Monday, 18 April 2016

What I did on my Holiday. AKA The Battle of Hangover Hill.

Once again I headed over to sunny Essex for a weekend at my buddy Matt's house. The purpose was ostensibly for a 40th surprise birthday party but there was a lot of drooling over models and a lovely big 6000 point game of Warhammer 8th edition with a hangover to be played. So without further ado here is the Warhammer Porn!

A rather large scratchbuilt standard on a Palanquin jockey.

More Daemonics!

Undead made to make your mouth water!

Yes, three steam tanks and two war wagons.

Mucho Empire Characters.
The picture below has one of my favourite models in it, and it was scratchbuilt by Sculptureman himself! It's like a big chaos creature mated with a toilet and an unpleasant offspring was the result. Also some Forge World Ogres and GW Nurglings occupy this photo.

Forge World Chaos Ogres and a scratchbuilt Chaos Spawn

More Daemons.

Dark Elves and Chaos cocktail.

More Undead and a little bit of Empire
Sadly my iPhone photos really don't do justice to these models. It really is a joy to go over there and gawp, slack jawed and all the pretty things. Matt has extensive (more like humongous) armies of Undead, Empire, Dark Elves, Beastmen, Chaos Daemons and probably a few others that I've forgotten. Until such time as Matt decides to document his collection this will have to suffice.

The Battle of Hangover Hill

The following collection of words are based on a rather enjoyable game that was played the day after the 40th birthday party. Matt took 6000 points of fabulously painted Dark Elves, I took 3000 points of Skaven and my accomplice Barry took 3000 points of Orcs & Goblins. *Barry was also charged with bringing all the luck, as he is notoriously fortunate, particularly on the gaming table. As I mentioned before, I was badly hungover and in that state my brain functions weren't at their best. My army list comprised of a Grey Seer on a Screaming Bell, Plague Priest on a Furnace, an Abomb, Doomwheel, 2 units of Gutter Runners and loads of Clanrats, Slaves giant rats and Plague Monks. there was also a BSB in there too. What I didn't **bring was the Storm Banner, a cheap-as-chips Warlock Engineer with Doom Rocker and/or Death Globe or any of the other dastardly Skaven stuff that some non-Skaven players bitch about. I did remember to pack a Plague Banner though. Barry took some ***Mangler Squig's, Doom Divers, a massive unit of Savage Orcs and Grimgor Ironhide with a hefty unit of immortals plus assorted Goblin units.
Matts army consisted of (****as far as I can remember): 3 units of Witch Elves (the largest horde had a Cauldron of Blood in it, just to make it even more appealing), a big unit of Sisters of Slaughter, 2 large Executioner units, 25ish Blackguard with Kouran, Morathi, 10 Doomfire Warlocks, some Shades 2 chariots and some chaff hunting Dark Riders. There was also some crossbowmen and a Kharbydiss.

We played on an 8' table to accommodate the plethora of painted models and we set about rolling dice for table edge and whatnot. Matt lost the dice rolls giving him table edge and setting up second privileges and who places their infiltrators first (all Barry's skill), also the whose vanguards vanguards in the vanguard, but we lost the who goes first roll. Can't win them all I suppose*****. The Spider Riders (that I forgot to mention previously) vanguarded up to the woods in the vanguardery phase, effectively stopping the Dark Riders doing it.

Turn One

Matt's first turn was a bit cagey (let's face it, most first turns are). The army advanced at a reasonable pace, Morathi scooted behind the tower and proceeded to try to cast Soul Drain all game******. I think the Dark elf male mage blew up in the crossbowman unit killing 3 or 4 of them. The Opal amulet, sadly worked on him though. The Dark Elves shooting phase wasn't overly bad -a couple of wounds on the Abomb, a Mangler Squig and maybe 13 points of dead skaven. One fun thing that happened was when the Brolocks attempted to cast a spell I Sivejir's Hex Scrolled them turn the super mobile fast cavalry into movement 1 donkeys.

