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Thread: The Power of Ale! A single player campaign.

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    The Power of Ale! A single player campaign.

    Welcome to my latest campaign. Here is how it works: The dwarfs of Clan Cold'un are searching for the lost rune of freshness. When inscribed on any vessel, be it a mug or a tankard, it will keep its liquid contents as cold as a mountain peak in winter, and eternally fresh. It is little wonder that the clan will go to any length to recover such an important part of their heritage. To find it they will need to find the tablets of the clan’s most famous Runelord Iculd Cold’un. Whenever a game is played I will consult the table below. If I play with the Empire, there will be a -1 penalty to all pieces found unless there are DoW dwarfs in the army because of humans' lack of expertese in locating the pieces. The Dwarfs and Empire both start off with 3 tablets. If either go down to 0 tablets then that army it out of the campaign. There are a total of 15 tablets that must be found.

    Massacre Victory: 3
    Solid Victory: 2
    Minor Victory: 1
    Draw: 0
    Minor Loss: -1
    Solid Loss: -2
    Massacre Loss: -3

    Game 1

    1500 points, Dwarfs v. Wood Elves

    Wood Elves

    Noble: Waywatcher Kindred, Bow, Can teleport between forests
    Noble: Alter Kindred, Bow, Great Weapon, Helm of the Hunt, Hail of Doom Arrow, negative modifiers to hit if near woods

    10x Archers
    10x Archers
    10x Archers
    9x Dryads
    5x Glade Riders

    8x Wardancers
    3x Treekin
    6x Waywatchers
    3x Eagle Riders

    Dwarfs

    Master Engineer: Rune of Gromril and Resistance, Great Weapon
    Thane: BSB, 2x Runes of Iron, Rune of Stone

    10x Quarellers: Shields
    25x Warriors: Hand Weapons, Shields, Heavy Armor, Full Command
    25x Warriors: Hand Weapons, Shields, Heavy Armor, Full Command
    21x Hammerers: Shields, Full Command, Rune of Grimnir

    Bolt Thrower: Valiant Rune (unbreakable rune), Rune of Fire (Master Engineer goes here)
    Bolt Thrower: Runes of Fire and Immolation, Engineer with Brace of Pistols
    Organ Gun

    Deployment

    For some reason my computer can’t run the program I use to make maps. So you’ll have to use your imagination. On the wood elf side (north), he had two pieces of woods (the left hand wood was close to the center of the table, the right hand wood was in his deployment zone). On the dwarf side of the table (south) there was a hill in the center of my deployment zone, and a tower to the right of it.

    The dwarfs deployed with both bolt throwers on the center hill, and all three blocks in front of the hill (warriors, hammerers, warriors). To the left of the hill was the organ gun. In the tower on the right were the quarellers.

    The elves deployed as such: On the left flank, sheltering behind the woods, were the treekin, dryads and eagle riders. In the center were two blocks of archers. The wardancers, with the hail of doom arrow noble went into the right woods. To the far right, past the woods, was the last block of archers.

    The waywatchers deployed in the center of the board with the other noble, in full sight of my guns.

    Turn 1

    Lothien and his waywatchers walked out of the woods to head off the invading dwarfs. He suppressed a sneer as he saw the stunted creatures. A solid mass of seventy five dwarfs were marching straight towards his home, and he would not allow them to defile it.

    “Stop! I, Lothien, warden of the Amber Glade command you to stop. Turn back now or face the consequences.”

    The dwarfs just looked at each other. It is a common misconception, but not every race speaks the same language. The elf could be singing a show tune for all the dwarfs knew. One of the dwarfs stood forward.

    “Oi! Ye be speakin’ Reikspell then? We dunnae understan’ ye tongue.”

    Now, even if the elf could speak the language of humans it is questionable if he could have made out the dwarf’s thick accent. Losing patience he signaled for his men to fire a volley over the heads of the dwarfs as a warning shot.

    “They be attackin’! Shields!”

    As one the dwarfs raised their shields. The artillary crew who were covering their advance opened fire on the elves. Exposed in the open, six of the seven elves were blown away in a shower of blood. Lothien, a look of shock and disgust on his face, ran at full speed to the treeline. His kinsmen, having witnissed the slaughter, drew back their bow strings and rushed to his aid.


