During the night, both sides had prepared for battle. Now, as the sun rose, its light reflected off the armour of the warriors. It was a beautiful dawn, and the High Elfs were transfixed with awe. Meanwhile, the Dark kindred's resentment of the picturesque morning was overshadowed only by their hatred of the High Elves.
Lenihan stared over the valley and saw his evil adversary, Kalad Kalegth. His brow furrowed as he thought of the unspeakable evils the dark race had caused. He raised his sword amd let out a cry. His army began to move down the valley towards the oncoming Dark Elves. Light was to clash with darkness once again.
The terrain can be set up in any mutually agreeable manner. Note that the battle takes place in a valley, so there should be hills on both sides of the table, and the land between should be fairly flat.
The High Elves should choose a 2000 point army. The army should be led by Lenihan, a High Elf General riding a barded warhorse, a pegasus or a Great Eagle. If the High Elves lost Scenario 3: Seize the Woods, they may only include one War machine. The army may only include a level 4 mage if the High Elves won Scenario 4: The Clash of minds. In addition, the High Elves may choose an extra 150 points of troops (Spearmen, Archers, Ellyrian Reavers or Shadow warriors) if they won Scenario 2: The Watchtower at Ennyillis. If the High Elves won Scenario 2: The Watchtower at Ennyillis by destroying the Dark Elf army, they may also include Chullain free of charge, although they must pay for any magic items. Chullain's profile and equipment are detailed in Scenario 2.
The Dark Elves should choose a 2000 point army. The army should be led by Kalad Kalegth, a Dark Elf General riding a cold one or a Dark Pegasus. If the Dark Elves lost Scenario 3: Seize the Woods, they may only include one War machine. The army may only include a level 4 mage if the High Elves won Scenario 4: The Clash of minds. In addition, the Dark Elves may choose an extra 150 points of foot troops if they won Scenario 1: The Cavalry Patrol.
Deployment should be made in secret, either using a screen of some sort or drawing a plan of deployment on a map then transferring the units onto the board.
Roll a D6 to decide how many turns are played. 1= 4 turns. 2-4= 5 turns 5-6= 6 turns.
Roll a D6 to decide who goes first.
Work out who has won using the usual Victory points system. The winner of this battle has won the campaign.