WHFB – Dwarves vs Orcs and Goblins – part 1 lists

In a couple of Fridays I’ve booked in a game vs Alistair (and his OnG list) in my comp group. However, instead of a comp game, I offered him a friendly so he could get some more practice in (because I’m nice like that 😀), which he gratefully accepted. As such I decided to not to bring Beastmen and instead bring a comp legal alternative list.

I very nearly bought my wood elves but the list I wanted to use is potentially very filthy and as he is still learning the 8th edition rules I instead decided to use the opportunity to try out a whole chunk of the Dwarf book that I normally just don’t take or have never used.

As such the following list is a bit random and contains elements that are not considered the most competitive (e.g. the Runelord). It will also be a bit of a unit review, as I’m also going to look at why certain units aren’t normally taken (at least by me) and as such this will be far longer than my normal list post.

Drugin looked round at his first command shaking his head in disbelief. Knoffles had final decided that after years of carrying the hold banner, he had gained enough experience to lead his own force and then not only lumbered him with this motley crew of engineers, testing their newfangled experiments, but sent the old Grumblers and Buggerit to babysit him. The thought was nearly enough for him to shave his head and join Ethelred and the Brotherhood of Doom! The only saving grace was a unit of the deep delvers, the Ironbreakers, had been rotated up to serve as his bodyguard and that he had also been joined by his brother Barlek who had been given the honour of raising the expedition standard.

The Throng of Karak Silvertop

Drugin Silvertop – Thane (General) – MRo Gromril, Great Weapon, Oath Stone, Fiery Ring of Thori – 161pts.

The general will go in the unit of ironbreakers where the oath stone ability of allowing parry saves to the flanks and rear, will synergise well with their permanent 5++ combat parry save. With 3 S6 attacks and a S4 breath attack, it should allow him to boost their combat output and the 1+ save should help protect him against any challenges he has to accept. I will say that the oath stone and ironbreakers isn’t an original idea at all but isn’t one I’ve ever used. The breath weapon is my own twist on the build (though I’m sure someone else has done this before too)

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Barlek – Thane (BSB) – Gromril Armour, shield, MRo Grungni – 153pts.

The BSB will go on the edge Longbeard unit so that the 6″ bubble of the 5++ ward vs shooting is able to cover the slayers. He is also reasonably protected with a 3+ save and 4++ ward.

Buggerit the Old – Runelord – Gromril Armour, shield, Ro Stone, Ro Spellbreaking, Anvil of Doom – 323pts

The first of what is considered a non competitive choice. He is reasonably well protected with a 2+ save. The anvil then bestows a further 5++ ward and (with the lord’s MR2) a 3++ ward vs direct damage spells. An additional +2 wounds from it taking him to a total of 5 with his base T5 is nothing to be sniffed at either. He also gains an additional 2 WS5 S4 attacks from the guards (in the same way as a lord on shieldbearers) and the anvil allows you to automatically gain a power and dispel dice in each magic phase (I believe this is on top of your channel). I’ve also given him a dispel ‘rune’. So far so good.

The anvil also allows you to cast 3 bound spells and this is where you start to see why it isn’t taken. The first gives a unit immune to psychology (which is a bit meh in an army that, as standard, has an LD of 9), the second is a 24″ range, 2D6 attack, S4 magic missile (which in some armies would not be bad but in an army that is normally stacked with 30″, S4 xbows as well as warmachines, is also lacklustre). The final one adds +1 to the save of any unit (this is by far the best option but it is unlikely that you will cast it often as I’ll cover below). 

There are several issues with the anvil. The first is although you get added protection and attacks, it is classed as a warmachine, rather than a ‘mount’ and so you don’t want it in combat and it can’t join units (so the AP buff of the Runelord is wasted). This means it is susceptible to being sniped and also to the characteristic ‘test or die’ spells. So you are basically paying 170pts (+ the difference of cost between a Runesmith and Lord) for 3 spells, one of which you will only likely use to draw out dispel dice and any halfway competent opponent will not dispel anyway. So you are really only going to cast 2 of the spells and as they are bound spells, any enemy wizard will already have an advantage in dispelling them as they will add their wizard level to it. So to reliably cast one, you will have to throw (probably 2) more dice than your opponent and they should easily be able to tell which one you will want to cast (missile at range, armour in combat) and will be saving dice to stop that. To put it in another perspective, for the cost of just the anvil, you could easily take a fully runed up warmachine that will be hitting from turn one, more reliably and that is why you rarely see these on the battlefield. That said, they are a great model (both new and old) and against Alistair with his two L2 shamans, it may not be a bad choice.

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Ethelred the Scorned – Daemon Slayer – MRo Swiftness, 2 * Ro Cleaving – 200pts

This is the ultimate slayer, a lord who gets 4 WS 7, I5, S4 attacks as standard. Each unsaved wound vs monsters causes D3 wounds and he forces rerolls on successful ward saves. Like all slayers he can choose to use an additional hand weapon for an extra attack or a great weapon to boost his Str to 6 (hint don’t). 

He has two weaknesses, no saves (like his brethren) and a lack of base strength to get through armour. You could argue that the latter shouldn’t be an issue with his preferred target of monsters (who in the main do not have a huge save), ability to always wound on a 4+ and option of a great weapon should a Str boost be needed. The issue with this is, with a movement of only 3, most monsters will be able to easily avoid him (especially as many of them fly!). The great weapon also means he will strike last and with the lack of defence he may not get to strike at all!

So I have looked to minimise his weaknesses. Rather than running him solo, he will be bunkered in the slayers. This will give him a lookout sir roll and unless sniped will mean he is reasonably safe from shooting, especially with the BSB 5++ ward. He still has the option of charging out/leaving the unit if he wants. I’ve also given him a Rune axe. The two runes of cleaving give him +1 Str and AP, so a base strength of 5 and a -3 to armour saves. If he gets a charge off, it becomes 6 and -4. Not too shabby. The Swiftness rune gives him always strike first (ASF), which does exactly what it says and against anyone with an initiative of 5 or under he also gets rerolls to hit. They say attack is the best form of defence, we shall see but I have high hopes for him. I will add that 200pts for a dwarf lord isn’t too expensive either.

Core

The Old Grumblers – 24 Longbeards – musician, standard, heavy armour, shields, Ro Stoicism – 367pts

Even after I don’t know how many games using them, I’m torn on whether I like Longbeards. If armed with great weapons (GW), then I’m more inclined to take GW warriors instead as you get more for your money and the drop in Str from 6 to 5 isn’t too bad. With a standard initiative of 2 for both of them, you are likely striking last anyway so taking GWs with the always strikes last rule, doesn’t really matter too much. So if I take them I’m more likely to arm them with shields to get the 4+, 6++ saves but then I feel they need a runesmith to give them a -2 to enemy armour saves as I want them somewhat offensive rather than just an anvil unit, as with dwarves you don’t get enough units/troops in a normal list to have a dedicated tarpit. 

