The Time Travelers
Witchy Poo (7) - Light Foot + Spellcaster
Musketeers (4) - Heavy Missiles
Amazons (6) - Heavy Foot + Mystical Armor
Merry Men (2) - Scouts
Roman Cavalry (5) - Heavy Riders + Enchanted Weapons
Archers (4) - Light Missiles + Undead
Warriors (6) - Heavy Foot + Offensive + Undead
Spirits (7) - Lesser Warbeasts + Invisibility + Undead
Skelephant (7) - Greater Warbeast + Undead + Ponderous
Witchy Poo's band, from left to right : Cavalry, Amazons, Musketeers, Wizard, Scouts.
The shambling horde : Warriors, Archers, War Elephant, Spirits. The stray ghost in front is more of a cheerleader than anything...
My activation rolls are great and everything pushes forward.
The musketeers loose a volley at the archers in the distance, killing two.
The equites smash into the skeleton warriors!
But it's not all fun and games - both sides lose two models. The skeletons have the number to absorb that kind of loss while my horsemen certainly do not!
A more broad view of things. The undead archers have moved to a safer position. The skelephant is still stuck in neutral.
The age of flash photography is ushered in! My gang continues to push forward to weed out the unholy menace.
Second verse, same as the first! Another 2 to 2 exchange leaves my cavalry in dire straights. The do pass their courage test though.
Things officially go off the tracks for Witchy Poo and Co. The beast from the east finally wakes up and trudges across the wide open central avenue unscathed.
The cavalry uses its speed to get away from the monstrosity. My Amazons, a solid defensive fortress of a unit, receives the mighty but silent charge!
And it's a bloodbath. The Amazons down, although they did take a strength point of the monster. The warrior women promptly failed their courage test and fled.
Witchy Poo cast "sharper blades" on the Amazons who failed to rally. They were again charged by the elephant with very familiar results.
Run away, run away! That elephant might as well have been Muad'Dib.
The lousy Amazons bomb another courage test, this time severely resulting in them quitting the battlefield. Good job gals. It's been a while since I had a unit, in any game, perform that miserably.
The elephant and skeleton warriors go on the offensive, attacking my musketeers and sorceress.
It didn't turn out badly - sure, they traded damage, but it was quite acceptable.
My cavalry re-appear. They'd been in skulk mode but now that the ele' was quite damaged, they charged in to finish it off. They managed it quite well. Woo hoo!
The archers and musketeers thrash the skeleton warriors with two solid volleys, eliminating them.
The cavalry is the first to reach the graveyard. Although they smash the archers quite handily...
The long dormant spirits waste no time killing the riders.
Witchy Poo's Dark Elf side is made plain as she order the scouts to get between the ghosts and her. The ghosts, having "wild charge" are forced to attack the nearest unit.
The scouts debt of earlier cowardice is paid and the sorceress strides in amongst the unsuspecting spirits, dismissing them!
Witchy Poo (and her loyal musketeers) are victorious!
The undead, back where they belong.
That was a close affair for a while! I think if she'd gotten the spirits out, working together with the elephant, it would have been really sad for me. As it was, my wife wanted to see us fight in the graveyard. We're both looking forward to another chapter of this!