Here is the army ready to go.
8 knights bought of ebay for less than £3 a model
5 marauder horsemen for £9 in the emporium
10 warriors off ebay for £5
A converted sorcerer
14 warhounds (borrowed from my space wolf army)
And my painting target for this month another 10 warriors and the exalted hero.
Kieron will be proud of my cheaphammering :)
We rolled the watchtower mission and as Aneurin won the roll to control the tower I went first. He couldn't occupy it however so my warriors marched boldly towards the church with the watchtower as the Maruaders went down the flank using a farm building as cover against shooting.
The magic phase saw my sorcerer cause 1 death on a seaguard unit with screaming skull. They passed their panic test and my sorcerer failed his 3+ armour save from his miscast.
The high elf turn saw a warrior dragged into a pit of doom and the seaguard volley shooting was accurate causing 5 wounds on my Chaos knights. 2+ saves no problems I thought only to roll 3 1's...
My second turn saw my sorcerer once again miscast and kill himself by losing his last wound. My knights charge into the sea guard as the warroirs moved closer to the church. This is when the Dr announces he gets to hit first, ALWAYS! Cheesy elf git... Ok this won't be to bad, he's hitting on 4's and wounding on 5's right? Another 3 knights die to rolling 1 for armour saves... They manage 6 wounds back for the Dr to roll 5 6+ parry saves! That it turns out he should never have had! To add insult to injury the knights flee despite re-rolling the leadership test with the "will of chaos" rule. The sea guard don't quite catch them
The elven mage, feeling confident now he has no opposition starts unleashing a hex spell reducing my warriors weapon skill allowing the sea guard to take on my warriors. Despite wounding 8 times this time my armour holds up and not one warrior falls to the weaklings, they are promptly butchered and flee the fight, the warriors choosing to hold their ground due to the proximity of the silver helms on their flank.
From nowhere the marauder horsemen chase down the fleeing seaguard and the warriors are just in charge arc of the silver helms taking them in the flank as the unit led by the exalted hero enters the church. Also from nowhere the warhounds charge into the great helms getting butchered to the last dog.
Feeling their gods eyes upon them the warriors take the hits from the silver helm and kill two but the elven nobles aren't deterred and stay to fight reforming to bring more weapons to bear next round.
Once again unopposed the elven mage casts Occams razor giving the silver helms strength 8! They promptly butcher the warriors in front of them leaving none alive. The great helms close in on the church.
Undeterred by being heavily outnumbered the chaos knights having reformed last turn now charge the silver helms and the marauders hit their flanks. The knights champion calls out the elven mage who cowardly slinks to the back of the unit. Dispirited by their generals cowardliness the unit lose the combat and flee, marginally out distancing the knights and marauders. If the game ends now the game is mine! but alas it goes on.
The great helms storm the church seeking to secure it for themselves and slay 8 warriors within. The exalted hero hits back cutting down 3 but loses the combat and dies holding his ground rather than flee in shame. The church and watchtower are in elven hands with only 4 chaos models left on the board in front of a rallied unit of 10 silver helms its game over for chaos...
Despite having some appalling luck I thoroughly enjoyed the game and was pleased with how the units worked even if they didn't do as I expected I can see they should in most circumstances. I now know i'm going to get hit first by elves and need to take bigger units against them to make up for this so I can cause enough damage when I hit back.
Cheers to the Dr for the game (shaking of fist and promising of i'll get you next time...)