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Thread: A few Dwarf Battle Reports;

  1. #1
    Commander Razakel's Avatar
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    A few Dwarf Battle Reports;

    Dwarfs Vs. Skaven

    Evening guys, me and my Skaven buddy have played many, many games against each other. The tally before this game stood at 113 games. The score for me (W/D/L) was 51/9/53. This will be our first game since the new Skaven army book has been released, so I hope you guys enjoy it as much as I did.

    The game itself was played at 1,500 Points like all our other games, we prefer to play without a Lord choice, though we'll probably move up at some point.

    My army was:

    Heroes:

    Thane, armed with a Great Weapon & Gromril Armour with a Master Rune of Gromril. 94Points

    Thane, equipped with the Battle Standard, inscribed with a Rune of Battle. 115Points

    Runesmith, armed with a Great Weapon, runic ring inscribed with a Master Rune of Balance, and a Rune of Spellbreaking. 149Points

    Core:

    20 Dwarf Warriors, equipped with Shields & Full Command. 205Points

    11 Thunderers, Shields. 165Points

    11 Thunderers, Shields. 165Points


    Special:

    2x Bolt Throwers, both inscribed with a Rune of Penetrating and one with a Rune of Burning, one Engineer. 160Points

    Grudge Thrower, Rune of Accuracy, Rune of Reloading & Rune of Burning. 120Points

    19 Ironbreakers, Full Command, Rune of Determination & a Rune of Courage. 327Points


    Total: 1,500 Points

    His army was:

    1,500 Points Skaven Army

    Heroes:

    Plague Priest, level 2 Wizard, Dwarfbane, mounted on a Plague Furnace. 310Points

    Warlock Engineer, level 2 Wizard. 100Points

    Warlock Engineer, level 2 Wizard. 100Points


    Core:

    30 Clanrats, Spears & Shields + Full Command. 170Points

    30 Clanrats, Spears & Shields + Full Command. 170Points

    20 Slaves. 40Points

    20 Slaves. 40Points

    Special:

    21 Plague Monks, Full Command & Storm Banner. 222Points

    7 Plague Censer Bearers. 112Points

    Rare:

    Hell Pit Abomination. 235Points


    Total: 1,499 Points







    I can remember feeling the dread as he unpacked his case and I saw a lot of models I didn't want to. Several Plague Furnaces, a Hell Pit Abomination, a Doomwheel and a lot of other wacky crap I despise.

    The battlefield was set up as follows (stole this idea from another thread, sorry I can't remember where from!) Please note this is not a completely accurate representation of the battlefield and some things may be slightly off.

    ----------------------------------------------------------------------------------------------------
    B.Thrower----------------G.Thrower-------------Thunderers[On a hill]-----------------B.Thrower
    -------------Thunderers
    ----D.Warriors[R.Smith & BSB]---------------------------------------------Ironbreakers[Thane with G.Weapon]


    ------Graveyard[DT]--------------------------------------------------------------------[Small House]



    --------------------------------[Small Forest, DT]

    P.Monks[Furnace & Censers]----------------------------CR[WL]-----SL-------CR[WL]---SL---HPA.

    ------------------------[Small Hill]
    ------------------------------------------------------------------------------------------------------

    Key: CR = Clanrats
    WL = Warlock
    SL = Slaves
    HPA = Hell Pit Abomination
    DT = Difficult Terrain

    Just the ones that weren't entirely obvious.

    I was feeling pretty discouraged to see so many powerful units in his army and he took full advantage of the terrain to obscure his units from fire (as much as possible anyway). Luckily my B.Thrower with the Rune of Burning was on the side of his HPA to prevent Regeneration.

    The game was played on a 6x4 Board, Pitched Battle with a decent amount of terrain.

    For Magic he rolled:

    Cloud of Corruption & Wither with his Plague Priest.
    Warp Lightning & Death Frenzy with his first Engineer.
    Scorch & Death Frenzy with his second Engineer.

    We rolled off and I won the roll to go first. It was fairly obvious he'd have a Storm Banner so I elected to take the first turn, in the hopes that it would burn itself out fast.

    Turn One: I go first, he decides to activate the Storm Banner to limit my firepower. I move my Dwarf Warriors nearer to the Graveyard so I can use it to protect my flank from the Clanrats and Slaves on the other side of the field. I only slightly move my Ironbreakers in the hopes they will remain out of range of his Magic.
    In the shooting phase, my G.Thrower rolls the necessary 4+ in order to shoot. I'm unable to draw LoS on the P.Monks yet. So I aim at the nearer units of Clanrats with the first Warlock in them. I guess accurately on the back of the unit. Unfortunately it scatters away 10", however I use the Rune of Accuracy and instead score a direct hit. I kill 6 Clanrats, not enough to cause a panic test.

    My leftmost B.Thrower fires a shot at the Monks however with the Storm Banner penalty I fail to hit. My other B.Thrower scores a hit against the HPA... then fails to wound !*&^!!!!
    My Thunderers are naturally out of range so I hand it over to my opponent.

    The Storm Banner holds for this turn, meaning I'll probably have another turn of abysmal shooting next turn. The Monks & Censers push their way up towards my right flank clearly meaning to attempt a flank charge with the Censers and a front charge with the Monks. The rest of his army advances in a relatively straight line with nothing untoward happening. The HPA rolls a 9 for its movement (not on a triple), not too bad for me.

    In his Magic phase he has 7 Power Dice (1 removed by the MroBalance) and I have 6 Dispel Dice. His Plague Priests spells are of course, out of range at this point. His first Engineer uses 3 dice and casts Warp Lightning with a good roll of 12 (thank God it wasn't 13). I use 3 of my own dice and manage to dispel it. He attempts Scorch on my Ironbreakers and fails to cast it. He has no shooting so it's my turn again.

    Turn Two: The Storm Banner wears itself out (thank God) clearing the battlefield for what I hope will be a decent round of shooting. My army mostly stays still with only minor movement from the Ironbreakers to cover their previously exposed flank to the HPA.

    I fare much better in the shooting phase this turn. I fire my G.Thrower at the same unit again, scoring another direct hit and killing 5 more rats. Still not enough to cause a panic test, but the unit is beginning to fray and wear thin now. I fire both Bolt Throwers at the HPA (the leftmost one is in long range).

    I score two hits and wound twice thanks to the increased strength. My Burning BT deals only a single wound, however the other one does three! The HPA then laughs in my face as it Regenerates them all. My Thunderers on the hill hit the already damaged units of Clanrats killing another 5, they fail their panic test and flee a massive 10. The nearby Slaves pass their panic test however.

    My other unit of Thunderers don't fare so well and mostly miss against the P.Monks. What they hit they failed to wound, I'm really starting to sweat at this point. I only have one more decent round of shooting before I get charged by the HPA and Monks.

    With that I give it over to the Skaven player. Again everything moves forward, my heart nearly jumps out of my chest as he rolls an 18 with the HPA. However he rolls a 1 on the Berserk Abomination Chart causing it to stay still this turn, thank Grungni. His Clanrats manage to rally with an impressive double 1. They turn about and get ready to make another march towards the Dwarf lines.

