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

Thursday, 8 January 2009

Warriors (Hordes) of Chaos vs Dwarfs 2000 points

Warhammer Fantasy Battle Report summary:-

"Freed from the confines of its earthly existence, the Dragon soared over to sit at the end of my long line of Thunderers." (plain, simple, informative battle reporting)

source : bugmansbrewery.comcredit : Karzaki_Darstok08-Jan-2009


Had a really enjoyable game against a sterling opponent this saturday. I fear it was a bit of a bad matchup for him, but we had fun anyway. I'm currently trying to fine-tune my tournament army. Here are the lists (I'm a bit vague on what he had, wargear wise):

Dwarf Army

Runelord w/ Anvil of Doom, Shield, MRoBalance, RoSpellbreaking, RoStone
Thane BSB w/ MRoGromril, RoFury, RoCleaving, RotFurnace
19 Longbeards w/ FCG, RoStoicism, RoBattle
25 Warriors w/ FCG
12 Hammerers w/ FCG, Shields, RoBattle
10 Quarrellers w/ Shields
10 Thunderers w/ Shields
8 Miners
Bolt Thrower w/ Engineer, RoPenetration
Organ Gun
Gyrocopter


Chaos Army (Hordes of Chaos edition 6)

Lord w/ Mark of Khorne, Armour of Damnation, Dragon
Hero w/ Mark of Khorne, Crimson Armour of Dargan
Hero w/ Mark of Khorne, wargear unknown
12 Warriors w/ Mark of Khorne, Additional hand weapons
12 Warriors w/ Mark of Khorne, Additional hand weapons
12 Warriors w/ Mark of Khorne, Additional hand weapons
16 Beastmen (half and half, no command)
5 Warhounds
5 Warhounds

Deployment

He deployed his warrior units in an evenly spaced line with fairly spacious gaps in between them, I'll refer to them by their positions (left, middle and right). He also put his two dogs units behind the woods, one on the extreme right flank and the other ready to go around the other side. The beastmen took the extreme left flank to move up behind a hill and the Dragon went behind a wood on the right.

My units deployed deep, Hammerers faced off against the beastmen with the Quarrellers to their right, angled slightly inward and with the Anvil behind them. The organ gun deploy to their right with the Warriors next in line. The bolt thrower sat in between the Warriors and the Longbeards in roughly the centre of my board edge. The Thunderers deployed opposite the wood on the far right, angled slightly inward. The Gyro sat in frot of them, pushed as far forward as it could go.

We then rolled for first turn and he took it, which was fine by me as it would mean I had range with all my guns.


Turn 1 - Chaos

Predictably uneventful. Most units moved their maximum march move forward, being keen to get to grips woith my line. The dogs on the right moved up as far as they could without going into the woods (the gap was slightly too narrow for them and warhounds do not have the fast cavalry rule to allow them to squeeze through). The dragon moved right up to sit behind the wood, facing it.

My opponent made his first mistake here with the dragon. Angling it the way he did meant it was effectively blind. Facing it inward to overlook the van of his army would have made it more difficult for the Gryo to match-block him.


Turn 1 - Dwarfs

I was looking forward to a juicy shooting phase, but had to be patient as there was some important movement to be done first. The Gyrocopter pilot swallowed a bravery pill and landed next to the dragon, march-blocking the Dragon, right warriors and the inner-most dogs and safe from counter charges. I knew he'd have to take a terror test, but was willing to take that chance, I made sure that the angle of flight was safe from any cross-fire nonsense if he scarpered.

In the shooting phase, the Gyro broiled two warhounds. The Thunderers killed two dogs in the other unit, forcing them to run off the table. All other shooting weas concentrated on the central unit of warriors, it was reduced to five men. Pretty good if I do say so myself. Finally, the Runelord struck the Rune of Wrath and Ruin, targeting the Dragon, primarily to prevent it from flying but causing a wound as an added bonus.


Turn 2 - Chaos

Once again, keen to close the gap and get fighting, my opponent's infantry marched as quickly as it could straight up the middle, apart from those units that were march blocked. The Beastmen, wary of the Organ Gun, stayed behind the hill. The Dragon turned its attentions to the Gyrocopter, using both breath weapons but failing to cause any wounds.