They do have a few advantages over normal Warriors. They are elite troops so rock a WS5 as standard, meaning nearly every enemy unit will only hit on 4+, whereas they have a good chance of hitting on 3’s. They are also immune to psychology so ignore fear/terror/panic tests. They also have access to a 50pt magic standard which, if you don’t have the Groth rune somewhere, is almost certainly going to be the stubborn rune (as it is in my list).

In this list, I won’t have a runesmith in the unit to provide the additional offence (just the BSB) so this will be more of a test of their staying/grinding power. One of our group opponents, is also running 3 large blocks of shieldbeards (as they are affectionately known), so this also gives Alistair some experience of the unit.

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Guild Experimental Weaponry team – 10 Thunderers – standard, heavy armour, shields, handguns, veteran with brace of pistols – 150pts

Guild Experimental Weaponry team – 10 Thunderers – heavy armour, shields, handguns, veteran with brace of pistols – 140pts

The final units in the core selection are two units of Thunderers. These have a 4+ save and a 24″ AP Str 4 ranged weapon. The veteran is armed with pistols to allow them to pretty much always stand and shoot, something I feel is needed for them.

I’ve gone with Thunderers as I normally take xbows as I prefer the longer 30″ range over the increase in armour penetration and xbows have the option of great weapons and/or shields, allowing them to be an offensive unit (whereas Thunderers can only take shields). Only one unit has a standard for our scenarios (and I didn’t have the points for the second unit to get one, choosing instead to take a champion with pistols in each instead to try and ensure they always get a stand and shoot reaction).

4 Thunderers of Clan Silvertop
Thunderers of Clan Silvertop
Special

Shintel’s Wall – 19 Ironbreakers – musician, standard, gromril armour, shields, Ro Stoicism, Ro warding – 336pts

With a 3+ save, 5++ ward in combat, LD 10 and the stubborn rune, this unit will fight to the last Dwarf and should stick around for a while. They have pretty much the same stat line as the above Longbeards but have improved saves. The rune of warding will give them a nominal 6++ vs direct spell damage. The thane on oathstone ensures the 5++ combat ward wherever they are charged, so they will make ideal flank guards or objective protectors. They are also an ideal target for the Anvil’s +1 save boost and the only unit bar the Thunderers that could benefit from the immune to psychology. My one concern is that the unit size is a bit small.

The Brotherhood of Doom – 24 Slayers – standard, slayer axes – 298pts

If we are judging units purely on fluff, these guys are hands down my favourite unit but they are also pretty effective too as I found out when I used them in the 2016 club tournament. So what do they bring to the table? 

They are both immune to psychology and unbreakable, so basically never have to take a leadership test and will never run away. This is huge. It means you have a block of dwarves that will have to be completely wiped out and can effectively tarpit anything and operate outside of the bsb/generals bubble (it is also one reason you find excommunicated beardless dwarves using small darts of them, the shame!). As with black Orcs, they can also choose each round whether to use additional hand weapons (AHW) or great weapons (GW). I would personally only use the AHW’s if they manage to charge (as with all dwarves they get +1 to Str when the charge and this would take them to Str 4) and then only against T3 opponents. Against everyone else I’d use the GW to get a Str 5 attack. When a model dies in combat, it gets to make a final attack back. Contrary to what I’ve seen written in some places, it is a single attack, no matter your base attacks) and using AHW’s doesn’t boost the number, though you DO get the Str bonus for a GW (or runic item effects). This rule helps to overcome the glaring lack of armour. 

So this unit pretty damn good, so why is it not seen more? Well firstly, it is highly susceptible to missile fire. This is why the Grungni banner with the 5++ ward vs missiles, is almost a must take with the unit. It also has the same limited movement as all dwarf units so it is hard to get favourable matchups. The final reason is down to choices. They come out of the same section as cannons, Gyrocoptors, hammerers, ironbreakers etc. That is a lot of quality competition vying for slots and is probably the main reason for their exclusion.

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The Valkyrie – Gyrocoptor – 80pts

I won’t go into detail about the Gyrocoptor here as I have many times before. Suffice to say it is invaluable in a Dwarf list and if you haven’t taken a minimum of one (but better two or three), you need to go back to your list and revise it. Yes they are that good.

Rare

Flame Cannon – Ro Forging – 165pts

Another warmachine I’ve never taken though I’m not sure why. It is at heart a Str 5 flaming breath weapon that auto hits models that fall under the flamer template and causes panic tests on models/units that suffer wounds. And on top of that each wound caused is actually D3 wounds so it is excellent vs Ogres or other multiwound models. It also has a range of between 2″ and 22″ (much further than the standard variant due to the dwarf special rules) but it works out further than 22″ as that is the spot from where the template is laid down (though the distance is variable as it is 0-12″ + the roll of an artillery dice). It is for this reason that the Flame Cannon has been given a Ro Forging to reroll misfires or distances if required.

Gyrobomber – 125pts

The final entry in the list is the ‘coptors big brother and is another first time entry in my army list. It shares the same stat line as it’s smaller sibling (which feels odd, you’d think it should at least have an additional wound) but drops the steam gun for a clatter gun. This fires 4 Str 4 AP quick to fire (so no move and shoot penalty) shots and has a 24″ range. So it will hit on 6’s at long range and 5’s at short, so don’t expect anything ground-shattering from it but unlike the ‘coptor, the gun is not where it’s strength lays (unsurprisingly the clue is in its name after all). If it moved over an enemy unit it can drop a bomb. You place the large 5″ template and roll to scatter. Anything under the template takes a Str 3 hit (with a model under the centre hole taking a Str 6 hit with D3 wounds). Then on a 4+, place the smaller 3″ template in the same location and roll for a further scatter (though only D6″ distance) and anything hit takes damage as per the first hit. Against low toughness horde armies (looking at you Goblins), this could be devastating if you are lucky with rolls. 

The main issues as I see them are threefold. (1) You cannot add runes, so you are at the whim of the scatter dice. Other armies suffer from this all the time but as dwarves you are used to better. (2) It is only Str 3, so in most cases the best you are wounding on is a 4+. This is offset a bit by the large template. (3) The bomber is still just a 3 wound model. This isn’t a lot and as it will be operating over enemy lines, it could easily be isolated and shot down.

 

 

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A letter froooooom America

I love it when you get home to surprise parcels. 

A couple of months ago I mailed some of my bits box to one of the guys off the eighth edition for life forum and as a thank you he sent me this little beauty. It’s an Avatars of War model and he even painted it in in colours that matched my army theme (though liberally splattered by blood). Suffice to say I can see my next dwarf outing being heavily slayer themed!

Master of the Longbeards 

In a series of three posts, I’ll be looking at the army lists of my opponents in Group A of the competition, evaluating the army and then trying to work out how I would win the scenarios in their shoes.

Fair warning to readers, this will be quite long, wordy, very few pictures and is really for me, so if you have no real interest in warhammer fantasy and my list musings I’d stop reading now and no offence will be taken!

