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Showing posts with label _DW-OG. Show all posts
Showing posts with label _DW-OG. Show all posts

Saturday, 9 May 2009

Dwarves vs Orcs and Goblins 2250 pts battle report

warhammer tournament battle report :-

"Standing in between a wounded Giant and Giant lying on the ground, the 'cheap' Thain is going for the glory somewhere." [Ed. TWO Giants in the Orcs and Goblins Army !]

(I like the way this reporter explains the thinking behind some of his moves)

source : bugmansbrewery.comcredit : David L09-May-2009


2250 pts Dwarf Army List

Dwarf Lord, shieldbearers, great weapon
Master Rune of Steel, Resistance, Stone, Master Rune of Challenge, Furnace
286 points

Thain BSB - Strollaz, Guarding 175 points
Runesmith - shield, great weapon, spellbreaker, spellbreaker, Stone, Furnace 136pts
Thain - shield, great weapon, Stone 76 points

10 Thunderers, shields 150 points
15 warriors, shields, banner, musician 150 points
24 Longbeards, full command, Battle, Stoicism 363 points
17 Hammerers, shields, full command, Stoicism 276 points
13 Hammerers, shields, banner, champion, Battle 218 points

bolt thrower, engineer, Penetrating 86 points
bolt thrower engineer, Burning 65 points
Stone Thrower, engineer, Accuracy, Penetrating, Burning 155 points
Organ Gun 120 points

Army points = 2250 exactly


2250 pts Orcs & Goblins Army list

Black Orc on Wyvern
Savage Orc hero on chariot
goblin shaman on chariot
goblin shaman on chariot with nibbla's ring
3x5 fast cavalry
3x6 Savage Orc Boar Boyz
10 Squig Hoppers
2 Giants

3 Large Targets, 3 Chariots, 3 hard hitting cavalry units. I desperately need to shoot the entire frickening thing! In any other army, this sort of build would definitely get a "bad list" comp vote from me. But vaguely conventional Greenskins are so horribly weak against everything, I cannot do that.

Scenario is an Olympic themed one with various benefits you can apply. We mostly kept forgetting them. Bonus battle points for killing the enemy general, especially hacking him to death in a challenge (not via combat res, but actually cutting him down). I'm hopeful on that bonus point.

With a building to mess with his advance, a somewhat deployable hill, and water to help guard the table edge flank, I deploy on the left half of the table. S7 with Thain and Thunderers on hill. Big Hammerers west of that, then Organ Gun with Dwarf Lord, Longbeards with BSB, Stone Thrower, smaller Hammerers. Everything stands back from the deployment line, except the Warriors in front of the western Hammerers, who Strollaz forward. All alone well out to the east, and on the table edge, I put the flaming bolt thrower. The runesmith stands on the deployment line in front of it. The idea of the odd looking runesmith deployment was to not get stuck in the bolt thrower if a powerful enemy deployed near there. Assuming I go first, he can either hide in the trees (maybe march blocking something) if something besides fast cavalry is nearby. Or run back to the bolt thrower to defend it from goblins and claim a table quarter at unit strength 5.

Johnny puts boars and wolves west of the building. All chariots and large targets start north or east of the building, the wyvern hiding. Squig hoppers go behind woods with spiders in front of them. More boars east of the woods, last wolves beyond them. I found the squig deployment particularly odd, because with a unit in front of them, they literally wouldn't move the first turn (compulsory first, so they ram the unit and stop). Johnny said he needed to do that to keep some control over the unit.


Turn 1

To my displeasure, he wins the first turn.

Central boars fail animosity, no other problems, a couple insignificant 6s.
Johnny knows I have the Master Rune of Challenge and he REALLY REALLY doesn't like it. The three large targets and center spiders move into the middle but all face southeast while my army is southwest. Their LOS comes nowhere near my Dwarf Lord!
West and east cavalry advance. Chariots in the middle come up, but don't get far.

Magic missile takes out a couple Stoic Hammerers. Foot of Gork takes out a couple of warriors.

He has just 6 power dice and one bound spell, but my 5 dispel dice will roll double 1s at least 4 times this game.

End of O&G turn 1. View from west side of table.

Going second messes things up a bit for me. Especially that poor Runesmith. It's questionable, but the eastern goblin wolf riders might have a charge on the lonely bolt thrower. Runesmith moves to cut the path, and going around him should cost them just enough movement to not reach the artillery.

Strolling Warriors realize their initial plan is not workable now and back up. Main line advances slightly to ensure the two big guns cannot be charged. Dwarf Lord moves east to Stoic Hammers.