Our turn was equally cagey with me advancing just enough to provoke some very long charges I angled my Plague monks in such a way as to be able to charge either the smallish unit of Witch Elves or the Executioner unit. The Spiders Riders on 'my' side of the table advanced up to completely block movement of the Dark Riders and Cold One Chariot. The Goblins, Savage Orcs and Immortuls all ambled up with a total lack of animosity. I tried to cast Howling Warpgale but Matt was having none of it. Barry's Goblin cast Itchy Nuisance of the Sisters of Slaughter severely limiting their movement. I let Barry take most of the power dice as each free die he gets from popping mushrooms is very irritating for the opponent. Our shooting was pretty ineffective this turn.
  

Turn Two

There were a few Dark Elf charges, namely a unit of Dark Riders and chariot into the annoying spider riders, they fled (like any self respecting goblin would) allowing a redirected charge into my Giant Rat unit. The smaller of the two witch elf units in the centre charged my Slave bus. The witch Elves on my right charged the Abomb. Had I a musk gland, it might have squirted a bit, but luckily I don't so it didn't. The best part was when the large unit of Witch elves failed a charge. A unit of Dark Riders did a lot of fast cavalry sneaky stuff to get all up in my warpfire thrower team's grill. On the goblinoid end the Dark elf advance was stalled by the imminent appearance of 3 goblin fanatics if any of the highly expensive Executioners went near them. Soul Stealer killed a few more Slaves (so what!) in the magic phase and I think that was it. To my amusement the Brolock that was a toad remained one. I think the Elf male wizard miscast again, killing a few more crossbowmen then dissappearing into the warp! In the shooting phase I had to say goodbye to my weapons teams due to vindictive Dark Elf bullying. A Mangler Squig was cut down in his prime also. Combat went ok, the Witch elves destroyed the Slave unit overrunning past the amused Doom divers. The second Witch elf unit inflicted a couple of wounds on the Abomb who in turn took a rank off them. The Rats vs the chariot and Dark riders ended well enough as my rats withstood the charge and due to steadfast looked good for another turn or two.

Who will win? Charging Plague Monks or Executioners with BSB?
As the forces of the lesser of two evils turn began I had some charges to declare. My Plague Monks into the Executioners, the other Slave bus into the Dark Riders and my small (20 or so) clanrats into the Chariot next to the Kharbydis. The Savage Orcs failed a straightforward charge into the big Witch Elf unit. A unit of squig Hoppers got into contact with the crossbowmen. The remaining Mangler Squig rolled something pathetic and failed to get into combat. My unit of gutter runners emerged behind Morathi hoping to poison her ass off the table. In the magic phase Barry continued his annoying magic assault on the elves whereas I played it cool only not casting anything at all. Our shooting phase did very little at all, inflicting one wound on Morathi and naff all else.Close combat was ok my Clanrats beat the chariot in combat only to have it stick around due to Matt's pesky BSB. The Giant rats held up the chariot and Dark riders for a turn. The I fought the Plague Monks vs Executioners, activated the Plague Banner and tore them a new one! Even with the BSB and Morathi's leadership the Executioners were routed which took the Plague Monks into the flank of the blackguard. Of course if I had started this combat first then the chariot would have fucked off too as there wouldn't have been a reroll, ah hindsight, we meet again. The witch Elves slew the mighty Abomb, only to have 3 rat swarms disgorge themselves in front of them.

So Much Frenzy in the Picture!