The first of these posts will focus on the Dwarven Throng of Martin H. Now I will state, straight off the bat, that Martins original list was partly re-written by Steve (my co-adjudicator) to make it ‘comp legal’ and then refined my myself to replace the most glaring uncompetitive elements (e.g. remove Brimstone cannons on the Gyros), fixing the odd clash of items (having both Great weapons and Runic Weapons on a character, when you can only use one) and adding additional artillery runes. Martin was very happy with the choices so kept with the revised list. So what was the composition?

Characters

Dwarf Lord (General) – MRo Gromril, Oath Stone, GW, 3*Ro Warding – 251pts

I like this lord. He is very defensive with a 1+ armour save and 4++ ward. He also pumps out 4 ASL, Str 6 attacks. Giving him an Oath stone is clever as it means his unit,  if charged in the flank or rear, never lose their rank bonus and still get their parry saves (which would be 5++ in the first round due to shieldwall). The downside is he has to accept challenges but with his saves, that shouldn’t be an issue. They also cannot flee as a charge reaction (as if Dwarves would) but this isn’t an issue for this list, as none of his main units have that option anyway due to immune to psych’.

Thane (bsb) – Gromril armour, shield, MRo Valaya – 158pts

A fairly standard bsb with 3+ save. The banner adds to the inbuilt dwarf Magic resistance and ensures they will dispel at +4 (so they will match or exceed all enemy cast bonuses from the wizard level). It has an added bonus of allowing you to dispel all ‘remains in play’ spells on a 3+, crucially without using dispel dice (and also without checking the rulebook, I believe it occurs out of sequence, so at the start of the Dwarf players turn. This means it can get rid of items that might impact movement). Suffice to say this is one of my favourite runic banners.

Runesmith – Gromril armour, shield, Ro Stone, Ro Spellbreaking, Ro Passage – 103pts

Again there is nothing surprising in this build, not that it makes it any less effective. A 2+ save with auto dispel rune. The Ro passenge allows his unit to avoid taking dangerous terrain tests but has mainly been taken as you can’t have duplicate rune combos. The great passive effect of the Runesmith is he gives his unit AP. When you are packing all Str 4 troops this is essential for beating armour saves (as combined gives a -2 to armour saves).

Runesmith – Gromril armour, shield, Ro Stone, Ro Spellbreaking – 93pts

A carbon copy of the above but without the Ro Passage. Each of these will be placed in a different unit as the AP effect doesn’t stack.

Core

28 Longbeards – Full Command (FC), shields – 394pts

This is a solid unit of elite dwarves. Immune to psychology so they can’t flee as a reaction (and ignore fear etc.) 4+ save with T4 makes them reasonably defensive and they have the numbers to stick around. My only issue with them is I’ve found them to lack punch against really tough armoured opponents.

28 Longbeards – Full Command (FC), shields, Ro Stolicism – 429pts

As above but the banner rune makes them stubborn, so no matter what they will always take any leadership test on at least a 9 (or 10 if in range of the general). This means they will hardly ever run and will have to be killed to the last Dwarf.

28 Longbeards – Full Command (FC), shields, Ro Stolicism, Ro Sanctuary – 444pts

As above but with an additional rune (again due to the runic item duplication restriction) that gives Magic resistance (1). This means that against direct damage spells their save improves by +1 (to 3+).

10 Quarrellers – standard, GW, Heavy armour – 150pts

A small unit of shooters to protect the warmachines and shoot up enemy chaff. The standard allows them to capture/score in many of the scenarios and the Great Weapons gives them Str 5 in combat as standard.

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Special

2 * Gyrocoptors (run as 2 single units of one) – Steam Gun – (2 * 80pts =) 160pts

The Dwarf chaff unit and I still rate this as one of the best chaff/harassment units (if not the best) in the game (the others being Dark Riders, Razorgor & the Ogre Cat). It is the ability to fly, drop bombs when marching and the template weapon that make me rate it so highly. The drawback is, I often find it so useful that I don’t actually like using it as a throw-away unit, which is why I labelled it also as a harassment unit. The price puts it more in line with a chariot than a true throw-away unit such as the Razor or Cat.

Cannon – Ro Forging – 145pts

The compulsory cannon. Given forging to reroll misfires. This will be deadly for my Doombull and is a priority to eradicate.

Rare

Organ Gun – Ro Forging, Ro Accuracy – 170pts

Ah the organ gun. You know it, you love it (if a dwarf) or hate it (if you are on the receiving end). With runes it will cause between 2-20 Str 5 AP hits. Hitting on a 3+ at short range, 4+ at long, rerolling one misfire dice. The 30″ range is what sets it apart and makes it superior in my eyes (and even before runes are taken into consideration) from the hellblaster. This thing can be deadly and I need to find a way to neutralise it. At the very least, a wall of Ungor Raiders, will provide hard cover for my units giving the OG -2 to hit.

Evaluation

Ok, above I stated my issue with this Longbeard build is it lacks punch. However with 3 such units and the synergies with the Lords oathstone, the banners and AP from the Runesmiths, it becomes more of a game of attrition with the dwarves blunting the initial attacks and then grinding the enemy down. It is very dwarfy and could be very effective, especially if enemy units were first softened up with shooting. They also have the advantage of hitting my blocks on a 3+ vs my 4+ back at them, though they will normally only wound on a 4+ (as will my Gor). The Bestigor will have the advantage in this though as the GW’s will wound on a 2+ and will ignore the armour save.

In general, he has 3 slow combat blocks. I have plenty of chaff that can be used to slow them down. I can see Razorgor being used to assassinate his runesmiths. The Harpies will have to target the cannon as a priority and the Doombull the Gyro’s. The chariots will be used to distract the cannon (hopefully!).

With only 8 drops to my 10, I’ll have the edge on him and with the scenarios, he won’t be able to castle (probably why he has the rarely seen 3 combat blocks).

Scenarios

So if I were using this army, how would I try and win each scenario?

Full details of the scenarios are here but I will give a small recap of the objectives of each.

1. Eliminate

His 3 bounty tokens will be on his 3 combat blocks. Mine will be on: the Gor horde: the Bestigor horde: One of my Chariots (Yikes!). Thankfully he picks the chariot before deployment. This means I will place this out of range of his cannon and as far away from his troops as possible and will play hide the chariot. The Doombull can start near it, to intercept any pesky Gyros.

With an additional token in the centre of the board, it makes sense for his 3 blocks to start centrally ready to ‘surge’ (ok shuffle, they are dwarves) forward to capture that if possible. With poor movement they can’t start too far away. He will likely try to soften up my forces first with shooting. I will definitely be trying to flank his forces with one of my blocks and will try and deploy on one side of the board (on the opposite side to the OG). If he’s smart that side will have the unit with oathstone.

2. Dawn Attack

The table is divided into quarters. 1pt given for each of yours, 2pts each for your opponents side. You need to have the most fortitude in a quadrant to capture it.

This is an issue for me as he has more. He has 4 separate units with fortitude and can add the bsb and general to increase the units fortitude. This makes it likely that he will hold one quadrant with his shooters (art + quarrellers), another with his other blocks (he could have it so his fortitude was 3 in one quad and 4 in the other). He could then advance to capture one of mine.