    The dwarfs got the first turn. The three blocks moved forward, and the organ gun killed 5 waywatchers. The crossbowmen shot down the last waywatcher, and the two bolt throwers both missed the lone noble.

    The noble ran into the woods, while the elven line moved up. The eagles landed right behind the forest, ready to pounce next turn. Shooting saw two warriors fall.


    Turn 2

    Lothien continued his flight and dived into the woods. The dwarven organ gun traced his path, blowing apart the dense foliage as its crew hunted the lone elf. Lothien almost made it, as he dived behind a tree, but before he could slip away one final blast tore the tree apart, and with it the elf.

    From out of the forest burst a body of riders, who fired arrow after arrow into the tightly packed dwarfs. Little did they know that the newly erected tower that the dwarfs were using as a barracks was still inhabited. A dozen bolts flew out from its arrow slits and from the dwarfs concealed on the roofs. Like the other elves, the riders were in the open and quickly fell to the ground in pools of blood. The forest itself seemed to radiate anger, and from hidden positions in the trees a swarm of arrows fell into the dwarven ranks. Infuriated by their losses, the dwarfs marched resolutely on.


    The three blocks moved forward again, this time with the hammerers moving out abit infront of the two warrior blocks. The organ gun blasted apart the lone noble, while my quarellers wiped out the glade riders.

    The eagles flew out and landed right behind the organ gun, the archers inched forward and the dryads moved up abit, but would not be able to charge the organ gun next turn. The treekin and wardancers set themselves up to pounce on the blocks as they moved towards the archers. Speaking of them, they shot down 5 hammerers, 1 of whom fell to the hail of doom arrow.


    Turn 3

    Driven wild by rage, a lone elf charged out of the woods with a huge sword in his hands. He was heading straight towards the dwarven tower. Another shower of bolt came out, but theelf nimbly weaved and dodged his way through the hail. Tears ran down his eyes as he screamed a warcry. His brother had been one of the elves who had gone to talk to the dwarfs and he would have his revenge! Cries of alarm came from the trees as he made his charge. Up on a hill overlooking the battle a group of dwarven crewman watched the elf with something close to approval on their faces. They respected his bravery, but not his intelligence. He was so intent on his vengeance that he hadn’t thought of the possibility that others might be watching him. The dwarfs carefully aimed their bolt thrower and with a single shot pinned the elf to a tree. A fitting end in their eyes.

    Even as the elf met his end, a trio of ealge riders took off from the peaks high above the battlefield. They were used to hunting packs of beastmen and goblins, and were little prepared for the skill of the dwarfs. Used to taking down wyrvens and the like, the artillery spoke, and soon two of the eagles, with their riders, plummeted to the ground. The last elf turned his mount around and fled from the field.

    But not all was well for the Dawi. As the warriors marched into the woods, the thick canopy swallowed them. As effective as it was, their artillery and crossbows would no longer be able to support them…


    The dwarf battle line adavanced again, but the warriors had to go at slight angles to make sure the dryads/wardancers couldn't flank them. My quarellers fired at his lone noble, but thanks to his magic item they all missed. Then he was skewered by a bolt thrower. The other bolt thrower and the organ gun took down an eagle each, and the last one fled off the board.

    In his turn three the dryads ran up to be within range of the organ gun and out of the charge arc of the warriors. The archers fired again, further thining out the number of hammerers.


    Turn 4

    The dwarfs were swallowed up by the forest and a silence fell over the clearing. The dwarven artillery crew waited in silence as the sounds of dwarven battle cries, and death rattles, came out. So intent on this that they barely saw the trees creeping closer to them. It wasn’t until the last second that the organ gun crewman saw their doom approaching. They let loose one last salvo, but it took down more trees than dryads. By the time they could tell the difference, it was too late…

    My dwarfs advance again. In my shooting phase my quarellers shoot down 5 archers. The organ gun fires at the dryads. 2 hits. I re-roll to 10! I do 6 wounds...and he makes 5 ward saves. A bolt thrower then shoots down another dryad.

    The dryads charge the organ gun. His unit of archers rallies, and the treekin/wardancers stay patiently on the flanks. In the shooting phase his archers all fire on my right warriors, taking them down to 15 models. Bah! The dryads procede to kill 2 crewmen and the last one runs away.