Turn Three

This was the make or break turn. with the Plague monks doing a number on the highly expensive executioner unit, Matt had to recoup some points. With that the other unit of Executioners charged the goblin shaman container (taking some wounds from running through fanatics). The Kharbidyss charged in to help the chariot vs the clanrats. The Witch Elf Abomb slayers charged the rat swarms.  The Sisters of slaughter charged the Black orcs and the big unit of Witch Elves avec Cauldron of Blood charged into the Savage Orcs. There was a tape measure fest deciding where Morathi could go and remain unmolested by skaven or greenskins*******. Shooting saw the untimely end of my would be Morathi assassins to pointy elven crossbow bolts. Magic didn't do much either as I recall. Then came the close combat whch had at least 10 units in combat there was going to be an awful lot of ASF rerolls! Most amusingly was, I thought the appalling damage done by the executioners on the Goblins (or the lack thereof). monumentally bad dice were rolled by the elves resulting in a fit and happy Shaman, Big boss and BSB! Also not enough damage was done to even break their steadfast. The Sisters were good, but didn't get any cigars for routing the Black orcs, as indeed they were the ones who fled! Witch elves vs the savage Orcs next, the ensuing cataclysmic murderfest ended in a draw despite well over 35 models took early baths. Over on the Skaven end the plague Monks caused bloody mayhem on the Blackguard and the only thing that stopped them fleeing was Kouran. The slightly less dramatic fight next door (chariot,Kharbidys and Clanrats) went badly for my lads but not enough for them to rout. The witch elves wiped out my free swarms overunning into easy charge range of the bell. The final combat (Dark riders, Chariot and giant Rats) ended as another draw and the packmasters (by means of attrition) were getting uncomfortably close to danger. 

A smallish unit of Witch Elves about to take some Death Frenzy love.
As the majority of units were in combat there wasn't many unengaged units, those who were (black orcs and Slaves) charged into combat to get some! The Black Orcs flank charged the ********Executioners, the slaves into the Blackguard. The Clanrats pushing the Bell ambled into the now presumable exhausted Witch elves. In the magic phase Scorch was cast from the Bell (killing 3 Brolocks including the Toadlock). They routed. Death Frenzy was cast upon the Clanrat unit, bringing the number of attacks up to a goodly amount. The only thing left on our side that could shoot was my Gutter runners and they plinked off a couple Corsairs. As I limbered up my dice throwing muscles for combat Matt conceded as he really wasn't in a position to win the game and we had to go off and get a *********curry! Handshakes all round then.

The rather big scrap in the middle saw the death of Dark Elf ambitions in this game!

Conclusion

Well I haven't played a game of Warhammer that big for a long time! It was a total blast. Tactically most of the things I tried to do went well, Barry's luck did it thing also. Matt had some poxy luck too. Our two units on either flank (my Giant Rats and Barry's Goblin unit) withstood a lot of damage, holding up things that I really wouldn't want creeping around my rear! Despite my army list being not overpowered (except perhaps the Plague Monk sledgehammer). Another thing that helped was me not having total control of the magic phase, the Goblin shaman got casting nearly everything he wanted too with near impunity due to him popping magic mushrooms all game. I suppose the biggest mistake I made was the order I did my combats in turn 2, had I started on the Executioners first I would have also routed the Chariot giving me a charge on the Kharbidys with my clanrats, not really game changing as it turned out but making me seem a bit less like a hungover dweeb. So now I can cross off winning a game of warhammer against Dark Elves with Orc & Goblin allies off my hobby bucket list. Who knows what is next? Find out in future episodes.

Thanks for reading.

Thursday, 7 April 2016

Scenery WIP

This blog has been a wee bit quiet of late, and as one of those all too common "I'm not dead!" type posts, here is my *"I'm not dead!" post. So here is what i've been up to:

Two Blokes Standing by a Wall

I've decided that the best pictures are those with an immersive background and to that end I finally finished (well ish) some 40K type metal walls. simply they were two plastic drawer dividers that got chopped up and drybrushed then inked. I'm sure some inflammatory graffiti will makes it's way on there, but for now it's pretty plain.

"Ham sandwiches again, Harry?"

Terribly Dangerous Plants

I have nearly finished my polystyrene balls Spiker plants for the Underhive and beyond. Cocktail sticks, pva glue and flock. Simples. These pieces are multi functional as they can be used in death world jungles, the hellish under hive and as sentries in mad scientists secret lairs. I'm also going to make a couple of semi transformed models who are well on there way to plantdom. A liitle bit of highlighting on the spikes and were ready to rock n' roll.

