Let's Read: Warhammer Fantasy: End Times

Do you prefer the current slow, detailed method or would you like a quicker, less detailed one?

  • Status Quo

    Votes: 28 66.7%
  • Quicker and less detailed

    Votes: 14 33.3%

  • Total voters
    42
Getting further into the book, I'm starting to realise that Mannfred and Arkhan are written as foils in End Times: Nagash, and I'm liking the contrast. I'd put it into words later when my view on the book is more complete, but to my perspective, it seems to me that Mannfred and Arkhan can be portrayed as coins. On one side, Arkhan has "Discipline", on the other he has "Subservience". For Mannfred, one side has "Ambition" and the other has "Arrogance". The difference in their narrative perspective and the way they go about things is decidedly interesting, not in that it just develops the two as characters, but that it emphasises the contrast between the two major players of the first part of the book. Individually, I might not have liked Arkhan and Mannfred as much as I do when the two are placed together.

In this, I actually like the decision for the writer to have them split up to have an individual battle each to build them up independently, then have them come together for the final mission. I'll see if they stick the landing, but I think in my final review of the book I might actually put Mannfred and Arkhan as a positive.
 
As far as Arkhan's knowledge of ancient Nehekaran tactics goes, back in ancient Nehekhara the living Arkhan served Nagash as an assassin and professional "Yes Great Master, no Great Master, your sandals are dusty Great Master please allow me the honor of cleaning them with my tongue.", not a general.

I can absolutely believe Arkhan thinks the height of Nehekharan tactics were "Righto lads, let's give Johnny Bretonnian a smack right on their strongest point to show'em we mean business", whether someone like Settra or even Zahaak Carrioncaller would agree with him is a different story.
 
Putting on my military history hat, "attack the enemy with overwhelming force at their strongest point" really just comes off as tactics written by someone someone who doesn't know much about military tactics.

It can actually be very hard to write a character as a brilliant tactician and there's a special challenge here - most of the qualities that make a good military leader have more to do with command than with making brilliant plans. Charisma, a cool head, the ability to adapt, and lots of preparation win battles more than intricate plans, which inevitably fall apart the moment contact is made with the enemy.

Also "attack with everything we have" accurately describes the doctrine of about half the factions in Warhammer so as far as making Nekehara seem special it rather fails at that.

Thinking about it, undead would throw a lot of the rules of warfare out the window since things like morale or even your troops staying dead don't apply, but they have masses of cheap infantry, some elite infantry, and armored heavy knights so I think if they wanted to be smart they would just engage the Brettonian infantry and hold the Drakenhof Templars in reserve to counter the Brettonian charge. Committing your cavalry to get into a slugging match with peasants actually makes you look dumber.

Ordinarily I might try and be a bit more forgiving since this is a fantasy game and etc etc but it's also a fantasy wargame. Not to mention, Brettonia actually had some perfectly executed medieval doctrine in this battle, and it probably would have worked if they were a bit more lucky.
 
Nagash Chapter 1: Battle of Mordkin Lair
Nagash Chapter 1: Battle of Mordkin Lair

The narrative now shifts to Mannfred von Carstein's perspective as he tracks down the Fellblade. Mannfred holds the Claw of Nagash, the Necromancer's hand that was removed so long ago by the Fellblade. The claw still maintains a connection to the Fellblade, and Mannfred can track the blade's location using that connection. In terms of perspective, right out the gate differences to Arkhan's perspective present themself. Unlike Arkhan, Mannfred would not debase himself by skulking on the ground like a beggar, but would unleash his host from horseback to his location, travelling with speed and elegance befitting his station. Along his side was the majority of his Drakenhof Templars, as he had only sent one brotherhood to support Arkhan, as well as mounted Wights and elite troops. He did not intend to raise the dead to build an army of great size, but to push to his objective and raise what he needed at the location.

Yet, for all his arrogance, Mannfred is not an utter fool, so he knows to keep a bit of a low profile. As such, he coated his legion in concealing magic as he ventured southwards from Sylvania to Hvargir Forest in the Border Princes, which means moving through Averland and Wissenland. He could not afford to have troops spotted, so anyone who came across his path would be mercilessly slaughtered. Usually, Mannfred would leave a few survivors to spread fear and terror within the populace, not so this time. Thankfully for Mannfred and not so thankfully for the Empire, the string of disappearances of villages across the southern provinces was not noticed, because the Empire was busy enough dealing with the riots and the fact that they are desperately undermanned to deal with all the conflicts they are going through than to pay attention to areas outside major population centers. With this, Mannfred safely arrives to the Border Princes, expecting that he would have to pretend to be a Mercenary General because the Border Princes accept Undead Mercenaries so he didn't have to worry about hiding so much as playing down his role, which would be grating but preferable to skulking.

Mannfred did not see what he expected as he arrived into the Hvargir Forest, for he met a passing Skaven warband scavenging the rubble that was the petty principalities of the Border Princes. The resistance was utterly irrelevant, but acquiring information from Skaven ghosts was quite the ordeal. Mannfred did not have great patience at the best of times. Bringing back the souls of Skaven to question them and having to carefully word his questions in such a manner that he could get a non-duplicitous answer resulted in him frequently losing his temper and ripping Skaven souls to shreds. It took far longer to get a straight answer from dead Skaven as to what was happening than actually killing them. Turns out even in death they remain as duplicitous as they were in life.

Eventually, Mannfred extracts the information on what happened. Tilea has fallen to the Skaven, and now both Estalia and the Border Princes are besieged. Mannfred knew these were dark times indeed when the Skaven were cooperating together to take down nations. He decided to hurry up in his task lest the forces at Clan Mordkin's lair grow fat and strong over the spoils, but with how many warbands he had come across, he eventually had to relent on the "no raising weakling undead" restriction he had set himself. He had fought such a horrific battle close to Mad Dog Pass that he could only win after raising three fortresses worth of undead and he needed to rely heavily on his Templars because they were his only troops who didn't have to be directed with Necromancy.

Mannfred quickly recovered from the situation. It was not his finest moment, but whatever. He also destroyed the Ironclaw Orcs on his way to Mad Dog because they tried to block his path. Coming along to the caverns leading to Clan Mordkin's lair, Mannfred begins the battle, which is really more of a siege. Let's assess the forces:

The Army of Sternieste:

Mannfred von Carstein: Mannfred elected not to share command over this operation with any of his minions, believing their inadequacy would hamper his objective if he entrusted them with even a part of the responsibility.

Drakenhof Templars: One brotherhood was sent to guard Arkhan, four brotherhoods remained with Mannfred. As much as he doesn't like to admit it, they were a great help in the battle of Mad Dog Pass because he didn't have to micromanage them.

