Monday, 1 June 2026

War Room: A Dark Conspiracy – Week 4 Field Report

The summer storms have broken across the Old World, and the fourth week of the campaign has delivered its most dramatic upheaval yet. Fifty-seven recorded engagements - from desperate 250-point border patrol skirmishes to thunderous 4000-point pitched battles - have been recorded in the archives. But the volume of blood spilled is not the defining story. The defining story is the emergence of six coalition engagements across the campaign: three in the Karak Norn heartland, three on the satellite fronts. Commanders broke from their individual campaigns to forge alliances, and in one local coalition, the alliance forged has a name that the campaign's chroniclers have been hesitant to write plainly: a dark conspiracy.

Evolution of the meta this week. The Dark Elves seized the summit in a display of cold, perfect discipline.

The summit of the ladder was shaken to its foundations. For the first time in the campaign, the Skaven have been unseated:

  • The Dark Elves completed their ascension, surging from #3 to #1 with a perfect campaign ledger - twelve victories, five draws, and not a single defeat.
  • The Skaven slipped to #2, their grip on the top broken not by catastrophe, but by the relentless arithmetic of the Druchii's flawless campaign.
  • The Chaos Dwarfs hold at #3, the forge-wars contested from above for the first time.
  • The Lizardmen made the week's most dramatic climb, surging from #12 to #7 as Tzunki_Tom's cold-blooded Southlands defenders methodically dismantled the Vampire Counts' Clan Necrarch host in back-to-back Rear Guards.
  • The Dwarfs advanced sharply from #8 to #5 - driven by Bugmans_Father's merciless hat-trick over the Empire's Crusader Army border patrols.
  • Falling back: Hordes of Chaos slipped from #4 to #6, ground down in a vicious feud with Be'lakor's Daemons. Vampire Counts plummeted from #6 to #8, broken on the jungle shields of Tzunki_Tom. Orcs & Goblins continue their descent, now at #15 and bleeding on every front.

Among the six coalition engagements, one stands above all others. In the Karak Norn heartland, Clan_Pestilens_Flo led a Clan Skryre Skaven force (with Doomwheel and Engineers) into a 2000-point Pitched Battle alongside an ally no sane scholar would have predicted: WhiteTower_HP and the High Elf Sea Patrol (Storm of Chaos, full of Mist Mages). Standing against them were Nehekhara_Pete at the head of Quatar's Army and Le_Duc_85 commanding the knights of Bretonnia. The conspiracy's thirteen combined casting dice against the defenders' four dispel dice was not an advantage - it was dominance. The Tomb King and Bretonnian position was shattered for a thunderous Solid Victory, 766 VPs each for the conspiracy against 306 each for those who dared oppose them. The name of this campaign is not merely a title. It is a warning.

Global Scoreboard. A new king sits at the summit. The middle tiers have been turned upside down.
Global Scoreboard. A new king sits at the summit. The middle tiers have been turned upside down.

Archivist's Note: The Dark Elves' ascension is not a fluke - it is the mathematical result of flawless discipline. Druchii_Steff's Morathi-led host marched with strong magic, and Tzar_Dom's Kislev had no answer for it. But the deeper story of Week 4 is the shape of the coalition games. Six times this week, commanders pooled their forces: three times in Karak Norn, three times on the satellite fronts; and not all alliances were equal. The Skaven and High Elves made common cause beneath a banner no historian wants to explain. The Daemons, twice fielding hosts at Magic Rating ten, overwhelmed a Last Stand coalition of Chaos Dwarfs and Bretonnians on the satellite front. The middle tiers have not merely reshuffled. They have been conspired against.

Here is the master ledger of this week's tabletop advances.

II. Faction-Specific Tactical Engagements

II.I Agents of the Slann

Beastmen

  • Position: #17
  • W/D/L: 6/1/15

The herd howls. The herd bleeds. The herd does not learn.

The brayherds fought across the satellite fronts this week and bled for nearly all of them.

• Against Dark Elves in a TOW Night Raid, the herd rushed into the dark and found that Druchii repeater crossbows work just as lethally after sunset. Shattered in the darkness, 118 VPs to 503. Solid Defeat.

• Against Dwarfs in a T9A Night Raid, the stunted warriors met the charge with shields and axes and carved the brayherds apart methodically: 20 VPs for the herd against 520 for the mountain folk. Solid Defeat.

• Against Lizardmen in a T9A Capture the Centre, the scaled line anchored the objective with cold patience and refused every attempt to dislodge it, 251 to 657. Solid Defeat.

• Against Orcs & Goblins in a 500-point Breakthrough, the greenskins turned the brayherds' own momentum against them, pressing through beastman ground for a Minor Defeat.

• Against Ogre Kingdoms in a TOW 2000-point Pitched Battle, even a special-character-led warband could not impose the herd's ferocity on the Maw's chosen: shattered, 646 to 1,326. Solid Defeat.

• On the border-princelands, the brayherd struck a rain-lashed village and found a Mercenary army waiting for them. Warhounds and Ungors flooded the lanes ahead of a Chaos Spawn, a Dragon Ogre and a Gorebull, but the Renegade Crowns mercenaries held far longer than any frightened village should have expected. The Brigands dragged down the Spawn, then somehow broke and ran down the Dragon Ogre, while the Badlands Bulls locked the Gorebull in a brutal stalemate beside the village well. When the Gors finally broke under halberds, militia blades and mercenary discipline, the herd withdrew with only 150 VPs against the Iron Talons' 500: a Solid Defeat for claw, horn and rain-soaked fury.

Three moments of genuine darkness-born triumph cut through the week's failures:

• A Night Raid against Dwarfs finally found the stunted patrol overextended and paid them back in blood: Solid Victory, 667 to 171.

• A Night Raid against Wood Elves brought a Minor Victory (404 to 106), the Asrai's speed insufficient to escape the herd's ferocity in close terrain.

• And a 500-point Exterminate against Dwarfs swung just right, the brayherds carving enough flesh to claim the field before the Dwarfen line could lock down. Minor Victory, 271 to 65.

Coalition warfare split the herd's fortunes precisely.

• Paired with Ogre Kingdoms in an 8th Edition Breakthrough against a Daemons and Lizardmen alliance, both brayherds and brutes were shut out completely: zero VPs each, the opposing line immovable and the route denied. Minor Defeat, 0 to 431.

• But paired with Hordes of Chaos in a 3000-point Capture against Orcs & Goblins and High Elves, the natural warband-spirit between brayherds and chaos warriors proved decisive against an unstable greenskin-elf pact that never found its footing. Solid Victory (530 VPs each for Beastmen and Chaos, 294 apiece for the opposing alliance). An unexpected triumph the rest of the herd's record does nothing to deserve.

The brayherds find blood everywhere. They just bleed far more of their own.

Chaos Dwarfs

  • Position: #3
  • W/D/L: 7/3/1

The fires of Hashut burn on. But for the first time, they cast shadows of doubt upward.

Zambula contested one coalition engagement in Karak Norn and another on the satellite fronts this week, and the forge of war produced neither triumph nor ruin in the local clash. In the first, he led the Dawi-Zharr Standard host in partnership with Settra_Chris's Quatar's Army Tomb Kings against Luccini_Merchant's Dogs of War and Queek_Swiss's Skaven in a 2000-point Pitched Battle. Four experienced commanders across a full battlefield: Dawi-Zharr artillery and Skaven warp-lightning traded fire, Quatar's constructs held one flank while mercenary pike blocks anchored the other. Neither coalition found the decisive breach. Both sides scored heavily enough to deny the other a result: Draw, 703 VPs each for Chaos Dwarfs and Tomb Kings, 762 each for the Dogs of War and Skaven.

On the satellite fronts, the Dawi-Zharr faced the week's most extreme magical imbalance.

• In a TOW Last Stand alongside Bretonnia, the Chaos Dwarf fortress discipline faced a Tzeentch Daemonic assault force and Wood Elves (with Treeman and Spellsingers). The combined arcane weight was beyond any defensive line to weather. Despite the Dawi-Zharr defenders and their Bretonnian allies scoring 628 VPs each in kills, a testament to the disciplined resistance of the Last Stand position, the Daemonic tide broke through regardless: Solid Defeat.

• A Night Raid against Tomb Kings on a separate satellite front was a more measured affair, both sides choosing their engagements carefully and separating with a Draw, 389 to 434.

The forge churns. But Naggaroth now casts a long shadow from the summit that even Hashut cannot easily dispel.

Dark Elves

  • Position: #1
  • W/D/L: 12/5/0

The Black Arks sail victorious. No banner yet stands before the Druchii.

Druchii_Steff did not need the satellite fronts to reach the summit of this campaign. He needed two Flank Attacks in Karak Norn and the cold, repeatable precision of the same result achieved twice against the same opponent. His target was Tzar_Dom's Kislev, a Standard host of 2000 points with powerful cavalry and no special characters, and Druchii_Steff arrived at the head of a Morathi-led force, carrying the full weight of Naggaroth's sorcerous tradition.

• In the first Flank Attack, the Dark Elf crossbows opened before the Kislevite flanking column could develop its sweep. Sorcery shattered the formation's coherence before it found momentum, and the survivors were driven from the field: 1,050 VPs for Naggaroth, 236 for the Tzar, a Solid Victory.

• In the second engagement, Tzar_Dom committed more urgently, varied his angle, and sought a faster development of the flanking manoeuvre. The Dark Elves answered with the same sorcery, the same crossbows, the same clinical efficiency: 1,548 VPs to 629, a second Solid Victory. Across both battles, 2,598 points of Kislevite misery against 865 for the defending faction.

Beyond the mountains of Karak Norn, the Druchii players swept everything before them.

• Against Beastmen in a TOW Night Raid, the herd rushed into the dark and found repeater fire equally lethal after sunset: Solid Victory, 503 to 118.

• Against Orcs & Goblins in two 6th Edition engagements (a Night Raid and a Breakthrough), the Druchii raiders visited their expertise on greenskin patrols twice, both Solid Victories.

• Against Skaven in a 6th Edition Chosen Objective, the marker was simply beyond the ratmen's reach under sustained Dark Elf pressure: Solid Victory, 457 to 20.

• A 250-point Exterminate against Kislev added a further Minor Victory (473 to 240), another entry against the Ice Queen's borderlands.

• A Table Quarters patrol against Hordes of Chaos placed the Druchii vanguard superior on the contested ground: Minor Victory, 489 to 300.

Two draws provided the week's only resistance.

• A T9A Night Raid against Empire was ferociously close: 577 to 545, neither patrol commander willing to commit fully to a decisive action. Draw.

• And a TOW 3000-point Pitched Battle against a High Elves host led by Korhil Lionmane descended into kin-strife across an enormous field: 1,816 to 1,546, neither side willing to hand the other a clean victory when pride and position were both at stake. Draw.

Twelve victories. Five draws. Not a single defeat. For the first time in the campaign, #1 belongs to Naggaroth.

All other races bow, or they bleed.