Stone Thrower declares on Wyvern. Perfect guess. Hit. Wound. 6 Wounds! Dead Wyvern!!!
(it didn't wound the general)

However, that's about it for the shooting phase. S7 rolls a '1' to wound a chariot. Flaming misses. Thunderers get just one boar. Organ Gun misfires and loses the next turn as well.

End of Dwarf turn 1


Turn 2

Animosity helps me out by pinning both western cavalry and squig hoppers. My Warriors are especially happy about this.

The Black Orc general is right ticked about losing his bird, especially since he's standing in the middle of nowhere. Giants advance, continuing to look very odd by avoiding LOS to my Dwarf Lord. They can barely see the Thunderers and S7 on the hill. Central spiders run onto that hill, hoping to reduce my shooting LOS. Far east wolves shift straight west, still facing the lonely bolt thrower. Forward boars advance cautiously, the previously squabbling boars try to catch up. Chariots move up but don't seem to be getting far (or trying to get far? not sure).

Nibblas ring, after I roll double 1s, wounds my cheap Thain.

End of O&G turn 2

My cheap Thain is guarding the S7 on the hill, but spiders are standing just a few inches in front. I charge them. I figure they won't flee because Johnny put them there purely to block S7 LOS at chariots. But if I can break them, I can pursue into a Giant, so I thought fleeing really was the right decision. They hold.
Warriors back up a little. Runesmith runs back to join the bolt thrower crew. Not so lonely now, he should be enough to beat off a few goblins.

Stone Thrower shoots at nearest Giant. Perfect guess. Hit. Wound. 4 Wounds!
S7 isn't blocked from every chariot and knocks one out from under a shaman. S6 misses. Thunderers (with +1 to hit for one turn from scenario) shoot boar boyz, dropping 3 more (2 left).

Thain kills 3 spiders, but with the confused Black Orc general wandering around in the middle 'inspiring' them, they hold. Especially with that Giant suddenly down 4 wounds, I had hopes of a massive success killing the spiders, pursing into the giant and killing it. Oh well, the spiders cost as much as the Thain, so just killing them will be doing fine.

End of Dwarf turn 2


Turn 3

Animosity stops the trailing boar boyz, their second bout of squabbling.
Eastern wolf riders charge bolt thrower with runesmith. Purple Giant charges S7. Club giant charges Thunderers who try to stand and shoot (hitting on 2s only needing 2 wounds to drop him), but they fail terror and run off the table. The 2 remaining boars also charged the Thunderers, but their failed terror means a failed charge. Western boars charge warriors who flee, little Hammerers needing Longbeard re-roll to pass panic. Yes, I failed 2 leadership 10 tests this turn (terror and panic). Thank you Longbeards!

Squigs move towards building. General runs back towards buildling. Western wolves move east and closer to me. Savage hero on chariot moves up past building, looking to hit something next turn.

Magic gets a few more Stoic Hammerers. The Dwarf Lord is very annoyed at the Runesmith by this point.

The Runesmith is busy fighting goblins, who take out the three normal crew. Runesmith and engineer only get 2 wolves in return and we hold. Purple Giant decides to jump up and down on the S7 bolt thrower, but falls over in his eagerness. Yippie! Thain kills the 2 remaining spiders.

End of O&G turn 3


Wow, I can declare charges. Standing in between a wounded Giant and Giant lying on the ground, cheap Thain is going for the glory somewhere. The Lord decides to take out the heavily wounded one personally (with Stoic Hammerers) so the Thain goes for the one on the ground that is barely hurt. Longbeards charge annoying wolf riders who flee. The Giant is afraid of the Dwarf Lord and flees!! (realistically, the right decision. 8 S6 should drop his last 2 wounds easily).
Warriors rally, western Hammerers move up to prevent a flank charge on the Longbeards.

Stone Thrower shoots at the Savage chariot. Good guess. Slight scatter. Dead chariot. The Organ Gun doesn't have LOS at much of value. I could blast the suddenly on foot Savage hero, but he's not going to do much to me. Instead I blast the previous un-charioted goblin shaman and reduce him to paste.

Runesmith and engineer take out the goblins. Thain puts 2 wounds on the fallen Giant.

End of Dwarf turn 3


Turn 4

It is now Johnny's turn to fail a leadership 10 test. I've already failed 2, but Longbeard re-roll saved one. The club Giant doesn't get re-rolls and keeps fleeing, but stays on the table.

2 eastern boars must charge the S7 crew. 6 western boars flank charge Hammerers. This is going to hurt, but holding this is their job.

The big building has a tiny separate building on the eastern corner that you cannot see in the pictures. It looks like an outhouse. Since it blocks a bit more LOS around the corner of the buildling, the Orc general now goes and hides behind the outhouse. The Savage Orc hero would like to join him, but doesn't fit and just moves further away.

