Monday, 31 March 2014

Demons of Khorne vs. Skaven, 2000 points.

This was the first outing for my Chaos Daemons. I chose a mono-god army - Khorne - and sent it without any magic against a horde of Skaven. Would the fury of Khorne be stronger than the spells of Ruin and the guile of the Horned Rat?

Skaven vs. Daemons of Khorne

Overview


Skaven


General: Prospero


  • GS Grey Seer
       Screaming Bell
  • RO 8 Rat Ogres
       3 Packmasters
  • S    50 Stormvermin
       Shields, Full Command
  • HA Hellpit Abomination
  • D    Doomwheel
  • PC  Plagueclaw Catapult
  • PWMPoison Wind Mortar
  • C    Chieftan
       Battle Standard, Talisman of Preservation
  • GR 6 Giant Rats
      Packmaster

Daemons of Khorne


General: Khazgar


  • B1     Bloodthirster
          1 Greater Gift, 2 Lesser Gifts
  • HoK  Herald of Khorne
          Battle Standard, Exalted Locus of Wrath
  • B2    40 Bloodletters
          Full Command, Banner of Swiftness
  • FH    5 Flesh Hounds
  • CF    5 Chaos Furies
         Mark of Khorne
  • B3   3 Bloodcrushers
        Bloodhunter
  • S1   Skullcannon
  • S2   Skullcannon

Deployment



The Grey Seer on the Screaming Bell leading the Stormvermin
drew Cracks Call, Death Frenzy, Skitterleap and Warp Lightning.
The Skaven Battle Standard Bearer stood with the Stormvermin
and the Herald of Khorne with the Bloodletters.

The Bloodthirster received Corpulence, Skill Swallower and
Unnatural Swiftness as gifts from Khorne.

Turn 1 - Daemons of Khorne






















The Bloodthirster bellowed "Blood for the Blood God!" and was
answered by the massed Bloodletters "Skulls for the Skull Throne!"
and the whole Khorne army advanced.

The first Skullcannon took careful aim at the Hellpit Abomination and
sent a flaming skull directly through its mutated body, killing it instantly!
The other Skullcannon damaged the Doomwheel, causing it to veer off
course and crash into the Rat Ogres, killing one beast and wounding
another.

Turn 1 - Skaven


















The Doomwheel careered out of control again and zig-zagged wildly
from the battlefield as the ringing of the Bell incited the Stormvermin
to move forward towards the eagerly awaiting demons. The Packmaster
sent his rats forward to try to block their advance as the Grey Seer
prepared his spells.

A crevasse opened in front of the Stormvermin as the Grey Seer cast
Cracks Call and reached almost all the way through the demonic army.
One Bloodletter wasn't agile enough to save himself and the Skaven
cheered as a Skullcannon slowly toppled into the depths of the earth!

The Seer attempted to cast Death Frenzy on the Stormvermin but this
time Khorne intervened and the sorcery was dispelled.

The Plague Claw catapult and the Poisoned Wind Mortar both shot at
the Bloodletters but were wildly inaccurate.

Turn 2 - Daemons of Khorne

















Khorne, displeased at the loss of his Cannon, briefly withdrew his
support from the Bloodthirster whose form flickered as he fought 
against the forces trying to pull him back into the Realm of Chaos
(I rolled a 3 on the Reign of Chaos table :) ). 

The demon promised his master the skull of the Grey Seer and
Khorne's anger filled the Bloodthirster and his lesser servants who
all charged the Skaven line.

The Bloodthirster and the Flesh Hounds crashed into the Stormvermin
and were joined shortly after by the Bloodletter Horde who ripped
apart the Giant Rats as if they weren't there, following up directly
into the Skaven horde.

The remaining Cannon shot another burning skull, killing a Rat Ogre
and a packmaster.

The Bloodthirster roared as he charged at the enemy Battle Standard
Bearer who although suffering a wound, somehow managed to survive
the attacks of the bloodthirsty demon. The Stormvermin struck at the 
infernal forms surrounding them, killing three Bloodletters, wounding a
Flesh Hound and even managing to wound the raging Bloodthirster, 
but were then left defenseless against the fury of the demonic horde.

