deep wells offering them foul but drinkable water. The main source of food bugs and fungus and whatever else they could scavenge and scrounge beneath the earth.
They endured like this for months but the storms did not stop and with a grim realisation, they knew they were doomed. They resigned themselves to death and waited for the inevitable. Too proud to form pacts with the gods that had struck them down.
They did not die though. The storms become even more ferocious as the foul gods of the realms of chaos played their final trick on this blighted people. Their resistance an insult. The stinking underground realm was turned into a place of evil as the powers of the storm seeped through the earth. The tunnels becoming like the intestinal tracts of some foul bloated monster. The people continued to starve and with nothing else to live for turned on each other, turned to wickedness and evil. Their water pools and wells become foul stinking pits or dark energy, forced to consume it, the people were granted resilience and hardiness that they never thought possible. Their rotting withered bodies capable of taking punishment that would fell an Orc three times over. Their loyal hounds began to sprout horns and wicked teeth, their fur turning to slimy stinking scales. The women birthed the horrific warp slugs in even greater numbers. The great king of this people, the man who had led them to their greatest deeds, seeing his subjects finally brought to ruin. Cast himself into one of the foul mutating water pools not wishing to see his people fall further into degredation.
The king was not allowed to escape the clutches of chaos so easily, the gods laughed at his futile attempts and cast him back into the world. Rising from the pool in which he had thrown himself, the king re-emerged. A monstrous half slug half man, foul energies flickering across his clawed hands, he had re-merged as a god to this new people. He had re-emerged, The Tunnel Dweller.
The transformation of the realm complete, the storms finally abated and the Tunnel Dweller led his armies above ground. The twisted starved parodies of the proud men that had once built a great nation above ground, were his elite guard. Their unnatural warp spawned resilience and callous evil intent coupled with their already lethal skills with scythe and sickle making them even more deadly warriors than before. Any that fell re-emerged after a time from the stinking slime pits in their deepest tunnels, providing an army that could time and time again march upon the mortal world. Bringing ruin and misery on others. The foul giant slugs, birthed in greater and greater numbers also marched with them. Burning down their foes in blasts of sorcerous energy. The men that had gone insane in their dark, foul realm had become known as Lurkers. Transformed into lethal taloned beasts that could rip even a Tunnel Guard to shreds if they dared stray down long forgotten tunnels alone, although not a worry to the Guard who could re-birth in their slime pits. On the field of battle they could rip an enemy limb from limb. Their once loyal hounds were now cruel warp beasts, part reptile, part dog, part toad.
Emerging from their tunnels they found the Kurgan and Hung, returning North, the wrath of their gods having abated. The Tunnel Dwellers butchered any they come across, a hatred still burning inside them for the worshippers of the gods that had d**ned them so. Myths and legends from the Kurgan and Hung tribes still endure of these ‘Slime People’, these ‘Tunnel Dwellers’ to this day.
Now they cared not who they killed though, they had become a wicked and evil people twisted by chaos, reviling the powers that had created them and the rest of the world in equal measure. A Daemonic realm in the mortal world.
It is rumoured that the lost hold of Karak Dum was undone by the spiteful and twisted Tunnel Dwellers. Bitter that the Dwarfs had survived the brutal storms of the north in their deep mines. Many Ogre Tribes have simply vanished when migrating west over the more northern rout. Clan Moulder wages an ongoing underground war from their lair in hell-pit. An eternal war thanks to the countless hordes of rat men and the re-spawning daemonic nature of their adversaries.
The forces of the Old World are slowly becoming aware of this malicious threat from the north east, at a time when they can’t afford new enemies. With the Old World reeling from the Storm of Chaos these foul ‘Tunnel Dwellers’ are now striking west, bitterly eying up the lands of the Gospadors.
The High Elf List;
Archmage; Annulian Crystal, Ring of Fury. [Fire Magic, Wall, Sword, Ball, Blast]
Mage; +1 Power Dice. [Light Magic 1 and Healing Hand]
Noble; Great Weapon, Talisman of Loec.