Last shaman (and his chariot) stay behind the building so the Stone Thrower cannot hit him. Squabble-much boars turn west and approach the main battle area. Squigs hop into building.

Boars on Hammerers drop 7 of my guys! Ouch.

2 Boars charging S7 kill 3 crew. Giant squishes the last one. Thain gets to swing and kills the Giant!!! The Giant then falls on the Thain and kills him, but what a legendary way to go out! 2 Boars overrun off the table.

End of O&G turn 4


Longbeards move up a bit to give Stone Thrower LOS at boars. Lord's unit moves up to force the boars to charge them instead of attempting to flank Longbeards.

Stone thrower ends its perfect streak and misses. Organ Gun continues its 'not much' streak and misfires, losing the next turn again. However, with just the engineer left, the lonely bolt thrower drops the fleeing Giant. All 3 Large Terror-causers gone!

My plans suddenly fall apart in the close combat phase though. The Hammerers, while they lose just one guy to the non-charging boars, roll a pair of 11s for their break test. The savage boar boyz pursue into the FLANK of my Longbeards.

End of Dwarf turn 4


Turn 5

Animosity almost screws him as the wolf riders roll a 6. They nearly hit the front of the Longbeards (which will hand me combat res for killing them) but are just short. Other boars charge Dwarf Lord and Hammerers.
Squigs leave the building with a tiny roll. 2 surviving boars return to the table and face west, at my Organ Gun.

Another failed dispel hits the lonely bolt thrower with Foot, killing the engineer (and thus the machine) and wounding the Runesmith.

With two boars wasted on my Dwarf Lord, their friends don't kill many Hammerers and I drop 3 of them. They break but escape. Still this gives me a nice pursuit move towards the middle of the table and closer to that outhouse the Black Orc general likes so much.

Boars in the Longbeard flank drop 4 and I hold.

End of O&G turn 5


Dwarf Lord and his Hammerers ignore the fleeing boars and advance straight west, getting close to the cowardly Black Orc. Organ Gun (which cannot shoot from misfire) moves west to avoid the 2 surviving boar boyz. Warriors turn to face them.
Stone thrower shoots at those 2 boars but misses.

Without the charge bonuses, the boars only get 1 Longbeard and I get 1 of them. With my 3 banners, I win combat and they break. Thanks to hatred, I have to pursue, which goes just past the squig hoppers. So it looks like the Longbeards will be getting flanked again.

End of Dwarf turn 5


Turn 6

Finally I've gotten that Orc general in range for the MRoChallenge! "time to get off the pot!" Fleeing would kill him, so he charges. But my Dwarf Lord is in the usual corner position as I forgot the Orc was a small model. He thus avoids base contact with my Lord.

Squigs flank Longbeards. 2 boars charge Warriors. Wolf Riders charge Organ Gun, hoping to pursue into flank of Warriors.

Goblins kill 2 Organ Gun crew, but the last holds and refuses to die in the bottom of the turn. Boars hold against Warriors. Squigs kill 4 or 5 Longbeards, but the BSB drops 3 of them in return. I've got static 7 and they don't roll insane courage. Meet building wall squigs!

The Black Orc kills a couple Hammerers the first round, then I move the Dwarf Lord over and challenge. He has enough saves I cannot entirely kill him in the bottom of turn 6, although he does break. No bonus points for chopping him to pieces, so just an 18 point win.

Victory for the Dwarfs!!

Thursday, 22 January 2009

Orcs and Goblins vs Dwarfs 2000 points

warhammer fantasy battle report :-

"The nearby Dwarven cannoneers looked on with some bemusement: surely this ramshackle device belonged back in the museum, and not here on the battlefield!"

(superb battle maps and very amusing narrative. Look out an appearance by "Grom")

source : giltwar.wordpress.comcredit : the scribe22-Jan-2009


Following the crushing defeat of the allied army, and the retreat of the devastated Bretonnian Army to Castle Calhew, Glarsnot Bloodcurdle found more and more greenskin tribes rallying to his bloody and victorious banner. What had started as a dispute over gold mining rights, and escalated into a clash with Karak Kadrin, had now become a fullscale Waaagh, stretching from the the northern Badlands, through the Border Princedoms and Black Mountains, and north to the World’s Edge.

While this presented new opportunities for loot and conquest, it also presented new challenges. Finally, after many entreaties, the reluctant Border Princes finally began to provide substantial material support to the embattled Calhews. Elsewhere, previously unengaged Dwarven holds mobilized their forces to confront the growing Greenskin challenge.