Spikers hemmed in.

Underhive Holestead

Using a template from a 20 year White Dwarf was where I began making this building. The roofs are removable for added hideability of models. I sprayed it with a dull grey primer then a thin wash of rusty ink. Picking out the details will be easy enough but I want the building to be drab and uninspiring as in the 41st Millenium there is no home improvement tv **shows! Some of the rags/tarpaulins draped over the window frames may get some fancy flamboyant colours, like brown or a slightly different grey. 


Stolen Ork Vehicles

My Ash Wastes project has received a little advance with me putting a mixture of purple and yellow ink to these grey undercoated Orks vehicles. I was pretty happy with how they turned out to be honest. a small amout of detail picking out on tyre and such and they should be roadworthy in a ***short time.


Where All  The Wild Things Go

The two pictures below are my attempt at an underhive jail. lots more to do to it but it's coming along nicely I think. Features of note are the plastic sprue ladder and the pair of hands sculpted holding a set of bars at the back. Buttresses, a balcony and possible an outside privy are still in the cutting things up stage at the moment. A suitably drab paint scheme will follow.

The front of the Jail (or Gaol).

I'm pretty happy with how the plastic sprue ladder came out.

Bessie The Sump Mule

Bessie the sump mule came about from an idea I had for a character in an issue of the Slag Valley Bullett. Essentially a wandering underhiver has lost his sump mule (Bessie) and was an eyewitness to a gunfight between Scavvy's and a group of Delaques trying to affect a rescue mission (for captured gangers - not Bessie). So I decided to chop up parts of an old plastic horse to create a suitably mutated beast of burden. Some cosmetic enhancements (a lizard's leg, ****Skaven vent pipes and baggage) have hopefully made her all sci-Fi. with luck, Bessie can make her debut in a game in the not too distant future as a mobile and uncooperative objective in the style of a scavengers game. Of course I also have to make Purgative Jessop, owner of Bessie and the valuables she carries.
Bessie's Good side

Bessie's Not So Good side
So there you have it, a little bit of what's on offer at Casa Fat Git at the moment. Now alls I have to do is convince my group to play Necromunda/Inquisimunda in the near future. I'm leaning towards an Inquisitorial team but criminal elements seem like fun too. Watch this space!

Thanks for reading.


*As of the time of this post being posted.
** Praise the Emperor!
***to me under 5 years is a short time.
**** I'm bluffing I haven't a clue what they're called.

Thursday, 25 February 2016

Wyrds, Chuggers & Cross dressers From The 41st Millenium

After reading and rereading the excellent rulesset for Inquisimunda over at Yak Tribe I've decided to drop everything else and start painting up Imperial forces again! Anyone unfamiliar with Inquisimunda it's an updated and expanded version of Necromunda where you play the part of a group of do gooders (if there is such a thing in the grim darkness of the far future) or do badders. The forces are usually around 10 - 15 models and the choice of different gang types is huge. So anyhoo, I painted up the following preciouses over the last couple of weeks and will laboriously go into detail as to what I intend to use them for.

Confused Necron

As an avid collector of White Dwarf magazine I got this metal Necron about 17ish years ago. It was undercoated not long after then spent the following years languishing on my painting table. Finally got him done, ridiculous really as it was all drybrushing. Now as I never intend to purchase another Necron model he will henceforth be utilised as a killer cyborg or a Necron whose had a neural inhibitor connected to his brainhole so he follows his master around like an eager puppy, carrying, fetching and obliterating enemy fighters on command.

P3CO

Thursday, 18 February 2016

Gratuitous Tits & Ass Post!