The most I can manage is one block with fort’ of 2 and one with a fort’ of 3. However I look at it, I’m at a disadvantage and will have to destroy a number of his blocks to win (or try and pin them into just one quadrant). In theory the quarrellers is the weak link. As with everything, deployment is key. Using his blocks size and movement against him.

3. Invade

This is played lengthways and you need to get more fort’ into your opponents half. My speed gives me a bit of an advantage, however the narrow width means his shooting will be far more deadly and as soon as I get in range the organ gun could punish me. The saving grace on that is that he will have to advance his troops early to ensure he can move into my half and they may block his lines of fire with careful placement. Although I’d love to hang back and intercept and destroy his blocks in order to avoid his shooting and then advance to his half, if he times his advance to my side well and with the stubborn nature of his blocks, it would be a huge gamble.

4. Secure

You get one point per piece of terrain you hold (it’s double if in the opponents side). Again I’m at a disadvantage as unless I move my General or BSB into each Ungor Raiders unit (highly unlikely but you never know as it could turn a defeat into a victory or at least a draw), the most I can capture is two bits of terrain vs his four and so will definitely need to advance to capture terrain on his half whilst destroying any  fortitude units I encounter on route (are you noticing a trend here?). I’ll have to almost treat this as a battleline game but make sure I’m in scenery at the end. Thinking about it, the general in Ungor is looking more attractive, despite the drawbacks.

5. Loot

3 tokens placed, one in the middle and the other 2 on the central line, at least 12″ apart. The player who holds the most wins. Logic dictates I need to spread them out across the table rather than have them all on one side, as that will favour Martin, especially with his unit advantage and low movement. I should also consider going only 5 wide on both units as I want to grab a counter fast and hold onto it so steadfast will definitely be one to do. Chaff will be key to holding him up. The Ungor trick might be viable if one is uncontested on the far side but will have to watch out for the Gyros.

If I had the dwarves, would I play the odds game and send a block for each token or would I concentrate on two, using artillery to cover the others? I’d probably use the blocks to capture 2 of them and if unopposed try and sneak the third with my quarrellers.

6. Wicked woods

Holding the woods is key and moving into it early is essential. You have to hold it for at least 7 player turns (of 12) to ensure a win. The key will be to move as much chaff forward as possible to obstruct his blocks at every turn to maximise the turns a unit is in it. Everything not in the woods becomes sacrificial, whether chaff, doombull or Bestigor.

The question becomes if he has practiced the scenario and whether the damage that the wood causes will out him off moving in early.

Whfb – Dwarves vs Warriors of Chaos pt 2 – Battle report

As discussed in the previous list post, I had a number of things I wanted to achieve with this game: Trying out the terrain table, trying out one of the adapted scenarios and giving Luke an experience of a more gunline orientated Dwarf list.

However, after managing a measly 3 turns each in our previous game we added another item to the list and that was to beat that. How did we do I wonder?

Terrain

We rolled on the adapted KOW terrain generator that Neil previously put together for that competition and ended up with terrain table 2.  Luke won the roll and became player A for the purpose of the instructions.

  1. Player A places river 2ft from any short table edge running from long edge to long edge (4ft length).
  2. Player B places 3*hills (2*normal, 1*Anvil of Vaul [Unit within 6” has Flaming and Magical Attacks]) anywhere on the table except in DZ’s, and no more than 6” from any table edges.
  3. Player A places 1* tree base in any DZ no more than 9” from any table edge.
  4. Player B places 1 building with WHF touching in the opposite DZ that the trees are in, no more than 6” from any table edge.

The table ended up looking something like this.

1. terrain

Scenario

We had a discussion and decided on playing the Loot scenario which was taken from the Kings of War BRB. The adapted rules are below.

Played as per the Blood and Glory rulebook scenario, except:

  • After terrain has been set up but before deployment, place 3 loot counters on the battlefield. The first is placed in the dead centre of the board. The players then take turns to place one other counter on the centre line but at least 12” away from the other counters.
  • During the game, when one of your fortitude bearing units*** ends its move on the counter, it can pick it up. (Note: A unit can carry more than one counter). Non fortitude bearing units cannot pick up loot but may ‘sit’ on top of tokens to block other units from picking them up. NOTE: You cannot move on to, or pick up a loot counter during a vanguard move or when placing scouts (they can capture the loot counter or contest it during the players first turn. Which one depends on if they meet the fortitude restrictions).
  • Whilst carrying a counter a unit’s move is halved.
  • A unit can choose to drop a counter at the start of its move and then move off normally. (A unit cannot pick up and drop a counter in the same turn but another unit can pick up the dropped counter).
  • If a unit flees for any reason (e.g. due to failed psychology tests or as a charge reaction) it drops any counters it holds.
  • If a unit fails its break test, it immediately drops any counters it holds. If the unit that beat them in combat is a fortitude bearing unit***, then it immediately picks up the token. (If several eligible units are in combat, then the winner of the combat can choose who to give the token to).
  • If a fortitude bearing unit*** holding a counter falls beneath 5 (or 3 Monstrous) models, it still retains hold of the loot counter (unless it flees).
  • At the end of the battle, you score one point for each counter held. If you have more than your opponent, then you win, otherwise it is a draw.

Pre-match rolls and Deployment

Dwarf hatred was against all, which I then proceeded to forget A LOT (amateur hour on my behalf).

In terms of spells, Luke’s level 1 took fireball. His Daemon Prince ended up with Spirit Leech, Soul Blight, Fate of Bhuna and Purple Sun.

I laid the first unit but also finished deployment first and despite getting +1 for that and after a number of tied rolls, Luke won the first turn.

(just for a clarity the chaos knights are Marauder horsemen and oldhammer juggernaughts are the Chaos knights).

Luke surprised me by splitting his force between the flanks with nothing in the centre ground. It meant my decoy Longbeards and supporting Gyro were going to take a mauling. The only hope was that being stubborn, they would hold up that flank until the last dwarf and perhaps do some damage in return.

I forgot to take any photos of the Dwarf deployment so took a few during the Daemon first turn.

2. Deployment

1. Deployment2. Deployment3. Deployment4. Deployment

Turn 1 – Warriors

The Daemon right flank surged forward to contest the loot counter on that side from the get-go. Fearing the flaming cannon the Chimera sloped off and bravely hid behind the building.

In an uneventful magic phase, the sorcerer invoked the power of the Skull of Katam, which did nothing bar reduce his leadership by 1. He then threw a fireball into the Longbeards turning two of them into flaming pillars, for a couple of seconds, before they reduced to ash and their charred armour fell to the ground.

The Hell cannon decided to try and add to their misery but it’s shot went wide of the mark.

3. Turn 1 - warriors

5. Turn 1 - Daemons6. Turn 1 - Daemons7. Turn 1 - Daemons

Turn 1 – Dwarves

Barlin ordered the Silvergate Guard to fall back slightly to allow the shooters clear line of sight to the ravening hordes.