Indeed, soon enough, news soon reached the Orcish commander of a Dwarven force marching towards Mad Dog Pass–possibly to besiege the Orcish garrison at Black Crag, or possibly even to seize the pass itself. Perhaps more ominous still was the news that the army carried with it an ancient Dwarven device: one of the fearsome Goblin Hewers constructed decades ago by the famed (if rather deranged) Malakai Makaisson. Obtained years earlier as scrap parts by Master Engineer Ironthighs Ian of Karaz-a-Karak, it had been loving restored by his son, Curator Thesmith of the of the Dwarven Museum of Rocks, Technology, and Still More Rocks. With a band of specially recruited crew of graduate student Slayers, Curator Thesmith Son-of-Ian clearly hoped the museum piece would turn the tide against the Greenskin invasion…

DEPLOYMENT



The Goblin Hewer is indeed a fearsome device: 48″ range, usually hits, never misfires, and does D3 S4 hits per rank. It is, in my view, a seriously overpowered item…

Nonetheless, my opponent had a brand new (and newly-painted) one, so we wanted to use it. I had no intention of going up against it frontally. Instead, I would snipe at it with war-engines, and envelop from the flanks. My Black Orcs, supported by Night Goblin Spears and two small units of Spider-Riders, would take the west flank. The Orc Boys, supported by Spiders and a Troll, would take the east flank. Snotlings would advance through up the centre to draw fire.


TURN 1



Seeing the greenskin deployment, Dwarf-Lord Grevious Rustyblade immediately ordered the deployment of his reserves to the flanks, the reinforce them against the expected double envelopment. Elsewhere, the Rangers advanced to the edge of woods–much to the surprise of the advancing greenskins, who had not expected to find them there.

Meanwhile, Curator Thesmith Son-of-Ian, looking oddly out of place in a tweed jacket and pipe, removed the dustcover from the reconditioned Goblin-hewer, and gave the signal to start up its engine. Furiously, his graduate students started to pedal.

The nearby Dwarven cannoneers looked on with some bemusement: surely this ramshackle device belonged back in the museum, and not here on the battlefield!

The Goblin-Hewer clattered and hummed (and the furiously pedaling slayer/graduate students huffed and puffed) as the machine spun up to speed. The gunners guffawed one last time, turned to their own tried-and-tested weapons, and sighted the cannons upon the foe.

“Fire one!” With crash, a huge iron ball flew across the field, narrowly missing the Night Goblins.

“Fire two!” With an even larger crash, Dwarven cannoners flew in the air as the weapon exploded in a catastrophic misfire.

The Curator paid little attention as bits of iron, wood, and dwarven beard fell around him. Instead he leaned forward, and pressed the large red button marked “Press Me.” With a clatter, axes were hurled into the distance–and, his graduate students cheered as three of the Night Goblins fell dead. He could hardly wait to tell his fellow scholars back the the Museum’s Department of Arcane Devices (and Rocks) of his success.

Curators Thesmith’s fearsome demonstration did little to deter the brave Snotlings of the 787th and 788th Snotling Regiment, however, as they advanced towards the guns. A few wondered why there were so many Snotling Regiments, and why they were rarely heard of after their first battle. However, most of the Snotlings–being Snotlings–were more focused on making squeaky noises, picking their noses, and rushing towards their foe (a major reason, of course, why the life expectancy of Snotling Regiments is so regrettably short.) On the flanks, the bulk of the Army advanced too, urged on by an early waagh by Glarsnot Bloodcurdle that resulted in all of three units advancing an extra 1″ each…

Meanwhile, Mork (or, possibly, Gork) looked on from a distance, his oddly husky-like eyes glowing green with the lust of impending battle (or, possibly, dropped popcorn).




TURN 2



The Dwarves continued to march Warriors to their flanks as reinforcements, as their warmachines and shooters fired into the advancing Greenskins. For their part, Orcish shock troops advanced on each flank, supported by their Goblin allies.

Yepme Goboom, the wolf-mounted Goblin hero, clutched his Brimstone Bauble in his hand and spurred his mount along the edge of Cutting Copse, until he was just in sight of that infernal axe-throwing machine. If he could just get a clear charge at it…


TURN 3



Curator Thesmith Son-of-Ian looked up from his well-thumbed library copy of Globule’s Guide to Hurling long enough to see a lone Goblin near Cutting Copse. He calmly twirled a dial, prodded a graduate student to pedal faster, and pulled some lever. In the distance, the gobbo fell to the ground, three axes impaled in his little green head. The Curator puffed contently on his pipe: By Jove, this was a lovely device!

In the centre of the battlefield, the Thunderers and Quarrelers poured fire into the advancing Snotlings. Soon the once-proud (if unsurprisingly short-lived) 787th and 788th regiments were no more. Somewhere, a greenskin recruiter sighed, and accosted young, naive snotlings with tales of the exiting life one could lead in the soon-to-be-established 789th regiment.

