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View Full Version : 2500 Dwarfs "Capital City Carnage Indy GT" : 5 Battle Reports



Aaron Chapman
15-06-2011, 15:22
Pre-Game

Austin, TX holds the next GT at 2500 points and typically 60-80 players, but only 47 showed up this year.

All battles are variations of the "Battle Line" scenerio "A Pitched Battle." The Scenrios usually have either an Objective to capture or a goal of keeping/killing a certain model(s). Wins = 16, Draw = 8, Loss = 4, Objectives = 0-4.

My Dwarfs are terrible at capturing objectives, so I am pretty much required to win all my battles to get a good placing as those extra 4 points each game are usually beyond my grasp.

My army relies on large blocks of Great Weapon Infantry to do the actual work; but before that artillery bombardment is used to kill deadly monsters and thin out large enemy formations. Anti-Magic is extreme, so I can garuntee most Magic Phases are a non-issue for my Dwarfs.

Army images : "Dwarfs of Barag Khaz" (http://www.bugmansbrewery.com/topic/31028-dwarfs-of-barag-khaz/)

Pre-GT Practice For Capital City Carnage 2011

05/2011 - vs Ogres (http://www.bugmansbrewery.com/topic/34015-pre-g-t-warmup-game) : Massacre Victory
05/2011 - vs Ogres (http://www.bugmansbrewery.com/topic/34119-pre-g-t-warmup-game-2) : Massacre Victory
05/2011 - vs Lizardmen (http://www.bugmansbrewery.com/topic/34152-pre-g-t-warmup-3) : Massacre Victory
05/2011 - vs Dark Elves (http://www.bugmansbrewery.com/topic/34156-pre-g-t-warmup-battle-4) : Solid Loss
06/2011 - vs Daemons (http://www.bugmansbrewery.com/topic/34413-pre-g-t-warmup-battle-5) : Victory

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Dwarfs of Barag Khaz 2500


"Furgil Ironfist" (Runelord) @ 288 Pts
General; Gromril Armour; Shield
Runic Talisman:
-Master Rune of Balance (Dwarfs: +1DD / Enemy: -1PD)
-Rune of Spellbreaking (x2) (Dispel Scrolls)
Runic Armour:
-Rune of Preservation (Immune to KB/Poison)
-Rune of Resistance (Re-roll Armor Save)
-Rune of Stone (+1 Armor)

"Morgrim Firmheart" (Thane) @ 165 Pts
Battle Standard; Gromril Armour
Runic Armour:
-Master Rune of Gromril (1+ Armor Save)
-Rune of Preservation (Immune to KB/Poison)
-Rune of Resistance (Re-roll Armor)
Runic Talisman:
-Rune of the Furnace (2+ Ward against Flaming Attacks)
Runic Weapon:
-Rune of Fire (Flaming Attacks)

"Grungi's Finest" 38x (Hammerers) @ 536 Pts
Great Weapon; Heavy Armour; Full Command
Runic Banner:
-Master Rune of Grugni (5+ Ward from missiles all Dwarfs in 6")

"Picqueters" 40x (Rangers - Warriors) @ 455 Pts
Great Weapon; Heavy Armour; Standard; Musician; Scouts

"Ale Guard" 40x (Warriors) @ 415 Pts
Great Weapon; Heavy Armour; Standard; Musician

"Sting" Bolt Thrower @ 65 Pts
4x Crew (Engineer)
Engineering Runes:
-Rune of Burning (Flaming Attacks)

"Old Reliable" (Cannon #1) @ 140 Pts
4x Crew (Engineer)
Engineering Runes:
-Rune of Forging (Re-roll Artillery Dice Misfires)

"Grimner's Revenge" (Cannon #2) @ 145 Pts
4x Crew (Engineer)
Engineering Runes:
-Rune of Burning (Flaming Attacks)
-Rune of Forging (Re-roll Artillery Dice Misfires)

"Gob-Lobber" (Grudge Thrower) @ 170 Pts
4x Crew (Engineer)
Engineering Runes:
-Rune of Accuracy (Re-roll Scatter)
-Rune of Penetrating (x2) (+2 Strength)

"Splat" (Organ Gun) @ 120 Pts
3x Crew

_______________________________________________

+3 Dispel Dice
-1 Power Dice from Enemy
2x Dispel Scrolls
+2 to All Dispel Rolls

Lord: 11% / Hero: 6% / Core: 34% / Special: 42% / Rare: 4%
Number of Deployments: 4 (+1 Scouts)
Infantry: 120 / Artillery: 5
Total Army Cost: 2499 pts