The gyrocoptors each removed a handful of the chaos hounds, with the surviving hound by the Longbeards failing it’s panic test and running. The quarrellers took off a few of the warriors.

In an unimpressive round of shooting, the Cannon and Grudge Thrower, both failed to wound or damage the Hellcannon. Burnnoth rolled his eyes at the incompetence of the crews and under his direction the Organ Gun hit and damaged the daemon bound into the infernal engine.

4. Turn 1 - Dwarfs

Turn 2 – Warriors

Thrud urged his daemonic mount forward and despite the rune of slowness flaring, crashed into the Flamewardens, their defensive shots deflecting off his plate armour.

The Chimera charged at the nearest Gyrocoptor and it chose to flee rather than face the winged beast.

The Warshrine on the other side of the board, likewise charged the Gyrocoptor and it to fled.

The fleeing hound failed to rally and went off the board.

Both the Chaos Warriors and the Marauders picked up the loot tokens on edge side of the battlefield.

The sorcerer again invoked the skull and again did nothing bar lose a point of leadership. 2 down and 6 to go! (at this point, 12 dice had been rolled by the sorcerer with no successful channels. Epic rolling.)

At this point the Daemon Prince decided to get involved. Spirit Leech was scrolled but Soulblight was cast with irresistible force at the Irondrakes. The resultant miscast stripped the Prince of his Charmed shield (meaning he was now a prime target for the Grudge Thrower) and the effect of the spell meant Thrudd was able to kill 2 of the Irondrakes with no damage taken in return.

The Hellcannon, deciding to follow the effectiveness of the dwarves, targeted the Organ gun figuring it was the most dangerous of the artillery. The shot scattered, hit the Grudge Thrower and then failed to wound it. At this point the artillery on both sides had been poor.

5. Turn 2 - warriors

8. Turn 2 - Daemons
Brave Sir Robin ran away!

9. Turn 2 - Daemons

10. Turn 2 - Daemons
When danger reared its ugly head, he bravely turned his tail and fled.
11. Turn 2 - Daemons
The Marauder Horse have had enough of half movement and escape the river!

12. Turn 2 - Daemons

Turn 2 – Dwarves

The Gyrocoptor couldn’t take the shame of fleeing near the longbeards and under their stern gaze, turned back towards the fight. The other Gyro didn’t have any such shame and fled the table. (I feel that I ought to mention that the older style gyro has repeatedly under performed for me in nearly every battle. As such a new model has been commissioned to be built and the pilot of the older model has shaved his head, taken the slayer oath and will likely not be seen on the field of battle again!).

The Hammerers, recognising the forces of Chaos were now in a commanding position, marched at speed towards their forces.

The quarrellers also advanced towards the centre loot counter.

Trying to make up for the previous round of combat, the cannon took a few wounds off the Hellcannon. The Organ Gun and Grudge Thrower, both aimed at the Prince, stripping him of 3 wounds (at this point he started to look very concerned sitting as he was on one wound).

With Soulblight still in effect, the Irondrakes continued to lose dwarves but remained resolute.

The Longbeards, wanting to avenge the earlier burning of their kin, charged into the Sorcerer (who was unable to flee). They easily won combat and chose to run him down rather than letting him escape to fight another day.

6. Turn 2 - Dwarfs

13. Turn 2 - Dwarves14. Turn 2 - Dwarves15. Turn 2 - Dwarves16. Turn 2 - Dwarves

Turn 3 – Warriors

Wanting to escape from the attention of the dwarven artillery, the Prince charged into the Irondrakes and completely whiffed his attacks (though the dwarves followed suit and failed to remove the last wound). The Chimera followed him in between his attention and the thunderstomps, removed 8 of the doughty dwarves. Thrud challenged out the unit champion and cut him down gaining a point of toughness in the process.

Magic was again uneventful with the dwarves dispelling or scrolling everything the Prince or Warshrines tried.

On the other flank, the Chaos Warriors, Knights and Warshrine, all charged the Longbeards. Eight of them died under the onslaught though they killed one knight in return and damaged the shrine.

The Marauder horse charged the remaining Gyro and though the horsemen failed to do anything, one of the horses at least damaged the machine. In return the Gyro’s rotors cut one of the twisted humans in half.

7. Turn 3 - warriors

17. Turn 3 - Daemons18. Turn 3 - Daemons19. Turn 3 - Daemons20. Turn 3 - Daemons

Turn 3 – Dwarves

The Hammerers charged the hounds blocking them and swiftly pulverised them.

The Organ gun fired at the nearby Warshrine taking off 3 wounds. The cannon again shot at the Hellcannon, leaving it on a single wound. The Grudge thrower hit the unit of Marauders carrying the loot, taking out half the unit. The nearby Prince and BSB ensured they didn’t run.

The Prince and Chimera finally finished off the Irondrakes but Thrud was unable to kill off the Runesmith so both him and Thrud remained locked in combat.

On the other flank, another 8 Longbeards fell under the triple attack but in return they destroyed the warshrine. The final Gyro failed its break test and fled the table with the horsemen unable to catch it.

8. Turn 3 - Dwarfs

Turn 4 – Warriors

With time rapidly running out, we decided to power on and play a final turn each. The Hellcannon attempted to charge the quarrellers but failed. In his next move, Luke managed to get the Marauder foot carrying the loot into the nearby building and with no way of getting to them and with agreeing that the Longbeards should just be removed, then Luke would have won 2 -1 on loot, so we called it. (In my turn, the quarrellers would have picked up the central loot counter).

9. Turn 4 - warriors

Results

It was 2-1 in the Warriors favour.

Conclusion

Thinking about it, I shouldn’t have called it. The cannon could have shot at the building and with D6 str 10 hits, rerolling wounds due to flaming, there was a good chance that the marauder unit would have died (or run) thus dropping their loot token meaning the game would have ended a draw. Nevermind.

So how did the scenario play. Both of us really enjoyed it. It definitely gets you thinking in a different way. The half movement when carrying the loot is a great touch and definitely messes with plans. Overall it worked really well and we felt very little had to be changed (bar some clarity on early game capturing of the tokens, as I had nothing about scouts in it. Note – the scenario rules in the beginning of this report incorporate the changes made).

The Terrain table also worked well and we were both happy with this too.

In terms of the army, the Gromril armour/GW loadout on the Runesmith was excellent. I definitely want to try that out again, perhaps on a thane. The Grudgethrower was OK. It wasn’t probably the best army to try it out against and one outing isn’t enough to make any kind of judgement. The Irondrakes are becoming a bit predictable so if I take dwarves again, I will definitely use something else, perhaps rangers and maybe some miners. I also need to commit the hammerers a lot earlier as again they didn’t do anything (bar give anything stubborn).

 

Whfb – Dwarves vs Warriors of Chaos pt 1 – lists.

I am loving the hobby at the moment. Although I’ve barely managed to pick up a paintbrush recently, I have managed to get in a higher than normal number of games. It’s helped that I’ve discovered an active community of fellow 8th edition lovers at: http://eefl.freeforums.net/ and so the gaming side has jumped up the list of priorities (or to be exact, the gulf between that and painting has grown further).