I was browsing the internet looking for things I can use for Necromunda and the like when I find the website Wargame Exclusive. Now I'm not sure who runs it but there are some pretty cool models on there. Mainly female ones with their tits out, but cool nontheless. Now as a fan of the 40K fluff I'm always glad to see new models set in that universe. The site has enough changes to the descriptions of the races in it to avoid C & C's from GW, but if the feminists find the site then it's gamer stereotype frenzy from them!


Female Guardswoman

This is a nice(ish) model of what I believe is a female Imperial Guardswoman. Looks like she's wearing suspenders and not much else. I can only imagine she is crouching down to obtain cover but I am sure that is not codex best operating practice for holding the lasgun. 
Female Guardswoman

Female Admech

This is a really nice model, big gun, mechanical bits and tits out. What? Tits out. I suppose because of all that trying to get closer to the machine and whatnot one must disassociate from bodily pleasures and all that and therefore all the other Adeptus Mechanicus employees don't get distracted and stare at her jubblies all day. I personally think they should be not so impossibly pert. unless of course they are in fact grenade launchers. That would be cool.
Admech Boobies

Female Witch hunter

At least the Inquisition have a sense of decorum! A push up bra top is the order of the day when hunting down heretics and mutants. Of course looking sexy is also a good way to discourage slack jawed yokels from becoming members of dirty Slaanesh cults. That is presumably the plan anyway. 
Madonna The Witch Hunter

Repentia Girls

The two faux Sisters of Battle Repentia troops are pretty cool models the first one nonchalantly holding a fully loaded chainsword. she can barely keep herself in her bra when she's at ease so when she starts flailing around with that big weapon, who knows what will occur? 

Poser
The second one is presumably called Sister Forgetfulness as she has clearly forgotten adequate footwear and a top to keep the chill off. I'm not sure what her sins were but if the management of the Adeptus Sorroritas allow that as a soldiers uniform then the whole organization seems nothing more than a burlesque show!
Bitty


Female Chaos Renegade

To be honest, with Slaanesh and the all round nastiness of chaos in general I thought this model a bit tame. Yes, it has demonic claws copping a feel of pert chaos norks but it is no more risque than any of the previous models. I like the big piranha type gun too. probably should have looked like a dildo though. 
Chaos Bitty

Dark Eldar Head Holding Bint

Virtually nude but as Eldar are virtually the same as human is not weird right? Another very nice model but it's huge base makes it look impractical for table top games. It's also hard to tell what kind of head she is holding. Maybe it's a zombie apocalypse in the 41st millenium!
Dirty Filthy Eldar!

Naked Tau!

Yes that's what it was called (or to be exact naked Alien in the guise of Tau). I looked at some of the other angles and yes, her alien buttocks are free. What she is actually doing with/at her gun is unclear. What is pretty clear to me is she's a rude little alien running round strange planet killing innocent people!

Bold Girl, er Xenos.

Necron Gurls

These are just odd. Necrons (or whatever they are called in Wargame Exclusive world) are just some robots with big awkward weapons and yes, boobies. Admittedly metal boobies that can hurt the unwary but boobies all the same. i,m not a big fan of Necrons in the non titillating GW universe and I'm not a fan of these either. 

Metal Boobies

Vroom Vroom!

Now to the best things on the site. A selection of rather tasty gothic vehicles for me to use in my Inquisimunda games. I really like them but they're €40 a pop. There is a buy them all for €150 type deal but even I suspect I can't justify spending that on a game I play occasionally. On the other hand, if I build up my Genestealer Cult army then they would make some rather sexy coven limousines.  

Buy me these!

So I'm quietly trying to convince myself I don't want to paint more naked flesh, but I'm it's hard. the main stumbling block is the excessive cost. so until those six numbers come up, don't expect much naked boob, alien or otherwise on this blog.

Thanks for reading.

Monday, 1 February 2016

We Am Groot!