The hate-filled eyes of the Bloodletters were fixed on the Skaven 
general and twelve Hellblades swung as one towards the Grey Seer.
The last thing he saw before they pierced his furry skin was a vision of
a dark horned God sitting on a throne of Skulls. Gibbering with terror 
and pain, the Skaven felt his soul being wrenched away from his
body as Khorne's eyes blazed directly into his and he heard a
fell voice saying "YOU ARE MINE!"

Twelve Stormvermin were cut down by the remaining demons. 
The Skaven were shaken by their losses but drew strength from the 
form of the Screaming Bell and prepared themselves for another 
round of combat.

Had they weathered the worst?

Turn 2 - Skaven
















Urged on by the packmasters, the Rat Ogres charged into the massed
ranks of the Bloodletters as the Doomwheel returned to the battlefield.

The Screaming Bell rang again and unleashed a storm of fire onto the
Bloodcrushers, wounding one, and the Khorne demon was then
enveloped in a cloud of plague-ridden gas from the Plagueclaw
Catapult and fell to the ground dead. The poisoned wind mortar
launched another cloud of noxious fumes at the Furies, killing one.
The Rat Ogres ripped apart eleven Bloodletters and the Stormvermin
killed four more, but the fury of the Khornate worshippers had not
abated and the Bloodletters struck back, killing eleven Stormvermin
and two Rat Ogres outright. The Bloodthirster finally killed the Skaven
Battle Standard Bearer and 6 more of his comrades and the Blood
Hounds continued to worry the Skaven flank, killing three more
Stormvermin.

Seeing that the battle was lost, the packmasters turned tail and ran
with their charges scampering behind them as the crew of the poisoned
wind mortar dropped their weapons and also fled.

Turn 3 - Daemons of Khorne
















The Furies charged the Rat Ogres, running them off the field before
redirecting into the Plagueclaw Catapult.

The Cannon shot at the Doomwheel, but the flaming skull embedded
itself into the ground just in front of the war machine.

The furies killed two of the crew of the catapult but lost one of their
number in return.

The remaining Stormvermin managed to kill two more Bloodletters but
were all killed by the triumphant demons. The Bloodthirster cleaved the
abandoned Screaming Bell in twain before turning to face the Doomwheel.

Turn 3 - Skaven















The Doomwheel advanced towards the Bloodletters, killing two with
as many bolts of Lightning as the crew of the Plagueclaw Catapult
managed to send a fury back to the realm of chaos.

Turn 4 - Daemons of Khorne
















With a roar the demons charged the last Skaven on the field. The
Blood Hounds slaughtered the last of the crew defending the catapult
and the Bloodthirster and his minions smashed the Doomwheel,
crushing the rats powering it and killing the Warlock directing it.

The last Skaven were dead and the Daemons were triumphant!

Blood for the Blood God! Skulls for the Skull Throne!


Having seen the line-up on the side of the Skaven, this battle was
always going to come down to a big showdown between the
Bloodthirster and Bloodletters on one side and the Stormvermin
and the Rat Ogres on the other, and once the Grey Seer had been
killed and the Rat Ogres beaten back without crippling losses there
was only going to be one outcome.

Despite the lack of magic my troops performed superbly and sent
the rats packing in a gratifyingly short time. A very satisfactory 
first outing for the servants of Khorne!

The Report is Copyright (c) 2014 Khazgar. All rights reserved.
Built with Battle Chronicler

Wednesday, 26 March 2014

A clash of Chaos - Beastmen against Warriors of Chaos, 1500 points


Beastmen vs. Warriors of Chaos

Overview


Beastmen


General: Prospero


  • GBS Great Bray-Shaman
    Lore of Death, Level 4, Talisman of Protection
  • W Wargor
    Battle Standard, Shield, Heavy Armour, Scaly Skin, Ramshorn Helm
  • B 27 Bestigor
    Full Command
  • UR1 10 Ungor Raiders
  • UR2 10 Ungor Raiders
  • UR3 6 Ungor Raiders
  • J      Jabberslythe
  • TC1 Tuskgor Chariot
  • TC2 Tuskgor Chariot
  • UR4 10 Ungor Raiders

Warriors of Chaos


General: Khazgar


  • DP Demon Prince
    Mark of Nurgle, Level 2 Wizard, Lore of Nurgle, Charmed Shield, Chaos Armour, Scaly Skin, Soul Feeder
  • CS Chaos Sorceror
    Mark of Slaanesh, Level 2 Wizard Lore of Slaanesh, Demonic Steed, Barding, Dispel Scroll, Dawnstone
  • CC1 Chaos Chariot
  • CC2 Chaos Chariot
  • CC3 Chaos Chariot
  • CH 6 Chaos Hounds
       Vanguard
  • DOS Dragon Ogre Shoggoth
         Great Weapn
  • C Chimera
    Fiery Breath, Regeneration

Deployment















The Great Bray-Shaman drew Caress of Laniph, Spirit Leech,
Fate of Bjuna, and the Purple Sun of Xereus.

