Cursed Wizards AAR

Three evil wizards are attempting to build a keep from which to practice and grow their dark arts. A force of elves, men and dwarves learning of their plans has assembled to drive them off and destroy their castle.



The forces of the wizards move forward to confront the enemy force.



Elven oracles had visions that the participation of dwarves would be vital for victory, so putting aside their usual disdain they asked for assistance. The dwarves have just recently completed their first steam cannon and bring it to the battle.


the elves occupy theft flank, as far from the dwarves as possible!



The wizards and their troops of skeletons, goblins, ratlings, evil men, a cyclops, and a giant on a war elephant continue to advance.



As do the forces of light.



The steam cannon takes its first shot in battle and a unit of barbarians thinks twice and falls back.



The wizards who have been building magical protections into the very seams of their fortress knew nothing of this strange new weapon of the dwarves and the castle is completely vulnerable to its shot. Even worse, so much of their magic is currently entangled in the walls and foundation of the keep that every shot from the cannon is leaving them weaker and weaker. Realizing the danger troops converge on the cannon. For several turns the cannon nears must target enemy troops rather than the main target of the castle.





Dwarves and men surge forward to protect the war engine.
























The brave leader of the dwarves closes within challenge range of the strongest of the wizards and in a stunning move survives a terrible rain of hellfire and strikes him down with a mighty blow. Across the field losses are building on each side.





As darkness falls, three strong units of knights of the forces of good are protecting the cannon, but the ogre and elephant have entered the fray with devastating results.

As the event time ran out it looked like the dwarves steam cannon was likely to get at least three more shots on the castle leaving the two remaining wizards with a little magic left. All the players agreed that it could go either way if there had been time to play it out and called it a happy draw.