I was happy to let my opponent keep his Dragon out of sight behind the wood as it meant I could concentrate more of my shooting on the warrior units. As long as I kept it from flying my line was fairly safe from the marauding monster.


Turn 2 - Dwarfs

A little more movement this turn, the Hammerers shuffled forwards to a point just outside the Beastmen's charge range. The Gyro, after having passed his terror check, moved into a more central position to steam some warriors and march block almost the entire infantry line (all but the unit that had been march blocked the turn before, keeping the line nice and even).

This time my shooting managed to reduce the centrasl unit to just a champion and also reduced the left warrior unit as well. Unfortunately the Runelord's arm wavered and he mistruck the Rune of Wrath and Ruin, but he'd be okay for next turn.

Well, I could have done without the Anvil misfire, but all told not too bad a turn. The one thing I could have done differently was to move the Hammerers forward to receive the Beastman unit sooner, as they were sure to bounce. However, at this stage I had no idea what was in the unit, so caution won out.


Turn 3 - Chaos

Freed from the confines of its earthly existence, the Dragon soared over to sit at the end of my long line of Thunderers while pretty much everything else (except the right warrior unit) was march blocked. The dragon's breath attacks took a mighty seven of my Thunderers down, but the remaining few passed their panic check without recourse to the Old Grumblers rule.


Turn 3 - Dwarfs

This turn was likely to be critical. Target priority would be the key to unlocking certain victory, provided everything worked as it should. First of all, the Gyro headed off to thin out the Beastman herd and give them an alternative charge (one that I would likely escape, therefore keeping the beastmen out of combat for an additional turn). Secondly the Hammerers shuffled back a bit, making the Beastman charge just that little bit iffier, especially if I could kill off some of the Gors with steam. Last, but far from least, the Longbeards reformed to ensure the dragon was in their frontal arc, just in case the Runelord forgot himself again. By the way, the Thunderers passed their terror check.

The steam took down three Gors and an Ungor. The Beastmen passed their panic check. The Organ Gun, too far away to touch the Dragon, unloaded on the left warriors unit but misfired. The minor malfunction would not prevent it from shooting next turn. Instead, the Quarrellers took up the slack, killing four. The Bolt Thrower also opted to go for this target, reducing the unit down to the hero. The three Thunderers killed another warhound causing the last one to flee. It would be unable to rally due to being under 25%. Once again the Runelord prevented the dragon from flying, but it was bearing down on the poo thunderers.

I was still not overly afraid of the dragon during this turn. The worst it could do in the chaos player's turn, had my Runelord not performed his duty, was charge the Longbeards in the font or the Thunderers in the flank (and an overrun would then have carried it into the front of my Longbeards). I knew that even a Khorne Lord on a dragon would struggle to hold out alone against the ranked up unit of Dwarf veterans, especially as my static resolution was 7). Often the sight of this kind of monstrosity scares a player into making mistakes. With the Anvil of Doom to help me out I knew that it was only so much use, so I wasn't falling for any psychological tricks.


Turn 4 - Chaos

Things were looking grim for the infantry line as they advanced through a hail of bullets and quarrels. The Beastmen, after briefly considering the Gyrocopter, plumped for the Hammerers instead and were found to be in range. Likewise, the central warrior champion was compelled to charge the unit of 25 ranked up warriors in front of him. Meanwhile the Dragon moved 6" towards the longbeards but was still too distant to hurt them. He opted instead to breath on the Thunderers, reducing them to one doughty dawi, who stoically passed his panic check. The right warriors unit would be in a position to charge the Longbeards next turn.

In combat, the Beastmen took two Hammerers down before losing four of their own number to the greathammer-wielding bodyguards. They ran, easily escaping the Dwarfs, who were stopped in their tracks by a Khornate hero jumping up and shouting "Boo for the Blood God!" The lone champion tried his best to kill a Dwarf, unfortunately by this point he was too frnezied and all his attacks went wide. Being such a big scary warrior it was plain that my boys didn't want to go anywhere near him, so we won on static resolution alone to send him packing. Again we failed to catch him, but he wouldn't be coming back so was removed from play.

