Edge of the Abyss

The Kings of War Global Campaign

Infection in U'heleg

2000+ POINTS
Forces of Nature
ThelegendaryGryphicorn
VS Forces of the Abyss
Joe Taylor

The Nodes Have Been Corrupted...

Mhorgor watched as the final portal had crumbled to the tangled roots beneath his hooves. In the shade of the forest, he could begin to see Settra withdrawing his undead as they began to disappear. The Pharaoh glanced in the druid’s direction, and gave him a hateful stare that filled his heart with dread, as he urged his skeletal horses to turn his chariot around and quit the battlefield. His armies began to crumble, as the energies of the portals were no longer emitting necromancy required to hold his legion together. Settra had been defeated, and Mhorgor had been successful in protecting the portals.
The battle was not without sacrifice however. As Mhorgor moved through the forest to meet up with his apprentice, Vicktoria, the corpses of dozens of naiads and salamanders lay strewn about the field. As he received his field report from Vicktoria, she explained that her elemental guardians made it through the fight, with the aid of the legendary beasts Two Wing and Four Wing. The armies of death had taken much from the Green Lady, even some of Flaxhoof’s finest centaurs were slain by the unholy creatures.
As their forces gathered once more, above a high tower constructed by some creature long ago, a vision of the Green Lady appeared. Her green dress flowed around her as she looked to Mhorgor, saddened. The visions she showed him troubled him. The Salamander forces in the Forest of Galahir had been overtaken, and the goblins had continued their vile work, even after the Gryphicorn had defeated them twice. It would seem that no matter how many hundreds of the horrible creatures nature had put down, there were a thousand to take the place of the fallen.
Even worse, deeper in the forest, the goblins had created a massive cesspit, in a small glade that was home to ancient sylvan nodes of power, nodes of life. The Green Lady showed Mhorgor the nodes slowly being corrupted by some dark unseen force. The animals of the glade were twisted, mutated and covered in pox. Pestilence ran rampant in the area of the forest known as U’heleg. Beneath the disease and corruption were the powers of the abyss, pulsing and writhing. If the nodes were not cleansed soon, the trees surrounding them would wither and die, taking all natural life with them.
A green light cascaded over Mhorgor as he now stood in the heart of U’heleg, his forces rejuvenated from the battle previous. From the corrupted pools and trees came mockeries of disease and pestilence. Creatures made solely from corruption began to appear in the distance, covered in boils and puss. One creature lurched from the shadows, a heaping mass of sickness. Mhorgor had only heard stories of this horrible fiend known as the Bubonic Skag, but seeing it in person made his stomach churn. The stench that overtook the forest caused him to vomit, but staunchly he stood, and looked to his new foe...

Scenario: Pillage 2000 pts

Overview of the battlefield, terrain left to right: Height 0 Difficult, Height 2 Hill, Forest, Blocking Tree, Forest, 2 Obstacles, Blocking Tree, Height 0 River, Forest. The objectives are slightly more difficult to see, but we rolled and we got 7 objectives. If you look closely, they are the little green blobs in the picture. Their locations: Top Middle of Left Hand Difficult. On Hill. Top Right of Right Hand forest. Bottom Left of 2nd Forest. Middle of the field Right hand side of the board. To the left and away from the left hand blocking tree, and unseen in this photo is one in the very bottom right hand corner of the board.
Nature deployment left to right: Naiad Horde, Salamander Horde, Hunters of the Wild Troop, Greater Fire Elemental, Vicktoria (Druid on foot), Earth Elemental Horde, The Kingfisher(Pegasus), Four Wing (BoN, LB6, V+2, Fly), Two Wing (Same), Mhorgor(Mounted Druid), Flaxhoof's Chosen
Abyssal Deployment left to right: Abyssal Temptress, Succubus Regiment, Moloch Horde, Abyssal Guard Regiment, Lord of Lies, Abyssal Guard Regiment, Tortured Souls Horde, The Bubonic Skag (Abyssal Fiend), Moloch Horde

We roll for turn 1, and Abyss wins.

Abyss Turn 1 movement, basic advance, Lord of Lies and the Abyssal Fiend start working their way to the right hand flank.
Nature Turn 1, Naiads work their way into the difficult terrain to stand on the objective, Hunters of the Wild head left to support the Naiads, Basic advance in the middle. Druid comes out of the forest to line up a shot against the Abyssal Temptress, while Two Wing enters the forest and stays out of reach. The King fisher heads to the right hand flank. Flaxhoofs Chosen move into the forest.
In the shooting phase, Mhorgor and the two beasts unleash lightning into the abyssal temptress and do 5 damage. She is steady.
Abyss Turn 2 sees the tortured souls charge into the earth elementals. They do 7 damage but the earth elementals hold their ground. The rest of the army advances behind them.
Both the lord of lies and the abyssal fiend unleash lightning into Mhorgor. He takes 5 damage but is steady. Unseen here, the abyssal temptress leaves the right hand flank for the safer, less electric left hand flank.