    In his Magic phase he attempts to cast wither on my Dwarf Warriors with 3 Dice, rolling a 15, what the hell is it with this guy and high rolls? I pull out my only rune of Spellbreaking in the hopes he won't get that lucky again. He attempts to Scorch my Ironbreakers but I dispel it. He probably spent a lot of points on Magic and it hasn't done anything thus far. He has no shooting so it's back to me again.

    Turn Three: This will be my last turn of shooting before the inevitable charge, a lucky roll on the HPA will see a charge into my Ironbreakers, though thankfully they are Immune to Terror. My Warriors turn and prepare to receive a front charge from the Furnace and in another turns time a flank charge from the Censers. They're almost definitely doomed but with the BSB I'm hoping they'll hang on long enough for my Ironbreakers to break the other half of the Skaven army.

    I proceed to my last Shooting phase in the hopes I can pull off some bizarre luck. My Grudge Thrower fires at the Furnace, scoring a direct hit and causing 5 wounds! This thing is now worth its weight in solid gold. I fire both B.Throwers at the Abomination. Both hit, both wound. The ordinary one does 3 wounds yet again and the flaming deals 2 wounds. Enough to kill it, however it passes one Regeneration save and remains on one wound, with a combat next turn, it isn't going to be pretty.

    My Thunderers fire at the Plague Furnace and leftmost unit of Slaves respectively, as that unit is making its way towards the hill and my artillery. The Thunderers are in long range but hit on 3+ because of the Large Target status and Dwarf Handgun rule. I manage to score a single wound and destroy the Plague Furnace! Incredibly lucky I must admit.

    The other unit of Thunderers kill 8 Slaves and they pass their panic test (to both our amazements). I tighten my belt and await the inevitable charge.

    In his turn he is quite disgruntled at having his Furnace and HPA all but ruined. He declares a charge with his Slaves on my Hill-Thunderers, I stand-and-shoot. He also declares a charge on my Warriors with his Monks and against my Ironbreakers with his undamaged units of Clanrats. I decide to hold, there's nowhere to run. His HPA rolls high enough to get into combat with my Ironbreakers, they brace themselves for this onslaught, for all the good it'll do them...

    His other units move in closer, the Censers move through the Graveyard ready to flank charge next turn against my Warriors. The now-regrouped unit of Clanrats march up, ready to charge next turn if the other unit of Clanrats or the HPA is broken. His other unit of Slaves move around the back of the house, ready to rear charge the Ironbreakers in a few turns time or move up towards the artillery bunker.

    My Thunderers decimate his Slaves, they fail their panic test never to return.

    His Magic phase is interesting. He casts Death Frenzy on his engaged unit of Clanrats with Irresistible Force, finally getting some luck on his part. He can't really do anything else so we proceed to combat.

    His HPA gets a single impact hit that fails to wound (praise Grungni). It then rolls a 4 (Flailing Fists) and rolls 10 attacks. He hits 4 times and wounds 4 times. Two Ironbreakers go down under the avalanche of attacks. The Clanrats then attack with a ridiculous number of attacks due to their Death Frenzy and kill 2 more Ironbreakers. My Thane strikes back and hits the HPA twice and wounds it twice, he fails a Regeneration save and the foul monstrosity finally dies, no Too Horrible to Die roll is possible since it lost some of its wounds to Flaming attacks. My Champion fails to hit any of the Clanrats. I lose the combat by 4 and use the Rune of Determination to roll 1D6 for my break test and obviously pass it since I can't fail.

    Things don't go so well for the Warriors and 7 of them go down under a blizzard of attacks from the Monks. My Runesmith kills two, my Champion kills one and my BSB kills 2. Combat is drawn thanks to the Rune of Battle and we remain locked since both sides have a Musician.

    The Clanrats lose 2 more members to the Death Frenzy spell.

    Turn Four: Most of my units are locked in combat or unable to do anything I get ready to blow his Slaves to tatters. In my shooting phase I annihilate his Slaves, they fail their panic test and also never rally. So it's just his Monks, Censers and two Clanrat units left.

    We proceed to combat and his Clanrats kill 3 Ironbreakers (I rolled dreadful saves) and I kill 5 in return, winning the combat, however he still fails to flee, rolling miraculously good break tests.

    Theres no nice way to say it, my Warriors are obliterated by the Monks and quickly run down. However he is dangerously exposed now to all my shooting and you can be sure my Warriors will be avenged.

    In his turn his Censers move up behind the Monks, ready for the inevitable deathstorm in my following turn. The rest of his units are fleeing or trapped in combat. Even with my Runesmith gone his Magic is bust and he's getting extremely angry now, not that I blame him.

    Close combat doesn't fare too well for him, one Clanrat unit has very few members left and will be unable to rally if they break. They fail to kill any Ironbreakers and I kill 7 Clanrats, thanks to my Thane. Both units break and I run down the larger one, with the smaller one also being removed due to its inability to rally.

    Turn Five: I turn my Ironbreakers and begin to march toward my gunline, knowing that I'll probably never make it. My Thunderers on the hill angle to get LoS to the Monks and get ready to shoot them to pieces next turn.

    My shooting goes well enough, my Grudge Thrower scores a perfect hit against the Plague Monks, however it Scatters 8" behind them, right on top of the Censer Bearers, I decide not to re-roll the Scatter Dice knowing that I could potentially hit my Thunderers. I manage to kill three Censers.

    My Thunderers kill 6 Plague Monks, reducing the unit severely, I only manage to kill a single Monk, even with two Bolt Thrower shots, I get ready to weather the inevitable charge.


    He charges my Thunderers with his Monks, I stand-and-shoot ready to kill a reasonable number of them before my unit gets pulverized. The Censers move towards my Bolt Thrower, it'll be dead next turn for sure. Most of my Thunderer shots miss unfortunately.

    In combat my Thunderers are destroyed and run down easily, not only that because of the angle they were facing at he overruns into my Grudge Thrower!

    Turn Six: My Ironbreakers march again towards the Monks, but they won't reach in time, not even close. I turn my Thunderers so they can get a stand-and-shoot when the Grudge Thrower crew is massacred, I fire my B.Thrower at the Censers, killing one.

    In combat he wipes out my G.Thrower crew with ease and since the machine is uncrewed at the end of a combat it too is destroyed and he overruns into my waiting Thunderers. I stand-and-shoot and manage to kill off 4 Monks. There are still 6 of the monsters with my Battle-standard and my warrior standard.

    In my combat phase he of course wipes out the B.Thrower crew and destroys the machine, overrunning almost off the table. He doesn't deal as much damage to this Thunderer unit due to his depleted numbers he only wins the combat by one, and my unit holds.

    In his phase his Censers move towards my other units, but they are much too far away to make anything even resembling a difference. The Monks break the Thunderers but fail to run them down. The Bolt Thrower passes its panic test. He was actually quite fortunate this was the last turn, my Ironbreakers were poised for a flank charge in his next turn. But that's the end of this game.