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This list has fought at 3 other GT's before now with records of:



11/2010 - "Alamo" Indy GT - San Antonio, TX (http://www.bugmansbrewery.com/topic/31700-alamo-gt-battle-report) : 3-1-1

01/2011 - "Shiloh Slaughter" Indy GT - Fayetteville, AR (http://www.bugmansbrewery.com/topic/31932-shiloh-slaughter-indy-gt-2011) : 5-0-0 "Best General"

04/2011 - "Lonewolf" Indy GT - Dallas, TX (http://www.bugmansbrewery.com/topic/32880-lonewolf-indy-g-t-dallas-49-10) : 3-1-1


I made a few small changes from the previous build; including removing the 5 Miners and Champions so I could replace them with the Bolt Thrower and Flaming/Anti-Flaming Runes on the BSB. These changes were made after I really needed to ignore Regen in combat, fight off Flaming characters and decided that a Bolt Thrower was way more survivable and deadly than 5 pathetic Miners.

With this new build and a few more practice games to get me warmed up I headed down to Austin to wreck some armies!

Aaron Chapman
15-06-2011, 15:23
Game #1

Warriors of Chaos

Tzeentch Chaos Lord: General, Disk of Tzeentch, Crown of Command, Dragon Helm, Talisman of Protection, Biting Blade, 1+ armor, Bloodcurdling Roar
Tzeentch Exalted Hero: BSB, Barded Steed, Dawnstone, Bronze Armor of Thrakk, Ironcurse Icon, 1+ Armor
Tzeentch Exalted Hero: Level 1 - Fire, Book of Secrets, Dispel Scroll, 3+ Armor
Undivided Sorcerer: Level 1 - Fire, Barded Steed, Charmed Shield (1+ armor), Infernal Puppet, Luckstone, Favor of the Gods, Third Eye of Tzeentch

9x Tzeentch Chaos Knights: Banner, Musician, Banner of Rage
21x Tzeentch Chaos Warriors: Full Command, Shields, Halberds, Blasted Standard
31x Khorne Marauders: Full Command, Great Weapons
Undivided Chariot
Tzeentch Warshrine
Hellcannon

http://www.remanlegions.com/batreps/2011_CCC/01/01.jpg
WoC Deployment Left to Right: Hellcannon, Warriors (Exalted with Book), Disk, Chariot, Marauders, Warshrine, Knights (BSB & Sorcerer)

Dwarf Deploment Left to Right: Warriors, Cannon, Grudge Thrower, Hammerers (General/BSB), Cannon, Organ gun, Bolt Thrower

The scenerio had a river running through the middle of the table long-way. The river was mundane, but did prevent marching and removes rank bonuses a snormal. There was a single crossing; a bridge in the very center. The bridge was 6" wide, so that it prevented troops crossing it in a Horde Formation. The special scenerio was "Bat Bridge of Austlind (Austin, TX has a bridge where bats hang out and you can watch them swarm every night), so the bats were swarming while we deployed representing hidden deployment.

As both of use had no clue where the other would deploy I used my standard central "Cautious" setup. The forest was taken by the Hammerers as they would be able to remain Steadfast due to Stubborn, while the Warriors/Rangers covered their flanks outside the forest. I had concidered a "Hard Castle" in a corner to completely remove any chance of 1/2 his army arriving, but decided against it both from a friendly choice and also due to the river already delaying the enemy for at least 1-2 extra turns of movement.

My War Machines were placed in positions where if charged by the Disk Lord I could counter-charge to lock him down (I was planning on killing him with shooting or a charge before he got to the machines, but just in case...). Other than the concern about the Disk Lord, I was not terribly worried about his army build. However he did have excellent protection from my artillery, so I was not at all eager to deploy forward due to my low expectations for ranged damage in the early game.

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http://www.remanlegions.com/batreps/2011_CCC/01/02.jpg
My opening attack saw off the Hellcannon and not much else.

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http://www.remanlegions.com/batreps/2011_CCC/01/03.jpg
Chaos makes a general advance with the Disk Lord crossing the river to setup a charge on the Organ Gun. His Exalted with Book of Secrets casts Fireball 2D6 St4 against the Grudge Thrower and causes 5 unsaved wounds! Oh well, so much for thinning out the Marauders before combat.

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http://www.remanlegions.com/batreps/2011_CCC/01/04.jpg
I see his Disk Lord is within 13" of my Hammerers and decide that a charge cannot hurt me at this point. I roll boxcars and slamm into his General; much to his surprise! Had I failed everything in my arsenal would have shot him this turn.

