Malorndk:
[size=xx-large]Team Chaos �?" Turn 3[/size]
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The Infernal Fist of Fire delivered in every way. They crushed the rest of the chariots and only had to sacrifice another Khan (Bashiuk I believe), but two other Khans (Ghrasha and Korc�?Tbai) were on one wound. Only the mean dirtbag Izit remained untouched which surely inflated his ego in the heat of battle.

While the lone Spirit Host did block the troll unit, it did not prevent the Doombull; Maltrax the Foul, from charging out of the unit, and into the flank of Settra II, Mortarch of Eternity. This was both good and bad. Him leaving the unit left them vulnerable against flaming attacks, but then again, the trolls did not have many opportunities of impacting the game due to their deployment. Maltrax the Foul was an absolute beast in combat and carried the Blackened Plate granting him a 2+ ward save against flaming attacks, which was all Settra II had. It was basically the classic K�?Tdaii Destroyer counter, where a cavalry hero with Dragon Bane Gem charges the Destroyer and locks it in combat for ages. Only difference here was that Maltrax the Foul could potentially kill Settra II if given the time! In the first round of combat, Settra II lost 4 of his 9 wounds!

The rest of the troll unit stood and looked dumb, but Throgg the Troll King left the unit to hunt some Screaming Skull Catapults

The Legion of the Blood Realm hit the massive horde of spear wielding skeletons, who also had a Necrotect. The Bloodletters had already taken out the Horse Archers last turn, and they continued in impressive fashion, by killing 15 skeletons! Khorne was pleased by their performance!

I have not mentioned the Necropolis Knights a lot. They appeared close to the last Dreadquake Mortar by turn two, but the Glottkin used his massive base to block any attempt for them to not get charged the following turn. Team Undead rationalised (correctly) that they should not charge the Glottkin in their own turn, as he would smash them, reform and march into the desert. Instead, they just stood idle and waited patiently for the Glottkin to waste another turn that would not let him closer to important stuff. The Glottkin charged and absolutely wrecked the three Necropolis Knights in epic fashion.

We could not do anything with the K�?Tdaii Destroyer, but we got the Beasts of Nurgle into position to remove that blasted Spirit Host next turn. Meanwhile, Archaon Everchosen and his Skullcrushers charged, destroyed and overran a Tomb Scorpion, which let them into a Catapult, and as importantly, far away from threats <3

Movement Phase[/size]
The Daemon Prince charged the Tomb Scorpion, which had just destroyed our last Deathshrieker Rocket Launcher.
Valkia and her three remaining dual wielding Khorne Warriors assaulted the Obsidian Fortress with Khalidas unit again with big expectations. They still needed to kill 22 Archers, 3 Banshees and High Queen Khalida herself�?� Then again: Never ever underestimate Khorne Warriors!

In lack of better options, I decided to charge my lone Taruk into ranked up Grave Guards, with Necrotect, BSB Wight King, Krell �?" Mortarch of Despair and Vlad von Carstein �?" Mortarch of Shadows. That was rather stupid, and showed that I was tired, fatigued and desperate. The cunning general had taken a march test, pivoted on the spot, and moved 14 inches away. Mistake from Team Chaos but no catastrophe.

The Last of the Obsidian Slaves prepared themselves for a combo charge from two thunder stomping Vargulfs�?�

�?� while the Chosen sacrificed themselves by positioning to redirect the Blood Knights away from the rest of the battle.

Magic Phase[/size]
Team Chaos got 19 power dice to Team Undead�?Ts 16 dispel dice.
Zanklai�?TOtory the Deathsinger got Soulblight through on Neferata (-1 strenght & toughness until start of casters next magic phase).
Drazhoath the Ashen cast Breath of Hatred, which was dispelled.
Hruz the Unbend cast Breath of Hatred, which was dispelled.
Hruz the Unbend cast Ashstorm, which was dispelled�?�
Zanklai�?TOtory the Deathsinger set our daring plan in motion, and cast Summon Arcane Fulcrum!