On the weekly Friday club night, I’ve arranged to have a rematch vs Luke’s WoC. This game has a multi-faceted purpose: We will be trying out the terrain table that I adapted from Neil’s KOW comp pack: We will also try out one of the new scenarios I’ve put together from various sources and as I promised him, this time I’ll bring my take on the classic Dwarf gunline.

So what will my list look like:

The Throng of Karak Silvertop

Characters

Barlin Silvertop – General, Runesmith – shield, Ro Stone, Ro Spellbreaking * 2 – 113pts

Harak Silvertop – Runesmith – GW, Mro Gromril, Ro Spellbreaking – 121pts

Drugin Silvertop – BSB, Thane – Shield, MRo Valaya – 158pts

Burnoth Strongarm – Master Engineer – BoP, Ro Stone – 85pts

Core

25 Longbeards – GW, FC, Ro Stoicism – 415pts

14 Quarrellers – GW, musician, standard – 216pts

Special

23 Hammerers (The Silvergate Guard) – Musician, standard, MRo Groth One-eye – 417pts

Grudge Thrower – Ro Penetrating, Ro Forging, Ro Accuracy – 170pts

Cannon (Lizardbane) – Ro Forging, Ro Burning – 150pts

Gyrocoptor (Valkyrie) – 80pts

Gyrocoptor – 80pts

Rare

Organ gun (Little Betty) – Ro Accuracy – 145pts

19 Irondrakes – FC, Bo Drakefire pistols, Ro Slowness – 350pts

Total – 2500pts


List thoughts

This list is very close the the previous one taken in my game against Neil. As such I’ve covered most of the reasons for the choices in my previous post (here). So i’ll just cover the changes to the list and the reason for making them.

There were 2 changes to characters. The first was to change the load out of the Runesmith that goes in the Irondrakes. He was given a 1+ save and a great weapon to give the unit a bit more punch (and I liked the idea of taking a more combat orientated character). He still retains the rune of spellbreaking.

The second change was dropping one of the Master Engineers. The reason for this was because I decided to swop out one of the two Organ Guns and replace it with a Grudge Thrower. He wasn’t needed as adding Runes to the machine worked out cheaper.

I took the grudge thrower for a couple of reasons. I hadn’t used a stone thrower in this edition and after the last battle, I realised I needed another long range threat in case one of them is taken out early on. The grudge thrower with Rune of Penetrating, gives another S10 long range attack and also gives a template attack that causes S4 hits on everything else under the template. It also has the advantage of being able to fire indirectly (so could hit Ironblasters/skullcannons hiding behind buildings).

The only other changes were to the Irondrakes. Having failed (yet again) to hit anything all game with it, I removed the Trollhammer Torpedo and replaced it with my preferred Brace of Drake Pistols. The points saving, together with the saving from removing the Master Engineer, also allowed me to bump up the numbers of the unit.

 

Luke’s Warriors of Chaos

Characters

Lumpsucker – Daemon Prince of Nurgle, General – Lvl 4 of Death, Charmed Shield, Dragonbane Gem, Scaled Skin, Soulfeeder – 445pts

Landfill – Sorcerer – Lvl 1 Lore of Fire, Daemonic Mount, Enchanted Shield, Skull of Katam – 165pts

Thrud – Exalted Hero of Tzeentch, BSB – Daemonic Mount, Talisman of Preservation, Third Eye of Tzeentch, Flail – 240pts

Core

10 Marauders – Standard – 70pts

5 Warhounds – 30pts

5 Warhounds – 30pts

20 Warriors – FC, Mark of Nurgle, Halberd, Gleaming Pennant – 415pts

5 Marauder Horsemen – Standard, Champion, Mark of Slannesh, Flail – 105pts

Special

5 Chaos Knights – Standard, Champion, Mark of Nurgle, Ensorcelled Weapons – 245pts

Chaos Warshrine – Mark of Tzeentch – 135pts

Chaos Warshrine – Mark of Tzeentch – 135pts

Chimera – Flaming Breath, Regenerating Flesh – 275pts

Rare

Hellcannon – 210pts

Total – 2500pts

 

Luke created this list, adhering to my first draft of the Army Building restrictions for the 2017 competition. I had warned him it would very likely change but I suspect it made him think about taking something different in his list. He has ensured he has more standards in the list as many of the objectives require units of 5+ with standard to win. 

He is also trying out a chimera for the first time, a unit I think he will very much like.

Thrud has been moved from a disc to a daemonic mount. Yes he loses some manoeuverability but he gains a wound and a point of toughness. I think this is a good move as in both our previous games (with me using Beastmen and Dwarves respectively), I’ve killed him off in combat despite the 3+, 3++ saves he was sporting.

The DP has also reverted back to the Lore of Death and with its upgrades, I really don’t want it getting into combat.

I will say that my main aim of the game will be to test out and try and ensure the new scenarios work as expected. Of course I will be trying to win but that is not the primary aim.

Whfb - Dwarves vs Daemons – part 2 – Neil’s list and Battle Report

At the normal club meet on Friday, I faced off against Neil and his latest Daemon list. Having only received that day, I was unable to write up some thoughts beforehand but I was able to look at it on my lunch briefly to give me an idea of what I was facing. Without further a due, here is his list (and mine can be found here):

Neil’s Khorne based list

Characters

Billy the Bloodthirster – Lesser gift (multiple wound 2) – 425pts

Skulltaker – juggernaut, slayer sword, cloak of skulls – 250pts

Herald of Nurgle – bsb, lesser locus of virulence, War banner, palanquin – 240pts

Core

32 Plaguebearers – Full command, Banner of Swiftness – 461pts

10 Bloodletters – Full command – 170pts

Special

4 Bloodcrushers of Khorne – Full command, Razor Standard – 325pts

5 Flesh Hounds of Khorne – 165pts

1 Beast of Nurgle – 60pts

1 Beast of Nurgle – 60pts

1 Beast of Nurgle – 60pts

5 Chaos Furies of Khorne – 70pts

5 Chaos Furies of Khorne – 70pts

Rare

Skull Cannon of Khorne – 135pts

 

Thoughts on his list

I won’t go into a huge amount of depth on his list as didn’t before the game so it is just some initial thoughts on it.

Bloodthirster! I’d never faced one before so was quite excited to see one (though I really didn’t want to get into combat with it….

No Magic! (Yes over use of exclamation marks abound!!!). This is about the first time that i’ve ever seen no magic (normally Lore of Death) in a list Neil’s taken. Sure it invalidates a number of items in my list but that’s always a chance when creating an allcomers list.

Ambushers. His Flesh hounds will have the ability to come on behind my lines, so i’ll have to be careful not to leave any gaps for him to exploit.

In terms of the rest of the list, not much has changed from my initial thoughts. The Skull cannon is a priority for my Cannon and the Furies for the Organ Guns.

Pre-match rolls

The Dwarf hatred roll (setting the tone for the rest of the game) was a one which meant just General vs General.