    Result;


    Post Game Thoughts: Well that was certainly one of the most interesting games I've ever played, I consider myself very, very lucky that I managed to destroy his Plague Furnace and HPA with relative ease, and also that his Magic did almost nothing through the entire game. He almost won the entire game with a unit of six Plague Monks who just tore through absolutely everything, I will not underestimate them again. Overall though I had a great game, it was really fun. Also a Frenzied Plague Priest with Dwarfbane is my worst nightmare.

    In honour of the new Skaven army book we have decided to start a new tally which currently sits at 0/1/0 (W/D/L). Please let me know if you enjoyed this BR or didn't & why. If you did I'll post some more when I get the chance.
    Last edited by Razakel; 16-01-2010 at 07:56.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  2. #2
    Tactical Ninja Malorian's Avatar
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    Re: A few Dwarf Battle Reports;

    Wow, I expected that if the abomination was to die it would be from the grudge thrower, not combat!

    Nice work and thanks for the report
    The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
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  3. #3

    Re: A few Dwarf Battle Reports;

    sounds like it was a good battle,good report too.
    just one thing skaven no longer have the irresistible on a roll of 13 they are just like everybody else they roll irresistible on a roll of 12

  4. #4
    Tactical Ninja Malorian's Avatar
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    Re: A few Dwarf Battle Reports;

    Quote Originally Posted by KayazyAssassin View Post
    sounds like it was a good battle,good report too.
    just one thing skaven no longer have the irresistible on a roll of 13 they are just like everybody else they roll irresistible on a roll of 12
    Or do be more exact, on a double 6.
    The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
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  5. #5
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Quote Originally Posted by KayazyAssassin View Post
    sounds like it was a good battle,good report too.
    just one thing skaven no longer have the irresistible on a roll of 13 they are just like everybody else they roll irresistible on a roll of 12
    Woops, he hadn't played many games with the new Skaven so I'll mention it to him for our next game. I'll be playing a Raise-spam VC army on Monday/Tuesday so I'll post it up here when I'm able.

    Also, I generally guess well with the Grudge Thrower but I admit I got significantly lucky scoring the 5 wounds on the Furnace before it reached combat.

    He reckons in future he won't waste his time with Magic and will focus more on combat/shooting since they are more reliable against Dwarfs.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  6. #6
    Chapter Master selone's Avatar
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    Re: A few Dwarf Battle Reports;

    Thanks for the report, seems like a close fought game, you need to get your BSB back from the ratmen !
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  7. #7

    Re: A few Dwarf Battle Reports;

    Cool rep, i like the list but was a bit surpirsed and nervous for you when you split your army into two sections. if you keep your army together his units might get in eachothers way and he would have to bring them in in waves.

    Looking forward to the next reps

  8. #8
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Indeed, in hindsight it was a stupid move, but this was my 5th or so game of Warhammer since I just got back from a 4 year break.
    Last edited by Razakel; 17-01-2010 at 13:25.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  9. #9
    Chapter Master Hicks's Avatar
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    Re: A few Dwarf Battle Reports;

    I was looking at getting back into Fantasy and after reading that battle report, I can safely say that I'm buying a Dwarf armybook. Really well written stuff you have here, can't wait to see more.
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  10. #10
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Dwarves Vs. Vampire Counts

    Hey again, I played a game against my Vampire Counts friend last night, it was really fun with a few close calls so without further delay.

    I realise that last time the army lists took up a portion of the post that was probably far too large, so this time I had my friend give me his army list(post-game), so I could type it up onto MS Word and screenshot it. So here are the links to both armies.

    http://img59.imageshack.us/img59/8492/2250dwarfarmy.png - Dwarf
    http://img8.imageshack.us/img8/7444/vc2250army.png - Vampire Counts

    As before the game was played on a 6x4 table using the standard Pitched Battle rules. Both armies were 2,250 Points.

    Magic:

    His Lord knew every spell in the Lore of the Vampires.
    Both his Necromancers knew the Invocation of Nehek & Vanhel's Danse Macabre.
    He had a total of 10 Power Dice (6 for his Lord, with a possible 8)

    I had the Anvil of Doom (though it doesn't actually use Power Dice, it seemed the right place to mention it).
    I also had 7 Dispel Dice. 4 for being Dwarves and 3 from the Runelord & Anvil of Doom, I also received +2 to all attempts to dispel for the duration of the game from the Master Rune of Valaya. And any Remains in Play spell within 12" at the start of either players Magic phase is automatically Dispelled.

    The Board: (All values are approximates only and may not be completely accurate). We feel like we set it up in the most fair way possible, he set up all the terrain and then I chose which side to deploy on.



    FB-----------------------------------------------------------------------------------------------------------------------------------
    -----------------------------------------SK#1{NM#2}--SK#2{NM#1}-------------------------BC--BK------SK#3
    [SW]------DW#2----------------------------------------------------------------DW#1{VL}
    ----------------------------------------------------------------------------------------------------------------------[LW]



    -------------------[RO]----------------------------------------------------------------------[SW]



    ------------[SW]------------------------------------------------------------------------------------------[Field]

    ----------------------------------------------------------[Fortified Building]

    -----------GC----------[Large Hill]{TH}
    -------------------------------------------------IB{T#1}--G.T------AoD-------{TH}-------B.T--------LB{T#2}---B.T------DW--[RO]
    ---------------------------------------------------------------------------------------------------------------------------------------

    Key:

    RO = Rocky Outcrop (Impassable Terrain)
    SW = Small Wood (Difficult Terrain)
    LW = Large Wood (Difficult Terrain)
    Fortified Building (3 Levels)
    Field (Difficult Terrain)

    TH = Thunderers
    B.T = Bolt Thrower
    AoD = Anvil of Doom
    DW = Dwarf Warriors
    LB = Longbeards
    G.T = Grudge Thrower
    IB = Ironbreakers
    GC = Gyrocopter
    T#1 = Thane #1 (Oath Stone)
    T#2 = Thane #2 (Battle Standard Bearer)

    VL = Vampire Lord
    WK = Wight King (BSB)
    NM#1 = Necromancer 1
    NM#2 = Necromancer 2
    SK#1 = Skeleton unit 1, Warbanner
    SK#2 = Skeleton unit 2, Icon of Vengeance
    SK#3 = Skeleton unit 3, Banner of Endless Nightmare
    DW#1 = Dire Wolves 1, larger unit with Doom Wolf
    DW#2 = Dire Wolves 2, smaller unit
    BK = Black Knights
    FB = Fell Bats
    BC = Black Coach (not to be mixed up with Black Knights)

    Anytime you spot these brackets {} it indicates that the unit is either, on that piece of terrain or joined that unit e.g. DW#1{VL} indicates Dire Wolf unit 1, joined by the Vampire Lord.
    I set up my army with a serious refused flank in mind. I knew his Lord wouldn't be in a unit of flimsy Dire Wolves unless he had something to protect him. Wouldn't stop me trying to shoot the life out of him though. I was surprised to see the Wight King join the Black Knights (or be mounted at all) which probably indicated the regeneration banner. I set up my Thane (BSB) in such a way that the 12" reach of the Master Rune of Valaya would reach my Bolt Throwers and my Warriors.