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http://www.remanlegions.com/batreps/2011_CCC/01/05.jpg
Seeing my luck with the charge, I make a general advance with both Warriors/Rangers in order to support the Hammerers in the following turns. I also manage to unhorse a Knight with a Cannon shot.

Combat with the Disk Lord sees him lose 1 wound to my Hammerers and a few Hammerers die in return. He is Stubborn, so holds his ground. Seeing the Knights nearby, I choose to reduce frontage to limit the Knight's potential damage on the Hammerers.

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http://www.remanlegions.com/batreps/2011_CCC/01/06.jpg
I have thrown his battle plan into complete "Chaos" (hehe). Knowing his Lord cannot handle 8-12 attacks by strength 6 forever, he is forced to charge in with the Knights and Warshrine for support.

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http://www.remanlegions.com/batreps/2011_CCC/01/07.jpg
He makes a general advance to the river now with the rest of his army, and beats my Hammerers in combat, but I hold without any trouble.

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http://www.remanlegions.com/batreps/2011_CCC/01/08.jpg
My Rangers on the Right flank charge the exposed flank of the Knights. Combat is brutal and the Knights break after failing a re-rollable LD 8 test! They are run down and the BSB/Sorcerer die as a result.

The game is won at this point, but I cannot let him destroy my Hammerers with the Frenzied Marauders that are now on my exposed flank. Seeing the Marauders ready to pounce on the Hammerers I send everything I've got at them in one last barrage to thin them out. The bombardment works and they drop to a "managable" level.

My Warriors on the Left Reform and backup 2"; they are now within charge reach of the Chaos Warriors, but still threaten the Marauder's flank once they charge my Hammerers. I do not expect to be able to charge the Marauders, but I do expect the Chaos Warriors to try and charge me, so I prepare in such a way that I won't auto-lose combat and break!

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http://www.remanlegions.com/batreps/2011_CCC/01/09.jpg
Marauders are in the flank! We fight and nothing special happens since Hammerers are totally awesome!

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http://www.remanlegions.com/batreps/2011_CCC/01/10.jpg
Oh the Marauders have lost quite a few men by the next turn of combat and my Rangers have Reformed to charge the Warshrine in turn #5. I know I've got plenty of time, to I'm not at all worried for the Hammerers right now.

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http://www.remanlegions.com/batreps/2011_CCC/01/11.jpg
The Chaos Warriors attempted a long charge and failed; their move doesn't even get them out of the river! My Warriors make great bait it seems. The Chaos Warriors become the only viable target for my artillery for the rest of the game and over time the Organ Gun and Cannons deplete their numbers to not-at-all scary levels.

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http://www.remanlegions.com/batreps/2011_CCC/01/12.jpg
The Rangers charge the Warshrine and break it along with the few remaining Marauders and the Disk Lord also breaks! Only the Warshrine is caught.

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http://www.remanlegions.com/batreps/2011_CCC/01/13.jpg
His Lord Rallies in his turn, then in my turn I face his Lord with my Rangers. My Warriors continue to back up and it is now impossible for his Chaos Warriors to charge me, so they set their sights on the Hammerers.

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http://www.remanlegions.com/batreps/2011_CCC/01/14.jpg
The Disk Lord charges my Hammerers, but breaks and runs away I restrain and reform to face his Chaos Warriors and do so in such a way that I'm in contact with the bridge objective. His Chaos Warriors charge my "Conga Line" of Hammerers and kill a couple, but enough survive to hold the bridge and neither of us gets the 4 bonus points.

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My harmy has lost a Grudge Thrower and several rank-&-file troops, but no complete units, so it turns into a Dwarf Victory 1460 to 170 VP's

Aaron Chapman
15-06-2011, 15:24
Game #2

Orcs & Goblins

Orc Warboss: General, Crown of Command, Armor of Destiny, Sword of Striking
Orc Great Shaman: Level 4, Talisman of Preservation, Dispel Scroll, Ironcurse Icon
Orc Big Boss: BSB, Armor of Fortune, Gold Sigil Sword

30x Black Orcs: Standard of Discipline
85x Night Goblins: Standard, Musician, Nets, Spears, Shields, 2x Fanatics
85x Night Goblins: Standard, Musician, Nets, Spears, Shields, 2x Fanatics
Orc Chariot
Orc Chariot
2x Goblin Chariots
2x Goblin Chariots
6x Trolls
Doom Diver Catapult
Doom Diver Catapult

http://www.remanlegions.com/batreps/2011_CCC/02/01.jpg
Orc & Goblin Deployment Left to Right: Goblin Chariots, Night Goblin Horde, Trolls, Doom Diver , Black Orcs (General/BSB/Wizard), Goblin Chariots, Night Goblin Horde, Orc Chariot, Orc Chariot, Doom Diver [hidden behind the forest in the far right corner]

Dwarf Deployment Left to Right: Rangers, Bolt Thrower, Hammerers (General/BSB), Cannon, Cannon, Grudge Thrower, Organ Gun, Warriors

This scenerio had 4 taverns staggered along the center of the battlefield with a 12"-wide path running between them. The objective was to get a unit with 1" of a tavern to control it and any unit doing so gained +1 LD and +1 CR. Controlling a tavern gained 1 Battle Point each (up to +4) at the end of the battle.