In hindsight, it was probably extremely foolish to pursue as the warriors opened themselves up for a probable flank charge from the last remaining unit of chaos warriors. However, it proved to be a turning point of the game. My Longbeards would otherwise have got those warriors in the face along with a Dragon Lord, whereas he just couldn't resist that juicy looking flank...


Turn 4 - Dwarfs

Not much happened in this turn as my Dwarf Warriors were now blocking line of sight to the last remaining Chaos Warriors unit, and they didn't have nearly enough movement to get themselves out of the way. I think I also forgot to turn this unit, but again, that played in my favour in the long run. The only events of note were the Bolt Thrower putting a wound on the Dragon, who was again prevented from flying, and my Hammerers losing combat with the Hero. Basically, he challenged and I failed my leadership test for the Crimson Armour, he then tore the champio a new one with plenty of overkill and won the combat. My Dawi stoically passed their stubborn break test (just imagine if my roll for the Crimson Armour had actually been my break test - that would have hurt).


Turn 5 - Chaos

The right warriors unit couldn't pass up the flank charge, from which I tentatively fled, hoping we'd escape. I rolled a 5 and we carefully measured the warrior's wheel. The dwarfs escaped, barely, meaning it was a failed charge. The dragon moved in to breath on the Longbeards, killing four. In combat, the Khornate hero finally folded and fled. The Hammerers held position.

In my opinion the dragon and warriors should have ganged up on the Longbeards here. They probably would have won, netting them 468 victory points and two captured standards. The last turn might have been uneventful as they would likely have pursued off the table, but it might have prevented the massacre to come...


Turn 5 - Dwarfs

Finally my Miners deigned to arrive, lining up behind the dragon lord. Everyone that had to test passed their terror checks and the warriors rallied. The Longbeards turned to face the dragon. In shooting, the Organ Gun opened up on the warriors, destroying the whole unit after I rolled up 10 hits and all of them wounded. The quarrellers missed the lone hero, fleeing for his life, but the Engineer had his eye in and skewered him with a perfect long range hit. Finally the Anvil was struck once more, this time with the Rune of Oath and Honour, spurring the Longbeards into combat with the Dragon. The Thane directed his attacks at the Lord, but due to the Armour of Damnation he failed to hit. The Longbeards, however, managed to put a wound on the dragon, making my final resolution up to 7. In return, the Dragon and Lord had some appallingly average rolls and only managed to kill three in return. Testing at -4 on Ld 9, the Chaos Lord fled only to be destroyed by the Miners.

With that done, the game was over and only dwarfs remained on the board.

I don't think I've every had such a comprehensive massacre, except maybe once or twice. I think I made a couple of small errors, but not as many as my opponent, who was limited in his response, but could have pulled a turn 5 coup-de-grace to my longbeards with a bit more forethought. Nevertheless, it was an enjoyable game and my opponent didn't much mind the result, this was after all a fairly poor matchup for him. Post game the store manager said that Khorne vs Dwarf shooty armies was usually a foregone conclusion, but I didn't think I had a particularly shooty force, it's just that my rolls were probably a little above average to usual. That combined with the anvil makes for a devastating game.

Friday, 26 December 2008

Warriors of Chaos vs Dwarfs 2000 points

Warhammer Fantasy Battle Report summary:-

"I should have forced him to charge me ?!" (more a synopsis than a report, key lessons learnt)

source : bugmansbrewery.comcredit : redbeard 26-Dec-2008


So, I'm playing in this mini-campaign, with some odd rules. The big one is that you have to spend gold to have access to magic items (for heros - warmachines can have runes). However, since the end-of-campaign scores are based on your gold pool, I'm playing like a true dwarf and hording my gold, so my characters aren't upgraded...

I played against a Chaos Undivided army tonight, and made a couple of bad decisions that cost me the game. Here's what happened.