    I know it doesn't look it from the diagram but all his units on his right flank were in range to March. I'll have to start taking pics at some point to make it easier to explain.

    We rolled off for first turn, he won and took it.

    Vampire Counts Turn One: He goes first, generally just marching up his army. The second unit of Dire Wolves move up behind the Rocky Outcrop to protect them from shooting and the Fell Bats make a huge move up behind the Small Wood on my left flank. The rest of his army marches forward, with the exception of Skeleton unit #3 which seems poised to move around the wood on my right flank.

    In his Magic phase his first Necromancer tries to Danse his unit of Skeletons (#2). He fails to cast it though, rolling a 5. It was an obvious ploy to try and draw out my dispel dice anyway, I was content to let it go even if it was successful. His Lord uses the Book of Arkhan on his Skeleton unit #3 and I let it go. After the move is completed he rolls a 1, exhausting the books power on the first turn.

    He then starts spam-casting Invocation of Nehek on this unit. Needing a 3+ to succeed. He fails to cast it even once. Even with 8 power dice. He failed to cast it three times (1, or 2), and the five times he got it off I dispelled with ease, the +2 from the Master Rune of Valaya saw to that.

    His Black Coach failed to get anything from the Evocation of Death chart.

    He has no shooting, so it's over to me.

    Dwarf Turn One: I march both units of Thunderers towards the Fortified building, but leave my leftmost unit in such a position that it can stand and shoot if the Fell Bats get any funny ideas. I fly my Gyrocopter up behind the Dire Wolves, ready to steam gun all 5 of them. My Ironbreakers move closer to the fortified building ready to use it to anchor their flank. My Warriors & Longbeards march and get ready for a long and bloody combat in a few turns time.

    In the shooting phase I start with my Grudge Thrower and fire at Skeleton unit #1. I guess accurately and roll a direct hit. Wounding on a 2+ due to its runed strength. I kill 12 of the 19 Skeletons on the first turn! Next I fire both Bolt Throwers at the Black Knights, my flaming one misses sadly and I wound one, but his Regeneration from the banner saves him. I was glad to confirm that he does in fact have the banner though.

    I strike the Rune of Oath and Honour with my Anvil of Doom, enabling my Thunderer unit to enter the Fortified Building, with a great field of view, ready to blast some undead next turn.

    My Gyrocopter kills three Dire Wolves, immediately relieving that problem, with only 2 members left they don't have enough US to negate a rank bonus.

    My Thunderer units of course moved this turn so they can't shoot.

    Vampire Counts Turn Two: He declares a charge with his Fell Bats against my Gyrocopter, however he is unable to see him due to the way its positioned behind the Rocky Outcrop. (His bats were just behind the Wood). So it was of course a failed charge, his wolves ignore my Gyrocopter and move out into plain view of the rest of my army trying to taunt me into shooting them.

    His army marches up and his Dire Wolves wheel up around the forest moving towards the Field. His Black Knights and Skeleton units act similarly. He seems to be trying to overwhelm my right flank before my Ironbreakers can intervene.

    His Magic phase is spent trying to desperately replenish his Skeleton unit (#1) before they are wiped out completely and he loses a Necromancer. He is by and large successful bringing back 9 of them. With his last three power dice he casts curse of years on my Longbeards. I fail to dispel it by 1, and a single Longbeard dies. He obviously plans to let it wear on, assuming the unit will be decimated or I'll have to waste a lot of dice to dispel it. What a shock he's in for.

    Dwarf Turn Two: I leave my second unit of Thunderers ready to shoot down his last Dire Wolves. I move my Gyrocopter over behind his Skeleton #1 unit, ready to Steam Gun them. I move my Ironbreakers up behind the building ready to march across it next turn, I'm well set up now to get some nice flank charges if need be. I move my Warriors and Longbeards up too, ready to be charged by the Black Knights next turn.

    In my Magic Phase his Curse of Years is automatically dispelled by the Master Rune of Valaya.

    Onto shooting then. My Grudge Thrower guess is accurate again, but it scatters back... onto my Gyrocopter, the re-roll saves me but it misses every unit completely (veering to the left). My Gyrocopter fires this time, hitting the vast majority of Skeleton #1. I wound 7 times and he fails 6 of those. That unit is yo-yo-ing so hard. My Thunderers wipe out his Dire Wolves, and my second unit fires on his Black Knights, scoring 3 wounds and 1 kill (after Regeneration). My Flaming Bolt Thrower lances another one, but my second Bolt Thrower can't see anything due to the Longbeards.

    I successfully strike the Rune of Hearth & Hold with my Anvil of Doom. (re-rolls of failed Fear & Terror tests until my next turn).

    Vampire Counts Turn Three: His Black Knights declare a charge against my Warriors, if he doesn't break me this turn he'll be flank charged, and believe me when I say he won't last long against a pissed off unit of Longbeards. His Fell Bats move up behind my Gyrocopter desperately trying to catch it, thankfully ignoring my Anvil of Doom. His Lord and remaining unit of Dire Wolves move to rear charge my Warriors next turn (may all Fast Cav burn in the fires of hell). Skeleton unit #2 move to disrupt my Ironbreakers and Skeleton unit #1 move to assault the Building with my Thunderers. Unit #3 will be in range to flank charge my Warriors in 2 turns time. The Black Coach thankfully is still unable to charge.

    He tries to Danse his #3 Skeletions closer to my Warriors, but I dispel both attempts. He then tries to replenish his Skeleton #1 unit and gets back 5 models from 2 successful castings. I just let it go, I'd rather save my scrolls for a bad Curse of Years on my Ironbreakers.

    In combat I fail my first fear test, but the re-roll comes up as a pass. His 6 Black Knights even with Hatred bundle most of their attacks and only kill one Warrior. I strike back but fail to kill any, I win the combat with ease. 2 of the Knights disintegrate. Now he's trapped in a combat without a charge bonus and a unit of Longbeards ready to flank him next turn, with Ironbreakers not far behind.

    Dwarf Turn Three: Relieved that my unit has managed to dodge death (rubber lances ftw). I declare a charge with my Longbeards and pass my Fear test. I then move my Ironbreakers to block the way between my Longbeards Rear and the path across from the building, denying him the chance to support his Black Knights. I fly my Gyrocopter away from the Fell Bats in such a way that I make sure he knows he has no chance of catching me. I move my Thunderers around the left side of the building ready to flank the Skeleton #1 unit if he gets a charge off.