Daemons

  • Position: #4
  • W/D/L: 16/4/4

The veil frays. What spills through is never patient.

Be_lakor_CH chose the Daemonic Legion list from the Storm of Chaos supplement, a Slaaneshi host led by Azazel, the Prince of Damnation that trusts entirely to physical lethality and supernatural speed, and committed it into two consecutive 2000-point Breakthrough battles against Everchosen_ZH's Archaon's Horde consecrated to Tzeentch. Even in the tides of the Dark Conspiracy, the Ruinous Powers keep playing to the Great Game.

• In the first Breakthrough, the calculation failed. Archaon's sorcerers saturated the battlefield before the Daemonic vanguard could fully commit, stripping the physical hammer of its shock advantage before it landed. The Chaos warriors held their position, absorbed the daemonic push, and forced the legions back: 913 VPs to zero, a Minor Victory for the Horde. Be_lakor_CH had brought a physically dominant force to a sorcerer's duel, and Archaon's magicians made him pay for it precisely.

• The second battle was answered differently. Be'lakor drove his daemonic hammer not at the prepared face of the Chaos formation but through the physical seam where the mortal warriors were thinnest, bypassing the sorcerous advantage entirely. The push held just long enough to seize the route: 697 VPs to zero for the Daemons, a Minor Victory for the legions of the warp.

Two battles. Exactly split. Every grudge alive and unresolved.

Across the satellite fronts, the legions pushed wherever the veil thinned.

• In a TOW Capture against Wood Elves, a Daemonic host consecrated to Tzeentch (a concentration of raw warp power the Asrai spellsingers could not match) crossed the killing ground and seized the objective before the forest-spirit defenders could contest it: Solid Victory, 696 to 403.

• A Nurglish Daemonic Legion fought a 6th Edition 3000-point Capture against Hordes of Chaos consecrated to Khorne, a contest of pure physical attrition: daemonic resilience outlasted mortal dark warriors in a long grinding struggle, Solid Victory, 944 to 705.

• An 8th Edition Breakthrough against a special-character-led Dwarf line saw the Daemonic host drive through before the formation could seal the breach. The Anvil of Doom of Thorek Ironbrow could not stop the Undivided Chaos demonic horde. Minor Victory, 754 to zero.

• A 250-point Chosen Objective against Orcs & Goblins saw a tiny daemonic detachment hold the marker under pressure: Minor Victory, 538 to 302.

• A TOW Capture the Centre against Ogre Kingdoms was the honest Draw of two Fear-causing armies without significant magical advantage on either side: 817 to 690.

In the coalition wars, the legions fought on two satellite fronts.

• Allied with Lizardmen in an 8th Edition Breakthrough against Beastmen and Ogre Kingdoms, the Daemonic and cold-blooded line proved immovable: Minor Victory, 431 VPs each, both opponents shut out at zero.

• Allied with Wood Elves in a TOW Last Stand against Chaos Dwarfs and Bretonnia (commanded by Sir Cecil Gastonne), a Tzeentchian Daemonic host broke through the defensive position regardless of the defenders' heavy toll: Solid Victory, the attackers scoring 104 VPs each but breaching the line completely.

The tide of the warp rises, and it does not recede on command.

Dogs of War

  • Position: #16
  • W/D/L: 4/3/9

The paychest is lighter than expected. The swords are still sharp enough.

Luccini_Merchant brought a special-character-commanded Dogs of War Standard host into what became the most complex engagement of his local campaign: a 2000-point 2v2 Pitched Battle alongside Queek_Swiss's Skaven with Screaming Bell. It was a fractious partnership from the start, the mercenaries and the ratmen watching each other with professional suspicion even as they faced the combined weight of Zambula's Chaos Dwarfs and Settra_Chris's Quatar's Army Tomb Kings. Four veteran forces across a full battlefield. Dawi-Zharr artillery opened; Skaven warp-lightning answered; Quatar's constructs advanced on one flank while the mercenary pike blocks ground into position on the other. Neither coalition found the decisive opening. The engagement ground to a hard Draw: 762 VPs each for the mercenaries and ratmen, 703 each for the Dawi-Zharr and eternal dead. Honourable stalemate in difficult company, and the only local action of the week.

On the satellite fronts, the paymasters found better news.

• In a 500-point engagement over a village of the Border Princes, the mercenaries earned their pay the hard way. The mercenary Captain fighters held the village square through rain, mud and panic: the Brigands pinned and killed the Chaos Spawn, then survived the Dragon Ogre long enough to run it down, while the Badlands Bulls locked the Gorebull in a savage, unresolved brawl by the well. Once the halberdiers and militia broke the Ungors and Gors street by street, the Brayherd slipped back into the forest. The village still stood, barely, and the mercenaries held the field: 500 VPs to 150, a Solid Victory for coin over claw.

• In a TOW 1000-point Table Quarters battle against Tomb Kings, the mercenaries won by the width of a paymaster's ledger: 571 to 533, a Minor Victory that edged the dead out of the decisive quarter.

The contracts continue. A few more engagements like this one and the Dogs of War might trouble the middle of the table.

Hordes of Chaos

  • Position: #6
  • W/D/L: 10/3/5

The Dark Gods demand blood. The blood flows - but not always in the right direction.

Khorne_Mathias opened the Karak Norn week in coalition: a 1000-point Flank Attack alongside ABadPainter's Empire (an uneasy pairing of martial philosophies that worked against each other as much as toward a common aim) against Tyrant_Urs's Ogre Kingdoms and Ironbreaker_Chris's Dwarfs (from the 2nd book of 6th edition). The Chaos-Imperial alliance carried a strong combined magical edge, but it proved insufficient. The Ogres absorbed the sorcerous barrage through sheer physical mass, and the Dwarfs, unmoved by anything the Dark Gods' champions could conjure, anchored the line with implacable patience. The flanking attack stalled: Draw, 226 VPs each for Chaos and Empire, 289 each for the mountain-allied side. The Church of Sigmar rejects these desperate campaign justifications, and Volkmar himself has dispatched Witch Hunters to conduct a full investigation into this heresy.

Then Everchosen_ZH entered the most personal contest of the week: two 2000-point Breakthrough battles as a Tzeentchian Archaon's Horde ( Storm of Chaos) against Be_lakor_CH's Slaaneshi Daemonic Legion.

• In the first, the sorcerers of the Horde dominated the magical phase before the Daemonic hammer could properly commit, stripping the physical striking force of its shock value: 913 VPs to zero, Minor Victory for the Everchosen.

• In the second, Be'lakor drove his hammer through the physical seam where the Chaos line was thinnest, bypassing sorcery entirely: zero to 697 for the Daemons, the reversed verdict. Minor Defeat.

Two battles. Split honours. No resolution and every grudge still burning.

On the satellite fronts,

• A 250-point Table Quarters against Dark Elves found the Druchii vanguard superior on contested ground for a Minor Defeat (300 to 489).

• A 3000-point Capture against a Nurglish Daemonic force (both sides focused pure physical, magic-less attrition) ended in a Solid Defeat (705 to 944), the greater warp-tide outlasting mortal dark warriors in the long contest.

• In coalition on the satellite fronts, the Chaos warriors paired with Beastmen in a 3000-point Capture against Orcs & Goblins and High Elves. The natural warband-spirit between Chaos and brayherds outweighed the greenskin-elf alliance's inherent dysfunction: Solid Victory, 530 VPs each for Beastmen and Chaos, 294 apiece for the opposing pact.

The Everchosen's throne endures. But the black crown grows heavier, and the summit grows further away.

Lizardmen

  • Position: #7
  • W/D/L: 12/3/7

The Great Plan demands victory. This week, the servants of the Old Ones delivered where it mattered most.

The Great Plan makes no allowances for excuses. Tzunki_Tom offered none.

Deploying the Southlands variant (Lizardmen Army Book), a Nakai-commanded force designed for physical dominance and ancient purpose rather than sorcery, Tzunki_Tom faced Strigoi_Marco's Clan Necrarch across two 2000-point Rear Guard battles. The Necrarch bloodline brought no special character, but strong magic (one of the highest of any local commander this week) and the relentless, fear-radiating pressure of necromantic warfare. On paper, the undead held every advantage the magical phase could offer. In practice, Tzunki_Tom built two walls of Saurus, cold blood, and ancient patience, and Strigoi_Marco shattered his forces against both.

• In the first Rear Guard, the Necrarch necromancers opened with dark rites and the skeletal formations advanced in locked, remorseless step. Tzunki_Tom's blocks did not yield the ground. They absorbed every spell and every charge with the patience of creatures who measure time in centuries, and ground the undead advance down until the dead had nothing left to animate: Solid Victory, 1,000 VPs to 80.

• In the second, Strigoi_Marco pressed with greater urgency, aware of what another defeat would cost in the standings. The scaled wall answered with the same cold patience. The same result. Solid Victory, 500 VPs to 80. Two games. The same 80 VPs for the undead each time. The lesson: even the most powerful magic power can not conjure its way through a defensive line that has already decided not to move.

The satellite fronts reinforced the climb.

• A TOW Breakthrough against Orcs & Goblins saw the cold-blooded advance force the route for a Minor Victory.

• A T9A Capture the Centre against Beastmen had the scaled line seizing and holding the objective for a Solid Victory, 657 to 251.

• An 8th Edition Capture the Centre against Kislev brought a Minor Victory through measured, professional pressure.

• A T9A Ambush against Bretonnia snapped shut for a Minor Victory, 737 to 299.

• In coalition, allied with Nurgle Daemons in an 8th Edition Breakthrough against Beastmen and Ogre Kingdoms, the Daemonic-Lizardmen line proved immovable: Minor Victory, 431 VPs each, both opponents at zero.

The temple-cities endure. The Lizardmen have climbed five places in a week. The Great Plan is not yet fulfilled, but its servants have taken a significant step forward.

Ogre Kingdoms

  • Position: #10
  • W/D/L: 6/4/9

The Maw is fed. The Dwarfs left an especially bitter taste.

Tyrant_Urs opened the local week in coalition: a 1000-point Flank Attack alongside Ironbreaker_Chris's Dwarfs (2nd book of 6th edition) against Khorne_Mathias's Hordes of Chaos and ABadPainter's Empire. The Chaos-Imperial side carried a strong combined magic that Ogres and Dwarfs absorbed it through physical mass and Dwarfen stubbornness: Draw, 289 VPs each for the mountain-allied coalition against 226 for the Chaos-Empire pairing.

In a TOW 500-point Capture the Centre on the satellite fronts, the Maw ran directly into the warp:

• Two Fear-causing Hammer forces, neither carrying any arcane edge. What remained was pure physical contest, Ogre fist against daemonic resilience. The brutes scored 690 VPs to the Daemons' 817, and neither side claimed the centre cleanly enough to call it a victory: hard Draw.

• The week's bright moment came in a T9A 2000-point Sheer Heroism! against the Empire. The Imperial position bristled with cannon against the Maw, but black powder proved irrelevant once Ogre mass finally crashed home. The brutes overwhelmed the position: Solid Victory, 813 VPs to 80.