19 Spears; FC
14 White Lions; FC
14 White Lions; FC, Banner of Sorcery
White Lion Chariot;
White Lion Chariot;
10 Archers;
Bolt Thrower;
Bolt Thrower;
Tunnel Dwellers
Great Unclean One; 645
Lvl4,
Trappings of Nurgle,
Mucus.
Herald of Nurgle; 250
Palanquin,
Lvl1,
Vapours,
Slime Trail.
Herald of Tzeentch; 140
Master of Sorcery.
Total; 1035
20 Horrors; 240; Maggots/Fire Slugs
17 Horrors; 204; Maggots/Fire Slugs
16 Plagbearers; 222; Tunnel Guard
FC.
10 Bloodletters; 120; Lurkers
Total; 786
5 Flesh Hounds; 175; Hounds
Total; 175
2000 Points
The Maggot King, the Tunnel Dweller himself had lead his forces on a path of destruction through many of Kislevs isolated outlying towns. The major settlements had been avoided in their bitter path of destruction. The Tunnel Dwellers were just a myth to the people of Kislev, the Maggot King did not yet want to play his hand, he did not want the world to know of the growing power in the North East. The forces of Chaos knew of this power, Chaos had created them, they were the rouge child of the dark gods, raging against their fate and so the Tunnel Dwellers headed into Southern Norsca, intent on releasing their bitter fury on the weak who had given into Chaos without a fight, those who had accepted their fate. The campaign was successful and with every victory against the Dark Gods that had spawned them, their power grew.
The mists were strong on the Norscan coast and something was wrong, the Lurkers had returned to their lord with tales of empty Norse villages, their inhabitants dissapearing into the mists. The Tunnel Dwellers marched on for weeks, the warp spawned constitution allowing them to go on with no rest. On the third week their march was halted with a hail of white shafted arrows. They had finally found the reason for the empty Norse villages.
***
Following the wake of the Storm of Chaos, the High Elves had kept a close watch on the Norscan coast, as they had during the campaign, not allowing the Norscans to re establish their foothold on the coast from where they could launch their raids on the South. The Eagles had brought them news of a new threat though, marching from the east. Rotting parodies of men, drawn and gaunt. Although they were slaying Norscans it was clear that this new threat was not a force for good. A Chaos Warband from the wastes no doubt. They would have to be delt with in order to ensure the saftey of the Elven garrisons now in position in Southern Norsca.
Deployment
I had my large unit of Horrors without Herald on my left flank with the Bloodletters protecting their inside flank. The Plaugebearers deployed centrally with the Unclean One to their right. The other Horros and Hounds went on my right flank.
The Elves had both White Lion units going down my left flank with 1 Bolt Thrower. The Lion Chariots and Eagles depolyed centrally with the Eagles blocking LOS to the Chariots. The Other missile units and the Spears faced down my right flank.
Early Game
The Tunnel Dwellers got first turn and advanced en masse. The magic phase started with my Tzeentch Herald casting Boon getting the maximum dice. With the extra dice he cast Flickering Fire on an Eagle, frying it. He then cast Glean Magic and used Fiery Blast to down the other Eagle. My Unclean one gathered his power and unleashed Shrivelling Pox on the Archmage, he failed his toughness test.....and then I rolled 1 for wounds! d**n!.
The Elves come forward to meet my forces head on the Chariots advanced a little but the Spearmen got in a position so my Unclean one couldnt charge either of them. Shooting only hurt 1 hound, wall of Fire went off and killed 1 Plague Bearer.
My Hounds carried on up my right flank towards the Archers and Bolt Thrower. My Unclean one and Horrors with Herald charged the Spears, my left flank stayed still.
I managed to get Gift off Gift and it hurt some of the Spears. Flickering Fire went off on my left flank dropping about 5 White Lions.
In combat the Unclean one challenged the Noble, the Noble did 3 wounds! due to his talisman of Loec, the Unclean one caused just 1 wound but it was enough to kill the Noble. The spears didn't kill many if any Horrors. I lost combat but didnt lose any extra wounds/models.
Elven Assault!
The White Lions charged, the Chariots both hitting my Plaguebearers, one White Lions unit on my left flank Horrors and the other unit into my Bloodletters. The Shooting stripped my Hounds down to two Hounds.