    I can't really see anything with my Grudge Thrower, the combat and building obscures most of the field. So I decide I really don't want those Skeletons charging my Thunderers in the building. I attempt to strike the Rune of Wrath and Ruin with Ancient power and get the necessary 4+. I'm really hoping to wipe out his Skeletons this turn, or deny them the charge. Not only that, but I roll a 5 on the D3. Meaning three units are affected! I love the Anvil! I target his Skeleton unit #1 and #3. I don't care if unit #2 charges my Ironbreakers, I'll win the war of attrition. With my third attack I target his Fell Bats. Between the 2D6, S4 hits and the Thunderers I wipe out his Skeleton #1 unit, leaving just his Necromancer standing bedazzled as his army crumbles around him. The other attacks are largely unproductive but they halve the units movement value next turn, and prevent his Fell Bats from flying.

    My B.Throwers kill off 2 Dire Wolves.

    In combat I easily wipe out his Black Knights, my Longbeards overrun into the flank of his Black Coach, passing the necessary Terror Test, I do love LD9. Unfortunately my Warriors flank is dangerously exposed, a single Danse on that Skeleton #3 unit will see me flank charged, and probably rear charged from his Wolves and Lord.

    Vampire Counts Turn Four: His #2 unit predictably charges my Ironbreakers who Hold. The Dire Wolves and his Lord charge my Warriors rear, his Skeletons move closer. His Fell Bats move an almighty 1" determined still to catch my Gyrocopter, lol. His Lord Danses his Skeleton unit in his Magic phase with Irresistible Force, so my Warriors are now flanked and rear charged. Brace for impact? Worse still a decent overrun will see the Skeletons into the flank of my Ironbreakers.

    The rest of his Magic is largely redundant so with glee in his eyes we move onto Combat. I pass my Fear tests and the Warriors look ready to sell their lives dearly. His Skeletons miss pretty much everything needing 4+ to hit and 5+ to wound with a 3+ armour save. His Dire Wolves are much the same and his Lord kills a single Dwarf. I kind of snigger at how pathetic his Lord is in combat, he's really just a magic machine. My Warriors kill 2 Skeletons and a Dire Wolf. His Skeletons have the Banner that grants +4 rank bonuses instead of +3, though. I lose the combat by 3 and don't roll the snake eyes needed to hold. My Warriors are run down and their Banner is captured. His Skeletons run into the flank of my Ironbreakers, the smile disappears from his face when I tell him I'm setting down my Oathstone. For those of you who don't know, it causes the unit in question to have no flanks or rear, but it can't move for the remainder of the game.

    My Longbeards destroy his Black Coach, easily causing 2 wounds and the rest getting done from my significant static combat resolution. I overrun safely beyond his Wolves. The next turn is mine so thankfully I'll be able to turn around.

    No Ironbreakers go down from the attacks of the Skeletons (somewhat predictable), my Thane has to declare a Challenge every turn due to the Oathstone. He accepts and I cause three wounds against his Champion. My Ironbreakers then go on to kill 2 more Skeletons giving me a ridiculous amount of combat res. 3 ranks, banner (rune of Battle), outnumber (rune of Stoicism) and five wounds. This completely obliterates his unit and leaves me to deal with only a single unit in my rear. Now one of his Necromancers is dead and I still have both my scrolls, his magic phase is getting easier and easier to weather.

    Dwarf Turn Four: The vast majority of his army has been destroyed and it looks like the game will end in a massacre in my favour. I leave the building with my Thunderers and move my second unit around the side of the building, ready to flank charge the Skeletons in case something goes wrong (as if).

    My Grudge Thrower can see his Fell Bats so I target them but miss. My B.Throwers fire at the Dire Wolves, killing another two. There are only 4 Dire Wolves left now plus his Lord. My Thunderers moved so I'm unable to shoot with them. I strike the ordinary Rune of Wrath and Ruin on the Dire Wolves wiping them out, however his Lord has a 3+ Ward save against missile attacks and now has nice line of view to my Warmachine battery, maybe that wasn't such a good idea.

    Combat goes predictably well, I lose no Ironbreakers and decimate his Skeletons, specifically targeting his Necromancer and killing him. I win the combat by a slew but he still has 5 Skeletons left at the end of it. I redress my unit to get more Ironbreakers in combat to make sure the job gets done.

    Vampire Counts Turn Five: His army has basically been wiped out at this point. I was surprised when he moved his Lord towards my Ironbreakers. The smile disintegrated from my face when he got an irresistible force Summon Undead Horde on three dice. He brings the unit back up to its starting strength of 19... AHHHHHHHHHHHHHHHHHH!!!

    He then attempts to Danse himself into my Anvil of Doom but I use a scroll (he rolled a 16 on 3 dice...)

    In combat he fails to kill any Ironbreakers and I crush 3 along with 2 wounds to the Champion in a Challenge. Again I win by loads but not enough to wipe out the unit.

    Dwarf Turn Five: I move my Longbeards back towards the battle but they won't make it in time. I charge his Skeletons in the flank with my Thunderers, negating his rank bonus thankfully. I fire everything I have at the Lord but he stays standing on 1 wound, cheeky bugger.

    In combat the Skeletons are finally wiped out with the combined efforts of the Ironbreakers & Thunderers.

    Vampire Counts Turn Six: He charges his Lord at my Grudge Thrower and his Fell Bats at my Thunderers rear, I thought he was out of range.

    He doesn't really have any magic left, he wipes out my Thunderers and my Grudge Thrower crew.

    Dwarf Turn Six: Theres not much else to do really, I move my Longbeards to capture one of his table quarters, since his Lord pursued off the table I haven't really got anything to shoot at and the game is over.

    Post-game thoughts: I realise this game didn't appear to be very close, but considering he sent his Bats after my Gyrocopter instead of my artillery and his Black Knights rubber lances on turn three, it could very easily have ended differently. He wasn't expecting me to be in the building in my first turn, the Anvil of Doom probably won the entire game for me, along with his quite unlucky magic phases coupled with my Dwarf defences.

    Result;



    I should be playing a combat heavy Empire army tomorrow or the day after, with a War Altar, lots of Knights etc.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  11. #11
    Chapter Master Toshiro's Avatar
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    Re: A few Dwarf Battle Reports;

    nice reports, congrats on the win against VC
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  12. #12
    Veteran Sergeant
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    Re: A few Dwarf Battle Reports;

    Cheers for the report, great to see the Dwarves on form and tabling a Vamp army in spectacular style.

  13. #13
    Tactical Ninja Malorian's Avatar
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    Re: A few Dwarf Battle Reports;

    Great job.

    I'm really not a fan of the black coach and far too often I see it dying like it did here.
    The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
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  14. #14
    Chapter Master selone's Avatar
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    Re: A few Dwarf Battle Reports;

    That's a result to cross off some of the book of grudges for sure!
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  15. #15
    Chapter Master SevenSins's Avatar
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    Re: A few Dwarf Battle Reports;

    excellent reports, looking forward to more shortlegged adventures

    just a few rules errors:
    When you overrun or pursuse into a fresh enemy, you don't have to test for fear or terror, and the charged unit can only hold or flee

    Bolt throwers (and other things causing multiple wounds) multiply wounds AFTER saves (like when you shot the HPA, save missed? roll to multiply)
    Happiness is having an alibi and a big backyard to bury the bodies

  16. #16
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Dwarves VS. Empire


    Hello again, sorry about the delay, I was busy with College work and only played the game last night. Unlike my other games, this one was much more friendly, there were no cheeseball units or combinations (unless you count the War Altar and maybe my Lord). But aside from that there was nothing too stupid, we pre agreed not to go overboard on Magic offense or defence to make the game that bit more interesting.