So I managed to cross some more models off of my bare lead pile and into my coloured in area. As is my wont I like to have a variety of reasons/game systems. Here are some Treekin from games workshop. As it seems WFB is now a dead duck, I am henceforth reassigning them as Forest Shamblers for Kings of War. I have also decided that they could be Agri-world gribbleys that come out of forests and batter fairly innocent farmers to death as per  Rogue Trader scenarios. Mainly, of course I will be using them as anvils (as much as you can have them) in Kings of War for both my Elven and Forces of Nature armies.

Astute obsevers may notice that the first two painted tree humanoids are painted differently and based in another stylee. This is because I got them from a mate in England who had already painted 2. Hopefully they are not way better than the remaining  10 but I suspect they probably are. My only shred of consolation is these bases don't fit in with the rest of my army so they are the odd ones out!







So anyway back to the grindstone I suppose.

Wednesday, 13 January 2016

Kings of War Game #2: AKA Mizzard Wodel's Blaze of Glory!

My fortnightly games night featured another 2000 point Kings of War game.  My opponent this time was Pat, he brought his warriors of chaos (ahem, Varangar) and I gave my previous army a little tweak and once again took the pointy ears. Here's what went down.

Armies Set Up

The Armies

My glorious Elven Host consisted of Minty (my dragon with an elven hero strapped onto his back), 2 Stormwind regiments, Mizzard Wodel (my elf wizard who since I've named him seems to survive most games intact), a Tree Herder (really must name him), another wizard, a horde of Tallspears, 2 units of Stormwind cav, a regiment of Kindred archers and 2 units of  Gladestalkers, finally a troop of hunters of The wild completed the host. Opposite me was 3 units of Fallen, 3 Magus conclaves,3 troops of Tundra wolves, a Skald (with Holy hand Grenades), a magus on a mount, a Jabbawock and a mounted regiment of Sons of Korgaan. 
Varangur Set Up
Pat chose the side without the woods which suited me as I always like to skulk in forest with my Elves and he also won the roll for first turn. I'm still in two minds whether I think first turn is a big advantage so I wasn't unhappy about his choice.
Elf Set Up from the Varangur's Viewpoint

Some Sort of Plan is in Order?

The plan (if you can call it that) was to use the woodland to the left to hinder any rock hard Varangur dudes attack my pathfinder type guys whilst sweeping round the left with my fast moving units. The Tree Herder's job was to shore up the centre with the help of the Tallspears. My previous game had the Tallspears not doing very much so I thought a more proactive approach would be better.
After Vanguarding

Ye Olde Turne Onne

Pat advanced up with most of his units in a menacing manner. One little surprise I got was when the central unit of Tundra wolves shot at the Gladestalkers with the War Bow of Kaba. It failed to wound presumably due to not having opposable thumbs or being colourblind. One of the Wizard Conclaves shot/magicked two wounds of my Sabre Toothed Pussycat armed wizard. With that Pat's turn ended.

Treeherders View

Varangar Advance
In my turn I charged the Wolves with the bow with my Tree herder hoping for a swift bit of carnage and a possible rout. I move my dragon and cavalry to advance towards the Fallen but make sure I'm out of their charge range. In the shooting phase the wizard heals herself a bit and the rest of my missile troops put 5 wounds on the Sons of Kurgaan. I show my relative inexperience with this charge as not only do I fail to rout the wolves (only caused 4 wounds), I also set myself up for a flank charge from the Jabbawock. Not good, not good at all.

Elfs Advance

Tricksey Elves know their opponents charge ranges

Turne The Seconde

Pat had a few charge orders to hand out but not to the big nasty gribbly Forsaken as I had made sure there was no elves within charge range of them. One disappointing occurance was my Tree Herder getting flanked by the Jabbawock and a frontal charge by the Tundra Wolves, this was going to require some shite rolling on Pat's behalf here I thought to myself. Also the Tundra wolves on the right charged the Gladestalkers opposite and the Sons of Korgaan charged my hunters of The Wild. Least scary for me was the final unit of Tundra Wolves charging my Stormwind Cavalry. The three magical conclaves didn't achieve much in the shooting phase. In the combats I was surprised to see the Jabbawock and Tundra Wolves bounce off the Tree Herder whilst the other two canine units did minor damage. The Sons of Korgaan wavered the *HOTW. This actually did me a favour as Pat's unit's only option was to charge them again next turn.