Doom Riders: Legendary Wight Cavalry raised by Nagash long ago to fight Sigmar. They survived and wandered the land after Nagash's defeat and were drafted into Vlad and then Mannfred's army.

The Spectres of Corpse Wood: A regiment of Hexwraiths riding spectral steeds, they hail back to the days of Otto von Drak in Sylvania, who had sent them to hunt down Halfling thieves. They failed in their tasks and were killed and buried by Otto's decree, and when they came back to unlife to avenge themselves they found their quarry already taken care of by Vlad, who had taken over Sylvania.

The Graveborn: Since this section provides interesting insights into Mannfred's character, I've elected to preserve the wording:
One tendency all von Carsteins had shared since the days of Vlad was to ape the human society they claim to despise. Mannfred was no less prone to this behaviour than were his predecessors, to the extent that he habitually ordered his newly risen dead into separate fighting regiments. This was as true of his march to Mad Dog Pass as previous campaigns. It can certainly be argued that such distinctions mattered little in the cramped confines of the skaven lair, but it pleased Mannfred to preserve some standards of civilised behaviour in that squalid nest.

The zombies that broached Clan Mordkin's tunnels fought not as a faceless mass of undead, as was the case for those who toiled for Arkhan far to the northwest, but under the banners and colours they had borne in life. That said, Mannfred often changed the regimental name to something more to his liking. Thus did the Varenka Sharpeyes become the Deadeyes, the Tolsburg Hawks become the Dreadwings, and Baron Richter's Sellswords become the Blood Pack. Mannfred raised Baron Richter himself as a wight, and placed him at the forefront of the first wave, for no better reason than the man reminded him of a Stirlander he had once known and hated. Only the notorious mercenary band known as the Death's Heads were permitted to keep their own name, not that it would have been much consolation.

Clan Mordkin:

Warlord Feskit: Under Warlord Feskit's leadership, Clan Mordkin regained much of the power and influence that it had lost over the past centuries, which allowed them to hire so many mercenaries to choke the Border Princes and acquire the spoils and slaves that reversed their fortune and boosted Feskit's station. Unfortunately for Feskit, he was growing old, and his subordinates encircled him looking for an opportunity to take his place. He had set his supposed successors against each other to distract them from his ailing condition, but Mannfred was coming, and Feskit was not in his peak physical condition.

Chieftain Snikrat: Most ambitious and cunning of Feskit's Chieftains, this Skaven betrayed his superior too soon and was punished for it. He lost his vaunted position and Feskit's eye was fixed on him ever since, but Snikrat would not be deterred, and he somehow managed to delude himself into thinking Feskit had already forgotten the betrayal.

The Bonehides: Originally a warband formed during the Skaven wars against Nagash, the name has cycled through band after band through the years. This band is probably not the direct successors to the originals.

The Mordrat Guard: The personal bodyguard of Warlord Feskit who display an Un-Skaven like loyalty to their leader. The reason for this is that Feskit does not send them into battle, because he needs to keep himself safe at all times. This has led to their skills rusting and for them to become indolent and lazy.

The Lurkers: Skaven refugees who escaped from another clan and offered warpstone tokens to Feskitt to serve in his ranks. He accepted the offering and was about to dispose of them when he witnessed their usefulness as they foiled Snikrat's assassination attempt, so he kept them around.

Bonefodder: Skavenslaves.

The Skullsplinters: Jezzail weapon teams with some of the most rusted and corroded guns in the Under-Empire.

The Warprunners: After seeing a Moulder beast best a giant in a wrestling match first hand, Feskit used his new found riches to buy some of Moulder's supply of mutant ratmen. What Feskit didn't know was that the giant was drugged and the Moulder beast was roided out with Skavenbrew, so when he got his chosen beasts and they were not nearly as effective, he found out that Clan Moulder has a no refund policy and a complete lack of trade integrity.

The Battle of Mordkin Lair:

This battle is a very different kind than the previous one. For one, Clan Mordkin did not realise that Mannfred was coming, so his arrival was a surprise. For another, this was not an open battlefield, but an incredibly expansive series of tunnels, caves and warrens holding many, many Skaven packing those tunnels to the brim. Mannfred decided to take a surprisingly patient approach by having zombies and undead scout the tunnels in advance and see what the Skaven have in store, because he knew that if he had anything in abundance it was bodies. He could see through his undead so he could more than easily direct them through the tunnels.

The Skaven that lay within the outer tunnels of Mordkin Lair were those out of favor with Warlord Feskit, most likely because they attempted to betray him. They were taken by surprise and decimated, but their deaths alerted Feskit and his troops to the arrival of the undead. Feskit did not worry, for he was safely ensconced within a fortress deep in his Warren, sitting on a throne stolen from Karak Kan, and his fortress's gates were constructed of Ithragar the Firewyrm's corpse, the result of shock nets and poisons. They dragged the wyrm deep into the tunnels and Mordkin's litters ate the wyrm's corpse over the course of weeks while it was drugged and kept in a stupor. Feskit ordered Snikrat to take control of the defence and harry Mannfred's forces, because he wanted to get rid of the rat. Snikrat somehow interpreted this as a sign of trust because he completely fails to read people.

The narrative shifts into a metaphoric description of the lower tunnels becoming a grinder of a soulless machine, talking about cogs and mechanisms as the bodies of Skaven and Undead feed this machine as food to the grinder. In some places, this is literal, because some of the tunnels are cramped and full of complex machinery that would shred anyone who steps out of line, so they could only form lines five to six abreast. The cramped interior and the endless tides of undead meant that the Skaven's initial attacks were not enough, and they were pushed back further into their own lair. Snikrat ordered Warpfire to be thrown into his own battleline to set the undead on fire, but even that could not stop the undead advance. With the warpfire setting the timber holding some of the tunnels open, several tunnels collapse onto both the dead and the living. The Skaven withdrew further.

Within Mordkin's lair was a giant bottomless chasm and a very rickety, badly constructed wooden bridge crossing that gap. This bridge was the only way deeper into the lair, specially constructed to prevent assassins and intruders from invading the deeper reaches. Snikrat destroyed the bridge as his forces crossed it, and the Undead fell off the edge then stopped at Mannfred's command. Snikrat summoned the Jezzails and they began firing at the undead, none of whom even attempted to dodge. Snikrat laughs as he realises everything is going according to plan.

Outside the tunnels, Mannfred decides that it's time to make his entrance. He rides alongside his undead cavalry through the widest tunnels that he had found with his surveillance and eventually arrived at the Chasm, where the gunfire was tearing his undead fodder to shreds because he didn't tell them to dodge. It didn't matter, he had many more of them and beyond from Skaven corpses on the way. Dismounting from his horse, Mannfred began concentrating and uttering an incantation.