    As before, links to both army lists:

    Dwarves: http://img686.imageshack.us/img686/2999/95710633.png
    Empire: http://img32.imageshack.us/img32/1337/empireua.png

    --------------------------------------------------------------------------------------------------------------------------------
    --------------------------GS---HBD----FG--SPM---SWM---GC-------[LH]{HG#1&2}-----HBVG---CBM---------------------------PL
    ------------KN--WA--------------[RO]


    ----------------------------------------------------------------------------------------------------------------------------[RO]
    -----[LW{RA}]--------------------[SH]

    ------------------------------------------------------[T]

    -----------------------------------------------------------------------------------------------------[SH]

    -----------------------------------------[SW]--------------------------------------[LW]
    CA----QUA#1-SL--DW#1----QUA#2-----------HM------TH-----FLC-----------DW#2
    ---------------------------------------------------------------------------------------------------------------------------------



    Key:
    LH = Large Hill Difficult Terrain, troops fire in two ranks
    RO = Rocky Outcrop Impassable Terrain
    LW = Large Wood Difficult Terrain
    SH = Small Hill Difficult Terrain
    T = Tower

    Empire:
    WA = War Altar
    SWM = Swordsmen
    SPM = Spearmen
    HBD = Halberdiers
    KN = Knights
    FG = Flagellants
    HG = Hangunners * (Multiple units, each denoted by a #)
    CBM = Crossbowmen
    GC = Great Cannon
    PL = Pistoliers
    GS = Greatswords
    HBVG = Helblaster Volley Gun

    Dwarf:
    DW = Dwarf Warriors * (Multiple units, each denoted by a #)
    HM = Hammerers
    SL = Slayers
    MN = Miners (not on table from the start)
    DS = Dragon Slayer
    FLC = Flame Cannon
    CA = Cannon
    QUA = Quarrellers * (Multiple units, each denoted by a #)
    TH = Thunderers
    RA = Rangers

    Points of note: I feel like it was growing very difficult and confusing to include which character was in what unit, so instead I'll mention it here.

    The Captain with the BSB joins the Knights.
    The Battle Wizard joins the Spearmen.
    The Warrior Priest joins the Greatswords.
    The Spearmen, Swordsmen and Halberdiers all had a small unit of Free Company attached. There wasn't much space on the diagram to include them, but they're there.

    The Dwarf Lord joins the Hammerers.
    The Thane with BSB joins the first unit of Warriors.
    The Thane with the Great Weapon joins the second unit of Warriors.
    The Dragon Slayer joins up with the unit of Slayers.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  17. #17
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Magic: He chose the Lore of Metal and rolled Law of Gold & Transmutation of Lead.
    He decided not to swap for Rule of Burning Iron, which surprised me.

    We rolled off, I won the first turn and took it.


    Dwarf Turn One: I move most things directly forward, my War Machines & ranged units (except the Rangers) stay still. My Slayers are out of line of sight from his artillery by virtue of the small hill near his side of the table.

    I have no Magic so its onto Shooting. I guess with both weapons, the Flame Cannon lets loose at the Handgunners on the hill, while my Cannon fires on the Halberdiers, for want of targets. I guess 12" (max range of the Flame Cannon) and 18" respectively. I roll an 8" on the Artillery dice and I hit 4 Handgunners from one unit. I miss both partials, but both other hits wound and two Handgunners get incinerated. He fails his Panic test and flees 10". Very lucky on my part.

    My Cannon gets a 6" making the total range 24", right in front of the Halberdiers I roll a 4" and decide to keep it, lest I get a misfire and ruin the shot altogether. I hit three Halberdiers and all three die.

    My 10 Rangers fire on his Knights, however I fail to do any wounds. My Thunderers are out of range, but I fire both Quarreller units at his Halberdiers hoping to cause a Panic test. I roll insanely and get 9 wounds. He suffers 6 casualties and it's enough to cause a Panic test. By virtue of his nearby General he passes.

    A nice first turn on my part, I hand it over to my opponent.

    Empire Turn One: He declares a charge with his Knights, but not his War Altar, (apparently he is conscious of the dangers of a forest against Chariots) against my Rangers, I elect to flee. I was quite happy with this result, his Knights would now be bogged down in the forest for a turn or two and my Rangers could retreat back behind the Slayers. I easily outrun his Knights and escape the forest.

    His Battle Wizard can't really see anything and his Warrior Priests aren't in combat but he casts Unbending Righteousness on his Greatswords and Halberdiers, I use two dice and dispel both with ease, knowing his Wizard isn't in range or sight to do much, I'm dreading the Law of Gold though.

    His Handgunner unit fails to Rally and flees off the table (rolling another ten, those guys didn't like that Flame Cannon at all!) The rest of his army Marches forward, his Flagellants move towards my left flank and my Slayers, that'd be an interesting battle. His Pistoliers use their fast cavalry status to manoeuvre in such a way that my Artillery can't hit them.

    He fires his Great Cannon at my Flame Cannon, clearly not liking what it did last turn. He guesses 19", about 9 or so short. He rolls a 6" making the total 25, all he needs was a 4" or 6", unfortunately he rolls a misfire, very unlucky on his part considering the brilliant guess.

    He fires his Helblaster at my Warriors (#2) and they turn out to be just in range and LoS, I thought they weren't. He rolls a 2, 8 and 2 again, for a total of twelve shots. He rolls spectacularly and gets 9 hits, 6 Dwarf Warriors are promptly blown apart, I pass my Panic test though. His Crossbowmen aren't in LoS, and his Pistoliers are out of range. His Handgunners however, are not and they fire at my Flame Cannon, he rolls well, many hits go against the machine, however two crew members die, so it's going to fire this turn, but then every two turns after that.

    Dwarf Turn Two: I have no charges, and successfully rally my Rangers. They reform and get ready to bog down the Knights again, angling in such a way that he will be facing the board edge when I flee. My Miners fail to show this turn (I rolled a 3), so its onto remaining moves. My army by and large Marches up, the Slayers purposely standing in the charge arc of his Flagellants, by my estimate he's slightly out of range still.

    My rightmost Warriors cower in the forest to protect my Flame Cannons vulnerable flank from the Pistoliers and to avoid getting another Helblaster surprise. My Hammerers and Lord move up behind the Tower, obscuring them from the Great Cannon. My Thunderers move 3" forward to be in range to attempt a kill on the Great Cannon crew.