Then came the Dwarfs. Three separate engagements. Three humiliations. The Dwarfs are resistant to brute force and fear, which renders the Maw's most reliable psychological weapon useless before the first blow is struck. They fight as an Anvil, slow and implacable, and they do not flinch from brutes who rely on terror.

• In a TOW 1000-point Patrol, the Dwarf column marched through the Ogre position and ground it down methodically: Solid Defeat, 136 VPs to 699.

• In a 500-point 6th Edition Breakthrough, it was worse: the Ogres barely reached the Dwarfen line before being dismantled, scoring 20 VPs against 553. The stunted warriors did not even grant the brutes the dignity of a fighting withdrawal. Solid Defeat.

• A 500-point Night Raid under random system conditions changed nothing: the Dwarfs held again, 66 VPs to 576. Solid Defeat.

Three encounters, three stonewalls. The Maw cannot break what does not fear it.

• Against a 2000-point Tomb Kings army in a 6th Edition Pitched Battle, the Ogres ran into the same problem at larger scale. The undead are also resistant to fear, and their magic is strong. Incantations replenished casualties, the skeletal line refused to collapse under charges that would have broken mortal armies, and the score reflected the gap between flesh and bone: Solid Defeat, 542 VPs to 1,723.

• The one full redemption came in a TOW 2000-point Pitched Battle against Beastmen, both sides fielding special characters. The brayherd outnumbered the Ogres, but they rallied in fear when the Ogres attacked. The herd's charge broke apart against the Maw's momentum, and the brutes turned the engagement into a deliberate demolition: Solid Victory, 1,326 VPs to 646.

• In coalition, paired with Beastmen in an 8th Edition Breakthrough against Daemons and Lizardmen, both allies were shut out: zero VPs each, Minor Defeat.

The Maw will be fed again next week. The Dwarfs will not enjoy the Ogres' renewed attention.

Orcs & Goblins

  • Position: #15
  • W/D/L: 8/5/19

WAAAGH! The boyz keep fighting. The boyz keep losing. The boyz have nineteen defeats and are still coming.

Grimgor_Nick opened the Karak Norn week with a 750-point Meeting Engagement against Grail_Seeker's Bretonnia, greenskin mass against Bretonnian steel in a chaotic mid-table brawl where neither commander could land a decisive charge or hold the decisive ground. The engagement bled itself out to a Draw, 472 to 567, satisfying nobody and resolving nothing.

The satellite fronts were a catalogue of frustrated aggression.

• A TOW 3000-point Meeting Engagement against Tomb Kings ground across an enormous field until both sides were too exhausted to claim a result: Draw, 1,631 to 1,946.

• A 6th Edition Night Raid against Dark Elves showed the Druchii at their most pitiless: the greenskin patrol demolished for 20 VPs against 509. Solid Defeat.

• A 6th Edition Breakthrough against Dark Elves produced the same result: Solid Defeat.

• A TOW Breakthrough against Lizardmen ran into a cold-blooded wall that refused to open: Minor Defeat, 0 to 1,081: not a single Orc reached the other side.

• A 6th Edition 4000-point Pitched Battle against Wood Elves commanded by Orion and Ariel, saw the Asrai marshal a vast host and sweep the greenskin horde aside without particular difficulty: Solid Defeat, 160 to 2,113.

• A TOW 2000-point Pitched Battle against Bretonnia sent the knights crashing home with their lances to claim a Solid Defeat (796 to 1,397).

• A separate TOW Capture against Bretonnia ended no better for the greenskins: the knights seized the objective and forced another Solid Defeat on the Waaagh!, 407 to 692.

• A 6th Edition Chosen Objective against Daemons saw the warp-spawn hold the marker: Minor Defeat, 302 to 538.

• A TOW Pitched Battle against Dwarfs, led by Burlok Damminson, had the Throng refuse every charge for a Minor Defeat, 559 to 1,121. The Goblin horde of Kiknik Toofsnatcha is demoralized!

Three times, the Waaagh! found teeth.

• A 6th Edition Breakthrough against Beastmen brought a Minor Victory (317 to 57), the boyz pressing through beastman ground with cheerful brutality.

• A TOW Meeting Engagement against Tomb Kings delivered a Solid Victory (1,459 to 814), the greenskin tide finally finding a foe their mass could overwhelm outright.

• And in a 6th Edition 2000-point Pitched Battle against Zambula's Clan Moulder experiment, the Orcs & Goblins tore through the rat-ogre pens and seized a Solid Victory, 1,600 to 600.

In coalition, allied with High Elves against Beastmen and Hordes of Chaos in a 3000-point Capture, the greenskin-elf pact's mismatched synergy faced the Chaos-beastman natural cohesion. The cohesion difference proved decisive: Solid Defeat, 294 VPs each against 530 for the victors.

Nineteen losses and counting. But the boyz never stop. It may be their greatest quality, and their greatest curse.

Vampire Counts

  • Position: #8
  • W/D/L: 9/2/6

The Midnight Aristocracy met their match in the jungle. And paid for it twice.

Strigoi_Marco brought the Clan Necrarch host into Karak Norn with every sorcerous advantage his bloodline possesses, (one of the highest of any local commander this week) and the relentless necromantic pressure of an army that neither tires nor breaks. His opponent, Tzunki_Tom's Southlands Lizardmen (commanded by Nakai, Sacred Kroxigor of the First Spawning), brought just basic magic protection and big numbers.

• In the first Rear Guard scenario, the Necrarch necromancers raised their spells and the skeletal formations advanced in locked step. Tzunki_Tom's Saurus blocks held their ground with the patience of creatures who measure time in centuries. The scaled wall absorbed every incantation, refused every charge, and ground the undead advance to nothing: Solid Defeat for Strigoi_Marco, 80 VPs to 1,000.

• In the second, the Vampire Count pressed with greater urgency, aware of what another defeat would cost. The defensive wall answered with the same implacable patience. Same result: 80 VPs to 500, another Solid Defeat. Two games. The same 80 VPs for the undead each time.

The slide from #6 to #8 in a single week. A top magic army, broken twice by a mundane horde army, on the same ground.

The Sylvanian legions must find new battlefields. The jungle has been closed to them by cold blood and iron scales.

II.II Defenders of the Relics

Bretonnia

  • Position: #11
  • W/D/L: 7/6/14

The Lady's realm fights on, but the realm pays in blood for every yard it holds.

Le_Duc_85 rode into the most humiliating engagement of his campaign without knowing what had been arranged against him. At the head of Sir Cecil Gastonne-commanded Bretonnian host, alongside Nehekhara_Pete's Quatar's Army Tomb Kings in a 2000-point 2v2 Pitched Battle, he expected to face Clan Pestilens. He did face them. What he had not prepared for was the force beside the ratmen: WhiteTower_HP's High Elf Sea Patrol (full of Mist Mages), combining with Clan_Pestilens_Flo's Clan Skryre SAD Skaven (with a Doomwheel and full of Engineers) to produce a combined magic weight of thirteen against the defenders' seven. The Dark Conspiracy unfolded in front of Bretonnian lances. Arcane fire disrupted the knightly charge before it could develop. The Tomb King position was hammered simultaneously from a different angle. Neither defender held: Solid Defeat, 306 VPs each for Bretonnia and the eternal dead against 766 each for the conspiracy.

Grail_Seeker also rode in Karak Norn, leading a 750-point force in a Meeting Engagement against Grimgor_Nick's Orcs & Goblins: greenskin choppa against Bretonnian steel in a grinding Draw, 567 to 472.

On the satellite fronts, the realm's fortunes were uneven.

• A TOW Breakthrough against High Elves saw the Asur line deny the lance charge for a Minor Defeat (0 to 696).

• A TOW Flank Attack against Skaven matched the ratmen against the knights for a Draw (482 to 598), neither commander finding the decisive manoeuvre.

• A T9A Ambush by Lizardmen snapped shut on the Bretonnian patrol for a Minor Defeat, 299 to 737.

Two victories restored some measure of honour:

• a TOW Capture against Orcs & Goblins had the knights seize the objective (692 to 407), and Solid Victory.

• a TOW 2000-point Pitched Battle sent the lances crashing home against the Waaagh! for a Solid Victory, 1,397 to 796.

In coalition, paired with Chaos Dwarfs in a TOW Last Stand against a Daemonic force of Tzeentch and Wood Elves (full of Spellsingers), the defensive position was overwhelmed despite the defenders scoring 628 VPs each in kills: Solid Defeat, the Daemonic tide breaking through the Last Stand position regardless.

The banners of Bretonnia still fly. But the week's losses far outnumber the victories, and the ladder reflects that truth.

Dwarfs

  • Position: #5
  • W/D/L: 16/3/8

The mountain holds. The grudgebook grows thicker. The hammers do not rest.

Bugmans_Father arrived at the Karak Norn battlefields with the DW2-AB (2nd armybook) list and a simple tactical philosophy: the grudgebook does not care about magic points, and neither does the Dwarfen line. His was a force with almost no magic (the Dwarfs trust steel, not sorcery) and he marched it against Heldenhammer_ZH's Crusader Army ( Empire Army Book) across three consecutive 500-point Chosen Objective battles. Three times the Imperial colours came back stained.

• In the first engagement, the Crusader Army pressed with discipline and order, and the Dwarfen formation refused to yield the marker: Minor Victory, 683 VPs to 496, the objective held through stubbornness alone.

• In the second battle, the Dwarfs read every Imperial move before it developed: the line locked down the marker completely, the Crusaders scattered from the objective: Solid Victory, 878 to 525.

• By the third, Heldenhammer_ZH's confidence was broken. A changed approach produced a familiar result: Solid Victory, 782 to 333.

Three battles, three victories. A hat-trick of controlled humiliation for the Emperor's Crusaders.

Ironbreaker_Chris also fought in Karak Norn, deploying the DW2-AB list in coalition alongside Tyrant_Urs's Ogre Kingdoms in a 1000-point Flank Attack against Khorne_Mathias's Hordes of Chaos (combining Nurgle and Slaanesh) and ABadPainter's Empire. The mountain-allied coalition absorbed the combined magical barrage of eleven through physical stubbornness, and the attack stalled: Draw, 289 VPs each for Dwarfs and Ogres against 226 for the Chaos-Empire pairing.

The satellite fronts delivered a strong haul.

• A T9A Night Raid against Beastmen brought a Solid Victory (520 to 20), the stunted warriors dismantling the herd before the brayherds found their footing.

• A second Night Raid by Beastmen found a Dwarfen patrol overextended and reversed the result: Solid Defeat, 171 to 667.

• A 500-point Exterminate against Beastmen went to the herd: defeat before the line could lock down. Minor Defeat, 65 to 271.

• A TOW Patrol against Ogre Kingdoms had the Dwarfen column refuse to slow: Solid Victory, 699 to 136.

• A 6th Edition Breakthrough against Ogre Kingdoms brought a second entry against the Maw; a Random Night Raid against Ogres a third, the darkness making no difference for fearless warriors. Solid Victory, 553 to 20.