Seeing Mannfred across the chasm, the jezzail teams attempt to snipe him and consistently fail, either by missing, misfiring or because Mannfred just dodges the bullets at the last second by tilting his head. Extending his hand, Mannfred continues his incantation, and his undead horde's bones begin to snap as they extend and protrude out of their skin and attach to the stone of the chasm's walls. Mannfred continues his horrific incantation and after a little while he creates a bridge of undead that his Undead Cavalry can cross to annihilate the Skaven on the other side, who attempted to retreat far too late.

The narrative shifts to Feskit's perspective right as he finishes ripping Snikrat's throat out for his failure. He's pretty pissed, but he's still assured of his victory, and reassuring himself of the need for his own survival because it's paramount for the continued prosperity of his clan, Feskit sends chieftain after chieftain alongside his forces to attack Mannfred and his Templars. First it was the Chieftains he wanted to get rid of, the traitorous ones. Then the almost loyal ones when those didn't pan out. Then the actually loyal ones that he struggled to send out because of how rare they are. Each time they failed, and his forces were not only slaughtered but turned against his own soldiers. None was so painful as the Clan Moulder beast he had bought turning against his own forces. That cost a fortune.

Funnily enough, the tunnles that the Skaven called home was the primary disadvantage in this battle. The cramped conditions prevented the Skaven from fully leveraging their numbers advantage, and Mannfred and his Templars were more than capable of taking care of a six to seven times number advantage. It seemed as if Feskit would have to take command of the garrson and face Mannfred himself, as much as he did not desire it. Feskit leaves for the vaults and acquires the Fellblade, a weapon he had acquired and only recently learnt of its origin. A blind seer had told him after Feskit expended a fortune, foretelling that it was the Fellblade that had spelled the doom of so many before him. Feskit had not touched the blade since, but he justified to himself that desperate times call for desperate measures, and clearly the reason all those who wielded the Fellblade died was because they were weak and Feskit was clearly superior. He would master the blade and turn it to his will!

Meanwhile, Mannfred is already at the gates, and he's pretty bummed about starting a siege situation. He wants to get this done and over with, not get into an actual long term battle where he lays conventional siege. Then he observes the gates and smiles.

When Feskit leaves the depths of the fortress, it is to see his gates open and breached and his forces being slaughtered. Because Mannfred had resurrected the goddamn dragon corpse that the Skaven kept as the gate to their fortress. The Dragon seemed to almost take glee in the suffering it inflicted on the descendants of those whom had feasted on him, and Feskit's momentary distraction was enough for him to lose track of Mannfred. Looking quickly around, he turned too slow, swinging the Fellblade in Mannfred's direction. If it had struck, even Mannfred in all his power would not come out unscathed.

Mannfred in this instance knew of the Fellblade's power, and while he was the type to play around with his victims and play psychological warfare as he destroyed their mind, soul then body, he knew now was not the time for games. With a swift movement suitable of a Vampire of his age and power, he grabbed Feskit's hand that held the Fellblade and snapped it, then stabbed his own sword through Feskit's brain. Within a second or two, the Fellblade was in Mannfred's hands, and the battle was won. Mannfred decides to leave the cave with a parting gift, imbuing Ithragar's corpse with enough energy to maintain itself for a few days. He cared not who won the battle between Mordkin and the wyrm. His job was done.

This section ends with a parallel to Arkhan's closing line to his section. Where Arkhan's was "Nagash will rise", Mannfred's "Nagash would rise, and Mannfred would rule".

Next is the Battle of Heldenhame, where Arkhan and Mannfred meet up and stage a coordinated assault against the Empire. From there, the Chapter will end and I can give my overall thoughts. This section was fun, if not particularly climactic. Arkhan's section was certainly more dramatic. Mannfred just does not have anyone to play off of this chapter, and his enemy being a Clan I have never heard of before doesn't help set the stakes very high. I certainly knew he would win from the start, and I don't care enough about the Border Princes or the Skaven to be emotionally affected by any of this. It is necessary setup for bringing Nagash back to life however. I want Nagash's revival to be earned, and letting us see the trials and tribulations they go through is certainly a way to achieve that.
 
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Clan Mordkin does show up in the Black Plague novels by C.L. Werner where they have an interesting schtick of being the Anti Undead Warlord Clan (they rear their pups on rotted meat so all their skaven associate the scent of undead with food instead of danger), a specialization they took up after being the last Clan driven out of Cripple Peak by Nagash way back when.

Which would have been interesting and potentially a problem for Manfred to deal with if any of that background came up in End Times.
 
And this is why you don't make giant monster corpses a part of your fortress in this setting, because a Necromancer is going to see it and go "Oh is this a present?"
 
The Graveborn: Since this section provides interesting insights into Mannfred's character, I've elected to preserve the wording:
I think Manni would have liked tabletop wargames.
He definitly would have painted his troops in all red and black and given them edgy names.

Though it propably isn't the same feeling without the actual power over life and death.
 
Mannfred and Arkhan's Wacky Adventures
I actually found something out when I began reading the next section. There's a part of the book I skipped because it seemed spoilery. It was a legend that pointed to each spot in this map that I presented earlier:
And gave a description of the events that occur at every location. The thing is, a lot of these events and details are not actually mentioned in the text, and the next section of the book assumes that you know one of the events that occur here without actually adding it to the narrative. You're just supposed to consult the legend to see what happened. 9/G will not be covered because that's Heldenhame, but the next passage reunites the Dastardly Duo, so everything up to that point is fair game. The letters are Mannfred, the numbers are Arkhan:

A. THE NIGHT OF THE VANISHED
Mannfred despatches Erikan Crowfiend and his Hounds of Night to silence a line of deathknell watchposts along the river Stir.

B. THE GREAT FIRE OF SADDLEWOOD
The village of Saddlewood is razed to the ground. The fire conceals the fact that the slain had been drained of blood, and the halflings blame the Stirlanders for the attack.

C. THE LOST DUKE OF ALFORI
The hunting party of Duke Farnio Forzini goes missing in the mountains. Superstitious peasants later claim to have seen the duke, pale save for the blood dripping from his mouth, riding alongside a host of the dead. These witnesses are quickly put to the fire by the Forzini family, to prevent rumour from spreading.

D. THE BATTLE OF HOWLING RIVER
Ironclaw orcs, heading north to besiege Barak Varr, encounter Mannfred von Carstein's army instead. The resulting slaughter swells the Sylvanian ranks by many thousands.

E. SLAUGHTER AT SKULLREACH CAVERN
Mannfred breaches the squalid lair of Clan Mordkin, and battles to claim the Fellblade.