    Turn 5

    Even as the enroaching trees drove the dwarfs back, the body of warriors pushed further in. They could see the elves now, but could do little to catch them. But the elves were retreating, and the dwarfs were close to their objective. They could see it now…a pool of pure water with a shrine that was tree-sung into the center of it. On the shrine was their goal…a chalice, and a sheet of gromril. The hammerers trudged their way towards it, with a body of warriors guarding the rear. It was then that the guardians of the shrine attacked. A host of wardancers leapt down from the trees and into the dwarven ranks. Eight dwarfs fell in as many seconds, with only a single dwarf dragging an elf to its death with him. The leader of the expedition called for them to hold the line while he put a muddy, booted foot into the once clear water.

    My crewman rallies, and my hammerers charge his archers, while the warriors attempt to. His left hand archers flee away from my hammerers, and he stands and shoots with his center archers. My warriors are 6.5'' away, and they lose 1 dwarf. Shooting takes down 1 more dryad.

    In his turn he rallies his archers, and charges his wardancers into my warriors and dryads into the rallied crewman. His archers fire on my hammerers, taking them down to about 13 models now. The wardancers kill 8 warriors for 1 kill back. I roll snake eyes and hold! However the dryads butcher the last crewman and run off the board.


    Turn 6

    The dwarfs held firm as the wardancers went into a frenzy. More and more dwarfs fell as arrows flew out of the trees and sharp blades flashed at their necks. But finally the chalice and tablet were ripped from the shrine, and with their prize in hand the dwarfs made a fighting retreat out of the woods. The pool of water was now dark with mud and blood, but the dwarfs cared not. Step by step they made their way out, and by the time they left the forest every dwarf had a score of arrows in his shield, and a few in each back as well. Of the seventy two dwarfs who went into the forest, barely fourty had made it out alive. But even for that cost it was a great victory, and one that the elves would not soon forget…

    Facing a rear charge from the treekin my hammerers turn to face them. It isn't like they are going to catch the archers anyways! Shooting sees both bolt throwers nail the treekin in the flank though (they were within 2'' of the edge of the wood)! The first bolt thrower rolls a 1 to wound. The second kills 1 treekin and does 2 wounds on the second. Bah! In hand to hand combat, I am down to 5 warriors v. 7 wardancers. The elves kill 1 dwarf, but my dwarfs hold.

    In the final part of the game he decides not to do any charges. He takes my hammerers down to about 10ish models with his archers, and his wardancers kill 1 more dwarf for no loss back. My last 3 warriors hold once more!


    Final

    Dwarfs: 947 points (1/2 archers, eagles, waywatchers, glade riders, 2 heroes, 1 table quarter and the general)
    Elves: 421 (organ gun, 1/2 hammerers, 1/2 warriors)

    Solid victory to the dwarfs!

    Thoughts

    1. This was actually a very fun game. I decided right away that I would walk into the teeth of his army, as it isn't fun to stand still. Out of 72 dwarfs who marched into the woods, about fourty came out...and they only managed to kill 1 elf! Apparently large blocks and hand to hand combat are not the right ways to kill a wood elf.
    2. However my shooting decimated him. The organ gun and quarellers more than paid for themselves...in fact, my shooting got me all of my points. What really helped me was my organ gun working well and him not sending in his units all at once. If he had rushed me with everything all at once, he would have had a much easier time of taking down my artillery.
    3. To explain his waywatchers in the open...he didn't know what the organ gun could do (he thought that it had to roll to hit like a helblaster), and against other armies this tactic worked well for him. -3 to hit them (skirmishers, waywatchers, long range), and they flee whenever charged. I was told that against Bretonnians they were amazing. Somehow I think that next time I won't be so lucky.
    4. Nate (the Wood Elf player) had an amazing looking army! Really, it looked great. It was fall themed, with very detailed painting. The best part were his treekin. Modeled off of the new trolls, he had used greenstuff to convert them and had even sculpted sprites onto them. The best detail was this: Apparently he often tells the Bretonnian player that his elves steal human children. Becaue of this he modeled a baby onto one of the treekin, which is caught in the brambles. Brilliant. His army might have lost, but it looked damned good doing it!
    5. What really saved me was my warriors holding with insane courage, and then refusing to budge. That was an easy 225 victory points saved by their heroics! And finally, while by victory points I won, it is clear that in another turn or 2 I would have lost all of my right-warriors and hammerers. So in another few turns the wood elf player would have gained at least 300-500 victory points. The game was much closer than the victory points would lead one to believe.