Dwarfs Army list

Runelord w/ Anvil (light blue)
BSB (also, light blue)

2x 10 Thunderers (brown)
15 quarreller-rangers (green)
Organ Gun (white)
2x Cannons (Orange) (both RoForging, 1 RoBurning)
2x Bolt Throwers (Yellow) (Engineers, 1x RoPenetrating)
15 Long Drong's Slayer Pirates (Red)
Dragon Slayer (with pirates, also Red)
15 Miners (Not pictured)


Warriors of Chaos Army List

Chariot (teal)
Chosen Knights (Blue)
Lord on Daemonic Mount (With Knights)
Aspiring Champion (With Knights)
Hellcannon (Red)
2x 15 Chaos Warriors (Light BLue)


We rolled for terrain placement - I placed two hills and a swamp (pond), he placed a building and a forest.



Here's what deployment looked like:



OOOOPS!

Mistake 1: I was preoccupied with the hills that I neglected to take lines of fire into enough account. Part of this is my background in [warhammertag1]40K[/warhammertag1], where I'm used to being able to shoot through quite a bit more forest. But, I didn't have nearly enough turns to hammer with the guns before the chosen knights became a serious threat.

In retrospect, I would have been in much better shape had I deployed on the right side of the field, giving up one of the hills, but having a lot more open space between the two of us. Still, this would have been [warhammertag100]OK[/warhammertag100], if not for mistake 2.

I don't have pictures for turn-by-turn stuff, because the turns weren't that interesting... Early shooting took out his chariot. My cannon missed his, his hit mine, then the miners showed up and killed off his cannon, but were pretty decimated in the process, and weren't a factor in the rest of the fight.

The rangers hung out, march blocking the knights, far enough in the woods that they couldn't be seen. Eventually, the chosen knights ended up an inch from the rangers. I had to decide, get charged next turn, or charge this turn. I figured, I have great weapons, I swing first... and charged. MISTAKE 2!

The rangers killed no one, lost 10, ran, and got cut down. His pursuit left him right in front of my slayer pirates. And then he got his turn, and charged them, and killed a bunch, and Long Drong, and my Dragon Slayer killed no one in return, but hung out, and then the next turn, he killed the rest of them, and then he got another charge against the organ gun crew, and essentially rolled through all my guys....

What went wrong here? I charged his knights, giving him the pursuit into my super-shooty pit with his knights getting a move before I would get a chance to shoot them. I should have forced him to charge me. The end result (dead rangers) wouldn't have been any different, but I would get a full turn to shoot his chosen, with the combined fire of 30 pistols, 20 thunderers, 2 bolt throwers, 1 organ gun and 1 cannon, and then another 30 pistols as a stand&shoot, if they survived...

Yup, I skillfully seized defeat from the jaws of victory.

Key lessons learned:
1) Don't give your opponent the opportunity to get extra movement on your turn.
2) An open line of fire is more important than sitting on a hill...

Saturday, 8 November 2008

Dwarfs vs Hordes of Chaos 2250 pts

Warhammer Fantasy Battle Report summary:-

Dragon's are not only tough to kill but lucky sometimes too ! (good concise report)
note: apologies that not all images can be enlarged.
note: this is old Hordes of Chaos not Warriors of Chaos.

source : stumpyheaven.blogspot.comcredit : John8-Nov-2008

Well I was going to use my High Elves for this but decided that it was time for the Dwarves of Karak Thorinkin and King Duregar Stromnisson to get some payback on Archeons Chaos horde. This time the battle would be somewhat fairer given that no special characters would be used, although this did mean that Duregar had to stay at home.



My list for the battle was fairly simple, originally it contained a couple of Runesmiths but I changed that after Toshi and I swapped lists and discovered he had no magic in it. So I went with a Dwarf Lord instead. The full list was still shooting heavy and consisted of:
- Dwarf Lord & Master Engineer
- 2 units of 20 Warriors
- 2 units of 10 Quarrellers
- 2 units of 10 Thunderers
- 1 unit of 30 Hammerers
- 2 Bolt-Throwers & 1 Cannon



Went for the standard refused flank deployment with a slight variaiton in that I positioned my infantry on both flanks, along with one unit of Quarrellers. Basic plan was to get Chaos to funnel down the middle of the map (which they did) shoot them to bits and then batter what was left with my infantry. Key though was to kill that damn Chaos Dragon first up.