Seeing the weakness in the greenskin centre, the Ironbreakers began to advance, hoping to either engage the Yella Moonz Night Goblins, or to outflank the flanking Black Orcs by circling around the now spider-infested Cutting Copse.

On the east flank of the battle, Glarsnot Bloodcurdle drew his Akrit Axe, and charged straight towards the Longbeard Rangers, his standard-bearer at his side. As he did so, Slarkfug Boarmuncher (astride, as usual, his Ironback Boar) led the Silentdeath Spiders through the woods and into the flank of the Dwarves. The fighting was fierce, but brief: the Longbeards lost the combat, turned, and were cut down.


TURN 4



Dwarf-Lord Grevious Rustyblade raised his hand to halt the column of Dwarven Warriors that had been steadily marching to strengthen his army’s eastern flank. With the Rangers gone, and the Orc Boyz advancing on the Quarellers, there was a real risk that he would simply be reinforcing failure. With a heavy heart, he signaled the Dwarves to turn around, and head back to the main body of the army. The eastern flank was on its own.

Indeed, as the Dwarven General feared, guttural war-cries could soon be heard as Glarsnot Bloodcurdle, Biggaboots Sicklifta, the Orc Boyz and the Dreadspinner Spiders all slammed into the Quarellers and both Grudge Throwers. Although they fought valiantly, the Dwarves were overcome. Only young Thane Karbon Ironsmelter, the battle standard bearer, survived the melee, and immediately rushed after the departing warriors as fast as his short little Dwarf legs would carry him.

On the west flank something of a standoff had developed. Neither the Blue Moonz Night Goblins nor the Greyweb Spiders were willing to charge into the Warriors, fearing they might either lose the fray or be subsequently shot to pieces by the Goblin Hewer. The Black Orcs too were reluctant to exit from behind the shelter of Cutting Copse, for fear of being cut down by the Curator’s contraption. Perhaps it was safer to just hold in position, and hope that the Goblin artillery–which had thus far done very little damage–might destroy the war-machine.


TURN 5



The standoff continued, as the two sides made minor adjustments to their line. Most significant of all, the Ironbreakers continued to circle around the woods, and the Black Orcs turned to face them, while the Darkvenom Spiders readied to charge the Ironbreaker’s flank.

The uncharacteristic Greenskin caution seemed fully vindicated when Curator Thesmith Son-of-Ian once more turned his weapon at the Yella Moonz Night Goblins, killing five of the double-ranked speargobbos in a single flurry of deadly axes.


TURN 6



The Ironbreakers continued to advance, their movement slowed by the need to negotiate around the woods, and their ranks thinned by several hits from the Spear Chukkas. The Black Orcs, with a Banner of Butchery and Spider allies waiting to pounce, stood luring the Dwarves deeper into a trap..

It was not to be, however. Night fell before the incredibly slow stunties could reach the Orcs. The battle had ended, with two Dwarven banners captured, and a marginal victory to the greenskins


EPILOGUE

This was one very odd game. My army crushed the Dwarves on my right, but once having achieved this victory I was unwilling to risk throwing it away by pressing on in the face of massed Dwarven gunfire and endless numbers of hurled axes. Indeed, the entire battle had been shaped by that cursed device: the Dwarves defending it, and me avoiding it.

Had the game gone on, the Ironbreakers were one turn away from being crushed–probably. Although they would have been flanked, and outnumbered, their gromril armour always makes them annoyingly difficult to kill.

Thursday, 18 December 2008

Dwarfs vs Orcs & Goblins 2250 pts

Warhammer Fantasy Battle Report summary:-

The ebb and flow of battle, don't underestimate anyone (a nice "all round" battle report)

source : bugmansbrewerycredit : Durak18-Dec-2008


Master Engineer Svarn Irontooth of Karak Thingaz snarled in anger as he saw smoke rising from the east. The orcs had moved faster that any had imagined and had reached one of the small dawikoni villages that surrounded the hold. It was an ancient agreement between the men and the dwarfs, that the men would concentrate on farming and would use their produce to support the hold. In return, they could shelter in the hold during times of trouble and would be protected from harm. It was now up to the dwarfs to uphold their oath. Leading them to the village were a small number of dawikoni warriors. They had watched their homes burn, but fortunately for them the village had time to evacuate before the horde arrived. Grim looks of hatred covered the faces of these 'almost-dwarfs'. Svarn understood their anger, and was determined to uphold the honor of Karak Thingaz by destroying any who would dare harm its people.

It has been awhile since I played warhammer last, so I was a bit nervous walking into this game. It was a scheduled game between my dwarfs and some greenskins. The lists looked like this:


Orcs and Gobbos Army list:

(This was his 'campaign' army, from a campaign that was wrapping up. He refused to change it to face my dwarfs, and thus was decked out in anti magic equipment. I tip my hat to my opponent for having the courage to do this.)