    Campaign Progress

    * The dwarfs won a solid victory. They now have 5 campaign pieces. The humans have not fought yet, so they have 3. 8/15 complete.
    Last edited by grumbaki; 09-06-2010 at 20:22.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

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    In the grim darkness of the far future, there is no fiscal overview.

  2. #2
    Tactical Ninja Malorian's Avatar
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    Re: The Power of Ale! A single player campaign.

    "The organ gun fires at the dryads. 2 hits. I re-roll to 10! I do 6 wounds...and he makes 5 ward saves."

    That was pretty crazy


    Why are you taking a master engineer? Is it also part of the fluff?
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  3. #3

    Re: The Power of Ale! A single player campaign.

    I take the master engineer because I hate losing points due to overrun artillery. With a master engineer I get a model with WS-5 Str-6 T-4 W-2 A-2 and a RR 1+ AS. Best of all, he is unbreakable due to his war machine! So when things like flyers/skirmishers/fast cav hit him, they bounce off or get slowly ground down. As it is entrenched too, if something heavy like a lance formation hits it, then he can hold it up all game without a problem.

    ---

    The only fluffy thing that I am going to do is this: For the Empire, I will be using a war altar (because the cult of Sigmar is helping the dwarfs and because I just put one together!) and I'll try to use DoW dwarfs in the Empire army, to show the dwarfs searching with the humans.

    And for the Dwarfs, in 2k+ points, I'll likely stick to the Runelord with the Anvil of Doom. This shows the quest to find the lost rune, and I also love the mobility.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

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    In the grim darkness of the far future, there is no fiscal overview.

  4. #4
    Tactical Ninja Malorian's Avatar
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    Re: The Power of Ale! A single player campaign.

    I believe the rune makes the crew unbreakable and so when the regular crew are killed then he can break. Much like with the gunners stubborness.

    Isn't that how it works?
    The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
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  5. #5

    Re: The Power of Ale! A single player campaign.

    Not the way I read it. When he joins any warmachine he becomes a crew member. If there are no crew left, then he can still fire the gun (albeit at a slower rate). So if I joined a thane to the gun and the crew died, then he could break. A master engineer? He is staying put.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  6. #6
    Tactical Ninja Malorian's Avatar
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    Re: The Power of Ale! A single player campaign.

    Cool idea.

    Hope the wins keep coming
    The only cure known for the dreaded illnes of Ruleslawyeritus is a swift dosage of punchinthefaceicilin. -Tapok
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  7. #7
    Chapter Master Toshiro's Avatar
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    Re: The Power of Ale! A single player campaign.

    Nice start to the campaign, I'm looking forward to seeing more f this. Well written fluff maks it all the more enjoyable
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    Commander papabearshane's Avatar
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    Re: The Power of Ale! A single player campaign.

    Great Battle cant wait for more............Go Engineer!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  9. #9
    Chapter Master SevenSins's Avatar
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    Re: The Power of Ale! A single player campaign.

    nice so far, both rep and fluff. Will follow this quest for cold beverages with interest
    Happiness is having an alibi and a big backyard to bury the bodies

  10. #10

    Re: The Power of Ale! A single player campaign.

    Thanks to everyone for reading. I hope to get in another game in a week or so, and to also get the map program working.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  11. #11

    Re: The Power of Ale! A single player campaign.

    The first battle was a good read but tbh the WE player should have hid more, sending a lone noble against a gunline really isn't the best idea, even with that item. As soon as you got close he started gaining victory points fast but he had already lost too much.

    Also check out alestorm on youtube, they really suit your campaign

  12. #12

    Re: The Power of Ale! A single player campaign.

    Yeah, we both made mistakes. I should have castled, as marching infantry against wood elves is suicide. On his part, he should have stayed hidden and he should have rushed me with too many targets to take out. As is, I'm glad we both played like fools, because a) I won () and b) it made for a fun game.

    As for alestorm, I'll have to check it out.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  13. #13

    Re: The Power of Ale! A single player campaign.