F. THE DEATH OF HOUSE FORZINI Mannfred looses Duke Forzini to ravage his former family's lands.

1. A CONCLAVE OF THE DEAD
Arkhan reunites with the Lichemaster Heinrich Kemmler and Krell – his vassals during Mallobaude's abortive campaign.

2. THE VENGEFUL DEAD ARISE
Arkhan and Kemmler raise the wights of Stonewrath Peak to form the core of the army they will lead into Bretonnia.

3. THE RAZING OF CARCASSONNE
Arkhan's army advances across the plague-ridden southern counties of Bretonnia. Scores of villages and towns are overcome by his legions, which grow larger with every victory.

4. DUKE TANCRED'S FALL
Duke Tancred II, recognising the work of his father's old foe, the Lichemaster, musters the survivors of ruined Quenelles to face him in battle. Tancred succeeds in dealing Kemmler a vicious wound, but is hacked down by Krell in return for his temerity. Tancred's army is routed soon after, and the duke raised as a zombie so that Kemmler might slay him again and again.

5. THE TWELFTH BATTLE OF LA MAISONTAAL
Arkhan's forces breach the sanctified walls of La Maisontaal Abbey to reclaim Alakanash.

6. BARON CASGILLE RIDES OUT
Baron Casgille receives word of a dark presence making its way across his lands. Summoning the knights of neighbouring villages, he rides out to challenge it. Casgille and all who follow him are slain when Arkhan raises a horde of plague-ridden dead to pull the horrified knights from their saddles.

7. ORION'S WRATH
Athel Loren's Wild Hunt falls upon Arkhan's army as it crosses Parravon. Realising his minions are outmatched by the wood elves' fury, Arkhan escapes into the mountains whilst Krell's forces hold the Wild Hunt at bay.

8. BETRAYAL AT BEECHERVAST
Anark von Carstein, commander of the Drakenhof Templars, attempts to destroy Arkhan and claim Alakanash (and Mannfred's favour). Arkhan defeats the would-be assassin, and leaves him manacled to the gatepost of Beechervast's Sigmarite Temple

This should catch us up to Mannfred and Arkhan's meeting. In the beginning of the next part of the book Arkhan just offhandedly mentions that Krell might have died to Orion, so I had to go back and check if I missed something. Where did Krell disappear between chapters? In here I guess. Anark von Carstein, the guy that saved Arkhan's life and killed Theoderic, was also taken care of offscreen I guess.

We also get some pointless villany from Mannfred. The guy is literally "kicks a dog" level of villain.
 
Also "attack with everything we have" accurately describes the doctrine of about half the factions in Warhammer so as far as making Nekehara seem special it rather fails at that.
This really is the part that bothers me. Brutality-over-Cunning Orks, half of Chaos, the wilder Wood Elves and more would all have a maneuver like that as their standard. It is also how I would expect some nerdy scrub Necromancer to fight, so having Arkhan do it is super boring.
 
Thinking about it, undead would throw a lot of the rules of warfare out the window since things like morale or even your troops staying dead don't apply, but they have masses of cheap infantry, some elite infantry, and armored heavy knights so I think if they wanted to be smart they would just engage the Brettonian infantry and hold the Drakenhof Templars in reserve to counter the Brettonian charge. Committing your cavalry to get into a slugging match with peasants actually makes you look dumber.

In the specific circumstances described I can see the reasoning behind sending the Drakenhopf Templars plowing into the peasants to force a slugging match.

Said circumstances being that the army the Templars are part of is led by a powerful necromancer who can resurrect the enemy dead as more soldiers for himself, that peasant mob isn't a tarpit that's going to bog down his cavalry at the cost of their own lives, it's a mass of potential recruits waiting to be brought into the fold.
 
From memory? It didn't even occur to most people that there was any possibility that this was endgame. You have to remember, we'd been here before, we'd done this before. Most people just thought they were laying it on thick because they were trying to build Archaon back up from being so ingloriously demolished in the Storm of Chaos. We figured that they'd destroy a few cities and kill a few named characters and then the board would be reset for the next big event.
I feel the need to chime in - as someone who was there - just how utterly inglorious the light summer breeze storm of chaos was.

At every stage of the campaign, every step of the way, Chaos failed to make any progress whatsoever. The forces of order - not a few among them 40k players smarting from the results of the 13th black crusade - strategically applied their victories to deny Chaos any forward movement. By results, Archaeon not only should never have made it past Troll Country, but been kicked back into the polar gate so hard it would invert and become another vortex.

The only thing giving Chaos any forward momentum was games workshop: ignoring victory after victory for order to push Archaeon into the Empire, then to Middenheim... where Chaos proceeded to face-plant again and never so much as made it to the walls until - AGAIN - GW pushed them onward to a final battle whose lore results were so ignominous for all involved - Valten got ganked by the Skaven, who were also the ones to actually blow a hole in Middenheim, Archaeon was head-butted and KO'd by Grimgor who then proceeded to wander off bored allowing Archaeon to slink away - that one wonders why GW didn't just let the results play out as they should have, particularly given they more or less ignored it going forward anyway. [Now granted, there were some serious anomalies in the campaign that skewed the results that GW never-the-less handled badly: for example Orc players were casting their victories in support of order en mass, and there was an organized and large group of Skaven players who were one of the few Chaos factions capable of consistently winning, but its not really the players problem that the event was organized poorly from the start].

It was a massive, never-ending, farce of a campaign that left no one happy, burned a ton of good will among the players, and left lingering grudges that were ripped right back open with the end-times.
 
I feel the need to chime in - as someone who was there - just how utterly inglorious the light summer breeze storm of chaos was.

At every stage of the campaign, every step of the way, Chaos failed to make any progress whatsoever. The forces of order - not a few among them 40k players smarting from the results of the 13th black crusade - strategically applied their victories to deny Chaos any forward movement. By results, Archaeon not only should never have made it past Troll Country, but been kicked back into the polar gate so hard it would invert and become another vortex.

The only thing giving Chaos any forward momentum was games workshop: ignoring victory after victory for order to push Archaeon into the Empire, then to Middenheim... where Chaos proceeded to face-plant again and never so much as made it to the walls until - AGAIN - GW pushed them onward to a final battle whose lore results were so ignominous for all involved - Valten got ganked by the Skaven, who were also the ones to actually blow a hole in Middenheim, Archaeon was head-butted and KO'd by Grimgor who then proceeded to wander off bored allowing Archaeon to slink away - that one wonders why GW didn't just let the results play out as they should have, particularly given they more or less ignored it going forward anyway. [Now granted, there were some serious anomalies in the campaign that skewed the results that GW never-the-less handled badly: for example Orc players were casting their victories in support of order en mass, and there was an organized and large group of Skaven players who were one of the few Chaos factions capable of consistently winning, but its not really the players problem that the event was organized poorly from the start].