The Slaanesh sorceror received Acquiescence and Cacophonic Choir
and the Nurgle Demon Prince Stream of Corruption and Fleshly Abundance.

The Bray-Shaman and Wargor Battle Standard Bearer led the Bestigor.
The river and bridge were treated as open terrain.

Turn 1 - Warriors of Chaos
















With a roar from the Demon Prince, the entire Chaos Army surged
forward. The Demon Prince gifted the Slaanesh sorceror with Fleshly
Abundance and sighed in pleasure as Nurgle blessed his bloated body 
with yet another disgusting disease, but then frowned as the spell vanished
from his mind.

(I cast the spell only to try for Bloated with disease and rolled 3 sixes! 
At least the Lore Attribute kicked in and nothing worse happened).

The spells of the Slaanesh sorceror were all thwarted by the Bray-Shaman.

Turn 1 - Beastmen
















The Beastmen, no less eager to enter combat than the Chaos Warriors,
advanced rapidly behind a screen of Ungor Raiders (who were perhaps
not quite so eager).

The Jabberslythe charged the Chaos Hounds who promptly fled, losing
two of their number to the precipitous rocks, but the monster was able to
redirect into one of the Chaos Chariots. Two groups of Ungor Raiders 
couldn't resist charging the Chaos Sorceror but were both out of range.

The Great Bray-Shaman tried to cast Spirit Leech on the Chimera but 
was foiled by the Chaos Sorceror. In retaliation the Shaman inflicted the 
Caress of Laniph onto the Sorceror but a servant of Slaanesh is above all
earthly pleasures and the spell was shrugged off, leaving the Shaman with
not enough power to summon the Purple Sun of Xereus.

The Jabberslythe's aura of madness and its more mundane attacks severely
damaged the chariot but its crew fought on and managed to wound the beast.
Both sides prepared for another round of combat.

Turn 2 - Warriors of Chaos
















With the exception of the Chaos Hounds (who continued to run) and
the Chimera (who took up a position behind the suddenly nervous 
Bestigor) the entire Chaos army charged, all reaching their targets.

Wild shots from the Ungor glanced off tough hide and armour plating
but otherwise had no effect on the onrushing Chaos worshippers.

The duel between the two sorcerors continued as the Bray-Shaman 
was forced to use a dispel scroll to prevent the Cacophonic Choir 
disrupting his army.

The Chimera took a deep breath and bathed the Bestigor in flames, 
roasting 9 beastmen in horrible fashion.

The impact of the chariot killed the Jabberslythe but it took a final
revenge in death as its acid blood badly damaged its killer.

The other Chaos chariot completely destroyed its Beastman counterpart 
and overrun to take up position behind the Beastmen lines as the Shoggoth
and the Demon Prince slaughtered the Ungor in moments and pressed on
towards the Bestigor.

The Chaos Sorceror cut down one Ungor Raider but the others stayed in
the fight.

Turn 2 - Beastmen
















Wild horns brayed as the Beastmen began their counter-attack.
The remaining Chariot crashed into the Sorceror and the Bestigor
surged forward to attack the two monstrous forms in front of them
while the Ungor Raiders attacked from the side. The Dragon Ogre 
Shoggoth fled rather than face the heavy axes of the Beastmen on his
own but the Demon Prince held, with the evil grin on his face making
the Bestigor wonder if the attack was a good idea....

The winds of magic only allowed the Bray Shaman to attempt the Caress
of Laniph once again and this time the Sorceror had to resort to a dispel 
scroll to negate the spell.

The arrows of the only Ungor Raiders not in combat could not harm 
the Chimera.