• A TOW Pitched Battle against a Goblins horde commanded by Kiknik Toofsnatcha delivered a Minor Victory (1,121 to 559), the Throng led by Burlok Damminson refusing every charge.

• An 8th Edition Breakthrough against Daemons ended in a Minor Defeat (0 to 754), the warp-spawn driving through before the Dwarfen formation could seal the gap.

The ancestors watch with grim satisfaction as their sons add seven more entries to the books of those who dared try.

The Empire

  • Position: #12
  • W/D/L: 7/5/13

For Sigmar and the Emperor! But the walls of the realm are leaking, and the patrols are not coming back.

Heldenhammer_ZH marched three times as the Crusader Army ( Empire Army Book) against Bugmans_Father's Dwarfs (Standard army from the 2nd book), and three times the Imperial colours returned stained.

• In the first engagement, the Crusaders pressed with discipline and found the Dwarfen position marginally yielding: Minor Defeat, 496 VPs to 683.

• In the second, the Dwarfs read every Imperial move before it developed and locked down the marker entirely: Solid Defeat, 525 to 878.

• In the third, Heldenhammer_ZH's confidence was broken before the battle began; a changed approach changed nothing: Solid Defeat, 333 to 782.

The Crusaders pressed. The mountain folk refused. That is the week's local story, told in full.

ABadPainter offered the only local relief, fighting in coalition alongside Khorne_Mathias's Hordes of Chaos (alliance synergy −0.18, an uneasy pairing of martial philosophies that undermined the combined effort in practice) in a 1000-point Flank Attack against Ogres and Dwarfs. Despite a combined magical edge of eleven to four, the fractured coalition stalled against the mountain-allied line: Draw, 226 VPs each for Empire and Chaos, 289 each for the Dwarfen-Ogre side. The Church of Sigmar rejects these desperate campaign justifications, and Volkmar himself has dispatched Witch Hunters to conduct a full investigation into this heresy.

On the satellite fronts,

• a T9A Night Raid against Dark Elves was fiercely close: Draw, 545 to 577, neither patrol commander breaking the other.

• A T9A Sheer Heroism! against Ogre Kingdoms sent a special-character-led Imperial force against the Maw's bulk: the Ogres overwhelmed the position for a Solid Defeat, 80 to 813.

The state troops bleed for every inch. The campaign demands sharper generals than the Emperor is currently sending to the field.

High Elves

  • Position: #14
  • W/D/L: 5/4/9

The Asur stand proud. The horizon stares back without blinking.

WhiteTower_HP led the High Elf Sea Patrol ( Storm of Chaos), a special-character-commanded force of exceptional naval warriors full of Mist Mages, into the week's most controversial engagement. Allied with Clan_Pestilens_Flo's Clan Skryre SAD Skaven (with Doomwheel and many Engineers ) against Nehekhara_Pete's Quatar's Army and Le_Duc_85's Bretonnia (commanded by Sir Cecil Gastonne), the Sea Patrol and the ratmen brought combined magic of thirteen against the defenders' seven. The conspiratorial alliance functioned with brutal efficiency: the Tomb King and Bretonnian position was disassembled beneath a weight of sorcery that neither defender could match. Solid Victory (766 VPs each for the conspiracy, 306 each for those who dared oppose it). The engagement that gave the campaign its name, enacted on the table in full.

The satellite fronts offered a colder picture.

• A TOW Breakthrough against Bretonnia saw the Asur line deny the lance charge for a Minor Victory (696 to 0).

• A TOW 3000-point Pitched Battle where Korhil Lionmane fought against Dark Elves descended into the most bitter of kin-strife across an enormous field: Draw, 1,546 to 1,816, neither faction willing to hand the other a clean victory.

In coalition, allied with Orcs & Goblins in a 3000-point Capture against Beastmen and Hordes of Chaos, the greenskin-elf alliance's inherent dysfunction proved decisive against the Chaos-beastman natural cohesion: Solid Defeat, 294 VPs each against 530 for the victors.

WhiteTower_HP delivered the week's most striking local victory. But the Asur's ladder position tells a different story. The Sea Patrol needs more contracts like this one.

Kislev

  • Position: #18
  • W/D/L: 0/3/11

The oblast lies open. The armies of the Tzar charge into the cold and find only defeat.

Tzar_Dom committed the full weight of the Ice Queen's available force, a 2000-point Standard Kislev host with Magic 2 and no special characters, into two consecutive Flank Attacks against Druchii_Steff's Dark Elves (SC, Magic 7). The magical gap was five levels. The outcome was predetermined.

• In the first Flank Attack, the Dark Elf sorcerers opened at range before the Kislevite flanking column could develop its sweep. Repeater crossbows followed. By the time the Kislevite horse reached the point of contact, the formation had already been broken: Solid Defeat, 1,050 VPs for Naggaroth, 236 for the Tzar.

• In the second engagement, Tzar_Dom committed more urgently, varied the angle of approach, and sought a faster development. The Dark Elves answered with the same sorcery, the same crossbows, the same clinical efficiency: Solid Defeat, 1,548 VPs to 629.

On the satellite fronts,

• an 8th Edition Capture the Centre against Lizardmen produced a Minor Defeat (638 to 841), the cold-blooded line claiming the objective despite Kislevite resistance.

• A 250-point Exterminate against Dark Elves brought another Minor Defeat (240 to 473).

• In a 6th Edition 2000-point Pitched Battle against Zambula's Skaven, Kislev was broken again, 600 VPs to 1,600, a Solid Defeatthat pushed the oblast deeper into winter.

Kislev ends Week 4 with zero victories from a total of eleven engagements.

The frost bites, and it is Kislev's own hands it claims. The Tzar must answer for this. The Ice Queen demands more than honourable defeat.

Skaven

  • Position: #2
  • W/D/L: 10/3/2

The Under-Empire endures! Though the summit, for the first time, belongs to another.

The Dark Conspiracy bears the Skaven's name for good reason. Clan_Pestilens_Flo deployed the Clan Skryre (Engineers and a Doomwheel) variant in a 2000-point 2v2 Pitched Battle alongside WhiteTower_HP's High Elf Sea Patrol (full of Mist Mages). Against them stood Nehekhara_Pete's Quatar's Army and Le_Duc_85's Bretonnia (commanded by Sir Cecil Gastonne). Combined arcane weight of thirteen casting dice against four dispel dice. The Skaven warp-lightning and plague-sorcery tore the Tomb King formations apart while the Sea Patrol's enchantments hammered the Bretonnian knights from the opposite flank. Neither defender held: Solid Victory, 766 VPs each for the conspiracy against 306 each for those who dared stand against them. The Under-Empire has never before marched beside the towers of Ulthuan. This week, it did, and it won.

Queek_Swiss fought the second local coalition: a 2000-point 2v2 Pitched Battle with Luccini_Merchant's Dogs of War (the mercenaries and the ratmen watching each other with professional suspicion) against Zambula's Chaos Dwarfs and Settra_Chris's Quatar's Army Tomb Kings. A more balanced contest: both sides brought veteran forces with magic roughly level and neither coalition found a decisive advantage. Hard Draw, 762 VPs each for DoW and Skaven, 703 each for the Dawi-Zharr and eternal dead.

On the satellite fronts,

• a 6th Edition Chosen Objective against Dark Elves demonstrated in full what the new #1 ranking means in practice: Solid Defeat, 20 VPs to 457, the Druchii dominating the objective from first contact.

• A TOW Flank Attack against Bretonnia ended in a Draw (598 to 482), the ratmen and the knights separating without a decisive result.

Zambula's standard Skaven host crushed Kislev in a 6th Edition 2000-point Pitched Battle, 1,600 to 600, a Solid Victory for the Under-Empire.

• Yet the same commander then tested Clan Moulder against Orcs & Goblins and paid for the experiment: the greenskins overran the rat-ogre pens, 1,600 to 600, handing the ratmen a Solid Defeat.

The Under-Empire will return to the summit. It is only a matter of time-yes, yes.

Tomb Kings

  • Position: #9
  • W/D/L: 11/7/9

Nehekhara endures. But the sands have been disturbed, and the count of losses mounts.

Nehekhara's Week 4 was built from coalition engagements, and the results wrote the faction's story plainly. Nehekhara_Pete led Quatar's Army (WebGW variant) alongside Le_Duc_85's Bretonnia (commanded by Sir Cecil Gastonne) in the conspiracy's primary target: a 2000-point 2v2 Pitched Battle against the combined force of Clan_Pestilens_Flo's Clan Skryre SAD Skaven (with a Doomwheel and many Engineers) and WhiteTower_HP's High Elf Sea Patrol (full of Mist Mages). Combined arcane force of thirteen casting dice against four dispel dice. The Quatar's Army constructs advanced into a storm of Skaven warp-sorcery and High Elf enchantments that the Tomb Kings' own magic strength could not adequately answer. Bretonnia's flank collapsed under the same barrage. Solid Defeat(306 VPs each for Tomb Kings and Bretonnia, 766 each for the conspiracy).

Settra_Chris commanded the second coalition: Quatar's Army alongside Zambula's Chaos Dwarfs against Luccini_Merchant's Dogs of War and Queek_Swiss's Skaven. A balanced contest, both sides bringing veteran forces with magic roughly level, that ground to a hard Draw: 703 VPs each for Tomb Kings and Chaos Dwarfs, 762 each for Dogs of War and Skaven.

The satellite fronts were a wild swing of triumph and frustration.

• A TOW 3000-point Meeting Engagement against Orcs & Goblins ground across an enormous field to a Draw (1,946 to 1,631), the sheer scale of the engagement exhausting both sides.

• A TOW Meeting Engagement against Orcs & Goblins on the offensive reversed the result: Solid Defeat, 814 to 1,459, the greenskins finally finding their overwhelming form.

• A TOW Night Raid against Chaos Dwarfs was measured and careful: Draw, 434 to 389.

• Against Ogre Kingdoms in a 6th Edition 2000-point Pitched Battle, the full weight of Nehekharan resilience asserted itself: Casket of Souls supported by innumerable hordes of skeletons grinding down a physical Hammer that had no sorcery to match: Solid Victory, 1,723 to 542.

• A TOW Table Quarters against Dogs of War came down to a single marker count: Minor Defeat, 533 to 571, the mercenaries edging it.

The eternal kingdom does not fall. But it gives ground more than it should. Settra will not be pleased with the week's accounting.

Wood Elves

  • Position: #13
  • W/D/L: 5/6/10

The forest breathes. The breath grows laboured. But Athel Loren has survived worse than this.

The Asrai fought their week scattered across the satellite fronts, and the results were shaped above all by two coalition engagements.

In a TOW Last Stand, the Wood Elves allied with a Tzeentchian Daemonic host, an extraordinary concentration of warp power, against Chaos Dwarfs and Bretonnia. The combined magical weight of seventeen against the defenders' seven was decisive. Despite the Dawi-Zharr and Bretonnian defenders scoring 628 VPs each in kills, testimony to the fierce resistance a Last Stand position can generate, the Daemonic tide broke through the line, and the Wood Elves and Daemons claimed a Solid Victory regardless. In the satellite 1v1 fronts, the week swung.