    Game 2 1750 points

    Dwarfs

    Runelord Thurst of Clan Cold’un, a direct decendant of the famous Iculd, led his throng over the mountains. Rumor had it that an ogre tribe was famed for a large keg they used to keep blood and gore fresh and wet for years at a time. Thurst knew that such a keg could be none other than a lost artifact of his clan, and he was determined to get it back, even if he had to kill every single ogre in his way.

    • Runelord: Master Rune of Gromril and Resistance, Great Weapon, Anvil of Doom (as the faq is not out yet, all rule book rules stand. Thus the dwarfs get +2 to all dispel attempts, while the runelord with anvil generate +3 dispel dice, up to a maximum of 12)
    • Thane: Battle Standard, Gromril armor with the runes of Stone and 2x runes of Iron
    • Thane: Shield, Great Weapon, Gromril armor with the rune of Stone
    • 28x Warriors: Shields, Full Command
    • 28x Warriors: Shields, Full Command
    • 10x Quarrellers: Shields
    • 10x Quarrellers: Shields
    • Cannon 1: Engineer with brace of pistols, Rune of Reloading
    • Cannon 2: Engineer with brace of pistols, Rune of Forging
    • Organ Gun

    Ogres

    The Gorebather Tribe gathered for battle. A group of thinlings had come and demanded that the ogres turn over their most holy of artifacts. Nobody makes demands to an ogre, least of all for the tools of the Great Maw. With anger in their hearts and hunger in their stomachs, the ogres prepared for war.

    • Bruiser: Unknown Equipment
    • Butcher: Unknown Equipment
    • Butcher: Unknown Equipment
    • 8x Ironguts: Great Weapons, Full Command
    • 5x Bulls: Full Command
    • 5x Leadbelchers: Full Command?
    • 20x Gnoblars
    • Scrap Launcher
    • Slave Giant

    Terrain and Deployment

    The two armies met at the ruins of a coaching inn that was built on the road between the Old World and Cathay. Runelord Thurst surveyed the battlefield, seeing that the courtyard of the inn would become a killingfield. He made a few practice swings with his hammer even as the warcries of the advancing ogres echoed through the quiet of the morning.

    The ogre side (north) had a building on the left flank and a ruined temple on the right. On the left side in the center was a copse of woods and a fence. On the dwarf side (south) there was another ruined temple on the right flank.

    The ogres (left to right) deployed as such: Gnoblars, Leadbelchers (with butcher), Bulls (with butcher), scrap launcher, Ironguts (with bruiser), Slave Giant.

    The dwarfs (left to right) deployed as such: Quarrellers, Organ Gun, Cannon, Warriors (with bsb), Warriors (with thane), cannon, and the Anvil of Doom went in the far right corner (far away from any ogres).

    Turn 1

    The battle started with the roar of cannons drowning out that of the ogres. The general of the ogre army, a brue of an ogre, was busy exhorting his troops into a frenzy by running up and down the lines while making a speech. ‘Dey can take our lives, but dey can never take-‘…he never finished the senteance, as a cannon ball took off his head and buried itself into the chest of the ogre in front of him. A second cannon ball destroyed the crude artillery piece that the gnoblar slaves had been pulling into position, and a hail of crossbow bolts dug into the flesh of the ogres’ chained giant. Driven mad by pain, the giant ripped its chains out of the ground and started to charge forward. One ogre, carrying a keg that was overflowing with blood, lifted it above his head and yelled out an incoherent prayer to the Great Maw. Two dwarfs manning a cannon fell to the ground, blood leaking out of their ears and noses. A show of such divine power proved to be much more motivating than any speech, and the majority of the ogres joined the giant in its charge, yelling battle cries of their own.

    The dwarfs won the first turn. There was no movement as I wanted to soften the ogres up first with shooting. With the new shooting rules, this was definitely different. Premesuring and not guessing felt weird, and all game I forgot to measure my cannon shots when I put the marker down, though I guess that wasn't really needed. Cannon 1 hit the ironguts. He failed his look out sir test, and the cannon killed the bruiser and 1 other ogre. Cannon 2 hit the scraplauncher, destroying it. The left crossbows took a wound off a leadbelcher while the right crossbows took four wounds off the giant. (note, in retrospect they got +1 to hit for large target which they shouldn't have had, but I didn't know that until later in the game). Finally the anvil of doom hit the leadbelchers, did no damage, but stopped them in their tracks.

