Edge of the Abyss

The Kings of War Global Campaign

The Three Towers

2000+ POINTS
Forces of Nature
ThelegendaryGryphicorn
VS Goblins
Da Great Khan

The Towers must be Constructed...

Da Great Khan rode west on his great mount Pek-Pek, surrounded by the last remaining fleabags and sniffs he had taken to assault the Forest of Galahir. As the army rode, more goblins met with him, swarming into his force like a great wave. Now they were headed to the Ardovikian Plain, to pick up where Skull Face had left off a week prior. The men of Ikanthar had pushed the green hordes back, only to be confronted and defeated by a large host of undead from the lands of Ophidia. Now, with the borders of Valentica secured, the men have begun construction of three watch towers on the northern side of the wall, so that they may foresee danger long before it would threaten them.
Unfortunately for the busy builders, they have not yet heard news of Da Great Khan’s advance upon the outer edges of the wall, attempting to control the areas where the watch towers are being built. As Da Great Khan moved, so too did his terrible swarm of Goblins. Their advance had not gone completely unnoticed however, for after their defeat at Galahir, The Gryphicorn took to the skies and trailed them for miles.
As the mighty beast looked down, he saw more goblins join their ranks. Some from surrounding areas, others from great camps just outside of Galahir. Word had certainly spread of their defeat in the goblin kingdom, for as the Gryphicorn looked down below, he would watch as a goblin would burn a tree here, or take extra time to make sure a rock wasn't going to animate and crush it to death.
Vicktoria approached, with newly summoned earth elementals to the surrounding sites of the watchtowers, her blue dress dancing gently in the wind swept plains. She explained to the builders of their situation, and the incoming goblin hordes. She explained the death and pain the terrible little beasts would cause. They would seek to undo any and all work the Valenticans had achieved when they arrived. Calmly, she dismissed the men, explaining that nature would run its course and take care of the rest.
As the soldiers of the glade took to the barren plains, the Gryphicorn dominated the skies and the great beasts of nature Four Wing and Two Wing cast great shadows on the swaying tall grass. Just as the armies of the Da Great Khan began to arrive, so too did the dark, ominous storm clouds called into being by the druids. The plains themselves seemed to shake, and the small ponds began to boil. Da Great Khan looked fearful, for he had led his armies once again into the terrible, unmerciful claws of the legendary Gryphicorn. Mustering all the courage he could ever hope to achieve, he hefted his wicked sword into the air and called the charge out onto the Ardovikian Plains.

Scenario: Control 2500 pts.

After the brutal orc Krudger Skullface's defeat at the plains one week prior, the forces of nature have pursued the goblin threat west from the Forest of Galahir and have met them head on in the plains. Unfortunately, it seems the goblins were ready for trouble and would not give up control of the surrounding area easily, as many bows were pointed at the mighty Gryphicorn and his forces when he met them on the battlefield.

The Glade of the Gryphicorn deploys to meet the goblins head on. Left to right: Pegasus, Earth Elementals, Greater Fire Elemental, The Gryphicorn, Salamander Horde, Two Wing, Four Wing, Hunters of the Wild, Flaxhoof's Chosen, Mounted druid, Spawn, Naiad Horde
Goblin Deployment left to right: Sharpstick Thrower, Slasher with Sharpstick Thrower, Da Great Khan(Mounted King), Slasher with sharpstick thrower,Big rock thrower, Spitter Horde, Flaggit, Sniff Regiment, Sharpstick Thrower, Spitter Horde, Mounted Wiz, Sniff Regiment, Big Rocks thrower, Mounted Biggit, Sharpstick Horde, Sniff Regiment, Flaggit, Rabble Horde, Mounted Wiz, Sniff Regiment, Sharpstick Thrower, Big Rocks thrower.
Nature Turn One movement.
Nature shooting phase surges the earth elementals up slightly farther, as well as hits the left hand slasher with lightning and wavers it.
Lightning strikes the right hand rock thrower as well, putting it out of commission.
The Goblins advance and shoot at the Gryphicorn, damaging it. The rest of the shots are soaked into the salamanders and some wounds on Flaxhoof's Chosen. On nature's turn, the earth elementals move up further, followed by the fire elemental. The salamanders push the center, while the other flying monsters try and block line of sight to the Gryphicorn (It didnt work.) More lightning to the right hand slasher, he wavers again. Flaxhoof's chosen go into the right hand spitter horde and put some damage on it, while the naiads move up the flank.