The Bloodthirsters lesser gift was Cleaving Blow, which gave the Multiple Wounds (2) rule.

For Terrain, we didn’t worry about rolling on the table and just grabbed a couple of woods, a couple of buildings, some obstacles and a hill.

We rolled Meeting Engagement for the scenario and Neil won the choice for sides and picked the side that had the majority of the terrain, figuring he could hide behind most of it.

1. Terrain

Deployment

As per the rules we rolled off to see what started off the table. In a spectacular display of rolling, Neil had the following start off the table:

Bloodthirster, Herald of Nurgle, 5 Furies (+ his ambushing Flesh Hounds).

Not to be outdone I had to beat him and rolled the following into reserves.

Cannon, 25 Longbeards, 16 Irondrakes, 16 Quarrellers.

This left me with precisely 3 ‘units’ and all my characters to set up initially!

Neil chose to set up all his available units first and placed a lot of them behind buildings. The exceptions were the Plaguebearers, that were put on the table edge so that the Herald could join them when it arrived and the Skull Crushers and Cannon, placed almost at his table edge.

I had an idea of how I wanted to put my battle line in order to maximise ‘bubbles’ and put everything on the base line so that from turn 2, my other units would come on into that setup. This was my first and the most costly error of the game as it meant the Organ Guns were effectively out of play for the entire game!

2. Deployment

img_31032. Deployment - Dwarf4. Deployment - Daemons5. Deployment - Daemons3. Deployment - all

Turn 1 – Daemons

In the only action of the turn, the skull cannon shot at one of the Organ Gun, killing 2 on the crew and damaging the fine machine. Burrnoth could only watch helplessly as the daemons taunted him, knowing that he was unable to retaliate.

The Bloodletters controlling their killing instinct, sloped off into the nearby tower raising the blood standard from the parapets.

3. Turn 1 Daemons

6. Turn 1 - Daemons

Turn 1 – Dwarves

With the majority of the enemy out of range, the two engineers turned their charges to the daemons in the nearby building. In a display of complete ineptitude, both machines manged to misfire and fire just 2 shots each resulting, as you might have expected, in zero hits.

4. Turn 1 Dwarf

Turn 2 – Daemons

Some of the Daemons started to move towards the dwarf side of the table but there was no sign of their reinforcements bar a unit of ambushing hounds that appeared on one flank of the Dwarf lines.

The enemy cannon once again fired, this time finishing what it started and destroying the Organ gun. Burrnoth could only watch, with impotence at the Daemons capering about on top of the infernal machine.

5. Turn 2 Daemons

Turn 2 – Dwarves

With the sound of horns and beat of drums, the dwarf reinforcements marched up to join the battle line.

The remaining Organ Gun turned toward the Chaos Hounds and obliterated the warped dogs in a single round of shooting.

The Valkyrie, moved forward and shot the nearest Beast of Nurgle. The boiling steam proving too much for it’s regenerative powers to overcome.

6. Turn 2 Dwarf

8. Turn 1 - Dwarves9. Turn 1 - Dwarves

Turn 3 – Daemons

With a terrible roar, that shock the battlefield, Billy the Bloodthirster announced his arrival. The other unit of furies swarmed round him. With much less fanfare, the Herald directed his palanquin to join the unit of plaguebearers.

With the unit of hounds destroyed and the second Gyro now a threat, the advanced unit of Furies retreated behind the bloodletter controlled tower and the 2 Beasts of Nurgle also withdrew back towards the wood.

Rot, Glorious Rot blossomed over the field of battle and the Valkyrie was the recipient taking damage as parts of the machine rusted away.

The Skullcannon continued it’s grow it’s tally of dwarven warmachines, this time adding the Cannon, Lizardbane, to it’s list. Burrnoth could only watch, his rage growing, as the Daemons danced in glee at the destruction wrought.

7. Turn 3 Daemons

11. Turn 3 - Daemons

Turn 3 – Dwarves

Burrnoth ordered the quarrellers to move up at maximum speed trying to get their crossbows in range of something. The Valkyrie flew at the double to the blindside of the plaguebearer unit (in the process forgetting to unload it’s compliment of bombs). The other Gyro moved up (hiding behind the side of the building) to threaten the 2 Beasts of Nurgle.

The Irondrakes and remaining Organ gun fired at the only only available target, the Bloodletters, completely failing to hit anything in the process.

8. Turn 3 Dwarf

12. Turn 3 - Dwarves13. Turn 3 - Dwarves

Turn 4 – Daemons

The Daemon flying wing, consolidated together and advanced down the edge of the board. Seeing the bellowing greater daemon and it’s lesser com padres looking at him, the Dwarf Gyro sudden felt an overwhelming urge to be somewhere else at that point.

The unit of plaguebearers advanced now their Herald was present and the nearby Beast moved to intercept the Valkyrie.

The Skullcannon completed it’s task as it removed the final Organ Gun making it 3 for 3.

9. Turn 4 Daemons

14. Turn 4 Daemons

Turn 4 – Dwarves

The Gryo flew over the Bloodthirster and Furies that had been threatening it and shot into the swarm, taking down one of their number.

The Irondrakes managed to succeed where the Organ Guns hadn’t and finally killed one of the Bloodletters hiding in the nearby tower.

The Valkyrie, dodging the obvious trap the daemons had set, and was able to continue it’s harrassment of Nurgles children taking off another of them.

The Quarrellers and 2 blocks of dwarf warriors started to advance towards the Daemons.

10. Turn 4 Dwarf

15.

Turn 5 – Daemons

The Skull Cannon decided to, this time, target the Gyro harassing the Furies but in a break from the run of play, failed to wound it.

The Plaguebearers continued their advance towards the dwarf lines whilst the beast continued to try and limit the Valkyries movements.

The flying swarm, backed up by the remaining 2 Beasts, moved round the building and were now in a position to threaten the dwarf lines.

11. Turn 5 Daemons

16.

17. Turn 5 Daemons

Turn 5 – Dwarves

The dance of the Valkyrie continued and it was able to get behind the plaguebearer unit and unleashed the full power of it’s steam gun into them killing six of the damned. The quarrellers also targeted the unit but the range was against them and only one of the gruesome Daemons fell to the volley.

The Irondrakes, performing a quick reform, targeted the Bloodthirster, burning a wound from it.

12. Turn 5 Dwarf

Turn 6 – Daemons

The two Beasts of Nurgle, two units of Furies and Bloodthirster all attempted to charge the Irondrakes but with the Rune of the Standard blazing brightly, only one unit of Furies made it in. The Bloodthirster bellowed in frustration as it took another wound in the process. In the resultant combat, the Furies failed to kill any of the dwarves, who killed one in return and two more of them were sucked back into the realm of Chaos as the units grasp on stability failed.

On the other flank, the Plaguebearers also failed to charge the Longbeards in front of them.

The Skull Cannon tried to target the BSB in the Hammerers but the shot fell short and plowed into the ground a few feet short of them.

13. Turn 6 Daemons

18. Turn 6 Daemons

Turn 6 – Dwarves

The Quarrellers and Valkyrie again combined their fire into the plaguebearers, taking off another complete rank between them.