    Still reeling from the losses the ogres advanced. The gnoblars entered the woods, but nothing special happened. Magic gets off 2d6 str 2 hits against cannon 1, doing 2 wounds.

    Turn 2

    Bravery can only do so much. The ogres charged through the courtyard even as another cannon ball ripped a hole through their ranks. More and more crossbow bolts met them, which finally felled the raging giant. The ogre leadbelchers took shelter behind a fence as they fired their hand-cannons at the dwarven artillery. The return fire destroyed the fence and the two closest ogres. The field was covered with ogre bodies, but still they came.

    The dwarf blocks move forward a wee bit, and back onto shooting. I felt a bit bad, but I didn’t want my blocks to become a liability like the last game because I was too aggressive. Cannon 1 misfired and rolled a 1. The engineer stopped that, and with the rune of reloading it was fine. Cannon 2 took down 2 more ironguts. Crossbowmen 1 took down the giant, crossbowmen 2 took a few wounds off the ironguts, and the organ gun killed 2 leadbelchers. Finally the anvil of doom took down 1 gnoblar, so it wouldn't reach my crossbowmen anytime soon.

    In the ogre turn, the ogre line tried to charge, but both units of ogres were out of range. Magic got off regeneration on the leadbelchers and everything else was stopped. The leadbelchers open up on the organ gun...1 misfires but is fine, and the others do nothing due to T7.


    Turn 3

    Finally the ogres reached the dwarven line. Where twenty one ogres took to the field, a mere nine were still standing, and a third of those were fleeing back across the courtyard! The leadbelchers, having obviously decided that shooting at the dwarfs was a bad idea decided to use their cannons as clubs, and duly flattened the organ gun crew. Elsewhere, the last three ironguts charged headlong into a formation of dwarven warriors. One ogre was pulled down by a mass of axes, but the other two ogres scattered a half dozen dwarfs, half of whom would not rise again. But even with the ogres finally inflicting casualties on the dwarfs, there were now far too few of them to break the line.

    The right hand warriors charge the ironguts...and I roll a double 1. So much for that plan.I toy with the idea of moving the other warriors up to charge, but doing so would just get them flanked. Finally, the left quarrellers turn to face the gnoblars and I hold tight for the ogre charge. Cannon 1 takes down an irongut. Cannon 2 misfires, re-rolls it due to the rune of forging, and this hits the leadbelchers. They regenerate any damage done. The organ gun takes down another bull or two, leaving the unit with 2 bulls and the butcher, who flee, and the last crossbows do some damage to the leadbelchers. At this point the ogre army is down to this: (19 gnoblars, 2 leadbelchers with butcher, 2 bulls with butcher, 3 ironguts).

    The ogre turn starts off with 3 charges. The ironguts charge the warriors, who hold and the leadbelchers charge the organ gun. The bulls rally and the gnoblars move up towards the crossbowmen. Magic makes the leadbelchers stubborn, but everything else is dispelled. In hand to hand, the organ gun crew wound a leadbelcher, but get pasted and the ogres overrun into cannon 1. In the other combat, I lose 3 dwarfs, but kill an ogre in return, leaving the unit with 2 ogres. They hold.


    Turn 4

    The dwarfs swarmed over the few remaining ogres, hacking down all those who did not have the sense to flee. Thane Scaldin personally slew the ogre butcher who had defiled the dwarven keg and planted the battle standard firmly into one of the ogre’s gaping wounds. He surveyed the battlefield. Three ogres were running back to the hills, and along with them the remaining gnoblars who had followed them into battle. The dwarfs had lost about a dozen good dwarfs, but all things considered the casualties were light. The ruined coaching inn’s courtyard was filled with dead ogres, and the dwarfs had got what they had came for. With high hearts the dwarfs marched back to their hold, glad to know that they were one step closer to rediscovering the secrets of their forefathers.