Mistake #1: Foolishly Letting a Jabbawock Flank Treeherder
In my turn I flew the dragon round the back of the Wizard Conclave on the left. My Stormwind unit counter charges the Tundra Wolves, the Tallspears charge the second unit of Tundra Wolves, the Tree Herder attempts some payback on the Jabbawock. My Gladestalkers shoot the Wizard Conclave on the hill, Then mistake #2 makes itself apparent as **I decide to breathe all over the Forsaken unit facing the dragon only to have Pat remind me ***I can't shoot gouts of flame as the dragon was shagged out from an at the double move. The Skald is wavered by Elf shooting. In the combat phase the Tallspears rout the tundra wolves as does the Stormwind Cavalry. then come mistake #3. after a little deliberation i decide to advance with my stormwind hoping for a 1-5" advance which would leave me in charge range of the Forsaken, but outside theirs. Unfortunately I rolled a 6 meaning they had a charge to withstand next turn.

Mistakes #2 & #3 Made Here

Poised to Strike!

Balancing Tallspears on a Hill

Varangur give Elves some Good Old Fashioned Boot

The Waiting Game is Played

Ye Olde Turne Three

Shit started to get really real. The Sons of Korgaan had a second go at the Hunters of The Wild, Tundra Wolves into the Gladestalkers, the Jabbawock charged the Tree Herder, all three units of Fallen charged in the Dragon, Stormwind and Tallspears. As this is only my second game I still have some baggage left over from WFB and the placement of the dragon was (I thought) safe from the Fallen charge but I had miscalculated. The wizard cast Bane Chant on the Fallen going into the Dragon and caused a lot of damage! Both of the other Fallen units inflicted a lot of damage and the Tundra wolveses thunderous charge was pretty unpleasant as well. After the damage was calculated and nerve tests taken, the Gladestalkers in the centre, Hunters of the Wild and Stormwind cavalry all scarper. My Tree Herder was pretty lucky as Mr Jabbawock was struggling to do significant damage even with his feeding frenzy. The sons of Korgaan (well Pat really) then had a difficult choice to make, advance towards the centre of the battlefield leaving their backs to the Gladestalkers or face them and have the elves try to evade them by dodging out of their charge arc. In the end he went for the first option. 
Oops, Where's Me Stormwind?

The Great Easterly Varangur Migration
Now it was my turn to roll dice with Pat looking on helplessly! The dragon charged the wizard (mainly to have a chat about the wanton casting of bane chant). My other unit of Stormwind got a flank charge on the Fallen. My Tree Herder got all up in the Jabbawocks grill too. Tallspears charged the Fallen and my Gladestalkers charged the rear of the Sons of Korgaan. I managed to cast Bane Chant on the Gladestalkers rear ending the cavalry. In order of sucess, the comabts went as follows:
Stormwind flanking the Fallen 27 damage, they rout.
Dragon vs Wizard bit of a mismatch, dead wiz.
Gladestalkers vs Sons of Korgaan - cavalry waver like hell.
Tree Herder wavers the Jabbawock.
Tallspears minorly inconvenience the Fallen.
All in all a none too bad turn, could really have done with routing the Fallen with the Tallspears though.