These taverns restricted movement a bit and created 3 choke points that coudl be exploited by my Dwarfs. I placed my artillery behind the buildings in such a way that they could shoot any enemy unit advancing up the center and could hit enemies comming around the flanks. The combat units deployed in the open ground between/outside the buildings to fight head-to-head combats with the advancing Orcs/Goblins.

The Artillery Diamond was chosen because the right side had the tavern deployed closer to mid-field and thus gave a wider angle of shots for the 4 primary pieces. The Bolt Thrower was of lower concern and deployed on the other side in order to pick on the chariots.

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http://www.remanlegions.com/batreps/2011_CCC/02/02.jpg
I advance a little to hold a tavern with my Rangers. He drops Doom divers on my blocks and artillery causing a few casualties, but nothing of concern.

My artillery makes short work of 2 trolls (thanks Flaming) and also drops a Chariot.

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http://www.remanlegions.com/batreps/2011_CCC/02/03.jpg
My 2nd turn of bombardment drops his Trolls to only 2 and his 2nd Goblin Chariot in the central road is smashed.

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http://www.remanlegions.com/batreps/2011_CCC/02/04.jpg
He uses hand of Gork to move the Goblins on the right, but takes a Miscast wound on the Wizard in the process. Fanatics are released on the right side, but fail to hit any of my units. The Trolls cower behind a tavern in hopes that they can survive the battle.

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http://www.remanlegions.com/batreps/2011_CCC/02/05.jpg
Fanatics are killed by Grap Shot, but the Organ Gun Misfires.

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http://www.remanlegions.com/batreps/2011_CCC/02/06.jpg
I've moved to within range of a tavern with my Hammerers and this is close enough to charge with the Black Orcs! They take the easy charge and I am overjoyed!

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http://www.remanlegions.com/batreps/2011_CCC/02/07.jpg
Night Goblins also charge the Rangers on the Left flank, but the support charge by Goblin Chariots fails. The Fanatics are released towards a tavern where they are killed upon impact (he does this in order to prevent his Goblins from being crippled by his own Fanatics if they travel less than 8" and stop in the charge path!

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http://www.remanlegions.com/batreps/2011_CCC/02/08.jpg
Goblins on the right fail to reach the Organ Gun and stay in the forest. Combats result in about 15 dead Goblins and 10 Black Orcs also die!

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http://www.remanlegions.com/batreps/2011_CCC/02/09.jpg
My Warriors charge the Night Goblins on the right and he nets himself! It's about to get messy!

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http://www.remanlegions.com/batreps/2011_CCC/02/10.jpg
Tons of Night Goblins die again and the Black Orcs drop to justa handful of fighters.

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http://www.remanlegions.com/batreps/2011_CCC/02/11.jpg
The Black Orcs are slain to the last (including the Wizard/BSB), but the Stubborn Warboss holds his ground defiantly!

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http://www.remanlegions.com/batreps/2011_CCC/02/12.jpg
Night Goblins on the Right Break from combat and are run down. The Goblin Chariots on the left hit the Rangers and Break the Dwarfs! My Hammerers expand frontage to prevent the Night goblins from charging the Bolt Thrower.

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http://www.remanlegions.com/batreps/2011_CCC/02/13.jpg
My Warriors charge his Orc Chariot on the right, it flees and is caught! The other Orc Chariot is smashed by Cannons.

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http://www.remanlegions.com/batreps/2011_CCC/02/14.jpg
Night Goblins flank my Hammerers; they cannot break me! The Goblin Chariots line up to hit Artillery.

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http://www.remanlegions.com/batreps/2011_CCC/02/15.jpg
My Artillery makes short work of the Chariots.