• A TOW Night Raid against Beastmen saw the herd press hard through forest paths with enough momentum to claim a Minor Defeat (106 to 404), the brayherds unusually effective at close quarters in terrain that should have favoured the Asrai.

• A TOW Capture against Daemons of Tzeentch reversed that logic brutally: the warp-spawn crossed the killing ground and seized the objective before the Wood Elves could prevent it, Solid Defeat, 403 to 696.

• The week's finest single result came in a 6th Edition 4000-point Pitched Battle, commanded by Orion and Ariel themselves, against Orcs & Goblins: the Asrai marshalled a special-character-led host and swept the greenskin horde aside for a Solid Victory, 2,113 to 160. Athel Loren's finest hour of a hard week.

Two victories, two defeats. The forest endures. The roots of Athel Loren drink what they are given.

↑ Return to Index

Wednesday, 27 May 2026

About Lapping Round from a Flank Charge (Single Rank)

During the ongoing digitization of our physical tournament ledgers, the council encountered a frantic margin note (scribbled in rapid Schweizerdeutsch during a particularly tense match) regarding a spatial anomaly in the combat phase. We cross-referenced this historical friction with the primary texts to establish a permanent ruling.

The Tactical Query: “A unit of 5 Empire Knights gets flank-charged by a Giant. Against the odds, the knights manage to win the combat resolution. Can this single-rank unit legally lap round to bring more models into the fight against the flanking enemy?”

The Norn Consensus: Yes. A single-rank unit charged in the flank is legally permitted to lap round with unengaged models, provided they are not utilizing the Bretonnian Lance formation.

Mechanical Breakdown: While the core rulebook frequently references moving models from "rear ranks" the geometry of this specific engagement dictates the following physical realities on the tabletop:

  • Single-Rank Legality: Official primary source clarifications dictate that single-rank units (such as standard 5-man cavalry deployments) are absolutely permitted to lap round with unengaged models. In this specific spatial scenario, their singular rank functions simultaneously as both the front and the back rank.
  • Flank Engagement Geometry: Because the enemy (the Spawn) charged the flank, the flank itself becomes the "engaged rank." Therefore, the models eligible to execute the lapping round maneuver must be drawn from the unengaged footprint of the unit; in this instance, the outer models of the standard front rank.
  • Command Group Rigidity: This maneuver cannot be weaponized to artificially reposition high-value models. The unit's Champion, Musician, and Standard Bearer are strictly required to remain in their normal, legal positions within the front rank. They cannot be voluntarily moved to lap round the flanking enemy.
  • The Bretonnian Anomaly: If the cavalry in question are Bretonnian Knights (or Blak Knights of a Blood Dragon Clan) deployed in the Lance Formation, they are strictly forbidden from lapping round an enemy under any circumstances. (Consequently, enemy units are also forbidden from lapping round a Lance formation).

Primary Archival Source: This ruling is permanently verified by the primary source texts: "A commentary on lapping around", authored by Gav Thorpe, published in White Dwarf #283-UK (Page 74).

Sunday, 24 May 2026

War Room: A Dark Conspiracy – Week 3 Field Report

The summer heat has intensified across the Old World, and the escalating border tensions have erupted into outright war. This week, the archives have recorded a staggering 44 engagements, ranging from brutal 250-point border patrol skirmishes to a massive 4000-point pitched battle!

Evolution of the meta this week. The Dark Elves came from nowhere and climbed with a master stroke.

While the Skaven and Chaos Dwarfs successfully defended their absolute dominance at the top of the ladder, the middle tiers saw violent tectonic shifts compared to Week 2:

  • The Undead legions faltered under the pressure; the Vampire Counts slipped from #4 down to #6, and the Tomb Kings were pushed from #5 down to #7.
  • Filling the power vacuum, the Dark Elves surged rapidly to the #3 position, and the Hordes of Chaos climbed aggressively from #6 to #4.
  • At the bottom of the ladder, the Dogs of War made a miraculous recovery, driven by massive paychests, jumping past Kislev and Beastmen to seize the #16 spot, while Bretonnia rode down the Beastmen to climb back to #12.
Global Scoreboard. Skaven and Chaos Dwarfs hold the top, the bottom barely moves, but the mid is shaking.
Archivist's Note: While the Skaven maintain their #1 position on the master ladder through cumulative victories, this week's momentum data reveals a shifting tide. The Under-Empire's point-per-game efficiency dipped in Week 3, while the Chaos Dwarfs and Hordes of Chaos surged in raw destructive output. The gap is closing.

Here is the master ledger of this week's tabletop advances.

II. Faction-Specific Tactical Engagements

II.I Agents of the Slann

Beastmen

  • Position: #17
  • W/D/L: 2/1/8

The Cloven Ones howl in the deep woods, but the herd has been broken!

In Karak Norn, Ghorgon_Eric led the Beastmen in a vicious series of four 250-point Table Quarters raids against Zambula’s Daemons. These were not grand battles of serried ranks, but splintered clashes between scouting horns, clawed ambushers, and daemonic vanguards fighting over crossroads, stones, gullies, and supply markers. The Beastmen used a standard list, a low-magic horde of muscle and momentum, while the Daemons answered with compact hammer detachments whose unnatural discipline proved brutally difficult to shift.

  1. The first raiding party charged in with all the fury of the herd, crashing into the Daemonic line before the warp-spawned defenders could properly spread across the quarter. Yet the charge spent itself against an enemy that knew neither panic nor fatigue. Zambula’s detachment held the ground, racked up the greater tally, and the Beastmen were forced back from the objective with a Minor Defeat.
  1. The second 250-point clash was even harsher. The brayherds tried to use speed, terrain, and the confusion of the small battlefield to overwhelm the Daemonic guard, but they could not create the decisive break. The Daemons secured the key ground again, and the Cloven Ones suffered another Minor Defeat, their raid collapsing before the supply route could be severed.
  1. The third fight finally gave the herd a measure of defiance. Ghorgon_Eric’s beasts hit harder, contested the quarter more stubbornly, and for once prevented the Daemons from converting their resilience into a clean result. Both sides bled for the same patch of ground, neither could dominate it, and the battle ended in a hard-fought Draw.
  1. The fourth and final raid returned to the grim pattern of the first two. The Beastmen hurled themselves forward, but the Daemonic foothold was simply too resilient. The herd failed to hold meaningful ground, Zambula’s forces claimed the field, and the Beastmen closed the local series with a third Minor Defeat.

Beyond Karak Norn, the brayherds found themselves dragged into even stranger wars. In a 2000-point Pitched Battle against the Ogre Kingdoms, a Beastmen horde tried to drown the Maw’s chosen in numbers and fury. The Ogres, however, absorbed the first shock and answered with crushing counter-charges. The Beastmen avoided total destruction, but the big brutes carried the greater field and inflicted a Minor Defeat.

There was one bright, bloody flare in the darkness: a 2000-point 2v2 Capture battle at a desecrated temple. The herd was drawn into a frenzy when Wood Elf interlopers dared to touch a pulsing, corrupted Lustrian Relic strapped to their local Herdstone. As the Asrai accidentally tore reality open and spilled Daemons into the ruins, the Beastmen hurled themselves into the absolute chaos. Fighting alongside a silent, unyielding host of Tomb Kings who had seemingly emerged from the dust, the pairing was strange but brutally effective. The Beastmen supplied the frenzied, sacrificial forward pressure (happily butchering Elves and Daemons alike) while the undead marched safely behind their fury to secure the Relic, earning a massive Solid Victory (368 VP).

But that triumph was drowned beneath Bretonnian hooves. Across the border marches, a 2000-point Pitched Battle saw a Bretonnian lance column crash into a Beastmen warband. The brayherd was no simple rabble: a Doombull led at the vanguard, a Great Bray Shaman wove dark auguries behind him, a Dragon Ogre anchored the left, a Ghorgon stalked the right, and Gors, Ungors, and Minotaurs filled the battleline with frenzied muscle. The warband arrived full of confidence. It left shattered. The Bretonnian lancers found their angle before the herd could channel its numbers, drove clean through the exposed flanks, and the brayherds were caught, surrounded, and annihilated. A full Massacre, and the herd howling for vengeance.

Chaos Dwarfs

  • Position: #2
  • W/D/L: 7/1/0

The fires of Hashut burn brighter than ever!

The Dawi-Zharr held their ground with the grim efficiency of a forge engine. Zharr_Naggrund_K defended the dark industry’s supply routes in a 2000-point Capture battle against WhiteTower_HP’s High Elves supported by Teclis himself, turning the engagement into a clash of magic as much as a struggle for ground.  The Dawi-Zharr sorcerers held most of the devastating spells, shielding a unit of Bull centaurs that crashed the Asur lines. A Solid Victory!

The High Elves attacked with a standard list, high discipline, and dangerous magic, but they could not crack the Chaos Dwarf formation. The Dawi-Zharr fought as a true anvil: slow, cruel, and almost impossible to move once set upon the objective. Sorcery, artillery, and armoured infantry ground the Asur advance down before it could seize the route. When the smoke cleared, Hashut’s chosen had secured a Solid Victory, preserving their unbeaten record and keeping them hard on the heels of the campaign leaders.

Daemons

  1. Position: #5
  2. W/D/L: 9/3/3

The veil tears, and our legions spill into reality!

In Karak Norn, Zambula’s Daemons fought a four-part 250-point Table Quarters war against Ghorgon_Eric’s Beastmen. These were knife-fights rather than formal battles: tiny detachments racing through broken ground, each trying to dominate a quarter before the enemy could reinforce it. The Daemons brought standard forces, but even in small numbers their unnatural resilience made them perfect defenders of scattered strategic points.

  1. The first Daemonic detachment weathered a savage Beastmen assault and held the route. The brayherds came on fast, but the warp-spawned line refused to buckle and claimed a Minor Victory.
  2. The second clash followed the same pattern. The Beastmen attempted to swarm the key point, yet the Daemons absorbed the charge, held the ground, and secured another Minor Victory.
  3. The third raid was the one moment where the herd disrupted the plan. The Beastmen contested the quarter fiercely enough to deny Zambula a clean result, and the engagement ended in a Draw.
  4. The fourth fight restored Daemonic momentum. Zambula’s forces broke the last Beastmen attempt to seize the ground, held the objective, and took a third Minor Victory in the local series.
On another border, a 750-point Flank Attack against the Dark Elves became a bitter duel of speed, blades, and sorcery. The Druchii brought strong magic and a hammer force of their own, while the Daemons fought with less sorcerous support but greater unnatural endurance. Neither side managed to roll up the enemy flank. The battle ended in a bloody Draw, with both armies still contesting the same cursed ground at nightfall.

The wider campaign logistics were less secure. In a 2000-point Capture battle, a standard Dwarfen Throng met a strongly magical Daemonic force and simply refused to be moved. The Daemons hurled themselves at the centre, but the Dwarfs locked shields, held the objective, and forced the legions into a Solid Defeat.