Turn 1: Warmachines fail!!!

Well I got to start first which was great and went for the Chaos Dragon straight away. Unfortunately as my kitchen table is longer than normal my core missle units were out of range. I also decided to move my left flank forward to counter a couple of moves I saw coming from Chaos deployment. So *boom* the Cannon let fly first up and gets the range to the Dragon perfect before missing completely. The Bolt Thrower then did the exact same thing and the Dragon escaped unscathed when it should have died in Turn 1 - 1 hit from Cannon with D6 (due to Master Engineer) S10 wounds and 1 hit from Bolt thrower at S8 (x2 RO penetrating) would have ended it right then and there.



Turns 1 - 3: Dwarven missles start the bloodbath

Chaos begins to march forward and the Dragon - which should be dead - flys off to hide behind a nearby forest along with some Beastmen and some Marauders. On my right the Spawn get a load of bad dice rolls and hardly move while the remaining Chaos guys come right up the middle where I wanted them. With 3/4 core missle units now in range I had 2 turns in which to blast them to pieces or at least 1 before the Dragon pounced. Early shooting proves promising with hits and wounds on the 2 units of Warhounds and the unit of Marauders advancing ahead of the Chaos army. Unfortunately Chaos responded by flying that damn Dragon directly behind my left flank where it.... only burns 1 yes 1 Dwarf - AH HA HA HA...



However, while its breath did very little the Dragons terro causes one BoltThrower crew to flee. But nothing else is lost as Dwarven Quarrels and Bullets absolutely destroy the first line of the Chaos Army, a single Bolt from the remaining BoltThrower wiping out an entire unit of Warhounds in one go with a great flank shot.

Turns 3 - 4: That damn Dragon & the Mighty Quarrellers

I really don't like that Dragon - it should be dead - after I wipe out the Warhounds and Marauders in the Chaos front line the Dragon flys over and hits my missle troops from the flank. With 2 breath attacks it turns one unit of Thunderers to ash and routs the Cannon. However, a passed l/ship test means that it doesnt charge on into range of the other Bolt Thrower and the Hammerers who have advanced slightly from their position behind the woods.



On the left flank a single unit of Quarrellers earns a mention in the Holds annuals of honour as it not only takes the charge of the Chaos Beastmen but breaks them, forces them to flee, and then overruns and kills them all. However, their compatriots arent so lucky as the Dragon bounces around from unit to unit leaving a host of bodies in its wake. On the right flank the Spawn have overrun the remaining Bolt-Thrower and have advanced behind the Hammerers. Only the brave decision of the Dwarven General to charge them single-handed prevents them from hitting the hammerers in the rear.



Turns 5 - 6: Bloody Stalemate & Dwarven Panic?!?!

Success - the Dwarven General kills one of the Spawn GW w. MR Kragg the Grimm and 2xRO Cleaving is just too damn powerful WS7 S8 A3 + Shield Bearers *woot*. But it does mean that the Hammerers take the charge of the Chaos Warriors without him. On the left the Bolt-Thrower crew has rallied and is returning to its machine, while the Dragon burns 11 brave Dwarven warriors to death as they seek to charge into the flank of a unit of Marauders.



Its hand-to-hand combat time now, with the Warriors fully engaged against the Marauders on the left and the Hammerers & Quarrellers against the Chaos Warriors and surviving Spawn on the right. The Mark of Slanesh (I think) 1/2's the Hammerers WS and S (that sucks) which means in 2-3 rounds of combat they only kill 1 - yes 1 - Chaos Warrior while losing 15 of their own. However, Stubborn pride allows them to continue to hold.



The last turn arrives and its looking good with the majority of the Chaos army dead and a large part of the Dwarves still intact. However, that damn dragon just keeps on burning stuff and the at the last minute 2 units of Dwarves flee in the last round of combat.


Final Result

This was, sadly to say, my best result so far a loss by only 150 pts - which could have been a really really solid victory to me had the War Machines killed that Dragon in the 1st turn and a few bad dice rolls not come at critical times. All up approx. 810 pts to me and 960 pts to Chaos.

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