It was a massive, never-ending, farce of a campaign that left no one happy, burned a ton of good will among the players, and left lingering grudges that were ripped right back open with the end-times.
I don't think it's particularly hard to reconcile Greenskins fighting for Order. Warhammer Fantasy put Greenskins under the Forces of Destruction alongside Chaos, but that doesn't necessarily mean that they're the same force. Chaos is a bigger and more powerful force, so of course Grimgor goes for the harder and more satisfying fight. Hell, if somebody explained to the Greenskins what would happen if Chaos won, I'm pretty sure they'd fight for Order. They want to keep fighting, and that can't happen if the world is destroyed.
 
Even as recently as the Konor event in 40k, GW seems consistently blindsided by the fact that xenos/nonhuman faction players will routinely choose to oppose Chaos, as if the last two decades of GW/BL constantly hyping Chaos as the ultimate enemy somehow wouldn't turn everyone but the Chaos fans into siding against them.
 
As a general note, because I've noticed that most of the world operates differently than the Muslim world. Saturday and Sunday are the weekend for most people, but for me Friday and Saturday are the weekend. Sunday to Thursday as the weekdays involve me going to University, so chances are I'll probably slow down to something like one story post per day max at this point.
 
The next section of the book is a different beast it seems. For one, the Empire is portrayed as frighteningly competent, which surprised me. I thought Heldenhame would be a cakewalk like the previous two battles for the Necromancers, but right from the start I can see that the writer is taking the Empire seriously and portraying them as a threat, which is already a significant difference to the arrogance that the first two battles were approached from by Arkhan and Mannfred.

It's also probably a bigger challenge to write the Empire's military tactics than Skaven, Undead or Bretonnian tactics. Unlike all of them, the Empire has a long tradition of studying and implementing complex tactics, and the leader of Heldenhame is a grizzled and skilled veteran Grandmaster with an experienced and skilled Commandant, Seneschal and Captain guarding an extremely well fortified castle/fort. I'll see how it pans out.
 
Chapter 1 Nagash: The Battle of Heldenhame/Conclusion of Chapter 1
Nagash Chapter 1: The Battle of Heldenhame

This section of the chapter immediately moves to Arkhan's perspective as he reunites with Mannfred's forces at Castle Sterniste or what it's spelled. Despite their successes, neither Arkhan nor Mannfred are particularly happy, if they could even feel such an emotion anymore. They had the Fellblade and Alakanash, but they brooded separately over certain issues.

For Arkhan, we get a good look at his inner core motivations as he struggled with an internal question. Arkhan had expected Heinrich to betray him out of vanity and personal pride, and the fact that he had betrayed Nagash for the Chaos Gods utterly baffled him because he had never expected that. He thought Heinrich was like him, manipulated by Nagash's voice beyond the grave. In here, Arkhan outright says that he no longer knows or cares if his desire to bring Nagash back was genuine or a piece of manipulation. He knew his purpose, and his purpose was to bring back Nagash. It was what had driven him for so long across the centuries, and he did not pursue it with the zealous desire of a living person, but with a cold, calculating determination. He felt no excitement, for it was his duty.

Arkhan also broods over Heinrich's last words. He had thought it an empty boast that the Chaos Gods would be getting in the way of Nagash's resurrection. Now more than ever, however, Arkhan is beginning to reconsider. On his way through the Great Forest Arkhan was attacked by all manner of chaos creatures, primarily Beastmen. He knew better than to suspect that it was Alakanash directing them to his presence, because he had seen the flapping wings of a Shaman speaking in guttural tongue and directing the forces. Side note, that is almost certainly Malagor he's talking about.

Arkhan is now seriously considering the possibility that the Chaos Gods are deliberately targeting Nagash's revival. With Neferata's SIlver Pinnacle being besieged by Chaos forces and Krell staying back to hold off Orion, perhaps fallen at the King's spear for all Arkhan knows, Arkhan is the only one of Nagash's dark servants to remain active. Arkhan was also well aware that Gelt could not have composed such a work of genius such as the wall of faith at such a moment all of a sudden. There was some sort of influence manipulating things behind the scenes, and he was beginning to suspect it was Chaos. After all, when Arkhan had set up Mallobaude's rebellion, a Chaos invasion suddenly popped up in Mousillon, setting back his plans by at least a year. Arkhan could not tell Mannfred of his suspicions. Vampires were predators, and he did not want Mannfred to smell the blood in the water.

Mannfred, for his part, was quite displeased for a different reason. The apostatic enchantment holding Sylvania's barrier of night was starting to fail. It would take days or weeks to fail, but losing one of the Nine had hurt Mannfred's enchantment. Arkhan had assured him that one of them would not be a big loss, but Mannfred now saw it for the lie it was, because it meant that Mannfred would be more desperate to bring back Nagash if the enchantment would fail. Mannfred is mad, but he's restraining himself, because he's starting to see the signs that Arkhan was talking about. Seeing the Border Princes firsthand, Mannfred knows that times are changing, and that means Mannfred would have to revive Nagash. He would not let Arkhan's deception slide, however, and to prove his superiority over Arkhan the Vampire demonstrates his power by summoning an army of magnificent power from the top of Castle Sterniste for the battle ahead.

The Defenders of Heldenhame:

Heldenhame is a former fort turned castle turned into a major city acting as a nexus for several major trade routes in Talabecland. Aside from the Knights of Sigmar's Blood, there are several regiments of state troops and militia as well as a garrison and castellans to support the structure. Only time will tell if that is enough:

Grand Master Hans Leitdorf: Brother to the deceased and mad Elector Count of Averland Marius Leitdorf, Hans could have taken position as Elector Count after his brother's death but he refused. He placed greater importance on his position in the Knights of Sigmar's Blood and viewed the Empire's nobles as callow forces draining the Empire's lifeblood with balls and parades when they should be focusing on the business of blood and steel. His goal is to prepare the Empire for what he sees as its inevitable collapse.

Commandant Otto Kross: A bully and a tyrant, a drunkard who spends his time in taverns where the innkeepers are too terrified to push him away and sleeps off the hangover when he goes back home. He considers his position as leader of Heldenhame's defences as a rightful reward for his three decades of military service, and he leaves the day to day efforts to his subordinates while he goes and gets drunk.

Seneschal Rudolph Weskar: Hans Leitdorf's second-in-command who was injured in the recent greenskin assault on Heldenhame and jumped back to duty thanks to Shallyan healing and his own intractable stubbornness. He was still deemed unfit to ride, so he accepted his post as Heldenhame Castle's Seneschal. He is a bit of a tyrant to his subordinates like Kross, but he possesses moments of kindness and wisdom that do not exist in the other.