In combat with the White Lion units I lost a few models but didnt lose any from losing the combats. I did wound the Archmage with Bloodletters though.The White Lion Chariots failed to hurt my Plaguebearers with Impact hits, I then caused 3 wounds on 1 Chariot and 1 on the other whilst the Crew and Lions only killed 1 Plaguebearer. The Chariots fled. The Unclean one and Horrors beat the Spearmen and made them flee, none of the fleeing units were caught though. I had totally forgettin about Wall of Fire though so my pursuing unit lost about 6 models to Wall of Fire.
The Plaguebearers Re-Charged the Chariots in my turn, making them Flee more. The Horrors Re-Charged the Spears also making them flee again. The Hounds charged the Archers who fled off the board and so they hit the Bolt Thrower Crew.
The Unclean one turned to face the White Lion units on my left flank. He cast shrivelling Pox and killed a few White Lions [didnt have the nurglings to make new bases though].
In combat I lost both combats with a few casualties on each side. The Bloodletters finished off the Archmage. I didn't really lose much for losing the combats. The Hounds devoured the Bolt Thrower crew.
Hold the Line!
The Chariots and Spears rallied. The Bolt Thrower shot at my Plaguebearers but killed none.
Combat continued to grind out on my left flank.
In my turn the Plaguebearers charged both Lion Chariots, killing both. The Horrors charged the Spears and ground them down in combat. More magic was cast on the White Lions. After the Unclean one charged the rear of the Bloodletter combat. The Unclean tipped the balance of the combat and the White Lions broke and were run down by the Bloodletters. In the other combat i was reduced to 5 Horrors.
Mopping Up
The Bolt Thrower shot the Bloodletters taking them down to 1. The White Lions finally wiped out the Horrors.
My Plaugebearers charged the Bolt Thrower and killed the crew whilst my hounds hit the flank of the Spears. The Spears broke and Horrors ran them down.
The Unclean one hit the last 2 White Lions with the mage, and finally did more than 1 wound and killed all 3 models after sufferinga wound from their great axes.
The Elves were wiped out, leaving the Battlefield to the Tunnel Dwellers.
Result - Massacre for the Tunnel Dwellers!
I was seriously suprised at how powerful the new Daemons are, they ran rough shod over the Elves and my list was themed rather than going for raw power. The Plaguebearers were nigh on untouchable, and only really lost models because of my mistake in forgetting about Wall of Fire. The took a double Lion Chariot charge and lost 1 model!.
The Magic phase was also very powerful. Losing combat wasn't really that bad and it didn't lose me as many models as I expected.
I was pleased with the performance of the list but it was very easy, I feel they may be a little over powered so I may try and tone it down a bit, I could get a Khorne Herald rather than the Tzeentch one.
The Maggot king could see the look of fear in the eyes of the Elves as their arrows had no effect on his elite Tunnel Guard and their loyal Hounds. Their wasted withered bodies able to withstand the most brutal of punishments. The Fire Slugs, his faithful Maggots had burnt down the Eagles in gouts of sorcerous flame.
The mighty Lion Chariots crashed into the ranks of his Troops, their broken bodies standing right back up, their smashed and broken bones reknitting. One Tunnel Guard, with its neck still broke, its head lolling against its shoulder at an unnatural angle, plunched his scythe into the stomach of one lion, pulling forth its intestines in an explosion of gore.
The Elves could not stand against them. He Crahsed into an Elven Noble, its magical Talisman flashing as its Great Axe embedded itself deep in his enormous slug like body. Gouts of foul mucus spilled from the wound, the Elves gout in the flood of foulness screaming in agony. The Noble tried to free his axe, but the act was futile, his body had already started healing around the embedded axe, it was stuck fast and the Elf realised he was doomed. The Kings great mace swung slowly but unstoppably towards the Elf. Crashing into it's puny body, sending him crashing through the ranks of his men.
***
The King surveyed the battlefield, the Elven trinkets they had taken from the corpses of the mages would sustain them for even longer, allowing their slaughter to continue. The enemy had been killed to the last Elf and so there would be no Elven counterattack, nothing to stop their devestation.