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http://www.remanlegions.com/batreps/2011_CCC/02/16.jpg
The battle is ended with a [b]Dwarf Victory with 1782 to 480 VP's

Aaron Chapman
15-06-2011, 15:24
Game #3

Skaven

Grey Seer: General, Level 4 - Ruin/13th, Screaming Bell, Earthing Rod
Chieftain: BSB, Storm Banner
Warlock Engineer: Level 1, Warp Energy Condenser, Doom Rocket

40x Clanrats: Full Command, Shields
Warpfire Thrower (attached)
50x Clanrats: Full Command
Plague Wind Mortar (attached)
50x Clanrats: Full Command
Plague Wind Mortar (attached)
50x Slaves: Shields, Musician
50x Slaves: Shields, Musician
Doomwheel
Doomwheel
6x Wind Globes
6x Wind Globes
Hellpit Abomination


http://www.remanlegions.com/batreps/2011_CCC/03/01.jpg
Skaven Deployment Left to Right: Abomination (converted Steam Tank), Slaves, Warp Fire Thrower, Clanrats Horde [front], Clanrats Horde (Seer on Bell/BSB) , Clanrats Horde [front], Poisoned Wind Mortars x2 & Poisoned Wind Globadies x2 [back], Doomwheel, Slaves, Doomwheel

Dwarf Deployment Left to Right: Warriors, Grudge Thrower, Organ Gun, Bolt Thrower, Hammerers (General/BSB), Cannon, Cannon, Rangers

This scenerio had "Weirdo" that joined each army that was there to "Keep Austlind Weird." the Weirdo allowed the unit that housed him to perform some special abilities, but the controlling player had to do some weird stuff (ie: dance, beg for spare change, compose a poem about the opponent, draw a picture of the enemy's impending doom using a crayon). Neither of use used the special abilities, but we did enjoy watchign a few people make goofy drawings and dance.

My deployment was done with the understanding that his Slaves would be able to survive a couple turns of combat and then break once he was no longer Steadfast, so I deployed my Warriors in a deep formation to hasten this defeat. The Rangers were deployed wide initially, just in case his Doomwheels made contact early and I needed to smash them with lots of axes. However once the Doomwheels were eleminated I was prepared to move into a deep formation to fight Slaves.

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http://www.remanlegions.com/batreps/2011_CCC/03/02.jpg
The Storm Banner prevents all my artillery from having an effect. He advances.

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http://www.remanlegions.com/batreps/2011_CCC/03/03.jpg
I cause 4 wounds on the Abomination with Cannons, but can't quite kill it!

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http://www.remanlegions.com/batreps/2011_CCC/03/04.jpg
One of his Doomwheels misfires and goes out of control directly in the path of my Hammerers... I see an opportunity to take him down. His Bell casts Scorch against my Hammerers at power level 5... I just need to roll a 3+ on 2 dice to stop it and instead get a 2. 9 Hammerers perish to the hit; oh what bad luck!

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http://www.remanlegions.com/batreps/2011_CCC/03/05.jpg
I charge his Slaves on the left with Warriors and the Doomwheel with Hammerers.

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http://www.remanlegions.com/batreps/2011_CCC/03/06.jpg
Finally the Storm Banner is lifted and I can kill the darned Abomination! The Doomwheel is destroyed and the Warp Fire Thrower is caught in the Overrun. The Slaves on the right charge my Rangers.

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http://www.remanlegions.com/batreps/2011_CCC/03/07.jpg
The Slaves are slain on the left are destroyed and the Clanrats fighting the Hammerers are in a bad situation!

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http://www.remanlegions.com/batreps/2011_CCC/03/08.jpg
My Warriors flank the Clanrats and the combat is obviously not going to go well for him. Cannons shatter the Screaming Bell and turn the Grey Seer into a red stain on the grass.

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http://www.remanlegions.com/batreps/2011_CCC/03/09.jpg
The Clanrats fighting the Hammerers/Warriors are pulverized.

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http://www.remanlegions.com/batreps/2011_CCC/03/10.jpg
My Warriors restrain and face the Clanrats in the backfield, while the Hammerers pursue the fleeing Clanrats and hit come Globadiers in the process.

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http://www.remanlegions.com/batreps/2011_CCC/03/11.jpg
Clanrats charge a Cannon, but can't kill the Engineer, so are stuck!

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http://www.remanlegions.com/batreps/2011_CCC/03/12.jpg
Hammerers pound on the Globadiers while the Warriors beat up the Clanrats in the backfield.

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http://www.remanlegions.com/batreps/2011_CCC/03/13.jpg
Slaves on the Right have long since been destroyed and the Doomwheel is beating up the Rangers now.

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http://www.remanlegions.com/batreps/2011_CCC/03/14.jpg
Clanrats charge the flank of the Rangers and break them, but the Doomwheel is slain in the process. Fleeing Clanrats run off the battlefield.