Heroes
Lvl 4 Orc Shaman (Warpath, A d6 s6 hit spell, WAAAGH!, a fourth spell...)
Lvl 2 Orc Shaman (Warpath...only spell he ever used)
Lvl 2 Orc Shaman (WAAAGH!, the d6 s6 hit spell)

Core
* 20 or so savage orcs
* 20 or so night gobbos with nets and 3 fanatics
* 20 or so night gobbos with nets and 3 fanatics

Special
* 20 or so black orcs
* 20 or so black orcs
* 2 spear chuckas
* Stone thrower

Rare
* 2 goblin doom divers

------------------


Dwarf Army List:


(Thanks to Lord Azagul for his advice on this list!)

Heroes
Thane: Great Hammer, Gromril Armor with the rune of stone, master rune of dismay (99)
Thane: Battle Standard, Gromril Armor with the rune of stone and two runes of iron, Sword with the rune of speed (130)
Master Engineer: Gromril Armor with the rune of gromril and resistance, great hammer (124)
Runesmith: Two runes of spell breaking, shield (122)

Core
22 Warriors: Hand Weapons, Shields, Heavy Armor, Full Command (223)
22 Warriors: Hand Weapons, Shields, Heavy Armor, Full Command (223)
22 Long Beards: Hand Weapons, Shields, Heavy Armor Full Command, runes of stoicism and battle (339)

Special
20 Hammerers: Great Hammers, Shields, Heavy Armor Full Command, rune of courage and battle (345)
10 Miners: Mining Picks, Heavy Armor (110)
20 Slayers: Slayer Axes, 3 Giant Slayers (265)
Bolt Thrower: Runes of immolation and penetrating. Engineer (115)
Bolt Thrower: valiant rune and penetrating (90)

Rare
8 Duellists (Dawikoni) Hand Weapons, Shields, throwing daggers (64)
(See the article here on Dawikoni to know who they are: http://www.madalfred.darcore.net/Articles.html Basically they are humans who live in the dwarf realms)

Total Point Cost
Total: 2249

-------------------------------------

Deployment and Scenery: (^=trees, x=impassible terrain)



--------- Orc Side ---------

[Hill]..............................................
.......................................................
...[^^^]......[xxxxxx].........[^^^]
.......................................................
.......................................................
.................................[hill]..............

-------- Dwarf Side --------


Orc Deployment (left to right)

Left Flank:
Black Orcs (with lvl 4 shaman), Savage Orcs (with lvl 2 shaman),His lvl 4 with the black orcs and the savage orcs with the lvl 2 shaman will be affectiontly known as the left flank, as they were deployed on the left side of the impassible mountains.

Right Flank:
Black Orcs (with lvl 2 shaman), artillary and night goblins, more artillery and more night goblins.
The night goblins filled in the narrow points, but the black orcs ended up stuck behind his artillery.


Dwarf Deployment (left to right)

Left Flank:
Dawikoni

Right Flank:
Hammerers, Slayers, Warriors, Warriors, Longbeards. Artillery on the hill.


The Battle Report


The left flank, turns 1-6

Things here could not have gone better. The orcs charged up and got distracted by the dawikoni, who ran circles around them. Eventually the orcs tired of this and moved off towards the big fight, but by then it was too late. Neither unit never saw any combat (or took too many casualties). Besides for magic, they were pretty much out of the game.

The Right Flank, Turn 1

The orcs got the first turn. The gobbos moved up and magic/shooting commenced. Gork stomped the hammerers (who lost 3 dwarfs from the irrisitable force spell) and then stomped the stone thrower. The gobbos hid under it and avoided any damage. Shooting was deadly, as his guesses were spot on. Many warriors from Warrior Unit 1 died from the onslaught.

The dwarfs countered by grimly marching forward. The hammerers got stuck behind the slayers, and were thus unable to keep up with the line. Shooting took a wound off one of the doom divers.

Turn 2

The gobbo unit 1 squabbled and couldn't move. The other unit on the far right hand side moved within 8'' of the longbeards. None of the fanatics landed. Besides for that, the greenskins let loose their barrage again. Once again he got off the warpath with irrisitable force, and more dwarfs died from it. His shooting was on again, and a number of dwarfs from different units fell. Mostly though it was from the same warrior unit, who at this point were starting to really hurt.

For the dwarfs, the miners came on the table behind the warmachines. The dwarfs moved forward some more, except for the longbeards. Shooting saw nothing happen, as a bolt from the ME's bolt thrower failed to wound the only gobbo it hit.