Captain Wendel Volker: Wendel is the fourth son of an unremarkable noble family, viewed by Commandant Kross and other officers of Heldenhame as having gained his position through gold and patronage rather than good, honest service. They mocked the rigor and discipline that he took with his fencing lessons and the earnestness of the treatment he provided to the men under his command. The rank and file, in contrast, were perfectly obedient to Volker's commands, something that they did not grant to Commandant Kross whom they disliked.

The Brotherhood of Steel: The Knights of Sigmar's Blood did not have Knights of the Inner Circle, believing that all brothers are equal in the Heldenhammer's sight. Despite that, when leadership is required, all look to the Brotherhood of Steel as an example. They fought alongside Hans Leitdorf ten years ago when he accompanied the Witch Hunter Tibalt Greer to exterminate the Black Dame of Kervheist. This they did, though not without a good number of casualties. They are determined to ensure no such tragedy repeats itself within Heldenhame.

The Talabheim VI: Heldenhame is an important trading outpost for many of Talabheim's merchants, so the Grand Duke of the city has made it a point of providing many of his own regiments to the defence of the city. While this might seem generous, it was also a way to cut costs, because the regiments would be paid for from Heldenhame's coffers instead of Talabheim. Nevertheless, eight veteran companies of handgunners were welcomed into the city for the garrison lacked firearms support.

The Heldenhame Holdwatch: A great and prestigious position with a lot of responsibility and history behind it, since the founding of Heldenhame. The Holdwatch are in charge of making sure the City and fort remains safe while the Knights are away, and many of the state troops and castellans of the castle desire this vaunted position.

The Battle:

This section of the battle begins with an analysis and assessment of Heldenhame and its defences as Arkhan and Mannfred begin considering their approach.

"The Knights of Sigmar's Blood had founded Heldenhame Keep seven centuries earlier, when the order had returned from the Arabyan Crusades enriched by stolen wealth. It had been a modest bastion then, with little more than a stone tower and a wooden palisade as its defences. However, as the order of Sigmar's Blood grew richer and more renowned, so too did their fortress grow to new magnificence. First, the keep itself was expanded, then the palisade replaced by a broad stone wall. A century later, the fortress was further enlarged: the wall was extended to protect the town that had grown prosperous in the order's shadow, and the keep itself was torn down and replaced by a sprawling castle many times larger. Now Heldenhame Keep was the grandest fortress in Talabecland, the town was a bustling city, and the merest gatehouse of the city wall stood far taller and more intimidating than the long-vanished keep from whence the name Heldenhame had sprung." Page 120

While Mannfred and Arkhan would not admit it, they knew this would be a difficult fight, and they would have pursued other methods if they could. Unfortunately for them, thanks to Mannfred's many spies and informants, they discover that it would be incredibly difficult to infiltrate the Knights of Sigmar's Blood and almost impossible to corrupt them. They had the time for neither, Mannfred because he had seen the signs and knew Nagash was need for the times to come (under his control) and Arkhan because Chaos' power is rising and it seems they're intent on getting in his way.

Mannfred's informations do provide him with some good news however. Just last year, Waaagh!Bludtoof had crashed against the walls of Heldenhame's western keep. While they were slaughtered and drive off, their assault had driven the western wall almost to collapse. Grand Master Hans had spared no expense repairing the damage, but such construction would take time and was difficult to rush. It would be a point of egress for Mannfred and Arkhan's forces. The informants cautioned, however, that Hans had placed several batteries of Nuln forged cannons on that wall to destroy any attacker attempting to exploit the weakness.

Neither of the Necromancers were enthused on such a predictable maneuver, but sometimes, predictability could be used as a weapon when wielded correctly.

At night, Arkhan moved close to the wall where he planted his staff into the ground to feel the worm infested corpses that had littered the fields surrounding the wall. All the better for his plans. While the wind had carried his incantations across to the garrison at the walls, the watchman who heard it simply prayed to Sigmar to ward off the evil spirits instead of going to check.

The next paragraph switches perspective from Arkhan to Commandant Otto Kross being awoken by Captain Wendel as Dawn breaks. Kross is pretty irritated at being woken up and having to deal with a hangover, but the sound of battle immediately causes him to rush to the walls to see what is happening. They were under attack.

The first wave was of skeletons further away from the walls wielding spears and swords, and behind them around the treeline were catapults that sent screaming cackling flaming skulls blasting at the walls and past the walls. Screaming Skull Catapults. Arkhan is using his Army List to his advantage. The catapults were clearly aiming at a ragged and scaffolded section of the wall that lacked facing stone to protect the wall's core, Seeing his men firing their cannons and guns towards the marching Skeletons, Kross redirects his men's attention to the catapults, the primary threat involved. The skeletons lacked Siege Towers and ladders, so they were clearly using the fodder as a distraction while using bombardment to crack the walls. Cannons were aimed at the catapults and gunners were sent to higher ramparts to get away from the gun smoke to fire on them. The catapults were past the 'official' range of the Hochland Long Rifle, but one lucky shot could do it. Commandant Kross also ordered for the Knights to be informed of the situation so they could sally out.

The following sections are a grinding, desperate fight that certainly presents an endless horde of undead against mundane humans with only guns to support them. The wind gusts the acrid gun smoke blocking the sightlines of the cannons, and a good shot destroys a catapult, resulting in a ragged cheer. That cheer dies when Arkhan, farther to the east hidden within the treeline, reconstructed the catapult like noting happened, and the bombardment continues. The battle continues in that vein, where the skeletons get closer to the wall, the catapults batter the weakened sections, the skeletons and catapults reconstruct themselves with Arkhan's magics, and of course the fact that they don't have siege towers or ladders doesn't matter because the skeletons create ladders made out of their own body. Halberdiers and handgunners hack away the skele-ladders and start using rocks that they drop down on the skeletons. There are Hellblaster Volley Guns on both sides of the two bastions that are being assaulted, the Rostmeyer and Sigmundas bastions. They use those Volley Guns to utterly destroy the skeleton ladders as well, and those meet with a whole lot more success than the Handguns and rocks.

Unfortunately, while the Rostmeyer bastion, commanded by Captain Deinroth, managed to fend off the assaulting forces, the Sigmundas bastion's Hellblasters were notoriously cantankerous and malfunctioned, proving themselves not as effective. The defenders were pushed back, only to be reinforced by an old and experienced Warrior Priest of Sigmar by the name Janos Odrikier, who had faced Sylvania's horrors many times before and inspired his surrounding forces. Unfortunately for him, he got too close to the walls and was pulled down by grasping skele-hands that tore him down. With that, the forces of the Sigmundas bastion were faltering and retreating, and the catapults finally destroyed the wall, causing Commandant Kross and many of his soldiers to die trapped under rubble.