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http://www.remanlegions.com/batreps/2011_CCC/03/15.jpg
The battle ends with my Rangers fleeing the field and 1 Cannon dead. His entire army is annihilated except for a damaged unit of Clanrats. We end the game without finishing the last turn; all I have left to do is complete the objective (I do this) and then shoot the hell out of the Clanrats and see if they panic. We don't bother to hurt the Clanrats, but it's likely I woudl have cleared the field of all enemies had we rolled for the artillery.

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[b]Dwarfs are victorious 2506 to 595 VP's

Aaron Chapman
15-06-2011, 15:25
Game #4

Orcs & Goblins

Savage Orc Great Shaman: General, Level 4, Crown of Command, Lucky Shrunken Head, Relic Sword
Night Goblin Great Shaman: Level 2, Dispel Scroll, Talisman of Preservation, Terrifying Mask of Eee!, Warrior Bane
Goblin Big Boss: BSB, Light Armor, Short Bow, Shield, Spider Banner
Night Goblin Big Boss: Dragon Bane Gem, Enchanted Shield, Light Armor, Potion of Strength, Short Bow, Sword of Striking

5x Goblin wolf Riders: Light Armor, Shields, Spears
5x Goblin wolf Riders: Light Armor, Shields, Spears
25x Savage Big'Uns: Full command, Big Stabba, 2HW, Light Armor
70x Night Goblins: Full Command, Nets, Short Bows, 3x Fanatics
2x Goblin Wolf Chariot Unit
2x Goblin Wolf Chariot Unit
2x Goblin Wolf Chariot Unit
Giant: Warpaint
Giant: Warpaint
Pump Wagon: 4D6" movement, St5 No Armor Impact hits
Pump Wagon: 4D6" movement, St5 No Armor Impact hits

http://www.remanlegions.com/batreps/2011_CCC/04/01.jpg
Orc & Goblin Deployment Left to Right: Wolf Riders, Giant, Giant, Wolf Riders, Goblin Chariots, Pump Wagon, Pump Wagon, Goblin Chariots, Savage Big'Uns (General), Night Goblins Horde (BSB, Goblin Shaman, Goblin Big Boss), Goblin Chariots

Dwarf Deployment Left to Right: Rangers, Bolt Thrower, Cannon, Hammerers, Grudge Thrower, Organ gun, Cannon, Warriors

This Scenerio was "Battle of the Bands" and each side chose a Musician to be the Band Leader. The Band Leader could signal 1 of 4 songs to be played once each turn (one use per song). Allowing for a 5+ Ward, D3+1" extra charge, a Bound Urnon's Thunderbolt, and requiring an enemy unit to take a LD test to shoot.

We needed to keep both the Band Leader and his unit alive, while killing the enemy's Band Leader and unit to gain full bonus points.

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http://www.remanlegions.com/batreps/2011_CCC/04/02.jpg
Both his Wolf Rider units Vanguard forward and one of them fails an Animosity check and is forced to charge my Rangers... the results are obvious.

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http://www.remanlegions.com/batreps/2011_CCC/04/03.jpg
Both Pump Wagons take 2 wounds each and the remaining Wolf Riders get splattered by the Organ Gun.

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http://www.remanlegions.com/batreps/2011_CCC/04/04.jpg
The Orcs & Goblins rush forward trying desperately to get within charge range. I finish off both Pump Wagons.

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http://www.remanlegions.com/batreps/2011_CCC/04/05.jpg
The Wolf Chariots take some damage and one Panics (eventually fleeing off the battlefield).

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http://www.remanlegions.com/batreps/2011_CCC/04/06.jpg
The Night Goblins charge the Warrior Horde on the right. Fanatics are released and 2 of them make contact killing 4 Dwarfs; the 3rd falls short. a single Chariot charges the Organ Gun and the pair of Wolf Chariots on the left fail their charge moving 1" forward.

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http://www.remanlegions.com/batreps/2011_CCC/04/07.jpg
The Organ Gun is lost and the Chariot Overruns into the Cannon behind. The Hammerers charge the Night Goblins flank.

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http://www.remanlegions.com/batreps/2011_CCC/04/08.jpg
The Rangers charge the Giant in an attempt to cut him down before his buddy can get into combat.

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http://www.remanlegions.com/batreps/2011_CCC/04/09.jpg
Night Goblins are destroyed after the Hammerers' charge. The Giant survived the 1st combat and his buddy comes to his aid with a flank charge on the Rangers. The Chariot is killed by the Cannon Crew! Savage Orcs flank the Hammerers and kill several before the Hammerers Reform to face the threat.