Overview of the battlefield end of Abyss turn 2.

Nature turn 2, Naiad horde moves up and pivots to meet the molochs on the flank. The salamander horde gets ready to join the fray, the earth elemental horde and the greater fire elemental combo charge the tortured souls, while on the right hand flank the Kingfisher flies to the furthest right objective. Two Wing, Four Wing, Mhorgor and Flaxhoof's Chosen jump into the forest to get some cover while the lightning war continues.
With the Temptress gone, the succubus regiment now takes the brunt of the lightning, takes about 6-7 damage and wavers.
In combat, the tortured souls take 10 damage and route.
Abyss Turn 3.
The left hand abyssal guard regiment charge the fire elemental, while the right hand regiment double charges with the right hand moloch horde into the earth elementals. The Lord of Lies and the Abyssal Fiend shoot more lightning ineffectually into the woods. You will also see in a couple pictures that the abyssal temptress wind blasts the salamander horde back, but they stop on the hunters of the wild troop.
In the melee phase, the earth elementals take another 9 damage, putting them at 16 damage total. Factoring in the brutal from the molochs, they were on double 1s twice and they routed. The fire elemental however takes no wounds from his assailants and survives until the next turn.
After reforms, and the beginning of Nature Turn 3. Worth noting here that the right hand moloch horde was too close to the tree to make a pivot to face the right hand flank, so he opts to back them up instead, without many other options.
Nature turn 3, the greater fire elemental goes into the front of the right hand abyssal guard to make room for the salamanders to charge the left hand abyssal guard. Four Wing takes advantage of the accidentally exposed molochs by charging them in the flank. The Naiads push out onto the hill in an attempt to draw out the molochs while the hunters of the wild troop gets into position. On the right hand flank, Flaxhoofs chosen pivots to face Four Wing, to give some options just in case his charge goes south, math says he will need a 7 to break the molochs on average dice. Two Wing and Mhorgor spread out, staying out of charge range of both the Lord of Lies and the Bubonic Skag.
In the shooting phase, Mhorgor and Two Wing finish off the succubus regiment with lightning.
Melee ensues, four wing is successful! This picture was taken before the fire elemental and the salamanders fought, but the salamanders also route the left hand abyssal guard and the fire elemental puts a few wounds on the right hand one.
Abyss turn 4. The remaining molochs go into the ensnarer horde, the abyssal guard charge the fire elemental, Bubonic Skag and the Lord of Lies launch Lightning into Four Wing, but only do 4 damage. The Abyssal Temptress wind blasts the hunters of the wild back.
The naiads and the fire elemental both take damage, but hold their ground.
Nature Turn 4, The Naiads counter charge the molochs and the hunters of the wild troop take their flank. The Salamanders and the greater fire elemental double charge the last remaining abyssal guard unit in the center, while Four Wing charges the Lord of Lies. Two wing pivots and flies over the tree, landing on the objective in the back field, while Flaxhoof's Chosen and Mhorgor begin their advance on the last of the abyssals.
In the melee phase, the Naiads route the remaining molochs and back up, while the hunters troop over runs forward and stops an inch away from the abyssal temptress. The salamanders and the greater fire elemental route the abyssal guard, and four wing does some damage to the Lord of Lies, but fails to route or waver it.
Abyssals turn 5. The Abyssal Temptress escapes death once more, flying into the mid field. The Bubonic Skag charges into Flaxhoof's Chosen, and the Lord of Lies counter charges Four Wing. Meanwhile in the shooting phase, the temptress wind blasts the Salamander horde and pushes them back about 6".

The Skag does 4 damage to the chosen, but they hold steady. The Lord of Lies only does one point of damage to Four Wing, and he is also steady.

Nature Turn 5, the left hand units all shuffle around to climb onto the objectives in the height 0 difficult, the forest and the hill. The Greater Fire elemental, Mhorgor and Two Wing all move within shooting range of the temptress. Four Wing charges the Lord of Lies again, but he holds. Flaxhoof's Chosen counter charge the Bubonic Skag, but he holds.
Greater Fire Elemental, Mhorgor and Two Wing all unload into the Abyssal Temptress and put her down for good in the shooting phase. End of Nature Turn 5.
Abyss Turn 6 sees yet another charge into Four Wing and he holds. The Bubonic Skag is able to charge back into Flaxhoof's Chosen and route them though. He turns to face the center.
Nature Turn 6, mostly everything stays in place, Two Wing goes into the Lord of Lies rear with Four Wing to the front, and finally the legendary fiend meets its demise!
We roll for a turn 7, but we do not get one and the game ends. Nature Victory!

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