Greetings!
Fortunately, this time I didn't wait a year or two for my next game. We managed to organize another rematch. Both of us made changes. My army list did not change that much, but there were quite a few new elements I wanted to try out. My opponent's force, however, was yet another flavour of Chaos, showing how many potential options this army offers.
As in the previous game, we played over Universal Battle 2 and we used Square Based composition rules. Which meant that I had 2,400 points to spend while my opponent had 2,200.
I started making incremental changes to the army list after my previous battle, without knowing what I am going to play against next time. This is what I ended up using:
Outcasts - Army List
Characters
Noble on Sundragon, General, Full plate armour, Shield, Dragon Helm, Seed of Rebirth, Sword of Might, Blood of Caledor - 323
Archmage, Level 3, Lore Familiar, Pure of Heart, Battle Magic (Fireball, Curse of Arrow Attraction, Oaken Shield) - 185 pts
Core Units
5 Ellyrian Reavers, Cavalry spears, Light armour, Shortbows, Skirmishers, Harbinger [Ring of Fury], Musician - 134
5 Ellyrian Reavers, Cavalry spears, Light armour, Shortbows, Skirmishers, Harbinger [Ring of Fury], Musician - 134
15 Lothern Sea Guard , Thrusting spears, Warbows, Light armour, Shields, Sea Master, Standard bearer [Monster Hunter's Tapestry], Musician - 207
10 Elven Archers , Longbows - 90
10 Elven Archers , Longbows - 90
Special Units
5 Dragon Princes
10 Swordmasters of Hoeth, Bladelord, Musician - 152
10 Swordmasters of Hoeth, Bladelord, Musician - 152
10 White Lions of Chrace, Guardian, Standard Bearer, Musician - 158
10 White Lions of Chrace, Guardian, Standard Bearer, Musician - 158
Tiranoc Chariot - 75
Tiranoc Chariot - 75
Rare Units
8 Sisters of Avelorn , High Sister [Ruby Ring of Ruin] - 162
Great Eagle - 60
Great Eagle - 60
Total: 2394
While playing with different configurations of the army list, I saw a few High Elf armies that were fielded at World Team Championships. I was intrigued by a few options and decided to incorporate them in my updated army list. These are:
Archmage - Level 3 with Lore Familiar costs the same as Level 4 with no upgrades. Both add 2 to the cast roll, so the advantage of Level 3 is that he can choose spells, preferably those that are easier to cast. In this way, he can be more consistent. I went for relatively straightforward selection from Battle Magic (Fireball, Curse of Arrow Attraction, Oaken Shield), that allowed me to have versatile, if not so subtle, spells to cast.
Ellyrian Reavers - I was not up to date with all the new magic items from Arcane Journals, so I was curious with this new (for me) Ring of Fury. It increases the point cost for the small and fragile unit. And makes it more combat orientated. But it looked intriguing enough to test it.
Sisters of Avelorn - I have 10 models that I almost finished painting, so I wanted to test them as well. BS5 is nice. Combination of Arrows of Isha and Bows of Avelorn also makes their shooting more dangerous. If I understand correctly, since both, Arrows and Bows, have Armour Bane (1), that adds up. With Armour Piercing -1 from Arrows to begin with, one can potentially get it to -3. And Ruby Ring is a nice addition to magic phase, where I have 2 magic missiles per turn.
Apart from that I also wanted to check Sea Guard as a more versatile and flexible unit and two Tiranoc Chariots, fielded as two separate units of one.
To make room for them I needed to leave BSB at home. However, I thought I had a more balanced army now, that had a bit of shooting, augmented by potentially 2 Fireballs per turn and Curse of Arrow Attraction. A few units with S5/6, that could surround a bigger enemy. And a few light units, that could assist either in shooting or combat phase.