The Demon Prince hacked apart five Bestigor and crushed four more 
under his monstrous limbs and the weapons of the Beastmen could not
touch him (my opponent needed sixes to hit). The Bestigor only remained 
in combat due to their superior numbers but the Ungor immediately fled
from the seemingly invincible Demon.

The Chaos Sorceror absorbed the impact of the chariot and the attacks 
of its crew on his heavy armour and chopped down 3 Ungor. The survivors 
also fled beyond the Chimera.

Turn 3 - Warriors of Chaos
















As the Shoggoth and the Chaos Hounds rallied, the chariots prepared
to give the deathblow to the faltering Beastmen, charging into the fleeing
Ungor and the embattled Bestigor.

The attacks of the Demon Prince and the impact of the chariot completely
wiped out the Bestigor but the Wargor and the Bray-Shaman managed to
destroy the onrushing chariot. Even so, the beastman had lost the combat
and the Demon Prince gleefully bit the head off the Beastman Battle
Standard Bearer before bounding after the fleeing Shaman.

The other chariot mowed down the fleeing Ungor while the Sorceror 
and the last Beastman chariot remained locked in combat, neither able
to wound the other.

Turn 3 - Beastmen
















The Great Shaman pulled himself together and shouted to his
Ungor underlings who also stopped their flight.

Determined to sell his life dearly, he drew deeply on the powerfully
blowing winds of magic and cast Spirit Leech and Laniph's Caress
on the Demon Prince in quick succession, but the infernal monster
shrugged off the dark magic and only laughed mockingly at him. 
Summoning the inner reserves of his soul, he called forth an unstoppable
Purple Sun of Xereus which rolled menacingly over the battlefield.
The Demon Prince avoided the sun with contemptuous ease, but the
chariot and the Dragon Ogre Shoggoth were not so agile and were
instantly turned to crystal!

Turn 4 - Warriors of Chaos















The Demon Prince charged the Shaman who turned and fled
but was cut down by the leering demon.

The Chimera flew directly at the Tuskgor chariot and ripped
it apart with its beak and claws, causing the nearby Ungor to
flee in panic off the table.

The last Chaos chariot (on one wound) crashed into the Ungor
Raiders, killing all but one with its impact and the crews' attacks.

Closing his eyes and expecting nothing but a horrible death, the
last Ungor stuck his sword out and tried to make himself as small
as possible. He heard a crunch and some screams, and opening
his eyes saw to his delight that his blade had severed the yoke,
causing the chariot to fall apart and killing all its crew!

Turn 4 - Beastmen






















The last remaining Ungor charged the Demon Prince but his luck ran 
out as the diabolic form almost negligently removed his head from his
shoulders.

The Warriors of Chaos were the masters of the field!

Not much to say about this one. The Nurgle Demon Prince is an 
absolute beast and could probably have won the battle all on his own.
I was a little unlucky in losing the chariots and really unlucky to lose the 
Shoggoth (I had been saving 6 dispel dice for the Purple Sun and my 
opponent went and rolled a miscast AND I couldn't pass an Initiative 
Test on a 1-4). Otherwise, everyone performed as expected and the 
Beastmen were sent packing back to their forests but with their honour
intact, having destroyed all the chariots as well as killing the Shoggoth.
The Report is Copyright (c) 2014 Khazgar. All rights reserved.
Built with Battle Chronicler

Monday, 24 March 2014

Rules for a Warhammer Campaign

This post contains full rules for running a Warhammer campaign, designed by myself, that is currently running in my gaming group. Any comments are more than welcome!


Sunday, 23 March 2014

Dwarfs vs. Orcs and Goblins - Black Hammer Gate

This battle was also part of the campaign to conquer a deserted Dwarf city. 2500 points of Orcs and Goblins were up against 2000 points of Dwarfs (7th edition).

The scenario rules had a big hole opening somewhere near the centre of the field at the beginning of turn three, so both generals were a little cautious of getting too near the middle of the table...

