Watchtower Rematch!
Vampires
Vampire Lord
-Master of the Black Arts, Flying Horror, Wristbands of Black Gold, Flayed Hauberk, Sword of Striking (
Raise Dead, Vanel's Danse, Winds of Undeath)
Vampire
-Infinite Hatred, Tomb Blade, Avatar of Death (Shield) (
Raise Dead)
Necromancer
-Corpse Cart, Raise Dead, Invocation of Nehek
Skeleton Warriors x 25, Full command
Skeleton Warriors x 25, Full command
Skeleton Warriors x 50, Full command, Spears
Corpse Cart
Grave Guard x 20, Full command
Blood Knights x 5, Banner, musician
Vargulf
Beastmen
Beastlord
-Gnarled Hide, Heavy Armor, Enchanted Shield, Brass Cleaver
Wargor
-
BSB, Slughide(?), Heavy Armor, Shield
Great Bray Shaman-Wild
-Level 4 (
Beastial Surge, Devolve, Mantle of Ghoros, Viletide)
Bray Shaman-Shadow
-Level 2, Dispel Scroll (
Sig spell, Pit of Shades)
Gors x 35, Full command, shields
Ungors x 50, Full command,
HW & Shields
Chariot
Chariot
Warhounds x 10
Ungor Raiders x 12
Ungor Raiders x 12
Harpies
Minotaurs x 6, Full command, Additional hand weapon
Cygor
Deployment-

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We rolled up Watchtower again, and Beastmen won control this time around. However, he only had his Ungor Raiders that were below 20 to occupy the tower, so one of those units had to go inside instead of ambush.
Turn 1
Vampires:
Everything surges forward in the movement phase. The Vargulf heads off around the woods towards the harpies and Cygor, with the Grave guard approaching the tower to attempt an assault. Blood Knights move forward 7" straight towards the Minotaurs. Magic is interesting. With MotBA I net 10 power dice, allowing me to raise a new unit of zombies next to my Skeleton hordes, and Wind of Undeath deals a total of 8 wounds across his army and nets me 2 Ghost bases, which materialize near the house to the left of the watchtower. Vanhel's Danse moves the Grave Guard into combat with the tower, where they kill 4 Ungors and lose 2 in return. Ungors pass (barely) they're steadfast breaktest.
Beastman (tower):
Beasts surge forward, except for the Minotaurs, who are scared of the Blood Knights and move backward 2". The Ungor Raiders next to them wheel in front of the Minotaurs at a angle, in an attempt to prevent me overrunning into them. The Harpies fly over the Vargulf's head and land behind him on my flank. Gors charge the ghosts, the Beastlord causes enough wounds to crumble them all, but not before they kill 2 Gors. Magic sees everything successfully dispelled. Shooting sees the Ungors kill a Blood Knight (ack!) and the Cygor drop a boulder on his face.
Turn 2:
Vampires (tower):
Skeletons angle around in the building to prepare for the Gor charge, Vampire Lord flying over next to the Skeleton Horde beside the watchtower, which slowly moves forward, not wanting to charge the Ungors. The Blood Knight ram into the Ungor Raiders, losing none to Stand and Shoot. Magic sees the lost Grave Guard return from the dead, the Zombie unit doubles in size, and both carts activate Miasma of Deathly vigour, giving nearly my entire army Always Strike First and Rerolls (Blood Knights and Vargulf are not in range). Combat sees the Ungors finally killed, and the Grave Guard occupy the tower, mounting their banner on the battlements. The Blood Knights massacre the Ungor Raiders, and pass their redirect test and charge the Minotaurs, killing 3 and putting two wounds on a 4th. The Minotaurs hit back and kill 1, and then run from combat but aren't quite caught by the Blood Knights (I'm 1" behind him).
Beastmen:
Gors charge the Skeleton unit, deciding to deal with the tower later. Ungors and Chariots attempt to chagre the skeleton horde, but only one of the chariots makes it due to horrible luck. Harpies charge the unit of 25 skeletons, Minotaurs rally and turn around to face the Blood Knights, Cygor doesn't move much and looks around for a large rock, warhounds reform to face the Blood Knight's flank. Magic sees Viletide (5D6 S1 hits) deal an amazing.... 2 wounds on the Skeleton Horde, but the Vampire brings those skeletons back with the Tomb Blade, dealing 3 wounds on the Chariot and causing it to Flee! Cygor drops another rock on his head (for only having a 1/6 chance of doing that... he sure was awesome at it!) Beastlord and Gors cut down skeletons, killing 5 and causing 8 crumbles (ouch).