Warriors of Chaos
Characters
Chaos Lord, General, Full plate armour, Shield, Mark of Nurgle, Flail of Wrecks, 2x Favour of the Gods, Crown of Everlasting Conquest, Enchanting Aura - 337
Exalted Sorcerer, Light armour, Mark of Chaos [Mark of Chaos Undivided], Level 1, Ruby Ring of Ruin, Daemonology - 125
Wargor, Battle Standard Bearer, Great weapon, Heavy armour, Chalice of Dark Rain - 138
Great Bray-Shaman, Braystaff, Level 4, Slug-skin, Daemonology - 230
Cult Magister , Flail, sacrificial dagger, Level 1, Spell Familiar, Daemonology - 73
Cult Magister, Hand weapon, sacrificial dagger, Level 1, Ring of Doom, Daemonology - 80
Core Units
10 Chaos Cultists, Shortbows - 60
10 Chaos Cultists, Shortbows - 60
5 Chaos Cultists, Additional hand weapons, Throwing weapons - 30
5 Chaos Cultists, Additional hand weapons, Throwing weapons - 30
18 Chaos Warriors, Hand weapons, Heavy armour, Shields, Mark of Nurgle, Champion [Brazen Collar], Standard bearer - 320
27 Gor Herd, Hand weapons, Additional hand weapons, True-horn (champion) [Scourge of the Burdened], Standard bearer - 226
Rare Units
Ghorgon - 245
Ghorgon - 245
Total: 2199
This army is quite different to the one I played against last time. No flying monsters, no dragons etc. instead, two main infantry blocks with two characters in each. Both big blocks were dangerous but are easier to avoid/outmaneuver.
However, it also had many more magic missiles that my army does not like much. Even a single spell that does 2d6 hits can be quite devastating for small units. And since Level 3 archmage adds only 2 to dispel roll, the chances that any enemy level 1 wizard can be successful in casting their spells were quite good.
I was curious about Ghorgons. They have toughness 7, so are more resilient than many monsters but do not have much armour to protect them. Hence, they can potentially be hurt with arrows, as long as I was lucky to roll these 6's to wound. There was always a challenge, however, in the ability to focus enough shooting at a single target.
I needed to factor in the fact that my shooting would be significantly limited for a crucial turn due to the Chalice of Dark Rain. It was thus possible, that at least one Ghorgon would be in combat quickly enough to avoid any shooting. And once in combat, only White Lions with their Strength 6 would have a chance to wound at 5+ instead of 6+ for the rest of the army.
The initial plan was to, as is often the case, get rid of the skirmishers as quickly as possible with my own fast troops. Then use them to annoy/redirect enemies like Warriors and Ghorgons. While positioning others to attack Ghors, since they were lightly armoured and their heores were less dangerous in combat.
Terrain and Deployment
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| High Elves vs Warriors of Chaos |
We had six pieces of terrain to place, one per each 24 " x 24" square, as per the most basic Rulebook rules. I placed one hill in the middle of the deployment at the bottom, hoping I could get to choose where to deploy my army. I added both pieces of woods as well. My opponent, as usual, placed the remaining pieces of terrain in corners, so that they don't interfere with his movement. We need to keep the middle of the battle field empty.
I won the roll off and chose the bottom, as intended. I deployed the shooters in the middle, with relatively symmetric spread of fighting units on both flanks. Warriors of Chaos deployed in the middle, with skirmishers guarding the flanks and two small units of five cultists each in ambush.
If Warriors of Chaos could cover the distance fast and without many casualties, Elves would be in trouble. If, however, they would be able to inflict some damage before inevitable combat, and quickly move units around the flanks, perhaps they could surround the enemy before it reached vulnerable center.
Warriors of Chaos managed to seize the initiative and theirs was the first turn.
Warriors of Chaos - Turn 1
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| Warriors of Chaos march forward at a double |
Chaos Lord did not have to encourage his army, entire force was so eager to fight they moved as once as soon as they saw the thin line of the enemy at the opposing hill.
While the infantry marched steadily towards the Elves, Wargor stepped forward and drunk deeply from the Chalice of Dark Rain. Instantly, the dark clouds covered the sky and the strong wind blew from nowhere. It looked as if the elements allied with the gods of chaos already.