Scouts kicking the shit out of heavy cavalry

The Dragon gets the wizard that was so fond of casting War Chant


Both the wizard and Fallen unit take early baths

Turne The Forthe

In my limited experience of Kings of War, the game usually speeds up around now as a lot of units tend to disappear. This was no exception (to my previous game). The Fallen unit that faced the Tallspears decided to get stuck in, as did the sneaky Tundra Wolves getting a juicy flank attack. The Jabbawock was unable to charge due to wavering so I imagine he just cringed like a dog during a thunderstorm. Both Wizard covens failed to hit anything (probably too much diabolical cackling I reckon). The skald then sashays over to the Kindred Archers and throws a holy hand grenade at them. A successful hit caused 5 wounds on them! This was the gentle reminder to them that they had pressing elf business elsewhere that needed urgent attention, upshot is, they routed. The Fallen/Tundra Wolves double team caused enough damage to make the Tallspears waver. Annoying in the least
Confusing scenes at the start of turn 4
In my turn I charged the rear of the Fallen with my Dragon.  The Tree Herder charged the Jabbawock and my Stormwind cavalry charged into the other unit of Fallen. The elf shooting phase is small but perfectly formed. The Wizard & Gladestalkers combine to cause enough damage of the Sons of Korgaan to make them rout. My mounted wizard is not so impressive as he causes minimal damage on the Tundra Wolves menacing the Tallspears flank. In the melee phase the Tree Herder gets the Jabbawock up to 13 damage then I roll snakes eyes for his nerve test and I have to put up with it for another turn. The Stoemwind cause about 7 damage to the Fallen on the left but not enough to rout them. The Dragon absolutely obliterates the Fallen who disappear in a hot steamy cloud of blood sweat and mutated elbows!

Another unit of Fallen bite the dust

Turn Penultimate

Things were teetering in the balance, I had a lot more points still on the table but a lot of units were heavily beat up. Pat needed to make this turn count, as yes he did! The Jabbawock charged back into Tree Herder (I think both were getting sick of the sight of each other at this stage), the last remaining Fallen unit counter charged the Stormwind and the ****Dags charged back into the flank of the Tallspears. the Wizard Covens earn their (probably) exorbitant fees by promptly blowing my dragon to kingdom come. Speaking of explosions the Skald lobs another grenade, this time at the Gladestalkers, routing them. In the combats both the Tallspears and Stormwind exit the battle a turn or two earlier than I had hoped, leaving me with not many models to move around. I must commend Pat on his ruthless efficiency this turn as he turned my fairly promising force into a pile of cack in a few deft dice rolls. One positive in this turn as the Tree Herder remained fighting fit against the Jabbawock.
Things look rosy
The Tree Herder once again charges the Jabbawock. Mizzard Wodel fireballs the tundra Wolves to oblivion, and the other mage heals herself as she was looking like a target from the nearest Coven. The Tree Herder finally routs the Jabbawock and the turn ends.
Not so much now

Elven housekeeping

Turne The Sixeth

This turn was mercifully short. There was no charges from Pat and he moved his skald so he was well out of anyone's charges. The coven Mages shoot 5 damage of the Tree Herder but he remains resolute (thank any interested deities). 
All I manage to achieve in my turn is to waver the skald with a fireball courtesy of Mizzard. We roll to see if there is a turn 7 and luckily (for me) there isn't. The picture below has all the surviving models in the shot. we total up our victory points and the difference is within 75 points so a rather hard fought and exciting draw! 

Everybody's Dead!

Conclusion

Well that was brutal! From a personal point of view I made a couple of mistakes that very nearly cost me the game. Worst one was completely forgetting that a dragon at the doubling cannot fire. a bit of patience would have served me a lot better there, also the Stormwind advancing after the destroyed the Tundra wolves, I had a one in six chance of getting charged next turn, and it didn't work out. Even though it cost me the Stormwind, I'm sure my eternal optimism would force me to do it again. Another error I think was not moving the wavering Tallspears, they received a flank charge from the Tundra wolves who are pretty unpleasant on the charge. Not sure if I was able to turn and face but it may have kept them there for another turn. Kudos to Pat for taking off 885 points in turn five which really turned the game around. I had a blast and am really enjoying learning this new game.

Thanks for reading.

* Hunters Of The Wild, duh!
** Not me really, the dragon model.
*** Again, not me really.
**** Dags = dogs.