    My warriors with BSB turn to face the leadbelchers and the anvil spurs them into their flank. 1 unit of crossbowmen takes down four gnoblars, and the other, with the cannon, takes down another ogre bull (leaving 1 bull and a butcher left in the unit). In hand to hand combat, the leadbelchers get killed, leaving just the butcher, who kills the remaining cannon crew. As he is still stubborn, he holds. The ironguts kill 2 more dwarfs, but are taken down to 1 ogre. The last one flees, with the dwarfs pursuing a mighty 2'', while the ogre fled 11’’. My charge/pursuit rolls were really letting me down.

    In the ogre turn the gnoblars charged the crossbowmen, who killed 5 gnoblars with stand and shoot and the remaining ones fled off the board. The bull and butcher tried to charge the flank of the engaged warriors, but were out of range. His butcher who was out of combat cast the 'panic' spell on my victorious warriors with a 13. I let it go and promptly roll an 11. With the new rules, because the BSB is in range I got to re-roll it and they hold with a 9. In hand to hand combat my bsb kills his butcher.


    Turn 5

    At this point he had 1 fleeing irongut, a bull and his butcher. I had both blocks of warriors, both units of crossbowmen, 1 cannon and my anvil. He called the game.

    Massacre for the Dwarfs

    Thoughts-8th Edition

    • Movement: Terrain doesn't slow you down? Good, I guess. I'll wait to see what the effects are before making my final judgment. Charging was cool though. You could kind of guess what would be in range, but there was some doubt. Too bad with my dwarfs rolling a double 1 to charge though.
    • Magic: I actually like the new system of generating dice. From seeing another game being played where an elf mage had toughness 7, I am not sure if I like the new lores, but with gut magic it seemed pretty balanced. If I had a magic phase of my own instead of extra dispel dice, he probably would have seen more spells go off. As is, we usually had an equal amount of power dice and dispel dice, and he could get off about 1 spell a turn (usually because he rolled really high for the casting and I didn't want to waste all my dice to stop it). I’m really thinking of taking the Master Rune of Valaya for now on, just for the 12’’ bubble that dispels all remains in play spells. I’d love to see a mage turn into a dragon, charge my line, and then automatically turn back into a normal elf.
    • Shooting: With pre-measuring, I really need to start doing it when placing my cannon shots. Still, it was much, much, much easier to hit with them and with d6 wounds they were monsters. Plus they were really reliable with engineers and runes. Shooting in two ranks was a godsend as well, and this made my shooting phase twice as deadly as before. Something tells me though that I was really lucky to get rid of his scraplauncher so quickly. Having a template hit me with no partials and KB would really hurt my big blocks. I think that my rune of reloading cannon should have blown up (rolled a 2 with the re-roll, but I didn't know that the misfire chart changed until reading the forums long after the game), but it didn't make a difference. If it blew up, he would have just overrun into nothing and I'd rear charge the ogres with my warriors instead of flanking them and chase them off the table. Plus, having 1 more wounded irongut wouldn't have changed the irongut-warrior combat anyways. Still, I feel a bit bad over that.
    • Combat: I really miss the +1 for outnumbering and the +1 AS for shields, as I didn't make a single 6+ ward save all game. I was also surprised to find that my thane couldn't use his shield because he had a great weapon. Likewise, I was fortunate that he never targeted my heroes. But besides for that, the 'step up' rule was great, as were the extra attacks for ogre sized models. Close combat just got a lot more fun, and I really look forward to seeing some combats with other block units, or seeing my dwarfs hold up to an ogre charge and not only get attacks back, but to strike first!


    Thoughts-The Game

    • My opponent really didn't do anything wrong. He tried to charge my line with multiple 'priority targets' with his gnoblars going for my flank. My shooting was just too powerful, as it literally left only a half dozen ogres who actually reached my battle line. If his ironguts hit me without being softened up though…well, that would be a different game.
    • Shooting won me this game, as well as dwarven steadfastness. With the new rules my dwarfs really are very reliable, and I could depend on them to do what I wanted, when I wanted. He couldn't for his ogres.
    • Overall, I had fun, and my opponent was a great sport.

    After Game

    After the game a huge argument broke out in the store. Do runesmiths get +1 dispel dice and do warrior priests? Looking at the rulebook, we found nothing that says they don't as they are not wizards. The rulebook specifically says that dwarfs have no wizards. So the army book applies, right? We had one high elf player argue that dwarfs can only get a dispel dice on a 6 and runesmiths do nothing else besides that. For everyone reading this, what do you think on this issue?