Warriors of Chaos: 0
High Elves: 0
Outcasts - Turn 1
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| Elves advance on both flanks |
The poor weather conditions prevented Elves from using their ranged attacks to any effect. To buy more time the center of their battle line withdrew, while the fast units on the flanks begun pincer maneuver. Only the Sun Dragon was able to inflict some damage on the band of cultists lurking behind the forest.
Warriors of Chaos: 0
High Elves: 0
Warriors of Chaos - Turn 2
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| Ghorgons spearhead the attack |
Ghorgons led the way, as they were the most blood thirsty among the army of Chaos. One of them attempted the early charge but the Elven Archers withdrew. The other one raced towards Sisters of Avelorn. However, it never reached them as the magic missile spelled the doom of these brave warriors.
On the opposite flank White Lions also braced for impact, with only four of the Chracian warriors remaining standing after the barrage.
Warriors of Chaos: 162
High Elves: 0
Outcasts - Turn 2
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| Elves engage the enemies on the flanks |
Great Eagle and Ellyrian Reavers on the Western flank attacked the cultists and magister. Both fled but only the magister made it to relative safety.
On the Eastern flank the cultists decided to fight. They lost, fled and were run down but only a single Elven warrior survived that fight.
Warriors of Chaos: 252
High Elves: 120
Warriors of Chaos - Turn 3
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| Chaos army advances through the center |
Two large infantry blocks kept pushing forward relentlessly. Ghorgons were exploiting the gaps in the Elven formation, with one on the Eastern flank charging Swordmasters. Warriors of Hoeth were forced to fall back in good order.
At the same time the Ambushers showed up behind Elven units, shooting at the enemy already.
Warriors of Chaos: 252
High Elves: 120
Outcasts - Turn 3
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| Gors became the main target for Elven shooting and magic |
Elven units were finally closing the encirclement of the large unit of Gors. To help with the upcoming combat, Elven shooters aimed at them as well and many Beastmen fell.
In other parts of the battle field, Elven Reavers kept hunting down evil Cultist Magisters with a mixed successes.
Unfortunately for the host of Ulthuan, bloodthirsty Ghorgons were breaking through and claiming first victories.
Warriors of Chaos: 538
High Elves: 200
Warriors of Chaos - Turn 4
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| The "blessings" of the Chaos gods |
Chaos Cultists tried to help Gors that were being surrounded. Once again, shooting and magic missiles took lives of many Elven warriors. But the survivors held their ground and prepared to charge the enemy.
Great Bray-Shaman, anticipating the inevitable, left the unit before the fight erupted.
And then, while the Sea Guard were preparing themselves to receive the charge of the enemy infantry, the Chaos Gods demonstrated how fickle they can be. For some unknown reason, Chaos Lord offended his dark masters. As a punishment, they temporarily made him lose all his senses. His entire unit stopped in its tracks until he recovered. (Edit: That was a very unlucky for my opponent. He rolled 1 for Gaze of Gods. Then he used his re-roll from Favor of the Gods to get another 1. And promptly failed his Leadership test!)
Warriors of Chaos: 598
High Elves: 200
Outcasts - Turn 4
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| Elven attack hits home |
At last, Elven units were in position to charge against Gors from all directions. The swift attack left only Wargor standing to hit back. The press of Elven attack was too much even for him, however, and he fled, with White Lions in hot pursuit. Only the sacrifice of the nearby Chaos Cultists allowed him to escape. For now.
Warriors of Chaos: 598
High Elves: 476
Warriors of Chaos - Turn 5

Warriors of Chaos finally get into a fight
Chaos Lord came back to his senses. He and his retinue attacked Elven Sea Guard who were pushed back but kept fighting.
Ghorgons kept chasing their foes, claiming more victories. One of them was still in the middle of the battle field and attacked Tiranoc Chariot, after stomping Great Eagle.
Warriors of Chaos: 910
High Elves: 506
Outcasts - Turn 5
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| More casualties on both sides |
Chaos Lord, infuriated by his failure to please the gods, tried to make up for it by claiming many Elven lives. Entire unit of Sea Guard perished.
