Battle Report - The Golden Crescent & the Prancing Griffon (Araby vs Empire)

This is a 2,250 point game of Warmaster with 2 players on each side.  This is another 'learning' game for the participants, helping to gain familiarity with the rules. 
For this encounter a brazen Araby expeditionary force led by Emir Rashad the Magnificent has attacked the Empire and a hastily assembled levy, led by Duke Wolfgang Klotz, Defender of the Reikland ride out to meet them.


ARABY

1x General: Emir Rashad the Magnificent, Commander of the Golden Crescent (Orb of Majesty)
1x Hero: Prince Jamal the Courageous (Elephant mount)
1x Hero: Prince Ali the Impetuous
1x Wizard: Zuman the Terrible, Master of the Desert Wind (Djinn & Rod of Repetition) 
1x Wizard: Maruf the Apprentice
4x Spearmen  
4x Bowmen  
5x Knights  
2x Desert Riders  
2x Camel Riders  
2x Magic Carpets  
1x Elephants  

EMPIRE
1x General: Duke Wolfgang Klotz, Defender of the Reikland
1x Hero: Baron Aldebrand Helborg (Griffon mount)
1x Hero: Captain Fritz van Walfen, Ubersreik Garrison
1x Wizard: Pyromancer Grimaldus Low, Bright Magister and Master of the Red Wind of Magic
4 x Halberdiers
4x Crossbowmen
2x Flagellants
2x Skirmishers
6x Knights (1 with Sword of Fate)
3x Pistoliers
2x Cannons
1x Steam Tank

The Empire split their cavalry force into two equal parts.  One takes the flank, and is tasked with escorting the valuable cannons to the top of the hill and preventing the Araby cavalry from taking the postion.  A brigade of infantry is also deployed in support.  In the open ground Baron Alderbrand and his griffon lead forward a second armoured fist of cavalry with flagellants, a steam tank and another brigade of infantry in support.

The Araby set their sights on the high ground and deploy almost all of their cavalry in three formations positioned to attack the hill.  The Araby infantry spread out to maximise their bows over the open ground and bring up the lumbering elephants, meanwhile the Camel Riders attempt a bold flanking move far from the massed armies.

The battle begins with the Empire successfully moving into position on the hill and setting up their cannons and lines of crossbows.  Baron Alderbrand has more trouble being heard and only manages to send the Steam Tank forward across the open fields.

The Araby lines also experience disruption and while the massed knights canter forward toward the hill, none advance too close to the Empire cannons.  Only the desert riders are bold enough to move toward the empire infantry.   Prince Jamal is so well ensconced in his small pavilion atop the Elephant that he entirely misses that the battle is beginning and so the massed spears and bows around him remain stationary.

Sensing possible disaster Zuman the Terrible manages to cast a mirage, deceiving the Empire army into thinking the Sultan's personal guard have moved into the small forest at the base of the hill.  His Djinn also drives back a unit of crossbows atop the hill.

The battle starts poorly for the Empire.  The gunners on the hill are convinced the illusionary guards of the Sultan are about to attack and pummel the forest with cannon-fire (to no effect).  Meanwhile the Captain van Walfen orders his halberdiers forward to attack the desert riders, sure his men will dispatch the lightly-equipped Arabian cavalry.  This is quickly revealed to be a mistake and the desert riders smash through the infantry brigade in short order.  Meanwhile the Magic Carpet riders hurl jars of scorpions and snakes at a unit of prancing pistoliers, causing them to flee the battle in disarray.

In the open fields the knights surge forward and the steam tank closes on the enemy.  The Flagellants, now engrossed in an argument about which of Sigmar's miracles was most amazing, completely ignore the furious Baron Helborg.

Tantalised by the puffing steam tank, the Araby infantry advance, and then pepper it with arrows.  Although they fail to pierce the metal, enough stick to the tank to catch fire, and force the crew to abandon their war machine!

The Arabian cavalry now take the opportunity to charge the knights defending the hill.  the Fighting is fierce and brutal, and even with the considerable powers of Zuman the Terrible and his Djinn, both sides take heavy losses, and the few survivors withdraw.  

Unfortunately the next wave of Arabian cavalry miss their signal to advance and remain in place. The Empire gunners on the hill, now realise their mistake and target one of the Araby infantry brigades, causing heavy losses and throwing them into confusion.

Then the trap closes, as the Empire knights thunder past the abandoned Steam Tank and crash into the Araby infantry, destroying an entire brigade and slaying the elephants.

The only hope for Araby victory is to take the hill and destroy the remaining Empire forces that defend it.  The desert riders make a heroic effort, destroying infantry and then overrunning a battery of guns, but it is too late.  The last of the Araby infantry, already panicked by cannon fire is cut down by the surging Empire knights and Rashad the Magnificent gives the order for his remaining forces to retreat.


A narrow victory to the brave forces of the Empire!  A fun game with the Araby forces holding a significant lead on the break tally until the decisive Empire cavalry charge.