    Campaign Progress

    The dwarfs won a massacre victory. They now have 8 campaign pieces. The humans have not fought yet, so they have 3. 11/15 complete.
    Last edited by grumbaki; 28-06-2010 at 16:53.
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  14. #14
    Chapter Master shelfunit.'s Avatar
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    Re: The Power of Ale! A single player campaign.

    Quote Originally Posted by grumbaki View Post
    After Game

    After the game a huge argument broke out in the store. Do runesmiths get +1 dispel dice and do warrior priests? Looking at the rulebook, we found nothing that says they don't as they are not wizards. The rulebook specifically says that dwarfs have no wizards. So the army book applies, right? We had one high elf player argue that dwarfs can only get a dispel dice on a 6 and runesmiths do nothing else besides that. For everyone reading this, what do you think on this issue?
    If the rule books says nothing then until the erratas appear then the army book rules take full precedence, as always.

  15. #15
    Chapter Master Haravikk's Avatar
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    Re: The Power of Ale! A single player campaign.

    Sounds a fun campaign!

    Quote Originally Posted by grumbaki View Post
    After the game a huge argument broke out in the store. Do runesmiths get +1 dispel dice and do warrior priests? Looking at the rulebook, we found nothing that says they don't as they are not wizards. The rulebook specifically says that dwarfs have no wizards. So the army book applies, right? We had one high elf player argue that dwarfs can only get a dispel dice on a 6 and runesmiths do nothing else besides that. For everyone reading this, what do you think on this issue?
    Currently Runesmiths and Runelords just generate 1 and 2 dispel dice each respectively. There's no roll as it isn't the same as channelling, if you have two Runesmiths, and a Runelord, then you'll receive 4 dispel dice in addition to whatever you get when determining the winds of magic.

    This may need changing in the next army book slightly, as with the rune of balance, and the rune of spellbinding you can start to stack up some pretty crazy dispel potential, but then that's not really unexpected at the same time.

  16. #16
    Tactical Ninja Malorian's Avatar
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    Re: The Power of Ale! A single player campaign.

    Now that was a beat down!

    Dwarf shooting (or rather the warmachines) are going to be really tough in 8th.


    The way I see it rune lords/smiths are not wizards and generate DD like it states in their book.
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  17. #17
    Chapter Master selone's Avatar
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    Re: The Power of Ale! A single player campaign.

    Thanks for the report grumbaki Some brutal shooting going on, there.

    Personally I'm not going to play 8th edition until I have the rule book in my hands (my own rule book) and maybe not till the rest of my group gets the book too
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  18. #18

    Re: The Power of Ale! A single player campaign.

    Thanks to everyone for reading. Yeah, shooting is kind of ridiculous for dwarfs. I think that for now on in 2k I'll be bringing 2 cannons (same runes), an organ gun and a flame cannon and probably a unit of thunderers (675 points-34% of the army). I figure that if I spend 1/3 of my army on shooting, 1/2 on infantry and the rest on heroes, it'll be hard to call it a gunline.

    And Selone, while I understand your point, I'd really suggest trying out at least one game. It really is alot of fun, and it might just give the high elves the edge they need to start winning some games in your map campaign against those daemons.
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  19. #19
    Tactical Ninja Malorian's Avatar
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    Re: The Power of Ale! A single player campaign.

    Quote Originally Posted by grumbaki View Post
    I think that for now on in 2k I'll be bringing 2 cannons (same runes), an organ gun and a flame cannon and probably a unit of thunderers (675 points-34% of the army). I figure that if I spend 1/3 of my army on shooting, 1/2 on infantry and the rest on heroes, it'll be hard to call it a gunline.
    That's a good way of doing it. With the numbers to back you up it should shut up most of the haters

    Then again there will always be those that will call any dwarf army with 2+ warmachines to be overly shooty...
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  20. #20
    Chapter Master selone's Avatar
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    Re: The Power of Ale! A single player campaign.

    Quote Originally Posted by grumbaki View Post
    And Selone, while I understand your point, I'd really suggest trying out at least one game. It really is alot of fun, and it might just give the high elves the edge they need to start winning some games in your map campaign against those daemons.
    Possibly, we'll see depends on the rest of the folks, I feel like we never really got to learn 7th Ed as a group though
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