Captain Volker, behind the wall, was aghast at the events, but he did not falter. He drew his rapier, kissed the twin tailed comet on the handguard, and directed his forces to the breach, creating a wall of wood and steel to hamper the undead advanced. He only needed to hold the line until the Knights could arrive, and so did he and his soldiers hold the line. Volker fought and fought against the unceasing tides of Undead as catapults continued to fire, striking both men and undead alike because they clearly didn't care about other skeletons. Volker was suffering from a deep wound to his scalp and heavy burns from the flaming residue of the catapults and was beginning to despair. Where were the knights?

Meanwhile, Arkhan was rejoicing, as much as he was capable of rejoicing, at the overwhelming success of his plan. He did not expect the bombardment or escalade to succeed, yet both did. Now all that was needed was for the Knights to charge in and slaughter his undead, because at the end of the day this was all a diversionary tactic for the main force under Mannfred who would have to acquire Morikhane. Arkhan knew that the Knights of the Empire were driven by the conceits of honor, morals and chivalry, and they would never refuse a call to action when their forces were so battered.

Arkhan got what he wished. Hans Leitdorf did not take any satisfaction from the trumpet that heralded their arrival, because he was late. Even if they succeeded and won, it would only be a partial victory that would not overcome his shame. It seemed as if every merchant cart in all of Heldenhame was determined to slow the Knightly advance, and the fact that it was "manifestly untrue" (book's wording) did not lighten the load or reduce his temper. He did not feel any fear when he charged into the undead, all her felt was anger and determination. At the head of a column of Knights, Hans Leitdorf charged. A fully plate armored knight charging on top of a horse is a deadly impact, and Hans had nearly 1200 knights at his disposal. It didn't matter that he was charging thousands of skeletons, he crashed through their "phalanxes" (again, book's wording) and smashed them to bits.

The Knights could have lost if they had let recklessness take them over, but Hans Leitdorf wielded his order with the experience one would expect of a man of his caliber. He wheeled his forces in a series of charges that splintered the enemy defences and emboldened the troops to take advantage of the openings, and he let loose two brotherhoods of knights to rack down and destroy the war machine that would still pose a threat to the armored knights. Yet, for all that they had managed to crush the enemy and achieve what seemed to be victory, the odd lack of reconstruction of the undead sent a wave of suspicion in Hans Leitdorf.

A suspicion that would of course be met, because this was a distraction and the garrison of 400 soldiers within Heldenhame Keep were being assaulted by Mannfred's flyers.

The first thing to occur was the wind shifting. An easterly breeze flowed through the city earlier that now turned into a northerly gale as dark clouds gathered over the castle. Hans redirected his troops but knew he would likely arrive too late.

The second thing to happen is when Vargheists assaulted the castle, diving into battlements from the teeth of the gale. The defenders were ill prepared for a sky assault, and the wind redirected shots from handguns and allowed the Vargheists to rip some of the soldiers to shreds. The Vargheists were outnumbered, however, and the soldiers used their numbers advantage and swarmed over them to cut them down.

The third thing to happen was Mannfred unleashing his legion of spectres. Witches and Warlocks, madmen and suicides, those who longed to inflict their eternal suffering on the living through the icy cold embrace of death. Mortal weapons could not yield any wounds against these creatures, but here, a remnant of the Crusades remained with the knights. In a vaguely racially charged sentence that I'm particularly sensitive to considering my status as an Arab woman:

"Now the defenders' salvation came from the weapons of the past. Many of the blades wielded by the castellans had been forged during the Arabyan crusades, and had been blessed against the infidel warriors of the desert kingdoms by the priests of those times. Those aged blades blazed like torches when the spirits drew near, and the flames burnt spectral flesh as easily as they did that of the living. Swiftly, the castellans rallied around those of their number that carried the blessed weapons, and the spectral assault stalled." Page 130

Then the final assault occurred, as two Terrorgheists herald the coming of Mannfred on his skeletal steed. Seneschal Rudolph Weskar identifies this individual as the mastermind, and rallies his men for a charge with a prayer to Sigmar. Weskar proves himself a bit of a badass as his men charge into a Terrorgheist. The monster crushes three men on the flank, but the remaining soldiers deal strikes that crack the bone and weaken it. Weskar then ducks under one of its blows and discards his shield, swinging his sword in a brutal two handed swing at its head, crushing the creature's jaw. The Terrorgheist reeled back, but too slowly to avoid the following overhead strike, shattering the creature's skull to fragments. Weskar then bellows a challenge to Mannfred and charges, and it goes exactly like you would expect. Mannfred makes a mocking Imperial Duel salute because he likes aping human tradition, and decapitates Weskar in one strike, and slices two knights in the second swing. There are food descriptions accompanying this, but I don't think it means anything other than Mannfred comparing fighting humans to a cleaver chopping and butchering meat.

The Chapter ends with a "Nagash would rise!", paralleling the last two Nagash would rise because three is the magic number. Then there is a decent character-building narrative here that I'll just let play out:
Hans Leitdorf slammed his gauntleted fist against the parapet. He had been fooled, and Heldenhame, honoured stronghold of his order for centuries, had paid the price.

'How many survivors?' Leitdorf demanded. From where he stood on the north tower, all he could see were the bodies of the dead.

'We've pulled another three out from under the rubble of the gatehouse,' replied the preceptor at his side. 'One will lose a hand unless the surgeons are quick, but they'll all fight again.'

'That makes what, forty all told?'

'Forty-two, my lord,' the preceptor corrected him.

Leitdorf swore and punched the wall again. Forty-two survivors out of a garrison of four hundred, and that said nothing of the thousands who had died on the city walls. Worse, the castle vault had been breached, and one of its oldest treasures stolen. The order's honour was in the mud; his honour was in the mud.

At least the identity of the perpetrator was clear, indeed, it could hardly have been clearer. The cage is broken. Those were the words Leitdorf had found daubed in blood on the wall of the inner keep. And this less than three months after the Supreme Patriarch had proclaimed himself 'the man who had caged Sylvania'.

Leitdorf had argued long and hard that Gelt's solution was a temporary measure at best, but the Supreme Patriarch's gilded tongue had proved itself more persuasive than the knight's bitter years of experience along the Sylvanian borders.

'I've a mind to travel to Altdorf and wring Balthasar Gelt's scrawny neck,' Leitdorf growled.

He wouldn't make good on his threat, of course. Even in his anger, Leitdorf knew that the wizards weren't the true enemy. Vengeance lay along the dark roads to Sylvania. No sane man would willingly take that path: indeed, after his last journey into the haunted land, Leitdorf had sworn he would never return. Yet as he looked again at the bloodied bodies strewn across the inner courtyard, the grand master wondered if he perhaps bore a touch of his late brother's madness, for now he was considering just that.