Elves kept fighting but although they captured enemy battle standard and got rid of all remaining Chaos Cultists, they kept losing units in the process.
Warriors of Chaos: 1352
High Elves: 727
Warriors of Chaos - Turn 6
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| Chaos Lords cannot please the gods again |
Ghorgon, still not able to satisfy its blood hunger, charged Tiranoc Chariot and then Ellyrian Reavers. Both were to swift to catch.
Great-Brey Shaman used the fact the Elves were busy avoiding Ghorgon and moved out of sight.
Chaos Lord yet again lost his mind and started wonder along the battle field without any sense or purpose.
Warriors of Chaos: 1352
High Elves: 727
Outcasts - Turn 6
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| Elves manage to destroy one of the Ghorgons |
With no viable target for a charge, Elves used their ranged attacks to harm the enemy. All the arrows bounced from Ghorgon without doing any damage. Fortunately, the Archmage successfully cast a Fireball spell and finished badly wounded monster.
With that last act, Elven General sounded the retreat and few survivors escaped to safety.
Warriors of Chaos: 1392
High Elves: 972
After-battle summary
As per the Square Based composition rules, the final result is modified accordingly. In the end, the score was:
Warriors of Chaos: 1392 * 0.83 = 1155
High Elves: 972 * 0.91 = 885
This means that the final difference is 270 points, which is considered a draw (point difference between 0 and 299).
My opponent played a very good game in my opinion. With the compact and relatively slow army like his, it is easy to lose focus and start chasing small units around the battle field. Instead, he kept the formation tight, used his faster and more resilient Ghorgons to put pressure on me early, and systematically eliminated my units.
He used the advantage of multiple magic missiles very well and I found Cultists to be much more annoying than I expected. I liked how he managed to avoid losing Great-Bray Shaman in particular.
All that helped him to stay ahead when bad luck struck and when his Lord got stupid. Which bought me one more round without the need to fight the most powerful unit on the table.
I think I did better this time than in the last game but there is still a lot to improve. For example, on one hand I was very happy I managed to position my units for a charge from multiple directions. That was very efficient, as it was only Wargor that was left to hit back. On the other, I didn't use certain abilities, like Drilled for Dragon Princes, to move around the flanks faster and make the attack one turn earlier.
Another example is magic and shooting. I am very happy with the archmage. He had good spells thanks to Lore Familiar and was able to cast them more often than not. When I was able to focus shooting and magic on a single target, like Gors, it did some damage. However, I lost Sisters very quickly that significantly reduced the amount of ranged attacks I could have per turn. Looking back at the game, I also think I should have focus the shooting at one Gorgon, instead of Gors.
It turns out I was too optimistic when I was sending eagles and reavers alone against cultists. Combination of stand and shoot and combat usually meant my units got damaged too much in the process. I was, in particular, not happy with reckless charges of single models (Dragon Prince and Ellyrian Reaver), where I should have preserved them. As a result, I lost more than 300 points on these two units, instead of 25% if theses warriors have survived.
What is more, the eagles were not in a position to divert Warriors of Chaos in time, and I didn't have a choice but to receive the charge.
I completely failed to use Swordmasters this time too. My opponent chose them as targets for Ghorgons wisely as Swordmasters need 6's to wound. Knowing that I should have positioned them better, so that they could, at least, avoid Ghorgons. Instead, I was too close to move by or to flee effectively.
I was also too passive with the Chariots. I think they would have been good if they teamed up with faster elements against targets like Cultists. So, there is some work to be done here as well in order to utilize them to their full potential.
Despite the mistakes, and a bit of initial frustration with some of my mistakes, I actually enjoyed the game. For instance, I did like the Dragon as I was able to use its breath attack consistently, and patiently wait for the good time to attack.
It was another good learning experience, I am getting new ideas to try. Be it with the existing units or slight changes to the army composition. Hopefully, we will have another opportunity to play soon. This time, we should add another variable - scenarios.
I hope you enjoyed the battle report and thanks for reading!













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