Turn 3

Night goblin unit 2 failed an animosity check...with a 6! They had to move straight forward which would land them ontop of their own 3 fanatics! He rolled the dice, and it fell off the table...a 6. As it was off the table he re-rolled it and it came up a 1. "

Then came magic. For a third time, warpath went off with irristable force, and this time stomped 5 miners into the ground. THe lvl 2 shaman tried to call forth the spell again, but miscasted and promptly forgot how to cast it for the rest of the game. Shooting once again brought death to the dwarfs, with several slayers and warriors falling to...well, falling goblins. And rocks (big ones!). The bolt thrower on the far left hit the miners in the flank and killed 2 of them.

In close combat, the gobbos through nets over the longbeards and then stabbed one to death. The Longbeards and thane responded by killed four goblins. With their unit strength doubled and the rune of battle, the longbeards won combat and then chased down the goblins. There we go! The remaining three miners charged the gobbos infront of them, killed two and sent the last one running. This paniced the nearby goblin doomdiver team who ran away as well.

Turn 4

With no squabbling the second night goblin unit advanced towards the slayers. The three fanatics popped out and one smashed through the slayer lines, though the slayers didn't seem to mind. The three fanatics on the right hand side either ran into each other or went off the table. For the first time the magic phase didn't really hurt me. His lvl 4 managed to kill off half of the Dawikoni, who refused to panic. And as he had lost his stone thrower and one doom diver, his shooting phase was lessened. The doomdiver landed on the Master Engineer's warmachine, and managed to kill 2 of the crew. The pair of bolt throwers also finished off the last of the miners.

The dwarf line was a mess, but I did what I could. The slayers waited for the night gobbos to charge them (and hopefully go through the 2 fanatics in the way) while both warrior units headed for the woods to try and go through it. The longbeards went around the woods to face the bolt thrower that had killed the miners. Shooting only managed to kill a few orcs.

Turn 5

The night gobbos rolled a 6 for animostiy! Just like last time, they would run forward and hopefully land on their own fanatics! He rolled a 1. The fanatics scattered, hitting the slayers and the battered warriors. The warriors were now down to 10 models and the slayers down to about 8. Ouch. The gobbos proceeded to charge the slayers. For the first time, magic was shut down completely and shooting failed to make an impact. Onto combat! The night goblins threw the nets on themselves and failed to hurt the slayers (Str2!) In return, 7 goblins were killed and the rest were run down. The slayers overran into fleeing doomdiver crew (who fled again) and into the operational doom diver.

For the dwarfs, the warriors moved into the woods and the longbeard lined up their charge. The slayers killed the gobbos (barely, actually!) and over ran into the flank of the black orc unit that had a lvl 2 shaman in there (he had turned them to wipe out the miners, as he didn't expect the slayers to roll an 12 on their pursuit roll on the night goblins).

Turn 6

The greenskins had little else they could do. The march blocked orcs tried in vain to reach combat, but were too far away. In close combat, the slayers did 1 wound on the shaman and killed a black orc. They lost a slayer in return. Also, the last fanatics went crazy. One smashed into a rock and died, while the other hit the warriors in the woods. Their number went down to 10, but the fanatic died as well.

For the dwarf turn, the longbeards charged the spear chucka, massacred the crew and pursued with a roll of 11! It wasn't enough to reach the slayer-black orc combat. In that combat, the slayers killed the shaman and another black orc, but lost another slayer for their troubles. Combat remained locked.

End game!

We only played by pure victory points, so I first calculated what his army had produced.

* Half of one warrior unit (111.5 points)
* 10 Miners (110 points)
* Half of the Slayers (132.5 points)
* Half of the Duellists (32 points)
- Total: 386

For the dwarfs...

* 2 units of night goblins (215 each)
* 2 captured banners (200)
* 1 lvl 2 Shaman
* Stone Thrower
* 2 Spear Chuckas
* 2 Doom Divers

We didn't count it up as we agreed that the dwarfs won. However, by my estimate, the dwarfs got about 1100 victory points or so.

Result: Solid Victory for the Dwarfs!


Post Game Thoughts

Well, that game was scary. For the first three turns, I thought that I was going to lose. His magic was, literally, stomping me. His fanatics were tearing me apart. His warmachines were getting constant direct hits and my army was going to reach him piece metal. I was thinking, '"I swear too much".'

But, around turn 4 things really started to look up. I realized that with my dawikoni, his two 'ard units of black orcs would never see combat, and all I really had to do was take out his goblins. With that in mind, my dwarfs ripped apart the night goblins and proceeded to run amuck around his artillery. What it really came down to was that he never managed to actually take out any of my units or characters (except the miners), so he couldn't claim any large amount of victory points. Ironically, it was his goblins that gave me the win.