Turn 3:
Vampires (tower):
Vampire Lord charges the Great Bray Shaman, who flees. He only makes it 1" outside my charge (I'm noticing a pattern here). Vampire Lord is now directly behind the Ungor Horde. Blood Knights charge the Minotaurs, Skeleton Horde charges the Ungor Horde with the Corpse Cart taging along behind, and the Vargulf charges the flank of the Ungor Horde. Magic sees everything but Miasma's dispeled. In comabt, the Gors destory the rest of the Skeletons with ease, and reform to face the tower and second Corpse Cart. The Skeletons (with
ASF) kill 9 Ungors, and lose 6 in return. The Vampire challenges the Wargor, fails to cause a wound, and is promptly cut down. Skeleton's win combat, but
BSB reroll saves them from breaking. Harpies are cut down by skeletons. The Blood Knights slay the remaining Minotaurs before they get a chance to hit back, and reform to face the warhounds.
Beastmen:
The Beastlord roars out of the unit and runs down the Corpse Cart near the tower, sick of it giving out bonuses to the Grave Guard inside. The Great Bray Shaman fails to rally and runs off the table. Warhounds change the Blood Knights, while the chariot charges the flank of the Skeleton horde. Magic sees the Blood Knight's
WS,
BS, M, and I decreased by 1. The Cygor wisely decides better then to throw a rock (with only a single wound left), and charges the Vargulf. Combat sees the Ungors gain the upper hand in the Battle of the Hordes, but only just, causes 3 crumbles, but with Miasma still in effect the Vargulf was able to kill the Cygor before it could do any damage. The Beastlord easily kills the Corpse Cart and roars in triumph. Warhounds die without doing any damage to the Blood Knights.
Turn 4:
Vampires (tower):
Blood Knights head towards the tower, and the Vampire Lord flies back as well. Not much ease to move at this point though. Magic sees 8 Skeletons raised and 2 Blood Knights! A second casting of Winds of Undeath yields a 4-wound Ghost base. Combat sees all but 9 skeletons die, with the Vargulf crumbling to dust.
Beastmen:
The Gors charge the tower (without the Beastlord) and his second chariot charges my last skeleton unit's flank. Magic again was uneventful with Pit of Shades scattering off of the Blood Knights. Combat sees 3 Grave Guard die and 4 Gors die, but they pass their break test. The Ungors kill the remaining skeletons and reform to go 6x5 ranks. The chariot killing enough skeletons to win combat and cause 2 crumbles.
Turn 5:
Vampires (tower):
The Blood Knights charge the flank of the Gors, and now everything except the Vampire Lord is in combat. Magic sees 4 Grave Guard return to fight, and the Blood Knights are buffed with Vanhel's Danse. Combat was nasty. The Blood Knights killed 12 Gors and lost none, but the Gors held in. Skeletons are further cut down and crumbled by the Chariot, but there's still plenty left.
Beastmen:
Chariot charges the Corpse Cart with Necromancer, and Ungors wheel towards the tower but fail a shift reform. Magic is again uneventful. Combat sees 10 more Gors die, who still don't flee! The Chariot fails it's Fear check and does 1 wound on the Corpse Cart, who deals 3 in return and ties combat!
And we rolled 10 on the dice. Game Over....
Vampire Victory!
Neither of us had too much left on the table, and the game was much closer in terms of victory points, but still clearly a Vampire victory.
Man of the Match: Blood Knights! Hands down, they killed something like 600 points by themselves.
Chump of the Match: Me. I forgot my Vampire Lord had Helm of Command the ENTIRE game

I was actually very pleased with the army otherwise.
Opponent Man of the Match: Ungors. They. will. not. die. To anything I throw at them!
Opponent Chump of the Match: Cygor. We both really want him to work, but he just doesn't.
Observations:
-For whatever reason 50 Ungors with a Wargor
BSB and Chariot is nigh unstoppable. Next time my entire army is going to be used against that single unit. I will see it die... someday.
-Blood Knights are seriously amazing!
-Beastlords are very nasty. I'd need a tolled up combat-oriented Vampire Lord to even hope of making him sweat.
-Playing the scenario is more important then killing for opponent. The Beastlord should've charged into the tower sooner methinks.
-Seriously... what the hell is wrong with Cygors. My friend has an amazing model he sculpted from scratch but all he ever does is smack himself in the face with rocks and die horribly. He's determined to make him work though, and statisically eventually there should come a game were he kills something.