    My Flame Cannon fires on his Swordsmen this time since they are the closest unit and the most likely to be hit. I guess the maximum of 12" and I fire my Cannon at his Halberdiers, hoping to break them this turn, I guess 14" with the regular Cannon. My Flame Cannon rolls a 10" landing the template right in the middle of the unit, hitting many of them (6+4 partials). When all's said and done, 7 of the Swordsmen are torched, however with the General's Leadership they pass their Panic test (grr).

    My Cannon rolls a 4" making the total 16, 4"-5" short all things told, it then bounces 8! Right through all the ranks left in the unit. I kill two more (one failed wound), leaving a total of ten Halberdiers, they are in a dangerous position though to charge my Slayers or Warriors in the flank, a smaller unit can manoeuvre more easily.

    My Thunderers moved, so they can't fire this turn, my Quarrellers however all fire at his decimated Halberdiers. I get 6 hits, but only 3 wounds, however all 3 die, enough to cause a Panic test. The stubborn little bastards stay put with only 7 left in the unit. I hand it over to the Empire player.

    Empire Turn Two: He is still clearly out of range to charge (if only slightly), his Knights emerge from the forest, ready to attempt a flank on my Slayers, similarly the War Altar comes around from my left side of the forest, ready to deal with the Rangers. He is however, now in LoS of the Cannon, and I intend to make good on my fortune.

    His Halberdiers, their Free Company, and the Flagellants move towards the Slayers, he purposefully leaves them in charge range of the Slayers and we both grin for the interesting combats to come. His Swordsmen move to combat my Hammerers or tie them up at the very least as do his Spearmen. The Pistoliers move up to pepper my depleted Warrior unit next turn. They are left dangerously in the LoS of the Flame Cannon however.

    The Warrior Priest gets off Unbending Righteousness on the Halberdiers, making them much more dangerous since they won't be going anywhere. He rolls an 11 with Law of Gold against my Dragon Slayer, mostly probing for Magic items I suspect. I quickly dispel it.

    His Helblaster and Crossbowmen both move about to get a better view of things, his Handgunners will probably fire on my Flame Cannon again, hoping to wipe out the crew.

    His Great Cannon aims at my Thunderers, pretty much the only unit in sight, he guesses 16" and rolls a 6" (making the ball land right in front of the unit!) and then rolls a 4". He kills two Thunderers. The Handgunners fire on my Flame Cannon again, hoping to wipe out the crew, even though it can't fire this turn, however he rolls dreadfully failing to wound anything. With that, its my turn and the end of the shooting-only phases!

    Dwarf Turn Three: My Miners show up, and I move them on behind his Helblaster, if all goes well I'll be able to wipe out the crew then kill his Crossbowmen two turns after, earning back their points.

    I declare a charge against his Flagellants with my Slayers ready to get stuck in and hack the lunatics to pieces! My flank is exposed to a counter-charge by his Halberdiers and Free Company, however he in turn will be exposed to a counter-charge by my Warriors. So it may be a stalemate. In any case, I march my Warriors up to be slightly out of the charge arc of the Knights and within range of the Halberdiers, I reckon with a BSB & full unit, he won't stand a chance if he charges me. His Greatswords are waiting behind however, if I don't get a good overrun I might be doomed.

    My rightmost Warriors march out of the forest and out of the charge arc of his Pistoliers. My Hammerers move forward, exposing them to a lot of angry firepower, but I suspect he would rather charge me with his Swordsmen.

    I fire my Cannon at his War Altar, guessing 16", my Flame Cannon has suffered a loss of crew, and can't fire this turn. I roll an 8", landing the shot right on top of the War Altar! Then fail to wound . Apparently it has a 4+ Ward Save against everything anyway. I fire my Quarrellers at his Knights and my Rangers at his War Altar. I wound his Knights 5 times but fail to kill any. My Rangers then wound the Arch Lector twice, he simply raises his eyebrow after this happens, making it obvious he's going to pour Healing Hand spells onto him until he's back to full.

    My Thunderers kill two of the Great Cannon crewmen and wound the machine itself once.

    Now to the interesting phase, combat. I have all my Slayers use dual hand weapons and rain down a blizzard of attacks. My Dragon Slayer directs an attack against his Prophet of Doom and hacks him to pieces. The 3 ordinary Slayers kill 4, my Giant Slayers kill 4 as well and my Dragon Slayer kills 2, for a grand total of ten, leaving nobody to strike back. Both sides are Unbreakable, but there are only 5 Flagellants left..

    Empire Turn Three: He charges his Swordsmen at my Hammerers, his Free Company go with him both units hit the front, there was no flank arc available, I used the Tower to anchor my flank.

    The Halberdiers smash into my Warrior unit along with his Free Company, again both in the front, I used the combat to cover my flank.

    His War Altar charges my Rangers, and I flee again, dangerously close to the edge of the board, but now he's right in front of the Cannon, and I'm hoping it won't miss again. The Knights move towards my gunline, attempting to neutralize my Quarrellers.

    In the Magic phase he gets off an Irresistible Force Transmutation of Lead on my Hammerer unit, making them suffer -1 to hit in the next combat phase, very smart play. I dispel all his attempts to cast Healing Hand. When all my Power Dice are expended he uses his once per game Lore of Light spell and casts, Healing Energy to get a wound back.

    His shooting is pretty bad this turn, the Great Cannon fires at my Flame Cannon again, desperately trying to destroy it, unfortunately it falls short. The Crossbowmen kill a Dwarf Warrior on my right flank, bringing the units total down to 11. The Helblaster pivots and fires at the Miners but his first shot Misfires and he rolls a 4 (can fire next shooting phase). His Handgunners fire at my Flame Cannon again, and kill the final crew member. His Pistoliers kill another Warrior with their 360 arc of fire.

    In combat we decide to do the Warrior fight first, he strikes first since he charged, he fails to score any wounds, my BSB kills two and my Warriors kill one, I win by, 7. His unit breaks and runs 12", I pursue 8" (7 because I'm Dwarves) but fall an inch short before the Greatswords, and a very angry Warrior Priest. Since the next turn is mine, I'll have the charge, but its still a potentially dangerous situation to be in. (His Greatswords also pass their Panic Test from having a friendly unit flee through them).

    My Dragon Slayer strikes first in the combat and hews down three Flagellants, my Giant Slayers win the initiative roll and go next, wiping out his unit leaving me free to move next turn.

    The Swordsmen combat is much more interesting, he rolls well and kills 3 Hammerers, my Lord strikes back and kills off 4 (including his Shieldbearers) and the Gate-keeper kills another. He loses, but we remain locked in combat. Damn Transmutation of Lead to hell.

    Dwarf Turn Four: I declare a charge with my Warriors into his Greatswords, and with my Miners into his Helblaster.

    The Rangers rally and reform, I suspect he will move past them now and charge my Cannon (looks like he's in range).

    My Slayers turn around and back towards the War Altar, my Dragon Slayer has the right gear to take it down and that was my original plan.

    Sadly my shooting is disastrous, the Cannon misses, my Quarrallers fail to wound the War Altar or Arch Lector with his 4+ Ward Save even once, though my saving grace was the Thunderers, who wiped out the Great Cannon crew.