Goblins Turn 2 sees the sharpsticks on the left charge into the earth elementals, but due to their high defense, the goblins dont manage a wound. The spitters counter charge Flaxhoof's Chosen, and more shots go into the Gryphicorn and the salamanders, but neither waver miraculously.

Good Turn 3, the salamanders and the hunters of the wild double charge the left hand spitter horde and route it, Flaxhoof's chosen polish off the right hand spitter horde, the Pegasus charges a sharpstick thrower behind the lines, while Two Wing hits the left hand sniffs. Lightning kills the right hand Slasher. The earth elementals counter charge the sharpsticks, but they stick around.

Goblins turn 3 kills the Salamanders with shooting, and the legendary Gryphicorn falls as well!! The left hand sniffs make their way into the back field and start threatening to take the Nature center zone.
Nature Turn 4, Two wing charges the biggit next to the backfield sniffs and routes it. The hunters of the wild finish Two Wings job and routes the sniffs. Flaxhoofs chosen turn to accept a charge from Da Great Khan and the remaining slasher, while the naiads get into position to flank. Four Wing goes into the last spitter horde to stop their shooting, while burny in the backfield moves up and breathes fire on the sniffs in the back, followed by his druid companion. The earth elementals finish off the sharpstick horde and prepare for more trouble.
Goblin turn 4, he charges the rabble horde into the earth elementals. He continues his combats and has a reduced shooting phase. He cant seem to gain traction this turn.

Nature turn 5 and 6 are spent basically cleaning up their last couple of combats and spreading out to capture zones. The fire elemental breathes again and eventually surges into the sniffs trying to sneak around. The goblins shoot a few more times but fail to route anything in their last couple of turns. The game ends in a victory for nature, 4 VP to 1 VP. A great game as always, Ron is an amazing opponent and we always have a blast. Hope you guys enjoyed the report!

In our campaign, we have been rolling on a wound chart for our generals if they die. In this battle, both of our legendary generals, The Legendary Gryphicorn and Da Great Khan both permanently died and we have to use new characters going forward!!! A bittersweet win :)

Army Lists Used In This Battle

Register or Login to see the Army Lists

Battle Report Average Rating



Log in to rate this battle.

Recommend Commander For Commendation

5 People Recommended ThelegendaryGryphicorn for commendation

Share this battle with friends

Forces of Nature
ThelegendaryGryphicorn
Wins

7 Comments

  • Vitol says:

    Excellent report and unfortunate result for the Legendary Gryphicorn to be brought to death by a barrage of shooting.

  • ThelegendaryGryphicorn says:

    Thanks! The battlefield was set up that way very intentionally, it was a battle in the Ardovikian Plains after all! Yeah what you see here is about 1/4 (if that) of ron’s painted goblins. Hes got a crazy legion. Check out my other bat rep vs. Him to see his all wolf rider army!

  • Marwin says:

    Very colorful report! Pictures and composition of the army at an excellent level. I did not think that old goblins can look so cool on the battlefield! Bestigors in bright colors look even better than they usually paint under Evil. The only thing that slightly afflicts – the lack of diversity of the landscape, it does not seem to fit this battle …
    But at the same time there is a strong influence of this old school. You look at the pictures and understand – it’s definitely not the “Age of Sigmar”!

  • ThelegendaryGryphicorn says:

    I love them. The way I look at it is the herd centaurs have the same stats for 200 pts, so for just 15 more points they get regen 5+. They are a solid unit that can do some serious damage (average about 8 for me) and take a little bit of shooting, or one counter punch and be fine. Nature does have much cheaper centaur regiments (at just 155 pts!) But you lose 4 attacks and regent. I look at it as a 55 pt magic item that I squeeze in if I have the points.

  • Keef Ditchards says:

    Nice battle report, Not much left on the board at the end. How would you rate Flaxhoof’s Chosen?

  • Raziel says:

    Nice batrep, lots of pics and good writing, good job.

  • Corathan says:

    Next time goblins 🙁