Dwarfs vs. Waaagh Ghor

Overview

Dwarfs


General: Groll

  • DK Dwarf King
  • T1 Thain
      Battle Standard, Rune of Stone, 5+ Ward Save
  • R Runesmith
    Three Runes of Spellbreaking
  • ME Master Engineer
  • CW 20 Clan Warriors
       Full Command, Shields
  • L 20 Longbeards
    Full Command, Great Weapons
  • H 20 Hammerers
    Full Command, Shields
  • M 20 Miners
    Full Command, Steam Hammer
  • T2 10 Thunderers
  • T3 10 Thunderers
  • C Cannon
  • BT Bolt Thrower

Waaagh Ghor


General: Khazgar


  • BOW Black Orc Warboss
  • OGS Orc Great Shaman
         Level 4
  • NGS1 Night Goblin Shaman
           Level 2
  • NGS2 Night Goblin Shaman
           Level 2
  • GBB Goblin Big Boss
         Battle Standard, Spider Banner, Shield, Light Armour
  • NGBB1 Night Goblin Big Boss
              Great Weapon
  • NGBB2 Night Goblin Big Boss
              Great Weapon
  • NGBB3 Night Goblin Big Boss
              Great Weapon
  • NG1 101 Night Goblins
         Full Command, Short Bows, Netters, 3 Fanatics
  • NG2 20 Night Goblins
         Musician, Short Bows, 1 Fanatic
  • BO 40 Black Orcs
       Full Command
  • GW 5 Goblin Wolfriders
    Musician, Standard Bearer, Shields, Spears
  • MS1 Mangler Squigs
  • MS2 Mangler Squigs
  • MS3 Mangler Squigs
  • DDC Doom Diver Catapult
  • RL1 Rock Lobba
  • RL2 Rock Lobba
  • F1 Fanatic
  • F2 Fanatic
  • F3 Fanatic

Deployment

























The Dwarf lord and the Thain BSB set up with the Hammerers.

The Orc Shaman set up with the Black Orcs while all the other
Orc and Goblin Characters joined the large Night Goblin block,
except for the second Night Goblin Shaman who led the smaller
Night Goblin mob.

The Orc Shaman drew Gaze of Mork, Foot of Gork, Brainbursta
and Fists of Gork. The first Night Goblin Shaman got Sneaky
Stabbin' and Curse of the Bad Moon and the second Itchy
Nuisance and Gift of the Spider God.

Turn 1 - Dwarfs


























The Dwarf army stayed stolidly in its lines, glaring at their hated
foes. The cannon was about to shoot when the Master Engineer
pinched off the fuse, rapidly adjusted the amount of powder and
lit it again, to the relief of the crew (Groll rolled a misfire on his
very first dice roll).

The cannon ball shot straight and true towards the Orc lines
but ground to a halt just in front of the Night Goblin mob. A spear
from the Bolt Thrower whistled over the heads of the Black Orcs.

Turn 1 - Waaagh Ghor


















As Ghor ordered the advance, the smaller Night Goblin unit began
to taunt their cousins in the larger block and soon missiles started
to fly backwards and forwards, killing one in the smaller mob and
four in the larger as the Black Orc frantically tried to restore order!
Ignoring the chaos in the Orc centre, the Black Orcs, the
Wolfriders and the Mangler Squigs began to advance on the
flanks as the Orc Shaman called down the Foot of Gork, only
to be thwarted by a dispel rune from the Runesmith.
A stone from a Rock Lobber thudded into the Hammerers, killing
one Dwarf, and seconds later another landed right on top of the
Dwarf cannon, crushing the machine and killing its crew outright!

In his horror at the destruction of his beloved cannon, the Master
Engineer failed to notice the rapidly approaching cackling of a
Goblin Doom Diver. Looking up at the last moment, the last thing
he ever saw was the grinning face of the Goblin before the ground
heaved from the massive impact and bits of dwarf and goblin
showered the dwarf battle line.

Turn 2 - Dwarfs


















The Dwarfs were shocked by the loss of the Engineer and the
cannon but gave a huge cheer as the miners erupted from a
subterranean tunnel right next to the Goblin artillery. One unit
of Thunderers shot at a Mangler Squig, wounding it once, while
the other unit killed two Black Orcs. The Bolt Thrower and the
Dwarf Lord failed to hit their targets.