The other Gyro moved up and killed another fury but they held firm due to the inspiring presence of the General.

In the final move of the game, the Irondrakes killed off the remaining Fury.

14. Turn 6 Dwarf

Results

It was a draw in the end as the BRB states you must have double the victory points of your opponent.

Daemons – 445 VP’s (Organ Gun – 150, Organ Gun – 145, Cannon – 150)

Dwarves – 235 VP’s (Furies – 70, Flesh Hounds – 165).

There were no bonus victory points.

Conclusions

Well that was…interesting.

This was probably the quickest game of 8th either of us had ever played (about 2 hours long, games at the club are often in the region of 3.5 hours – we aren’t the speediest players).

Neil and I felt that the game had been a bit of a non event and were both left wanting. Between half the armies starting off the board, no magic phase, Neil not wanting to bring anything on until the cannon was neutralised and me sitting on the board edge, virtually nothing happened for the entire game. In the final turn where he was in a position to charge, he forgot about the Irondrake’s Rune of Slowness and it prevented him from getting almost everything into combat.

As I stated in the deployment section, probably my one major error was setting the Organ guns up on the base line. I should have set them up far further forward, where they could reach most of the board. Placing them on the edge just meant the skull cannon could pick them off without them doing anything.

I have come to one conclusion, one cannon just isn’t enough. In this type of army I need to include either a second cannon or a Grudge Thrower. My preference would probably be the GT as this would (1) give a template weapon to my arsenal, (2) allow speculative shots to hidden Ironblasters etc. (3) I’ve not used one this edition. I should have come to this decision a while back but in my other games I had been very lucky and normally struck first with my cannon. With a second long range option, I would still be able to strike back in the event the cannon or GT were destroyed. It would likely mean dropping one or both of the Organ guns as i’m coming to the opinion that I prefer the Irondrakes (though I’d always take them and one OG as a preference).

It’s also worth pointing out that in the entire game the Trollhammer failed to hit at all. Showing once again why I never take the damn thing!! (I just can’t make single dice rolls…)

Sods law but this is one game where the MRo Grungni might have come in handy to protect the war machines.

Next up is likely a rematch vs Luke so I need to decide whether to bring the dwarves again or maybe the Wood elves.

Whfb - Dwarves vs Neil’s Daemons – part 1 – My list and thoughts

I enjoyed my game with Luke so much that I was itching to get in another and during that game, Neil approached asking if I was free in a couple of weeks. After checking with the diary/keeper of my chain, I was able to book in a date and having forgotten how much I like them, I decided to again take the dwarves but a somewhat amended list from the previous game.

img_1614


Throng of Karak Silvertop

Characters

Barlin Silvertop – Runesmith (General) – Ro Stone, Ro Spellbreaking * 2, shield – 113pts

Harek Silvertop – Runesmith – Ro Stone, Ro Spellbreaking, Shield – 93pts

Drugin Silvertop – Thane (BSB) – MRo Valaya, Shield – 158pts

Burrnoth Strongarm – Master Engineer – Ro Stone, BoP – 85pts

Dolgin Rockfist – Master Engineer -70pts

Core

25 Longbeards – FC, GW, Ro Stoicism – 415pts

14 Quarrellers – GW, Standard, Musician – 216pts


Special

23 Hammerers (The Silvergate Guard) – Standard, Musician, MRo Groth One-Eye – 417pts

Cannon (Lizardbane) – Ro Forging, Ro burning – 150pts

Gyrocoptor (The Valkyrie) – 80pts

Gyrocoptor – 80pts


Rare

16 Irondrakes (The Firewardens) – FC, Trollhammer Torpedo, Ro Slowness – 325pts

Organ Gun – Ro Accuracy – 145pts

Organ Gun (Little Betty) – Ro Accuracy, Ro Burning – 150pts

List thoughts

This is probably the most competitive list i’ve taken to date and on paper i’m really happy with it. It contains most of my favourite units. It is a bit cheesy but it’s rare I play in an uncomp’ed environment so I wanted to try out the double OG at least once.

Deployment

The Hammerers will form the centre of the line and with Groth, will extend a 12″ bubble of stubborn to anything nearby. One warmachine will be placed either side of the the Hammerers and likely the Quarrellers and Irondrakes will then flank them so they are still within the stubborn bubble. The final warmachine will go the other end of the Quarrellers and the Longbeards (also with stubborn through their standard) will anchor that end of the line. This setup should ensure that nothing runs and everything fights to the last Dwarf and the two blocks of troops should be able to counter anything that makes it into combat with any of the shooters.

Magical defence

Between the Valaya banner and the two Runesmiths, i’m hoping to be able to shut down the magic phase whilst, with a bit of luck, removing the most dangerous of the enemy spells.

Shooting

The 2 engineers, each manning an organ gun, will give them a 2+ to hit (or 3+ at long range). Two are to ensure redundancy. Between them and the irondrakes that is a lot of str 5 AP shots. One engineer has the brace of pistols and Ro Stone to make an effective warmachine guard (and if I put him in the quarreller unit, a short range stand and shoot reaction for them). The other is naked as I didn’t have the points to upgrade him. I did consider dropping the pistols in order to give both of them the Ro Stone. The Cannon is there for taking down the tougher models and with 3 warmachines it should prove harder for him to close them all down. I would have loved to have fit in a Grudge thrower (one day I will) but I would have had to remove too many options to fit one in, especially to fit on the runes of penetrating, accuracy and forging that I would want to include.

One of the breaks from my normal traditional list, is to give the Irondrake champion the Trollhammer Torpedo. After realising the Bo Drakepistols did not actually confer short range stand and shoot, I thought I’d try out something different. This will give another high strength ranged attack, with flaming, for the army and this should be on the other flank to the cannon.

General thoughts

Again I’ve gone Mro Valaya over Grungni on the bsb. With the almost guaranteed Lore of Death that Neil is sure to take, we will see if it works out for me but on paper I’m preferring the +2 to the dispel level and chance to get rid of remains in play spells over a 4++ ward on the bsb and 6″ bubble of 5++ ward vs shooting. I think it’s the small range of the bubble and how little impact the rune has made, in any game I’ve used it, that puts me off. A rank of 5 dwarves is around 4″ so it will basically give the warmachines either side a ward and that’s it and 5++ isn’t that great especially against multiple shots (I know others would argue differently).

Tactically, it will be the normal dwarf stance of shoot the crap out of everything and hope to soften it up enough to finish it off when it reaches our lines. In terms of target priority it has to be anything that flys and can reach the warmachines quickly. Furies are a prime example of this and they will be top priority for the organs, as with negative modifiers for skirmish and long range, they are the only thing that can reliably hit them. His skull cannon is also high up on the list as it will be gunning for my own cannon and will then likely try for the organ guns after (this is the one reason Grungni’s ward save would be useful).

In a break from the norm’ I haven’t see a copy of my opponents list in advance so can’t give any pregame thoughts so I’ll cover this in the battle rep.