As the reader, you are probably rather confused right now, and rightly so. Nowhere have I presented these rules before as they would take a long time to write up, and my gaming group has the relevant rules printed in the Games Workshop release: �?oThe End Times: Khaine �?" Book 2.�?� This is the book that turned a lot of the fans sour on the whole End Times series, not only because the fluff sees the unity between Dark, High and Wood Elfs, while Ulthuan and Naggaroth is razed and sunk into the ocean, but also because the following rules rewrote the entire magic phase in a weird way. I will not go into details, but my group read the rules, shook our heads, and took the only useable part: Summon Arcane Fulcrum, which every wizard above level 2 has access to, but which can only be attempted to cast once per magic phase.
Once cast, a fulcrum is placed within 6�?� of the caster and 1�?� away from everything. This now counts as a building, and the caster is removed from his previous position and now garrisons this building alone. If the wizard leaves or is slain, the fulcrum is removed. While the fulcrum is active, the wizard (and his ridden monster) gains a 3+ ward save and immunity to the special rule Multiple Wounds.
Our daring plan was to summon a fulcrum and get Zanklai�?TOtory out of the battle with Neferata. The fulcrum would be placed between Nagash and Hruz the Unbend, and block Nagash�?Ts charge path the following turn. If Nagash charged, Zanklai would probably survive, due to 3+ ward save and immunity to Nagash�?Ts Multiple Wounds (D3). This would mean Nagash failed to assault a building, and push him 1�?� away and out of combat, to suffer our next shooting phase as well (the same thing that just happened to Valkia�?Ts unit against the Obsidian Fortress). Our next turn would let Zanklai�?TOtory fly to safety on his Lammasu, and allow Hruz the Unbend to try to repeat his feat and summon the fulcrum again. If this had worked perfectly, Drazhoath had had a chance to follow suit. For each time this would have succeeded, we would have saved 700 points of spellcasting character on a flying monster, had blocked Nagash for a turn, while keeping Neferata in place, but still allowed warmachines to hammer on Nagash.
Plans are cool in theory, but hard to pull off. At least we got Zanklai�?TOtory out of there, and saved Hruz the Unbend for now.

Notice: This picture is actually from next turn where Nagash charges. That is why he isn�?Tt 1�?� away from the fulcrum.
Shooting Phase[/size]
We did not kill Nagash. Disappointment all around. One wound dealt to a Catapult. What is happening to our artillery?
Close Combat Phase[/size]
With the Lammasu; Uzroth�?Tkulon out of the combat, Neferata�?Ts dagger again became Akhmet-kar, the Dagger of Jet. It punched through Cinderbreath�?Ts blazing body and permanently lowered the strength, toughness and attack from the Bale Taurus and its master. Drazhoath held.
The Daemon Prince smashed the animated construct and as the Tomb Scorpion collapsed, he looked towards his former brethren the Sons of Rage, and considered coming to aid the Chosen against the approaching Blood Knights.

The Tauruk; Baizrack had bottomed his Potion of Toughness as he hit the Grave Guards, he found himself in close combat with Vlad von Carstein who straight up butchered his sorry butt. This unit had some intense synergies going on, with stacking auras, banners, Necrotect hatred and just overall badassness. We had not realised how dangerous this unit was until now and we were glad that they had been stuck behind both Nagash and Neferata for 2 turns and not seen any combat.
Valkia and her command group assaulted the Obsidian Fortress. After crumbling and everything, these 4 spectacular warriors had just destroyed 21 skeleton archers! A single archer prevailed and allowed Team Undead to raise fallen skeletons around it. We were so close to get the 330 points from this blasted unit. If we got Khalida and the three Banshees as well, we would rack in 980 points! Holy Hashut that would be appreciated the circumstances considered.
Halfway point! Turn 3 was completed, it was two o�?Tclock and we hit the bed for 6 blissful hours, where our brains where not constantly making decisions and figuring out potential outcomes of things. Team Chaos was still doing damage control. Our shooting sucked. It felt like a 18-2 or 19-1 overall, unless things started to change rapidly the next day. Team Chaos hoped to achieve a draw. Even a small win seemed unlikely by now.
PS: The picture quality should pick up again as the sun returned with its natural light. The quantity will still be lower than than the first couple of turns, as focus was now on completing the battle more than documenting the epic scale.

The day that a Chaos Dwarf looked down upon Nagash, Surpreme Lord of the Undead!