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paulb11
19-06-2009, 18:11
First battle rep posted here, just started to get them going after many attempts.

2250 Dwarves v 2250 Bretts

I was playing dwarves, and selected the following army

Runelord with anvil of doom
Organ Gun
2 bolt throwers
20 Warriors (Std Musc)
20 Warriors (Std Musc)
20 Longbeards (Std Musc)
20 Longbeards (Std Musc)
20 Hammerers (full command)

Longbeards and warriors had magic standards (+1 combat res, +1 combat res and MR(1), +1 Combat res and double unit strength)
Lord had 2+AS rerollable, immune to poison and KB and 4+ward save.

Jez had
1 Bret Lord
1 Bret BSB
7 Knights of the realm (Champ and Musc)
9 knights of the realm (Full command)
9 Knights errant (Full Command)
9 Knights errant (Full Command)
9 Knights errant (Champ and Musc)
5 Grail Knights (Full command)
3 Pegasus knights (champ and Musc)
Trebuchet
5 Mounted yeomen (Musc)
5 Mounted Yeomen (musc)
12 peasant bowmen
12 peasant bowmen skirmishers

1 Errant had banner giving +1S, the grail knights banner let them move through terrain with no penalty. Lord had Killing blow on charge and 4+ ward vs Missiles.
BSB had 4+ ward save for unit vs missiles, and hates all missile troops and war machines.
1 Errant had the unit may not stand and shoot banner, so if they charge archers they can never be shot at.


You may have noticed not the usual army I would have taken vs Brets, but I figured the usual 2 units of Thunderers, stone thrower, cannon and 2 organ guns would be a bit boring. So I picked a lot of infantry, and only the Anvil as my Hero. The Runelord is nigh on unkillable by units as he is unbreakable, so unless a hero with a no armour save weapon hit shim he is very tough to kill.

Terrain
http://www.imagebam.com/image/829cd738556226

Set up
http://www.imagebam.com/image/0db4a138556218

I deployed close together as far away as poss, using the bolt throwers to draw troops away. Placing the Runelord and anvil so that it effectively blocked off a flank, well hopefully.

Dwarf Turn 1.
http://www.imagebam.com/image/ff25c638556220

Very little happened my turn 1, the organ gun moved to within 2Ē of the wood so it could fire next go, whilst I used the anvils 2+ power on the Bret lords Knights unit to inflict d6 S4 hits (1, which failed to wound), but also the unit moves at half pace until the end of the next phase. SO Jez would have a max of 8Ē move for his go. A bolt thrower hit the Errant knights but the 5+ ward due to the blessing of the lady saved them.

Bretts Turn 1
http://www.imagebam.com/image/d8174838556210

The Brett Cav rolled forwards, apart from the Generals rune slowed unit. The Trebuchet landed as hot bang on the warriors killing 9 of the sturdy dwarves. The Dwarven Ld held firm and they didnít panic (I had a re roll as well if I had needed it thanks to my longbeards).

Dwarves turn 2
http://www.imagebam.com/image/35ee5338556221

No movement for the Stunties, but the organ gun made some KFC of the Pegasus Knights. 2 fell to the fire, but they passed their panic test. The Anvil hit the other knights of the realm unit and slowed them this turn. Both bolt throwers hit home this go, another 2 5+ wards later no damage taken.
The miners thanks to the Steam drill carrying Champ arrived to threaten the Trebuchet
Bretts Turn 2
http://www.imagebam.com/image/0ee48c38556212

The lone Pegasus Knight charged the Organ gun, whilst the 2 units of errant knights charged the bolt throwers.
The Trebuchet Mis fired, and I was for once hoping it wouldnít blow up (And remove the only target for my miners charge next turn). Thankfully for me only a 4 was rolled meaning it couldnít fire. The archers shot the lurking Miners causing 2 casualties, not enough for a panic test.
In combat both bolt throwers were easly overwhelmed, with one unit overrunning to within an inch of the anvil, whilst the other elected to hold position.
The lone Pegasus knight killed 2 crew, and I was hoping the stubborn remaining man would hold, with a roll of 11 he didnít and was run down by the pursuing Pegasus.

Dwarves Turn 3
http://www.imagebam.com/image/ae885d38556222

The miners charged the Trebuchet, whilst I moved the 2 warrior units forwards, angling them so Jezís charges would either have to pusue my fleeing dwarves allowing the hammerers a flank charge, or if they were locked in combat they would also be open to a flank shot.
The anvil used the 2+ extra movement ability on the longbeards to allow them to charge the Mounted yeomen.

In combat the trebuchet easily fell and the miners caught the fleeing crew, overrunning into to archers. They elected to flee away rather than fight.

Brets Turn 3
http://www.imagebam.com/image/deed8b38556213

The generals unit and other realm Knights Charged the waiting warrior units, The undamaged unit elected to hold whilst the one at half strength fled, not far enough however and was run down.
The errant knight close to the Anvil Charged it.
The archers rallied, whilst the skirmishers shot the miners causing no wounds.

