Having repaired the walls of their city from the undermining of the Chaos troops, the Bretonnians could only wait for their reinforcements to arrive. The Chaos force continued to harry their defences as they prepared for the final assault. The General of the Chaos army despatched an allied Master Sorcerer of Tzeentch and warband to destroy the gatehouse. --signed Jordan de Tyrina, Historian to the court of Louen Leouncour CHAOS ***** Geofram Bornehald, Master Sorcerer of Tzeentch, gazed dispationatly toward the battlements of the Bretonnian keep. Tiny matchstick figures moved into the towers, watching for signs of the Chaos assault. Geofram smiled as he cast a spell that would summon mist so thick he could approach unnanounced. He signalled to his Warriors and Marauders- behind him, an enormous Siege Tower squeaked into place, pushed by straining Marauders, while the Chaos Warriors rolled their battering ram into place beside it. Geofram Bornehald, Master Sorcerer of Tzeentch (Power Scroll, Chaos Armour, Jade Amulet, Something Else) 8 Chaos Warriors (Chaos Armour, Shields, Battering Ram, Std, Mus, Standard of Shielding) 15 Marauders with Chaos Warrior Leader (Flail, Light Armour, Shields, War Banner, Std, Mus) in a Siege Tower BRETONNIA ********* Hugo Renard ordered all the men he had to the battlements, to rain arrows on the approaching Chaos Horde. He himself stood outside the gate to make a valiant last stand and kill the commander of the opposing army. With a leaden boom, the gates shut behind him, and he knew his fate was sealed. Hugo Renard, Bretonnian Hero (Potion of Strength, Heart of Woe) 3 units of 10 Bowmen with Std, Mus. [*[This scenario is 1000 points vs. 500 in favour of the attacker. If the gates are destroyed at the end of the game, the attacker wins, otherwise the defender does. Neither side can take mounted troops.]*] Turn 1: Bretonnia ***************** A Storm of Chaos descended upon the regiment of archers on the gate, killing 2. The Chaos Warriors mutated, giving them all Scaly Skin and a 1+ armour save, i.e. immunity to bowfire. With this, all 30 archers fired at the marauders in their Siege Tower. Arrows bounced off the thick wood, and two marauders fell from the tower. Turn 1: Chaos ************* The Chaos Horde in general moved toward the Bretonnians. With a languid wave, Geofram cast a horrid Firestorm of Tzeentch on the guards atop the gatehouse, killing 2 of them. Turn 2: Bretonnia ***************** Taking a deep breath, Hugo Renard moved toward the Chaos horde. Arrows swept the Siege Tower, killing nobody. Turn 2: Chaos ************* Once more, the chaos host moved forward. Nothing happened in the magic phase, except the Bretonnian player laughing as he picked up Total Power. Turn 3: Bretonnia ***************** More arrows fell on the marauders, reducing them to a strength of 9- this would mean the Siege Tower moved only 7" next turn. Hugo Renard charged the Chaos Warriors, and took a wound as he killed one. He fled, and the chaos warriors pursued, cutting him down. *BOOM* The Heart of Woe activated, vaping 2 Warriors and killing Geofram Bornheld. As he blew up, Geofram shouted "Mark of Tzeentch!" and was instantly reincarnated, having rerolled the to wound dice and suffered only a single wound. The 6 archers on the gatehouse panicked and fled. [see below] Turn 3: Chaos ************* Tzeentch, having possibly mistakenly resurrected his champion, shrugged and decided, what the hell, let's do it again. 2 Chaos Warriors, 2 Marauders and 4 archers rose from the dead. The Siege Tower moved to within inches of the castle walls, almost near enough for the Marauders to attack. The battering ram, having pursued the Bretonnian Hero, was close enough to ram the doors, doing no damage. Turn 4: Bretonnia ***************** More arrows descended on the Marauders, killing one. The unit that had fled didn't rally. The continuous pounding on the gates, as well as sounding bloody annoying, started to have an effect. A crack could be seen in the wood. Turn 4: Chaos ************* With screams of triumph, two marauders leapt onto the battlements. After cutting down three archers, one was killed, but the leader wasn't. The archers held. The wood of the door started to split nastily. With a slightly muted *THWOOM*, 3 of the remaining archers on the other side were vaped by a Firestorm, which brought forth a pink horror. Turn 5: Bretonnia ***************** The fleeing archers rallied, reforming into the Arrowhead formation. Standing back, the archers fighting the Pink Horror shot and killed it. This was by no means the end of their problems, as two Blue Horrors appeared, tearing apart the man they had been fighting. More archers died under the marauders flails, but the Chaos Warrior leading them toppled from the battlements and fell to the ground, breaking his neck. One of the gates was knocked completely off it's hinges by the ram. The way to the fortress was now open, but only at half movement... Turn 5: Chaos ************* Finally, the archers fighting the marauders broke. Marauders poured onto the battlements, pursuing the fleeing Brettonians. One blue horror was beaten about the head and disappeared, the other holding. With a crash and raising of dust, the other gate fell. Chaos had won. RESULT ****** If the Final Assault happened before the Bretonnians could repair the gatehouse, there would be a big hole in their walls when it came to the proper battle. Guess what? There was.