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http://www.remanlegions.com/batreps/2011_CCC/04/10.jpg
Hammerers begin to dismantle the Savages.

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http://www.remanlegions.com/batreps/2011_CCC/04/11.jpg
Dwarf Warriors move to support the Hammerers on the right. Rangers felled 1 Giant, but failed their Steadfast LD 9 and were run down. The surviving Giant moves to engage the artillery.

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http://www.remanlegions.com/batreps/2011_CCC/04/12.jpg
Combat for the Stubborn Savage Orcs and their General is too much and they flee; Dwarfs can't keep up (-1" to Dwarf pursuit prevented their destruction here).

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http://www.remanlegions.com/batreps/2011_CCC/04/13.jpg
The Giant takes a Bolt Thrower to the face and collapses. The Savages rally and survive with their general, but the 4 survivors are the only ones left on the field.

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Dwarf Victory 2048 to 600 VP's

Aaron Chapman
15-06-2011, 15:25
Game #5

Warriors of Chaos

Undivided Sorcerer Lord: General, Level 4 - Heavens, Biting Blade, Enchanted Shield (2+ armor), Necrotic Phylactery, Favour of the Gods, Conjoined Homunculus
Tzeentch Exalted Hero: BSB, Book of Secrets, Third Eye of Tzeentch, Dispel Scroll, 3+ Armor

24x Tzeentch Chaos Warriors: Standard, Musician, Halberds, Shields, Flaming Banner
18x Tzeentch Chaos Warriors: Full Command, Shields, +1 LD Banner
50x Khorne Marauders: Standard, Musician, Great Weapons
50x Khorne Marauders: Standard, Musician, Great Weapons
Hellcannon
Hellcannon
Undivided Warshrine

http://www.remanlegions.com/batreps/2011_CCC/05/01.jpg
Warriors of Chaos Deployment Left to Right: Hellcannon, Marauders, Shielded Warriors (General/BSB), Warshrine, Marauders, Halberd Warriors, Hellcannon

Dwarf Deployment Left to Right: Rangers, Bolt Thrower, Cannon, Hammerers, Grudge Thrower, Organ Gun, Cannon, Warriors

The objective this scenerio was to secretly choose 4 of the 6 2x2 foot squares that you intend to capture. I chose the 3 on my side plus the center one on the opponent's side. It turns out he chose the same 4 squares.

This is the same opponent I faced at Lonewolf a little over a month ago. He made soem changes to his army; soem good some bad, but against the 1st 3 opponents he rolled them gaining max Battle Points each round! His 4th battle ended in a draw which means I was the onyl one with a 4-0-0 record at this point and had the most Battle Points (by 1 higher than he did).

I knew that if I couldn't diminish the Halberd Warriors & both Marauder blocks I had a high probability of losing this battle.

My target priority was:
Hellcannons: Easy VP's and their loss mean he has to get into combat to regain points.
Marauders: Dropping 20 from each unit was critical to breaking them. I couldn't let them remain Steadfast and then get flanked by a Chaos Warrior unit.
Reducing the Halberd Warriors size enough to have a fair fight.

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http://www.remanlegions.com/batreps/2011_CCC/05/02.jpg
First turn I kill 14 Marauders with a direct hit by the Grudge Thrower.

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http://www.remanlegions.com/batreps/2011_CCC/05/03.jpg
The Marauders were the only unit harmed by my artillery. Both Hellcannons were saved by Chaos Dwarfs catching my Cannon Balls lobbed at them!

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http://www.remanlegions.com/batreps/2011_CCC/05/04.jpg
Turn #2 is better and the Hellcannon on the right is destroyed causing a Panic Test and subsequent failure by the Halberd Warriors!

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http://www.remanlegions.com/batreps/2011_CCC/05/05.jpg
my Grudge thrower scatters on the Shield Warriors and I only kill one. My Organ gun then takes it's first shot of the battle only to explode! Oh no.

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http://www.remanlegions.com/batreps/2011_CCC/05/06.jpg
He's now right in my face and I have failed to accomplish most of my goals so far... things look bad. I have managed to drop 11 Marauders from left unit, but not enough for comfort.

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http://www.remanlegions.com/batreps/2011_CCC/05/07.jpg
I charge the Marauders on the left with them in 6-wide formation my math says they should kill 6 Dwarfs and I'll kill 12 Marauders in return. It turns out I'm wrong and he drops 12 Dwarfs and I kill 6 Marauders! WTF? My Rangers are Broken with a re-rollable LD 6 test and are destroyed! It's looking really bad.