The week’s most chaotic manifestation came in a 2000-point 2v2 Capture battle at a ruined temple. Drawn like moths to a flame by an Asrai Spellweaver tampering with a corrupted Lustrian Relic, the veil tore open, spilling a Daemonic legion directly into the physical realm. Finding themselves standing shoulder-to-shoulder with the terrified Wood Elves who had accidentally summoned them, the Daemons cared nothing for alliances... they simply unleashed their fury outward upon a converging Beastmen horde. But the warp-spawned slaughter lacked tactical focus. Pinned between the brayherds and an immovable wall of undead, the Daemonic manifestation was starved of magic and banished from the capture zone, suffering a Solid Defeat (181 VP).

From the satellite fronts, the legions pushed deeper into Athel Loren in a 500-point Capture the Centre battle against the Wood Elves. Here the Daemons marched as a standard but heavily magical hammer force, and the Asrai could not prevent the centre from falling. The Wood Elves tried to harry the advance with movement and shooting, but the Daemons crossed the killing ground, smashed the fragile defenders away from the objective, and claimed a Solid Victory.

Dark Elves

  • Position: #3
  • W/D/L: 4/3/0

The Druchii raid the shores of the weak and leave nothing but ashes!

In Karak Norn, Khorne_Mathias led the Dark Elves in two 500-point Night Raids against Nehekhara_Pete’s Tomb Kings. The undead host was not a standard list: it was Quatar’s Army (WebGW), a specialist construct-heavy force (with many freshly 3D printed models). That choice gave the Tomb Kings impressive elite threats, but at this tiny points level it also left them short of the static combat resolution and massed bodies that usually anchor Nehekharian battle lines. The Druchii, by contrast, came as a standard but strongly magical hammer force, perfectly suited to fast violence under cover of darkness.

  1. The first raid was a tense, murderous affair. Quatar’s constructs moved through the dark like walking statues, and the Druchii found that a careless charge could easily be punished. Khorne_Mathias still managed to outmanoeuvre the undead for much of the fight, but the Tomb Kings held enough ground to prevent a breakthrough. The result was a hard Draw, both sides withdrawing with prisoners, trophies, and grudges.
  2. The second raid was a slaughter. The Druchii identified the weakness of the construct list: too few bodies, too little board control, and no deep tarpit to absorb flanking attacks. Dark Elf raiders enveloped the undead, isolated the expensive pieces, and dismantled the Tomb Kings position before it could stabilise. Khorne_Mathias turned the raid into a Massacre, leaving the sands littered with shattered stone and broken bronze.

Across the satellite fronts, the Dark Elves continued to prove why they are among the most dangerous raiders of the campaign:

  • In a 750-point Flank Attack against Daemons, their strong magic and speed met daemonic resilience head-on. Neither side found the decisive flank roll-up, and the engagement ended in a bloody Draw.
  • A second 750-point action, this time The Patrol against Bretonnia, showed the Druchii at their most ruthless. The Bretonnian knights needed space and timing for the charge, but the Dark Elves denied both. Repeater fire, sorcery, and swift counter-movement broke the patrol before the lance could decide the day. The result was a Solid Victory for the Druchii.
  • The third satellite border fight pitted the Dark Elves against a Bretonnian Errantry Crusade (AJ) in a 500-point Chosen Objective battle. The young knights rode with reckless courage, while the Druchii tried to bleed them around the objective. Neither side could secure complete control, and the clash ended as a Draw.
  • The greatest triumph of the week came in a 3000-point Capture battle against the Empire. The Druchii standard host brought strong magic and aggressive pressure into a huge battlefield, while the Empire attempted to hold with state troops, black powder, and discipline. The Dark Elves tore the Imperial plan apart. Their raiding columns seized the objective, collapsed the human line, and won a commanding Solid Victory that kept Naggaroth high in the rankings.

Dogs of War

  • Position: #16
  • W/D/L: 2/2/9

The coin flows, and the grand paychests have finally arrived!

In Karak Norn, Tilean_Paymaster tried to secure the centre against Sotek_Awakens and the Lizardmen by splitting his mercenary army into two 500-point Capture the Centre patrols. The Dogs of War used standard forces with little magical support, relying instead on bodies, hired steel, and flexible companies. The Lizardmen answered with compact hammer formations whose discipline and cold-blooded nerve proved decisive.

  • The first patrol was a disaster for the paymasters. The mercenary line barely established itself before the Lizardmen drove into the centre. The Dogs of War were reduced to almost nothing in the tally, and Sotek_Awakens claimed a Solid Victory.
  • The second patrol fought harder, but the result was no kinder. The mercenaries pushed more bodies into the middle ground and managed to draw blood, yet the cold-blooded assault again broke their grip on the objective. A second Solid Defeat shattered the local logistics and left the centre in Lizardmen hands.

Then, on the grand scale, the paychests finally opened. Luccini_Merchant led a 4000-point standard Dogs of War army into a colossal double-dragon Pitched Battle against Lothern_Pat’s High Elf Sea Patrol (Storm of Chaos). Both sides brought special characters: Imrik the Dragon Prince of Calendor on the Asur side, and the noble Asarnil the Dragonlord on the mercenaries. Asur came with strong magic and a specialised naval list designed for speed, missile pressure, and elegant manoeuvre. The mercenaries did not win by elegance. They won by weight, timing, and brutal pragmatism. Pike blocks, hired blades, and battlefield opportunism dragged the Sea Patrol into a war it did not want to fight. The High Elves scored blood, but the Dogs of War controlled the battle’s shape and earned a massive Minor Victory in one of the week’s largest engagements.

The week’s revenge came in a 2500-point Pitched Battle against the Lizardmen. The mercenary general rode to war on hippogriff-back against a cold-blooded host anchored by a Bastiladon and an Oldblood champion. The approach became a slaughterhouse. Hired artillery opened the engagement, one cannon misfired and exploded, but not before the Bastiladon’s solar engine was silenced. The hippogriff then carried its rider in a reckless overrun directly into the Oldblood’s guard, cutting the ancient saurian down in single combat and shattering the Lizardmen command around him. The pike block planted itself across the temple approach and held against a Troglodon’s charge, the scaled beast unable to break the serried ranks. With the Oldblood dead and the line collapsing, the Slann’s palanquin retreated from the field.. The result was a glorious Massacre, proof that the Dogs of War may be low on the ladder, but when the contracts are paid, they can still destroy an army outright.

Hordes of Chaos

  • Position: #4
  • W/D/L: 8/2/2

The Dark Gods demand blood, and we have delivered!

In Karak Norn, Everchosen_ZH mustered Archaon’s Horde (from Storm of Chaos) against Grail_Seeker’s The Emperor’s Guard (Empire Army Book). Both commanders split their forces into two 1000-point Flank Attack clashes. These were not standard armies: both sides marched under alternative lists, with the Empire fielding an elite Emperor’s Guard formation and Chaos advancing beneath the terrible banner of Archaon’s Horde.

  • The first flank attack was a brutal stalemate. The Emperor’s Guard met the Chaos push with discipline and steel, while the warriors of the Dark Gods tried to smash through by sheer martial superiority. Neither line collapsed. The Empire held just enough of the flank to deny Chaos a breakthrough, and the battle ended in a hard Draw.
  • The second assault belonged to the north. Everchosen_ZH found the weak point, drove Archaon’s Horde into the Imperial flank, and shattered the elite human infantry before they could re-form. Grail_Seeker’s line gave ground, then broke, and Chaos claimed a Solid Victory.

From the satellite fronts, a 750-point The Patrol battle saw a Chaos warband meet Orcs & Goblins. This time the servants of the Dark Gods marched with strong magic and heavy hammer pressure, while the greenskins brought numbers but little sorcerous support. The Orc patrol was annihilated before it could properly unleash the Waaagh!, and the Hordes of Chaos secured another Solid Victory.

The Gaze of the Gods is upon us!

Lizardmen

  • Position: #11
  • W/D/L: 5/3/7

The Great Plan must be enacted without mercy!

Deep in the jungles, Sotek_Awakens and Tilean_Paymaster split their armies into two 500-point Capture the Centre patrols. The Lizardmen used a standard list, moderate magic, and compact hammer formations, while the Dogs of War relied on hired bodies and steel with little magical support.

  • In the first clash, the cold-blooded defenders reached the centre first and refused to be shifted. The mercenaries tried to contest the ruins, but the Lizardmen hit too hard and held too steadily, earning a Solid Victory.
  • The second patrol was even more decisive. Sotek_Awakens drove straight through the mercenary attempt to regroup, smashed the Dogs of War out of the centre, and secured a second Solid Victory. Locally, the Great Plan advanced exactly as intended.

On the satellite front:

  • A 500-point Breakthrough battle against Tomb Kings also went the Lizardmen’s way. This was a high-magic Lizardmen force facing the ritual strength of Nehekhara. The undead tried to slow the advance with incantations and unbreakable ranks, but the scaled warriors forced a path through the line and claimed a Minor Victory.
  • Yet the larger fronts were far darker. Zambula’s 2000-point Lizardmen army, a high-magic standard host, met Orcs & Goblins in a Pitched Battle and collapsed under the green tide. The Lizardmen could rain down spells and absorb punishment, but the Orcs kept coming. Once the Saurus blocks were engaged and the flanks began to buckle, the disciplined plan fell apart. The result was a Solid Defeat.
  • The final blow came against the Dogs of War in a 2500-point Pitched Battle. The Lizardmen brought a Bastiladon and an Oldblood champion to anchor the line, but the mercenary general arrived on hippogriff-back and fought with reckless aggression. Hired artillery silenced the Bastiladon's solar engine. The hippogriff overran into the Oldblood's guard and the ancient champion fell in single combat: a catastrophic loss of command. A Troglodon crashed into the mercenary pike block but could not break it. With the Oldblood dead and the line fragmenting, the Slann's palanquin withdrew from the field. A full Massacre against the Lizardmen. The Great Plan had bright local successes this week, but the wider theatre punished every mistake.

Ogre Kingdoms

  • Position: #9
  • W/D/L: 4/2/4

The Maw hungers, and the meat is plentiful!

The Ogre Kingdoms fought a week of enormous swings, from vast knightly collisions to midnight disasters. Their largest triumph came in a 4000-point Last Stand against Bretonnia. The knights had the numbers, the banners, and the scale of a true crusading host, but the Ogres brought the brutal simplicity of the Maw. The battlefield became a killing ground of failed charges, crushed horses, and broken lance formations. Despite the Bretonnians recording a high victory tally, the scenario and battlefield control favoured the Ogres, who claimed a Solid Victory and shattered the chivalric line at the moment it most needed to hold.

A 3000-point Ambush against Bretonnia followed. This time both sides brought special characters, making the clash feel like a saga of champions and warlords. The Ogres tried to spring the trap with overwhelming force, but the Bretonnian host refused to collapse. Knights countercharged through the ambush lanes, Ogres battered the centre, and neither side could secure a decisive result. The battle ended in a hard Draw.