Some interesting notes:
* Neither my warrior units nor my hammerers ever saw combat.
* Two of his black orc units never saw combat
* My shooting, through all six turns, didn't get me a single point. Not...even...one. My bolt throwers were taken so that they could be monster killers, chariot killers and traps (exploding str 5 hits and a 1+ re-rollable armor save unbreakable ME). Very dissapointing.
* Night goblins are scarier than orcs! It's true. Once you get them in combat though, they arn't as bad, but with fanatics and nets I fear them.
* Even when hit on the flank by slayers his black orcs refused to budge. His goblins though were all slaughtered in one turn of combat. Very appropriate.
* I never used the rune of dismay, because I wanted him to charge me when he did! It is actually very, very funny, but I had no use for it.

Dwarfs:


Man of the Match
* The Dawikoni! These humans more than paid for themselves. By march blocking, and generally annoying the orcs on the left flank, they kept them out of the game. Without them I'd have faced 40 more orcs, which given my broken up battle line I would have been hard pressed to beat. Even without a large amount of kills, without them I might have lost this game.

Biggest dissapointment
* My bolt throwers. Enough said.

Greenskins:


Greenskin of the Match
* His goblins as a whole! His artillery punched holes in my lines and his fanatics tore me a new one. It is only in close combat though that they fell apart.

Biggest dissapointment
* The orcs! They either failed to see combat or were flanked. Most of the battle was left for the gobbos to fight.

Learning Experiences
* Fanatics must charge out of the unit, but he can pick the direction. I need to keep this in mind for future games
* Don't forget that bolt throwers can pivot and shoot! I lost too many miners due to that.
* Never give up! Even if you think the game isn't going your way, keep your shoulders squared and try your best. I thought that I was going to lose but pulled out a solid victory.
* Always try to keep a unit alive. He came close to destroying two units. If he could have taken out the slayers and the warriors, then he would have doubled his victory points that he earned.
* Keep your army together! He failed to do this with his orcs, so in essence I only had to fight half of his army (even though his warpaths kepts hitting me). Those 40 extra orcs would have truly changed the tide of the battle.

------------------------------------

Grimniz roared in fury as another throwing axe bounced off the armor of the black orc to his side. The 'umies were really starting to anger him. Even after he had caused four of their heads to explode they still wouldn't flee, nor would they stand up to a fight. All around the humans there were bellowed war cries as black orcs and savage orcs fought to catch their elusive prey. However, the woods were heavily forested and filled with traps. A few orcs had already been severly wounded. Grimniz roared 'Get me the gobbos!' He didn't have to wait long as a gobbo with blood running down the side of his head ran up to Grimniz. The great shaman grabbed the gobbo and screamed "get the ladz over 'ere and get the 'umies out of this zoggin forest!" The goblin squealed in fright, though if it was at the throwing axe that flew over the head of the shaman or from the shaman's anger it was impossible to say. "But boss, there's no lads left!" Grimniz glared at the goblin and then bellowed "Oy! Shut up!" The black orcs immediately quieted down, but the other shaman had to kill one of the savage orcs to get them to stop bellowing. "What do ya mean there's no boyz left?" The goblin didn't need to answer. With the orc's warcries gone Grimniz could hear the Khazalid warcries ringing in the distance and the screams of dying goblins. With a snarl Grimniz snapped the neck of the poor goblin and yelled out "Forget the 'umies, get the stunties!" With roars of approval the orcs moved towards the battle.

What Grimniz found was a scene of devastation. All of his goblins lay dead on the ground, as did the shaman who he had assigned to lead the gobbos up into the mountains. Along with them all of the artillery was well and truly smashed, his WAAAGH was over before it could even begin. All that was left were the black orc bodyguards of the shaman who were to keep order over the gobbos. However, all he could see fighting the black orcs were a small number of frenzied slayers. Then there were more dwarfs, charging over the bodies of dead goblins with bloody axes raised. Then came more dwarfs around, and then more. He could count at least sixty of them closing around the black orcs, who were already hard pressed just to handle the slayers. Outnumered two to one, and soon to be three to one, Grimniz's black orc bodyguards roared in appreciation. After their fruitless hunt for the 'umies, they were eager to fight an enemy that would actually fight back. As his orcs charged forward Grimniz turned to bellow orders at the savage orcs. They were gone, obviously having found some other enemy to fight. Grimniz spat out a curse, he hadn't reached such levels of power by giving into his base instincs. Already he could see the dwarfs forming a battle line over the bodies of the dead black orcs, even Grimniz's own rushed to their deaths. No, there was no way that the remnants of his WAAAGH! would triumph. Slowly, Grimniz dissapeared into the woods, leaving his army to its fate. It was no matter, there were always more tribes to control and different villages to raze. With such comforting thoughts in his mind, Grimniz paid no attention to the screams of the dying.

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