My Hammerers also attempt a charge and fail to reach the Shield Warriors with his characters.

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http://www.remanlegions.com/batreps/2011_CCC/05/08.jpg
Cannons killed the Warshrine.

My Hammerers charge the Shield Warriors in turn #5. The BSB is slain by Hammerers and so are 4 other Warriors. I win combat by a narrow margin and they break, but get away.

I then charge them again after they rally and this time break and catch them! The General, BSB, and Shield Warriors are all slain. Things are looking up.

His Marauders on the left charged the left Cannon and defeated it after 2 rounds of combat. They then attempted a long charge to the Grudge Thrower on turn #6 and failed to make contact.

However on the right flank my Warriors are fighting Marauders. I remain Steadfast for the 1st 2 combats, but he is about to charge my flank with Halberd Warriors! I expand frontage by 3 to force a frontal charge of only 2 models. He charges and only causes 6 wounds to my 6 wounds! I lose combat by 2 CR and am no longer Steadfast, I roll up a LD 7 and pass! the game is over, Dwarfs survived the tides of Chaos!

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Dwarf Victory 1678 to 740 VP's!

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***Worst Case "What If" Scenerio***

If he managed to wipe out all my artillery and both Dwarf Warriors units; he would still lose the battle by nearly 150 VP's. Losing all his characters, their bodyguard and the monsters was just too many points to lose without him also killing my Hammerers & characters. Holding my ground on the last turn just made it decisive!

However I had not done my math before the game ended, so I was under the impression that I could still lose the game or at least Draw it if those Warriors broke and the Grudge Thrower was caught in a charge. Apparently I needed not worry so much, but it's nice to know my actions saved the lives of many Dwarfs.

Aaron Chapman
15-06-2011, 15:26
Post GT Report Card

Result: 1st Place Overall

1st in Battle Points
3rd in Painting (tied with 2 others)
Top 25% in Sports
Every battle was enjoyable for me and my opponent
All my opponents were really easy to get along with: Didn't become raving lunatics or toss their models on the floor when they were killed or argue about rules.


Runelord: A+
Shut down nearly every magic phase
Survived every battle


Battle Standard: A+
Kept my troops in line pretty well
Took some challenges and survived every battle


Hammerers: A+
Did their job of locking down the enemy's most elite unit and eventually breaking or destroying it
Survived every battle
MR.Grungi helped in a couple situations; mostly helping the Hammerers, but big help a War Machine a couple times


Warriors: A
Greatweapons still are awesome
Survived every battle


Rangers: B+
Scouting ability was less useful this tournament as all my opponents had tough lists that could not be exploited using my late Scout deployment
Rangers were destroyed/fled in 4/5 of the battles, but were also the 1st to be in combat as usual


Bolt Thrower: B-
Better than Miners
Much worse than pretty much every other War Machine


Cannons: A+
Spot on almost every shot, took down almost all the major threats before combat


Grudge Thrower: B+
Hit often enough, but still not accurate enough to be a real danger to most enemy units
Thinned out large infantry a few times to help before combat


Organ Gun: A+
Spectacular (except battle #5 when it exploded early)
Wish I had 2 of these, they would own the table

Malorian
15-06-2011, 16:19
Great recap of the tournament and congrats on getting 1st overall.

I must say though that I wish your title had been different...knowing you didn't lose any game made me skim though the reports more than normal.

calnen
15-06-2011, 21:07
Enjoyed reading these :) Nicely written - but as Malorian says, leave the results till the end!

Confessor_Atol
16-06-2011, 20:42
Aces Aaron, Congrats!

I'm glad you're having such a good tourney season. Wish I could be on the circut with my stunties.....stupid wedding.

Aaron Chapman
17-06-2011, 00:38
Aces Aaron, Congrats!

I'm glad you're having such a good tourney season. Wish I could be on the circut with my stunties.....stupid wedding.

Thanks all,

Dwarfs are super fun, I've had a large collection for nearly a decade, but since Gunlines were the only way to play Dwarfs for many years I left them at home for the Tournies. Now Dwarfs are actually playable to the degree of being seriously competative and it's awesome! They are the most reliable and fun army I've ever fielded.

Tupinamba
23-06-2011, 19:17
Excellent BRs and a very nice army and presentation! Congrats for the result.

Cheers

Fusarius
05-07-2011, 00:38
super sweet batrep! It is nice to know that griblies can bring the heat in 8th

SevenSins
05-07-2011, 08:43
nice reps and congrats on the result

Lord Solar Plexus
06-07-2011, 09:02
Nice reports, a pleasure to read. Congrats on the sterling job.