Against the Beastmen, the Ogres fought a 2000-point Pitched Battle. The brayherds came as a horde, looking to drown the larger warriors in numbers, but the Ogres weathered the first wave and answered with crushing impact. The Beastmen remained dangerous enough to prevent a rout, but the Maw’s tribes carried the field and earned a Minor Victory.

The week’s embarrassment came in a 500-point Night Raid against the Tomb Kings. A small Ogre raiding force tried to break the undead under cover of darkness, but Nehekhara is a terrible enemy for Ogres at low points: no panic to exploit, no fear advantage to lean on, and enough magic to keep the dead moving. The Tomb Kings trapped the raiders, ground them down, and handed the Ogres a Solid Defeat.

Orcs & Goblins

  • Position: #13
  • W/D/L: 5/3/10

Waaagh! The boyz is bashin', but the supply lines is getting thin!

In Karak Norn, Grimgor_Nick and Ironbreaker_Chris fought three 500-point Table Quarters battles between Orcs & Goblins and the Dwarfen Slayers of Karak Kadrin (from Storm of Chaos). The greenskins brought a standard horde, while the Dwarfs marched under an alternative Slayer list: unbreakable, aggressive, and terrifyingly well suited to small grinding fights.

  • The first scrap went badly for the boyz. The Orcs tried to flood the quarter, but the Slayers would not run, would not panic, and would not give up the ground. Ironbreaker_Chris won a Solid Victory.
  • The second fight became a proper mud-and-axe brawl. Grimgor_Nick’s mobs hit harder, contested the ground longer, and for once denied the Slayers a clean sweep. The result was a bloody Draw, with both sides still hacking at each other when the horns sounded.
  • The third clash returned to Dwarfen doom. The Slayers carved through the greenskin mobs and held the quarter with grim finality, inflicting another Solid Defeat on the Orcs & Goblins.

Tzunki_Tom brought Grimgor’s Ardboyz (from Storm of Chaos) into the freezing borderlands against Tzar_Dom’s Kislev. These were two 500-point Chosen Objective fights, and here the greenskins were not using a standard list: they were marching as Grimgor’s elite Ardboyz. 

  • The first battle was brutally close. The Ardboyz hit with heavier force, but the Kislevites danced around the objective and refused to be cornered. The fight ended in a Draw.
  • The second objective clash was just as stubborn. The Orcs pushed, Kislev withdrew and countered, and neither side could turn pressure into control. A second Draw left the Ardboyz frustrated but unbeaten on that front.

Abroad, the Waaagh! suffered two hard setbacks before finding glory.

  • In a 750-point The Patrol battle, a greenskin raiding party ran into the Hordes of Chaos. The Chaos force brought strong magic and heavy hammer power; the Orcs brought bodies and noise. It was not enough. The patrol was obliterated for a Solid Defeat.
  • In a 2000-point Pitched Battle against the Empire, the Orcs tried to drown the human line under bodies. The Empire, however, brought special characters, disciplined state troops, and black powder support. Volleys and countercharges broke the momentum of the Waaagh!, and the greenskins suffered another Solid Defeat.
  • Then came the week’s great green roar. In a 2000-point Pitched Battle against Zambula’s high-magic Lizardmen, the Orcs absorbed punishment that should have broken a lesser army. Spells tore gaps in the mobs, but the boyz kept coming. Once the Orc line made contact, choppas and numbers began to tell. The Lizardmen discipline cracked, the jungle front collapsed, and the Orcs & Goblins won a huge Solid Victory.

Vampire Counts

  • Position: #6
  • W/D/L: 9/2/4

The Midnight Aristocracy marches to war!

In Karak Norn, Strigoi_Marco’s Vampire Counts fought two 500-point Chosen Objective clashes against Bugmans_Father’s Dwarfs. The Dwarfs were not a standard Throng: they marched as the Slayers of Karak Kadrin (Storm of Chaos), an army of doom-seeking warriors that refused to break. The Vampire Counts brought a standard but strongly magical horde, yet at 500 points the undead struggled to convert magic and fear into control against troops who cared nothing for terror.

  • The first objective fight saw the Slayers push the undead back from the chosen ground. The Vampire Counts raised bodies and tried to hold by attrition, but the Dwarfs hacked through the line and claimed a Minor Victory.
  • The second clash was even more frustrating for Sylvania’s dead. Strigoi_Marco’s force barely established a presence on the objective before Bugmans_Father’s Slayers drove them away. The result was another Minor Defeat, and the border objectives remained in Dwarfen hands.

Yet Be_lakor_CH stabilised the week with a major 2000-point Pitched Battle against Orion_CH’s Wood Elves. This was not a standard Vampire Counts army: Be_lakor_CH raised the Army of Sylvania (from Storm of Chaos), and both sides brought special characters: Manfred von Carstein commanding the death, and Ariel the Queen of Athel Loren herself defending the living. The Asrai fought with speed, skirmishing, and strong magic, but the Army of Sylvania advanced without fear or fatigue. Sylvanian levies, dead nobles, and relentless necromantic pressure pinned the Wood Elves long enough to force a withdrawal. The Vampire Counts claimed a Minor Victory, keeping the Midnight Aristocracy in the upper half of the campaign.

II.II Defenders of the Relics

Bretonnia

  • Position: #12
  • W/D/L: 5/4/10

The Lady's knights ride out, but the realm is beset on all sides!

In the local valleys, Le_Duc_85 charged a 2000-point Bretonnian host into a Flank Attack against Clan_Pestilens_Flo’s Skaven. The ratmen were not using a standard army: they brought the infamous Clan Skryre SAD appendix list, a heavily magical and machine-driven force, and both sides fielded special characters. The Bretonnian plan was simple and noble: strike the flank, break the vermin, and ride them down. The Skaven plan was uglier and more effective. War machines, sorcery, and expendable bodies slowed the charge just enough to prevent the decisive breakthrough. The knights fought hard, but the Skaven held the vital ground and inflicted a Minor Defeat on the realm.

Across the satellite fronts, the chivalric orders were thrown into chaos. In a 500-point Breakthrough against the Wood Elves, a Bretonnian patrol tried to punch through the Asrai screen. The knights had the armour and shock, while the Wood Elves had speed, shooting, and strong magic. The fight became a running engagement through broken ground, and neither side could fully claim the route. It ended in a hard Draw.

Then came the Ogre wars. In a colossal 4000-point Last Stand, Bretonnia faced the Ogre Kingdoms in one of the largest actions of the week. The knights fought with great courage and inflicted heavy losses, but the Ogres dominated the decisive ground. The Bretonnian line could not convert its charge into victory, and the realm suffered a Solid Defeat.

The rematch was a 3000-point Ambush, with both sides bringing special characters. This time the knights survived the trap. Bretonnian lances smashed into Ogre countercharges, champions met beneath torn banners, and the field became a swirl of hooves, iron fists, and broken spears. Neither army could claim mastery, and the battle ended in a Draw.

Against the Dark Elves, the fortunes of the realm split again. In a 750-point The Patrol battle, a Bretonnian force was outmanoeuvred by the Druchii. Dark Elf sorcery and speed denied the knights a clean charge, and the patrol was beaten back in a Solid Defeat.

A second border action saw a Bretonnian Errantry Crusade (AJ) fight the Dark Elves in a 500-point Chosen Objective battle. This was an alternative Bretonnian list, filled with youthful fury and reckless vows. The young knights hurled themselves at the objective, but the Druchii refused to be pinned. The result was a bloody Draw.

For all those setbacks, the week also gave Bretonnia one moment of glorious vengeance.In a 2000-point Pitched Battle on the border marches, a Bretonnian lance column rode into a Beastmen warband. The brayherd was no rabble: a Doombull and his Great Bray Shaman led a host of Minotaurs, Gors, a Dragon Ogre, and a rampaging Ghorgon that threatened to overwhelm anything it touched. The Bretonnians did not give it the chance. The lances found their line before the herd could mass, the charge drove clean through the exposed flanks, and the warband was shattered from the field. A full Massacre. The Lady’s light still burns, even in a week of hard trials.

Dwarfs

  • Position: #8
  • W/D/L: 8/2/5

The Throng marches to secure the mountain passes, and they march seeking doom!

In Karak Norn, the Dwarfs embraced doom entirely. Ironbreaker_Chris fielded the Slayers of Karak Kadrin (Storm of Chaos) in three 500-point Table Quarters fights against Grimgor_Nick’s Orcs & Goblins. This was an alternative Dwarf list: no cautious shield wall, no artillery park, but a host of unbreakable killers determined to die well and take the enemy with them.

  • The first quarter was seized by axe and oath. The Orcs tried to flood the ground, but the Slayers cut them apart and held firm for a Solid Victory.
  • The second fight became the week’s classic grudgematch: Orc numbers and brutality against Dwarfen refusal to yield. Neither side could force the other fully away from the quarter, and the battle ended in a Draw.
  • The third clash restored Dwarfen dominance. Ironbreaker_Chris drove the Slayers straight through the greenskin mobs, secured the ground, and claimed another Solid Victory.

Meanwhile, Bugmans_Father also marched under the Slayers of Karak Kadrin list against Strigoi_Marco’s Vampire Counts in two 500-point Chosen Objective battles. The undead brought strong magic and fear, but Slayers are poor prey for fear tactics.

  • In the first fight, the Dwarfs hacked through the raised dead and forced the Vampire Counts from the objective for a Minor Victory.
  • In the second, they did it again, grinding down the undead presence and claiming another Minor Victory.

From the satellite fronts, a standard Dwarfen Throng fought a 2000-point Capture battle against Daemons. The Daemons brought strong magic and terrible shock power, but the Dwarfs locked down the centre with classic stubbornness. The Throng refused to be moved and secured a Solid Victory.

The ancestors are proud!

The Empire

  • Position: #10
  • W/D/L: 7/3/9

For Sigmar and the Emperor!

The State Troops fought tooth and nail across an unusually busy week. ABadPainter began with two 750-point Flank Attack battles against Settra_Chris and the Tomb Kings. The Empire used a standard list with moderate magic and disciplined horde formations, while the Tomb Kings relied on strong incantations and the resilience of the dead.

  • In the first clash, the Imperial line held under pressure. Black powder and steady infantry broke up the undead advance, and the Empire claimed a Minor Victory.
  • The second flank fight followed the same pattern. The Tomb Kings tried to bring chariots and infantry into decisive contact, but the Empire’s shooting and counter-movement denied them the momentum they needed. ABadPainter secured another Minor Victory, giving the Empire a strong local result.

Grail_Seeker then led The Emperor’s Guard (Empire Army Book) into two 1000-point Flank Attack battles against Everchosen_ZH’s Archaon’s Horde (from Storm of Chaos). This was an alternative-list duel, elite Imperial guardians against the chosen warriors of the north.

  • The first battle was a stubborn Draw, the Emperor’s Guard holding just long enough to deny Chaos a breakthrough.
  • In the second, Archaon’s Horde hit harder, broke the line, and handed the Empire a Solid Defeat.