Turn 2 - Waaagh Ghor



















The flanks of the Orc army continued to advance while the
Night Goblins reformed to face the threat of the miners. The
Orc Shaman left the Black Orc mob to join the Warboss in the
Night Goblin block.
While the crew of one Rock Lobba frantically dragged their
machine nearer to the safety of the Night Goblin mob, the
other ignored the dwarfs and landed a huge stone directly
onto the Bolt Thrower, destroying it and killing two Thunderers
with it. The crew of the Doom Diver spotted the Runesmith at
the back of the dwarf lines and another suicidal goblin screamed
directly into the startled dwarf, killing him and one of the
Thunderers nearby outright.
The Night Goblin archery was less successful as they didn't
register even one hit onto the miners who were obscured
by the Rock Lobba.
(I actually completely forgot the Magic Phase of this turn,
although to be honest with a Runesmith with 2 dispel runes
on the table I am sure nothing of importance would have happened).

Turn 3 - Dwarfs



















With a deafening crash and a huge cloud of dust, the ground in
the middle of the battlefield burst open and a huge hole appeared
in the floor of the cavern, causing the nearby Greenskins to flinch
back. Judging the moment perfectly, the Dwarf Lord gave an
order to his trumpeter who immediately sounded the charge.

The miners easily reached the Rock Lobba and the Thunderers
and Clan Warriors made it into combat with the Black Orc block,
but the Lord and his bodyguard of Hammerers were unable to
make the distance and were left floundering in front of the
burgeoning combat.
As the muskets of the unengaged thunderer unit cut down a
Mangler Squig, the enraged miners made short work of the
Goblin Rock Lobba before overunning the position.
The warriors and the thunderers each killed a Black Orc but
the heavy axes of the Greenskins took a terrible toll as eleven
dwarfs were bludgeoned to death. Ignoring their Lord, the
survivors tried to flee the combat but only the warriors could
escape the onrushing Orc tide!

Turn 3 - Waaagh Ghor



















The Black Orc Warboss heard the sounds of scuffling behind
him and lashed out indiscriminately with his choppa, sending
a Night Goblin head gracefully flying through the air. The rest
quietened down and trained their bows on the dwarf miners.
On the right, the Black Orcs charged into the clan warriors,
wiping them out completely, and on the left a Mangler Squig
crashed through the Longbeards and the Thunderers, killing
7 and 5 respectively in its death throes.
The shamans moved out of the mobs to find a better position
to cast their spells.
With the protection of the Runesmith gone, the Orc Shaman
summoned the Foot of Gork with an evil cackle. Gork stomped
on the Hammerers twice and the Longbeards once, leaving 15
Hammerers and 4 Longbeards crushed on the stone floor!
The Night Goblins shot as one at the Dwarf Miners, but only
two dwarfs died from the hail of wildly inaccurate arrows.
The Rock Lobba killed two Longbeards while the Doom Diver
crashed into the big Night Goblin block, killing one.

Turn 4 - Dwarfs


















Desperate to get to grips with their enemies, the Longbeards
charged the Wolf Riders who promptly fled with mocking grins on
their faces. The Longbeards' charge took them directly into the
last Mangler Squig and in an explosion of blood, guts and gore
all the combatants were wiped out.
The Miners hefted their picks and charged the Rock Lobba, only
to be attacked by a swarm of fanatics emerging from the Night
Goblin unit - the sneaky gitz had pushed them through the Rock
Lobba! Although two fanatics died, they took nine dwarfs with
them.

The remaining miners, shocked but resolute (9 on the panic test)
charged into the war machine which was promptly hacked apart.
Determined to take as many greenskins with them, they followed
up into the Doom Diver Catapult and began to sing their death songs...
The Thunderers shot a volley at the Wolf Riders and two goblins
dropped from their saddles.

Turn 4 - Waaagh Ghor


























The Wolf Riders carried on fleeing as the last fanatic whirled
off the battlefield in a demented fashion.

The Night Goblin block charged the miners as the three Night
Goblin Big Bosses pushed forward hungrily to the front.

(I realised later that I had completely forgotten to move the
Black Orcs!)
The Great Shaman unleashed the Foot of Gork again and three
stomps later all the remaining Hammerers as well as the Dwarf
Lord were reduced to greasy smudges on the ground, the Thain
only being saved by his (5+) ward save!
The last goblin war machine was destroyed by the miners, but
the vengeful Night Goblin Bosses struck down six dwarfs in a
flurry of blows. The last three miners fled off the table as the
Night Goblins reformed to face the last few remaining dwarfs.

