Battle Report - Battle for the Tower (Araby vs Chaos)

Here follows an account of a 4-player,  2,250 point battle between the forces of Araby and mortal Chaos.  We played using the Battle for the Tower scenario from the Warmaster Revolution rules (although using regular Warmaster rules).  

Under that scenario victory points are awarded to the army which has 2 units in contact with the tower at the end of the game, with additional points for keeping enemies away.  Victory points can also be awarded by breaking the enemy army.

Anticipating a lot of close-quarters fighting with Chaos, the Araby army was chosen to maximise the number of units on the table, in the hope that superior numbers would overwhelm the superior combat abilities of the Chaos troops. 
4 Spearmen  
4 Bowmen  
2 Guards  
6 Knights - 1 Banner of Fortune
3 Desert Riders  
2 Camel Riders  
2 Magic Carpets  
1 General: Emir Rashad the Magnificent, Commander of the Golden Crescent
2 Heroes: Prince Jamal the Courageous & Prince Ali the Impetuous
1 Wizard:  Maruf the Mysterious, Keeper of the Wandering Lamp  - 1 Djinn

The Chaos force was packed full of hardened fighters, including Chaos Knights and Warriors plus some additional heavy hitters in the form of Trolls and Ogres.
2 Chaos Warriors
1 Chaos Ogres
3 Chaos Knights - Sword of Fate
2 Marauder Horse
2 Hounds
1 Harpies
1 Chaos Trolls
3 Chaos Marauders
2 Chariots
1 General: Mordelash the Flayer - Orb of Majesty
1 Hero on a Dragon Mount: Draderor The Blood Bathed
1 Sorcerer: Frikhax The Unstable - Ring of Magic

The Araby deploy the bulk of their Cavalry before the tower in three brigades (knights, camel riders and desert riders).  The Sultan's guard wait patiently behind the cavalry to march forward to take the tower.  The remaining Araby infantry deploys into a large forest, and immediately before a nearby hill, hoping to seize the defended ground.

Opposite the Araby infantry the Chaos deploy a smattering of their force, hounds, marauders and chariots.  Meanwhile the real hammer of their force, the Chaos Knights deploy on the other flank, opposing the massed Araby knights, and the two infantry brigades deploy around the forest, ready to march on the tower.

The initial moves are tentative, neither side wants to commit their cavalry and be charged by the opposition, so a stalemate ensues around the tower.  

On the other flank the Araby magic carpets attack the flank force and pelt the chaos chariots with jars filled with scorpions and snakes.  This combined with a well-time Sunstrike spell from the Araby wizard causes confusion and disorder amongst the chaos forces.

In the centre of the battlefield the Araby decide to use their superior numbers to draw out the enemy, hoping to then win the day with a cavalry counter-punch.  The desert raiders move forward and succeed in drawing out the Chaos ogres lurking in the woods. The Ogres and Chaos warriors are bloodied but win the skirmish through weight of numbers, however, they cannot pursue the nimble horse-mounted raiders and return to the woods to plan their revenge.  

Meanwhile the Chaos general dispatches a unit of Harpies to deal with the magic carpets that have been causing havoc on the Chaos flank.  However the carpet riders are ready for the fell creatures and cut them down with a well placed volley.

The desert raiders have been emboldened by their brush with the ogres and  decide to press their luck and charge into the large formation of Chaos Knights waiting beside the forest.  The brave/foolish raiders are cut down, while the Chaos Knights suffer minor losses.

As the penultimate turn arrives, the Chaos strike.  The Chaos knights thunder across the battlefield and charge into the massed Araby knights, aided by their fearsome dragon.  The fighting is fierce, and losses heavy, but ultimately the Araby armour and skill at arms turns the battle and the Chaos Knights are cut down, one by one.  However, they still claim a heavy price, and only a handful of Araby knights survive the carnage.

Meanwhile a unit of chaos chariots manages to charge into the flank of the other Araby knight unit, but though pure bad luck they fail to do enough damage to carry their attack forward and are driven off.

Finally the Chaos manage to regain control on the far flank, and the magic carpet riders are cut down by a combined charge from chaos hounds and mounted marauders.  

Attention now turns to the tower.  The Sultan's guards have moved forward to claim it, and in response the chaos infantry march from the forest, and advance on the tower.  However the brigade containing the Trolls misses the order, and so the warriors and ogres advance alone.

The chaos ogres manage to drive back the Sultan's guards but their supporting infantry is cut down by the surviving Araby knights, breaking the Chaos army.  While the Araby victory is now likely, they can double their points if they can seize the tower and drive off the ogres.  

Unfortunately the camels prove as uncooperative as ever, and in addition to refusing to move into a position to shoot at the ogres, their angry braying means that the Sultan's guards don't hear the command to advance to claim the tower.

At the conclusion of 8 turns neither side holds the tower.  The only victory points awarded are to the Araby for breaking the Chaos army, meaning the Araby win by 2 points!