In combat the Anvil guards were slain, but the general took no wounds thanks mainly to his ward save. Being unbreakable Jez now had his unit locked in combat there.
The Knights of the realm engaged with the Warriors, thundered forwards, their lances slamming against the tough Dwarven Steel, with a resounding boing, it was revealed that yet again the Brets had brought the rubber training lances! Only a single dwarf fell to the charge, and despite not causing a Bret casualty the dwarves won combat by 2. Could the Brets hold? No, and so off they ran, a full 8Ē, the little legs of the dwarves powered forwards and impressive 11Ē, running the horsemen down. Not only this but the nearby errant unit fled at the sight of the slaughter panicing a mighty 15Ē

Not a good round for the Brets.

Dwarves turn 4
http://www.imagebam.com/image/dad52f38556223

The warriors fresh from their victory charged the archers, who fled.
The longbeards flank charged the Bret Generals unit, and the Longbeards charge the lone Pegasus Knight, who fled.

In combat the Unbreakable Runelord again held firm Taking no damage.
The Hammerers caused no wounds, but received no in return, winning the combat by a massive 6! The General and his unit fled, staright into the other unit of Longbeards being crushed under the dwarven boots.

Brets Turn 4
http://www.imagebam.com/image/259d6738556214

The second errants unit charged the runelord, whilst the Pegasus knights rallied.
The Archers did not and fled off the board, neither did the knights errant, but they managed to keep themselves on the board.
The Skirmishers managed to kill a single Miner with their bowfire.
In combat even the presence of another whole lance, did not phase the runelord, who stood stubbornly atop his anvil refusing to fall.

Dwarf Turn 5
http://www.imagebam.com/image/63c43638556224

Not much combat, a bit of reorganization. The Runelord once again stands tall against the bret lances.

Bret Turn 5
http://www.imagebam.com/image/61701138556216

The Errant Knights finally rally, and the skirmishers kill 2 more miners, but again the Runelord holds the 2 errant lances in combat.

Dwarf Turn 6
http://www.imagebam.com/image/12df5038556225

More movement, no charges, and the Rune Lord is locked in combat.

Bret Turn 6
http://www.imagebam.com/image/18f8e238556217

The grail knights attempt to charge the miners but are out of range, 2 more Miners fall to skirmisher bowfire.
The Lord holds of the Bret lances for the final Combat turn.


Result
1347 VPís for Dwarves
792 VPís for Brets

Overall Thoughts

From my perspective, it was a good scrap, Turn 3 was the making of my victory, Jezís rubber lances bouncing off my warriors helped me a lot, but also The flank charge opportunity for my Hammerers won me the game. Jez had great dice for 2 turns, with ward save after ward save, but in the crucial combat they deserted him. After that his dice were average, but the damage was already done.
I had average dice the whole game, so canít complain. Nothing too good or too bad. The static generated by large dwarf blocks is great as you can rely on it. Miners are a big threat esp if you take a decent block of them. (expensive though, you could get 2 runed up stone throwers or cannons for the cost0.

The runelord was awesome for holding up 2 Lances effectively keeping them out of the game, but itís powers are useless once it is in combat.

Next Time I think Jez would just use a single unit to tie it up rather than attempting a kill, only a tooled up lord would be able to kill him.

Dungeon_Lawyer
20-06-2009, 05:34
great report,not very often dwarfs get a flank charge off----pics are awesome--thanks for posting, lookiing forward to more

SevenSins
20-06-2009, 16:35
very nice rep, and infantry heavy dwarves are fun. Well played

Dwalin
25-06-2009, 20:17
Awesome battle report. I liked how large your lists were due to the lack of hero's and am inspired to do this in my next battle.

stonetroll
25-06-2009, 22:10
Congratiulations on your win! You funneled the Bretonnians right into your blocks and had him charge you 1 on 1, always a good thing for a Dwarven general.

The Bretonnian player made some rather strange decisions though. He could've just backed up his entire army after killing your warmachines and locking your Anvil in combat. This would've made your army useless as you'd never be able to catch up with him. He could then easily have destroyed your miners, saving his arcers (you'd probably still get the Treb).

Good read though and thanks for the report!

Nuada
25-06-2009, 22:26
Well done beating the brets

I like your overhead view. The arrows and damage markers worked well.

Great report, very well done. An enjoyable read, it was concise and flowed along nicely :)

Malorian
26-06-2009, 00:27
Congrats on the win. That Bret list was no joke, and in fact looking at the lists I thought you might be in trouble, but you played it right, capitalized on mistakes, and got the win :)

paulb11
26-06-2009, 11:05
Congratiulations on your win! You funneled the Bretonnians right into your blocks and had him charge you 1 on 1, always a good thing for a Dwarven general.

The Bretonnian player made some rather strange decisions though. He could've just backed up his entire army after killing your warmachines and locking your Anvil in combat. This would've made your army useless as you'd never be able to catch up with him. He could then easily have destroyed your miners, saving his arcers (you'd probably still get the Treb).

Good read though and thanks for the report!

Yeah, I would have backed off as well. My opponent is a very up and charge at them kinda player. Sometimes this costs him, as in this case. He is very much a play as the fluff says you should. So brettonias wouldn't back off in this case etc.