Turn 5 - Dwarfs



























As the Thain moved away from the Black Orcs, the Thunderers
killed two Night Goblins with their muskets.

Turn 5 - Waaagh Ghor


























The Orc army closed in on the last surviving dwarfs.

The Dwarfs' natural magic resistance shrugged off a Brainbursta,
but the Foot of Gork stomped once more and killed all but one
Thunderer but left the Thain unharmed.

The Night Goblin shaman cast Itchy Nuisance onto the Thain
to try and prevent his escape...

Turn 6 - Dwarfs



























Desperate to save the proud symbols of his clan, the last
Thunderer ran straight towards the Black Orcs to buy time
for his Thain to escape.

Turn 6 - Waaagh Ghor

















As the Wolf riders finally rallied, the Black Orcs charged the
last Thunderer who managed to cut down one orc before being
bludgeoned down by the Black Orcs' heavy axes.
The smaller Night Goblin unit advanced far enough forward to
send their fanatic out who whirled through the Thain, wounding
him once before disappearing from the table.
In a final attempt to kill the enemy Battle Standard Bearer, the
Orc Shaman conjured the Foot of Gork one last time with
unstoppable force, but he and one of his shaman underlings
suffered a wound from the feedback. Gork stomped on the
Thain twice but Grungni must have been holding a protective
hand over the Dwarf as he remained untouched by the fury of
the Orc God. The final act of the battle was Gork missing his aim
altogether and crushing 18 Night Goblins.
The battle was over and the Orcs were victorious - but the Dwarf
battle standard had been saved. The honour of the clan would live on!

Waaaagh!



It might seem that I had it all my way in this battle, but after
thinking about it, writing the battle report and analysing it I
realised that it was actually a mixed bag. My analysis of each
phase:

Movement Phase.

This, to be honest, was a disaster. The rock on the left and the
rubble on the right were in the way of my big blocks and the
thought of the pit in the middle opening under my Black Orcs or Night
Goblins stymied my deployment and movement completely. What
I should have done was to march the Night Goblins in narrow
formation through the middle and widen the block when I got past
the dangerous terrain. As it was my biggest unit only managed to
kill the dwarf miners - after they had destroyed my entire artillery park.

The Black Orcs also got themselves stranded in the bottom right hand
corner of the field - it was that or have them charged in the flank
by the Hammerers (although forgetting to move them for a turn
didn't help either).

I really missed Hand of Gork this game...

My fanatics and manglers did quite well, but performed under-par, with
the exception of the Manglers wiping out the Longbeards. Particularly
annoying was not being able to kill 8 Thunderers with one Mangler (3d6
hits), as the last one survived to deny me the last chance to kill the
Thain in combat.

Magic Phase.

This was a pleasure to behold. Groll is a master at shutting down my
magic phases and over all the games I've played with him I could
have counted the spells I got through without a miscast on one hand,
even if I had been called Three-finger Pete. Sniping his Runesmith
gave me a free hand (or foot, hahaha) and Gork showed exactly how
mean he is, accounting for more than Dwarfs and the Dwarf Lord!
I still don't know how his Thain survived though ;)

Shooting Phase

This really was a mixed bag. My artillery did wonderfully, squashing both
war machines and taking out the Master Engineer and (most importantly)
the Runesmith with pinpoint accuracy. I had never taken two Rock
Lobbas before and will certainly do so more often. However, they all
got overrun by the miners fairly quickly. Perhaps I should have spread my
artillery out a bit.

The flip side of the coin were my Night Goblin archers with their
poisoned arrows. Due to the terrain and my mistakes in deployment they
only had one go at shooting - and I rolled upwards of 50-60 dice and got one
(or maybe two) sixes and killed two miners. This was astoundingly inept and
a huge waste of points. The Spider banner is a gamble that relies on me
rolling large numbers of sixes. This has worked for me in the past but not
this time.

Combat Phase

There wasn't much of this and what there was was fairly predictable. The
Black Orcs were always going to defeat the Warriors and Thunderers and
the Great Weapon wielding Night Goblin Big Bosses took down the miners
nicely. A fight between the Hammerers and the Black Orcs would have been
interesting though...

Summary

The stellar performance of my Great Shaman and artillery basically won this
game for me, and I certainly can't complain about the result. I just have
to look for a combined arms approach to get units in horde formation
working well together next time...


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