'Spread the word,' Leitdorf ordered. 'We ride south at first light. The wizards have had their chance; we'll settle–'

His final words were drowned out when a crude blaring of horns sounded in the distance. Leitdorf knew that sound. Looking to the west, he saw that the trees which had so recently been alive with undead were now thick with braying beastmen who trampled one another in their eagerness to reach Heldenhame's breached wall.

They had been drawn by the sound of battle, Leitdorf guessed, come to pile further horror on Heldenhame. Not today, he swore, his anger rising to meet the new threat. Vengeance would wait. At least for now.
Here, the Chapter ends, and we get into Chapter 2: The Ritual, taking place in the Winter of 2524. The contents should be obvious, as Arkhan and Mannfred have the relics and artifacts in place for Nagash's revival.

My opinion on this overall? Not bad. Specifically the first chapter. There's a lot that's wrong with the introduction but I think this thread has discussed that at length. The contrivances still continue to occur, and some narrative events are quite awful because they had absolutely no build up to it or very little in the first place. I imagine there are quite a few more things to mention, but this chapter was not particularly awful. There was far less interaction between Arkhan and Mannfred then I expected. No narrative interaction at all, and only a few "Mannfred confronted Arkhan. This is how he feels. This is what he's thinking". Not exactly conducive to an excellent narrative, which I think they could have done if they were willing to focus on Mannfred and Arkhan's relationship and the interplay between them. It seems like their primary concern is getting Nagash back as soon as possible. I guess that's valid, because this IS End Times: Nagash. Still, I felt they could do more with them. We'll see if there's more of that later.

This particular section was nice in the sense that it presented the Empire as a genuine threat with competence and Arkhan and Mannfred didn't just steamroll their way through. Hans Leitdorf is a genuinely interesting character and even the one offs like Volker were admirable and entertaining. I've begun to notice a pattern here where every fight that Mannfred gets involved in that isn't Arkhan ends in half a second as he decapitates them. There's a lot of decapitation and no selling going on. I suppose that's what happens when you buff up your villains so much. You need literal superhumans to fight people like Mannfred, because he can dodge bullets at the last second and swing his sword in a killing blow within the time between one step to the next.

In terms of tactics, I think most of what occurred here is reasonable, from a layman's perspective. The only confusion here is why a major city and castle stronghold and chapter for a prosperous Knightly Order with 1500+ men doesn't have at least a single Wizard around. The main crux of the battle that turned it to Arkhan's favor was that he could casually recoup his losses and destroying the catapults did nothing. A Wizard or something might have been helpful there.

As a final note, I did not appreciate the Crusade parts of this chapter. I don't like that they decided to bring over the name of the real life Crusades into this fantasy setting against a nation called "Araby". I can't speak for all Arabs, but I can attest that grudges still exist on that thousand year old conflict, and my blood boils when I see it mentioned in Warhammer because of the mockery it inflicts on the real life incident. The mention of the Knights of Sigmar's Blood plundering Araby and the oddly phrased sentence regarding "infidel desert warriors" has not endeared me to their Imperials, and I wanted to root for them and often did. Leaves a sour note that I can't help but mention, because it is definitely part of my feelings on the subject.

See you next time for Nagash Chapter 2: The Ritual.
 
The Araby Crusades are old, old Warhammer Fantasy lore about...there really isn't any way to make this sound less bad, Sultan Jafar of Araby invading Estalia with an army of genies, causing the knights of Bretonnia and the knightly orders of the Empire to counter attack into Araby and ultimately overthrow him.
 
The Araby Crusades are old, old Warhammer Fantasy lore about...there really isn't any way to make this sound less bad, Sultan Jafar of Araby invading Estalia with an army of genies, causing the knights of Bretonnia and the knightly orders of the Empire to counter attack into Araby and ultimately overthrow him.
They always felt like a clumsy inclusion, as if they were there for the sake of having crusaders, with justification for them being cludged together after the fact.
 
Oh I know full well of the Crusades origin. It's that they've never retconned the event and continued to have it as part of Fantasy lore since forever as a way of showing a successful Errantry War of Bretonnia and as backstory fodder for several Knightly Orders.

Every year I curse Aladdin's existence for twisting people's depictions of Arabia so severely. Bane of my existence.
 
Referring to the warriors of Araby as "infidels" lands weird in the Warhammer setting, where in the Empire itself the Cults of Sigmar and Ulric are perpetually wrestling for primacy, the Empire's closest human neighbors are Bretonnians who worship the Lady and Kislevites who venerate Ursun & Dazh, and the Imperials have regular contact with Tileans and Estalians who primarily worship Myrmidia.

Fanatical Sigmarites who think that Sigmar is King of the Gods, ALL the Gods, and everyone who doesn't acknowledge this needs to be hit with hammers exist, but they're a tiny minority Grand Theogonists try to stomp down on lest they take it into their heads to inform the Dwarves Sigmar is the King of THEIR pantheon too or some similar debacle.
 
Referring to the warriors of Araby as "infidels" lands weird in the Warhammer setting, where in the Empire itself the Cults of Sigmar and Ulric are perpetually wrestling for primacy, the Empire's closest human neighbors are Bretonnians who worship the Lady and Kislevites who venerate Ursun & Dazh, and the Imperials have regular contact with Tileans and Estalians who primarily worship Myrmidia.

Fanatical Sigmarites who think that Sigmar is King of the Gods, ALL the Gods, and everyone who doesn't acknowledge this needs to be hit with hammers exist, but they're a tiny minority Grand Theogonists try to stomp down on lest they take it into their heads to inform the Dwarves Sigmar is the King of THEIR pantheon too or some similar debacle.
Maybe it's 'F- you, you crazy monotheists' kind of insult?
 
The writer using "infidel" is particularly egregius given the changed religious context of the warhammer crusades. Really shows that that writer was just blatently drawing on irl racist stereotypes rather then using the in-universe story.

That said, while this last fight was less bad, generally the writers for GW stuff past ~2000 no longer had history degrees or play the wargame and so the tactics get a lot more hollywood like Arkhan's battle at La Maisontaal. The Endtimes is probably the peak of this given the emphisis on battles and the railroaded nature of the story. It was a faairly common complaint at the time that the forces of order mainly lost because they where equally as dumb as the forces of chaos but didn't have the author's hand on their side of the scales.

That said as this last fight showed not *all* the tactics where actually that bad. Given the differences I suspect different writers got assigned each battle and told to flesh out an outline from the lead writing team.
 
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Old Araby worshipped "The One", which is one of the most transparent and lazy ways they could have gone about it. Current Araby is polythiestic, basing it on pre-islamic Arabia.
Really? I thought they were still monotheistic in the scarce lore they have.
 
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