Heldenhammer_ZH also fielded The Emperor’s Guard, this time with special characters (The Emperor Karl Franz himself vs Throt the Unclean), in a 2000-point Breakthrough against Queek_Swiss and the Skaven. The Imperial force failed catastrophically to stop the ratmen’s advance. The Skaven broke through the supply ground and inflicted a Minor Defeat, made all the more painful by the Empire’s inability to register meaningful battlefield gains.

Globally, however, the Empire showed its steel.

  • In a 500-point Breakthrough against Tomb Kings, a standard Imperial force smashed through the undead line, reducing the Nehekharan position to almost nothing and winning a Solid Victory.
  • In a 2000-point Pitched Battle against Orcs & Goblins, the Empire marched with special characters and held firm against the green tide. Black powder volleys, disciplined ranks, and well-timed countercharges broke the momentum of the Waaagh!, earning another Solid Victory.
  • The week’s great disaster came in a 3000-point Capture battle against the Dark Elves. The Empire attempted to hold the objective with massed troops and firepower, but the Druchii brought strong magic, speed, and lethal pressure. The Imperial line collapsed around the capture point, and the Dark Elves handed the Empire a Solid Defeat.

High Elves

  • Position: #15
  • W/D/L: 3/3/8

The Asur stand proud, but the defense of Ulthuan wavers dangerously!

WhiteTower_HP launched a 2000-point Capture operation against Zharr_Naggrund_K and the Chaos Dwarfs. The High Elves used a standard list comanded by Teclis, and relied on strong magic and elite hammer units to pry open the Dawi-Zharr position. But the Chaos Dwarfs were an anvil of iron, sorcery, and cruelty. The Asur could not shift them from the objective and suffered a Solid Defeat.

The true tragedy came when Lothern_Pat marshalled a 4000-point High Elf Sea Patrol (from Storm of Chaos) in a colossal Pitched Battle against Luccini_Merchant’s Dogs of War. This was an alternative High Elf list, and both sides brought special characters: Imrik the Dragon Prince of Calendor on the Asur side, and the despicable Asarnil the Dragonlord on the mercenaries. The Sea Patrol had magic monsters, speed, and naval discipline, but the mercenary army fought the battle on uglier terms. The scarce scenography was enough for both Dragons to survive the artillery while avoiding each other until the artillery was destroyed. Then they fought in an epic duel that ended the life of Asarnil, but the infamous shooting of a mercenary crossbow sealed the fate of our Prince. The Dogs of War absorbed the elegant Asur pressure, countered with massed hired steel, and outscored the Sea Patrol for a Minor Victory. The loss was not a rout, but at 4000 points it was a painful strategic failure.

On the satellite front, another High Elf force fought Tomb Kings in a 500-point Table Quarters battle. The Asur had strong magic and elite troops, but at this scale the Tomb Kings’ unbreakable presence and incantations proved more reliable. Nehekhara claimed the quarters and the High Elves took another Solid Defeat.

The Phoenix King must rally his generals!

Kislev

  • Position: #18
  • W/D/L: 0/3/6

The Ice Queen's vanguard pushes forward to secure the Oblast!

In the borderlands, Tzar_Dom’s Kislev fought two 500-point Chosen Objective engagements against Tzunki_Tom’s Orcs & Goblins. The greenskins were not using a standard army: they marched as Grimgor’s Ardboyz (Storm of Chaos), a harder, more elite Orc force. Kislev answered with a standard skirmishing force, relying on movement, nerve, and the cold patience of the north.

  • The first battle became a grinding contest for the objective. The Ardboyz had the raw hitting power, but Kislev refused to stand where the Orcs wanted them to stand. Tzar_Dom contested the ground, bled the enemy, and denied a decisive greenskin victory. The result was a Draw.
  • The second clash was just as bitter. The Orcs pressed again, but the Kislevites fought a delaying battle in the freezing mud, giving ground only when it preserved the objective. Neither army could claim full control, and the fight ended in a second Draw.

Kislev still seeks its first victory, but this week the northern vanguard did not break. It held.

Skaven

  • Position: #1
  • W/D/L: 8/1/0

The Under-Empire expands its absolute supremacy!

In Karak Norn, Clan_Pestilens_Flo defended the warrens from a 2000-point Bretonnian Flank Attack led by Le_Duc_85. The Skaven did not fight fair: they brought the Clan Skryre SAD appendix list, a special-character, high-magic engine of war machines, sorcery, and expendable bodies. Bretonnia charged with the honour of the Lady, but the ratmen answered with lightning, machinery, and cowardly brilliance. The knights were slowed, redirected, and denied the crushing flank collapse they needed. Clan_Pestilens_Flo claimed a narrow but vital Minor Victory.

Meanwhile, Queek_Swiss led a 2000-point Breakthrough against Heldenhammer_ZH’s The Emperor’s Guard (Empire Army Book). The Empire brought special characters  (The Emperor Karl Franz himself and an elite alternative list, but the Skaven (commanded by Throt the Uncleandid what Skaven do best: they ran through the gap before the enemy could seal it. The ratmen shattered the logistics of the human line and earned another Minor Victory.

The Skaven remain undefeated at the very top of the ladder. Every surface kingdom now knows the same truth: the Under-Empire is not coming. It is already here.

We remain undefeated at the very top of the ladder!

Tomb Kings

  • Position: #7
  • W/D/L: 10/4/6

The sands of Nehekhara are besieged on all sides!

In Karak Norn, disaster struck the Tomb Kings’ borders. Nehekhara_Pete deployed Quatar’s Army (WebGW) against Khorne_Mathias and the Dark Elves in two 500-point Night Raids. This was a specialist construct-heavy alternative list, deadly in the right circumstances but dangerous to use in tiny raids where bodies, ranks, and board control matter enormously. It was also the greyest army of the whole campaign, fresh from the printer!

  • The first raid was tense and close. The constructs hit hard and the Dark Elves could not simply sweep them aside, but the Druchii’s strong magic and speed kept the undead from dominating the field. The battle ended in a Draw.
  • The second raid exposed the weakness of Quatar’s Army at this scale. Without enough standard skeletal mass to anchor the line through static combat resolution, the elite constructs were isolated, surrounded, and destroyed. Khorne_Mathias turned the night attack into a Massacre against the Tomb Kings.

Settra_Chris then divided a standard Tomb Kings army into two 750-point Flank Attack forces against ABadPainter’s Empire. These were more traditional Nehekharan forces, with strong magic and an anvil role, but the Empire’s guns and disciplined formations proved hard to overcome.

  • In the first battle, black powder broke up the undead advance and the Tomb Kings suffered a Minor Defeat.
  • In the second, the chariots again failed to generate decisive impact before the Imperial line stabilised, resulting in another Minor Defeat.

The satellite wars were a wild swing of triumph and ruin.

  • In a 500-point Breakthrough against the Empire, the Tomb Kings were smashed aside almost completely. The Imperial force broke the line and inflicted a Solid Defeat.
  • In a 500-point Table Quarters battle against the High Elves, however, Nehekhara answered in style. The Tomb Kings’ strong magic and unbreakable anvil presence proved ideal for claiming ground. The Asur could not remove the undead from the quarters, and the Tomb Kings secured a Solid Victory.
  • Against the Lizardmen, a 500-point Breakthrough became a contest of rival magical engines. The Tomb Kings tried to slow the scaled advance with incantations and discipline, but the Lizardmen forced their way through and inflicted a Minor Defeat.
  • In a 500-point Night Raid against the Ogre Kingdoms, the Tomb Kings showed exactly why undead armies terrify low-point raiders. The Ogres could not rely on fear, could not trigger panic, and could not break the line quickly enough. The dead surrounded and ground down the raiding force for a Solid Victory.
  • The most masterful display of Nehekharan patience occurred in a 2000-point 2v2 Capture battle. A Liche Priest tracked a stolen Lustrian Relic to a ruined temple, only to find it crawling with Beastmen, interfering Wood Elves, and a sudden, violent manifestation of Daemons. Rather than charge into the maelstrom, the Tomb Kings simply waited. They allowed the living and the warp-spawn to tear each other to pieces. Using the frenzied, charging Beastmen as an unwitting vanguard to absorb the enemy's magic and arrows, the unyielding dead marched in perfect lockstep straight up the middle of the carnage. Unbothered by the slaughter around them, the skeletal constructs secured the Relic and walked away with a brilliant Solid Victory (368 VP).

Wood Elves

  • Position: #14
  • W/D/L: 3/6/8

The forest paths remain treacherous, and the roots of Athel Loren drink deep from the blood of the fallen.

In Karak Norn, Orion_CH led a 2000-point standard Wood Elf host into a Pitched Battle against Be_lakor_CH’s Army of Sylvania (Storm of Chaos). This was no ordinary Vampire Counts army: Sylvania marched with its own alternative list, backed by special characters (the infamous Manfred von Carstein) and very strong magic. The Wood Elves also brought special characters (Ariel, the Queen of Athel Loren!) and strong magic, making the battle a duel of legendary leaders and supernatural force.

The Asrai fought as Wood Elves must: refusing the dead a clean line, bleeding them with movement and missile fire, and striking where the Sylvanian host overextended. But the dead do not tire, do not panic, and do not care how many arrows blacken the sky. Be_lakor_CH’s Army of Sylvania pressed forward, raised the fallen, and forced Orion_CH to abandon the field. The Wood Elves suffered a Minor Defeat.

In the far forest of the world, our kindred fought other battles.

  • The Wood Elves clashed with Bretonnia in a 500-point Breakthrough. The knights tried to force a route through the forest screen, while the Wood Elves relied on speed, skirmishing, and strong magic to deny the lane. The battle became a running fight of feints, arrows, and frustrated charges. Neither side could claim true control, and the result was a hard Draw.
  • A 500-point Capture the Centre battle against Daemons went far worse. The Daemons brought a strongly magical hammer force that could absorb punishment and keep moving toward the objective. The Wood Elves harried them, but could not prevent the warp-spawned line from occupying the centre. The Asrai were driven back in a Solid Defeat.
  • The darkest hour for the kindreds came in a 2000-point 2v2 Capture battle deep in the corrupted borderlands. A Wood Elf ranging force located a stolen Lustrian Relic that had been dragged into a ruined Chaos Temple. Desperate to cleanse the artifact before it could poison the local geomantic web, a Spellweaver attempted to sever its dark bindings. It was a catastrophic mistake. The corrupted Relic violently ruptured the veil, dragging a host of Daemons into reality right amidst the Asrai lines. Surrounded by screaming warp-spawn and suddenly beset by enraged Beastmen, the Wood Elves were forced into an accidental, desperate pact of survival alongside the Daemons. The tragic stand failed; as the chaos consumed them, the Tomb Kings swept in to steal the prize, handing the Asrai a devastating Solid Defeat (181 VP).

The glades still stand, but this was a dark turn for the Wood Elves. The forest survives, yet its borders grow ever more dangerous.

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