    In combat my Miners massacre the Helblaster crew and my Hammerers remain bogged down with the Swordsmen despite killing 6, he rolled snake eyes for the combat.

    Then suddenly when I thought things were still going alright, he obliterates my Warrior unit with his Greatswords, killing a total of 7 Warriors, **** Hatred. I outrun him, but he smashes into the flank of my Slayer unit, giving him the upper hand.

    Empire Turn Four: He declares a charge against my Cannon with his War Altar, my only hope is that he won't wipe out the four members in one turn. His Spearmen with Battle Wizard charge my Hammerers flank and things are looking pretty bleak at this point. He also charges his Pistoliers at my 10 strong Warrior unit in the woods.

    His Halberdiers fail their rally test and flee off the table.

    His Knights are finally in range and declare a charge against my Quarrellers.

    In shooting, the only thing he can shoot with is his Handgunners and they fail to kill any Thunderers (T4 ftw).

    So its onto combat again, he declares a Challenge in the Slayer combat, I accept with my Dragon Slayer. His Warrior Priest is a tough nut but at the end of his attacks he only scores a single wound on my Slayer, I hit 3 times, wound 3 times and fails 2 saves. The wounds are then multiplied and I deal 9 wounds in total (Master Rune of Smiting). His Greatswords kill two Trollslayers but even with all his bonuses I win the combat due to +6 overkill, he passes his Stubborn break test.

    Similarly my Hammerers decide, enough is enough. They pass all their saves and the 3 on the flank kill 3 Spearmen, my Lord kills 4 and the other Hammerers kill another 2 Swordsmen, utterly massacring both units, even so I only slightly win the combat and he holds fast.

    Not everything goes well though, he cuts through my Cannon crew with his War Altar faster than a box of All-Bran in the average American. He overruns off the table and I expect him to ruin my Quarrellers after he shows up again.

    His Pistoliers also roll well and wipes out my Warrior unit running the remainder down. Same deal with his Knights, annihilating my Quarrellers completely overrunning off the table.

    Dwarf Turn Five: I've got a unit of Slayers, Hammerers Rangers, Warriors, Thunderers & Quarrellers left. Hes got Knights, the War Altar, Swordsmen, Spearmen, Handgunners, Pistoliers and Crossbowmen. So its roughly even.

    My Slayers & Hammerers are locked in combat so there's no movement to be had there. My Warriors rally thanks to LD10, and will be able to charge in their last turn against the Greatswords if they don't wipe out the Slayers this turn. I turn my Miners towards his Crossbowmen, ready to flank charge him next turn.

    I shoot at his Pistoliers with my Thunderers since they overran so far I was now able to see them. Completely wiping out the unit. That, however is my only shooting, my Quarrellers can't see anything (everyones in combat!)

    So we move on, I issue a challenge with my Dragon Slayer, knowing I'll strike first due to his Great Weapons. He declines and I retire his Champion to the back of the unit. Then my Slayers unleash a storm of attacks killing 6 Greatswords, the unit does however pass their Stubborn break test... Is this what it's like to fight Hammerers?

    Speaking of which, I suffer one casualty from all his Free Company + Swordsmen + Spearmen attacks. I break the backs of both units, utterly destroying the Spearmen and killing the Wizard, then running down the Swordsmen who failed their break test. With my Slayers & Hammerers I had slowly been extending the number of models that could fight when I won the combats, since I was flanked it made no difference if I moved units from the rear ranks into the combat.

    At the end of my turn my Slayers are still locked up with the Greatswords, my Rangers and Warriors are poised to charge his Greatswords units flanks. My Hammerers are staring down his Handgunners and my Miners are looking into the flank of his Crossbowmen, though not for long. My Thunderers seem a bit isolated though, just kind of sitting there on that patch of land.

    Empire Turn Five: His Knights and War Altar move back onto the board, poised to ruin my Quarrellers next turn. His Crossbowmen turn to face my Miners and the Handgunners stay still to fire on my Thunderers.

    He fires his Handgunners at my Thunderers, killing 6! The unit fails its Panic test and can't rally due to being under 25% strength (2 left /10). He has no other shooting so we move on quickly to combat.

    The Slayers don't fare so well this time, killing 3 Greatswords, while they kill 6 in return! Crazy luck going on for him this turn, not too many Slayers left now. He wins the combat but I'm Unbreakable.

    Dwarf Turn Six: I flank his Greatswords with a dual charge by my Warriors on the right, and my Rangers on the left. My Miners rush into his Crossbowmen and he stands-and-shoots.

    I move my Hammerers towards the left side of the board to help out if needed, though it isn't looking likely.

    I turn my Quarrellers around so I can stand-and-shoot at his Knights and hopefully kill a few before they get crushed.

    In combat my Rangers and Warriors miss all their attacks or fail to wound. The Slayers kill 2 Greatswords, bringing the units total to 8. All 8 of these are in combat however and he kills off 5 Dwarves from various units. I still win the combat by static res, and he still fails to flee, rolling a 5 for his break test.

    My Miners kill 4 Crossbowmen and don't lose any members to his shots or return attacks, he fails his break test and I quickly run him down. Capturing that table quarter.

    Empire Turn Six: His Knights and War Altar charge my Quarrellers. I stand-and-shoot at his Knights, killing one (finally).

    He has no shooting so it's back to combat, his Greatswords are reduced to 3 from 8, but kill another 3 Dwarves. That unit is really SUCH a thorn in my balls. They go on to pass their break test, yet again (and for the last time).

    His Knights of course wipe out my Quarrellers and that ends the game.

    Post-game: We both admitted that this was one of the best games of Warhammer we'd ever played. Those Greatswords just wouldn't run away. No matter what hit them, at the end of the game they were surrounded on all sides by Slayers, Warriors and Rangers with just the Standard, Musician and (cowardly) Champion left. It looked quite cool actually.

    In hindsight I would have done a lot of things differently, but there's no point in moaning about it. Seriously though he reckons he will be taking Greatswords in every game from now on and extend the size of the unit.

    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  18. #18
    Chapter Master SevenSins's Avatar
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    Jan 2007
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    Re: A few Dwarf Battle Reports;

    a hard fought battle, and a fitting result.
    Happiness is having an alibi and a big backyard to bury the bodies

  19. #19
    Commander Razakel's Avatar
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    Re: A few Dwarf Battle Reports;

    Just curious if people still want me to keep posting Battle Reports, my digital camera is broken right now . So I can't use picture/Youtube format yet. However if you have any other suggestions I'm fully open to them.

    I played my old Skaven rival yesterday and I'll write it up if people are interested in reading it.
    I am currently a Dwarf only player.

    This is a link to my 7th Edition Battle Reports thread. This is a link to my 8th Edition Battle Reports thread. Read and enjoy

  20. #20
    Banned
    Join Date
    Aug 2007
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    Re: A few Dwarf Battle Reports;

    Yes keep posting them mate I have been checking daily for updates on this thread I am interested.

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