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


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


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

10 Bloodletters – Full command – 170pts


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


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


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


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


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


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.


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.


Throng of Karak Silvertop


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


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

14 Quarrellers – GW, Standard, Musician – 216pts


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


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.


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.


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.

Hobby Update – Last minute engineering

I wasn’t happy with fielding a block of unpainted troops last week. Mainly as, aesthetically, it didn’t look great in the battle report. So for my next list I specifically went with things that were pre-painted.

Running a slightly different variant to my normal list, I realised there were a few things that I would need to paint (and order) before the game.

The first item on the agenda was to paint one of the many primed metal engineers from my endless pile of miniatures. A couple of late nights later and Dolgin Rockfist was ready to be added to the Karak Silvertop engineering core.


This is by far my favourite engineer model in the GW range (and I have quite a few of them) and I’ll admit to it not being my best painting but to be honest it was a rush job (though the photo’s don’t do it full justice). As normal I need to finish the basing. It did bring back to me that I much prefer to paint metal over plastic (in the same way I prefer plastic over finecast). It just has a nicer feel to it.

The second item on my list was to pick up some more artillery bases. A quick purchase off Tiny Worlds on eBAY (they are great for little modelling supplies, very reliable) and I soon received them in the post. A quick paint job later and they were ready for action.

Now technically they are quite a bit larger than needed for artillery bases, which could put me at a disadvantage when using them as it is easier for them to be charged but frankly they look much better than just mounting them on a standard base and if they are placed in the line, the base incorporates the 1″ gap that should be left between units, so you can just from a solid battleline with them, which just looks better.


To put them in scale

WHFB – Dwarves vs Luke’s WoC – part 2 – Battle report

With barely a rumble, the bridge pivoted up to connect to the causeway that extended out from the other side of the vast chasm, running alongside the side of the mountain. The only sign of the massive counter weights and dwarvern mechanisms powering it were the two enormous chains running from the underside of the bridge into darkened recesses within the cliff. As the two sections smoothly came together, the giant gates set back under the overhanging archway, opened and receded into the statues of the ancestor gods that stood on either side. The air was split with the sound of rasping horns and almost immediately, with iron shod boots striking the ground in lockstep, the dwarves appeared from within the depths of the silver capped mountain that gave the hold its name. The throng of Karak Silvertop once more marched to war!

As covered in my last post about the army lists, this week I had the pleasure of facing off against Luke and his oldhammer Warriors of Chaos.

Pre-match rolls and Terrain

With 5 spells to roll for, the Deamon Princes had everything with the exception of Stream of Corruption and Blades of Putrefaction.

The Dwarf hatred roll was against all characters.

The scenario rolled was battleline.


For once we decided to roll everything using the BRB including the terrain and ended up with the following:

Forest (turned out to be a Blood forest)

River (completely forgot to roll for the effects)

Magic circle (MR 2 within 6″), depicted by the blood alter on the map.

Wizards tower (You gain lore master of your chosen lore for the turn).

Building (normal)

Nehekharan Sphinx – If you pass an initiative test you can gain either: HKB, lore master of death or something else that I cannot remember (or be bothered to look up now) for the rest of the game.

We decided that the Sphinx was massively overpowered and that only one death spell could be gained with each test.

I will say, that this is one of the things i really never liked about 8th. Why can’t terrain just be terrain. Why does everything have to have sodding magical properties. It always seemed to be unnecessary and unneeded addition to the game.

As it went all the random terrain was pretty moot, as after I won the roll for sides and we switched over, I promptly stuck the horde of hammerers on the Sphinx to block the prince getting to it and we then proceeded to completely forgot about the terrain special rules!

1. Terrain


I nearly deployed entirely on my left flank to take advantage of the open terrain but with the sphinx dead centre, I wanted to control that and the house was ready made to protect one flank (and more importantly the organ gun) and allowed me to place the quarreller unit in there, so they would not only be able to shoot in any direction without penalty but it would also protect them in combat and give them stubborn. The two hordes were placed front and centre and the Irondrakes were placed to guard the flank.

2. Deployment

1. Deployment

3. Deployment4. Deployment5. Deployment7. Deployment

Turn 1 – WoC

With a great cry, the forces of the dark gods pushed forward on all fronts. The Juggernauts of Khorne showed an amazing amount of restraint, keeping their wits enough to maximise the range of the organ gun.

The prince called on the favor of his deity and the juggers were the recipients, flesh toughening in response. The warriors on the shrines chanted in unison and the eye of the gods turned on their champions with Thrudd’s muscular caricature growing further.

The depraved, twisted cousins of the dwarves goaded their charge to target the hammerers but the enraged daemon broke free of it’s chains, devouring it’s handlers and wounding the nearby daemon prince.

The hammerers watched, unimpressed, as the hail of javelins launched at them all failed to clear the nearby river.

3. Turn 1 WoC

8. Vanguard9. Turn 1 WoC10. Turn 1 WoC

Turn 1 – Dwarves

The gyrocoptors flew towards the large unit of Warriors and although at the maximum distance for their weapons effective range, still managed to roast 5 of the putrescent ones. The irondrakes stepped up and chargrilled 4 of the dogs in front of them, the stench of cooked tainted meat was not enough to send the final member of the pack running though.

The quarrellers in a rare moment of total ineptitude, all targeted the same dog. That dog obviously died, pincusioned with bolts and with their faces flaming behind their beards the crossbow dwarves were glad the walls of the house hid their shame from their brethren.

The crew of the organ gun, seeing the Daemon Prince had been gravely wounded tried some speculative shots to finish off the fell beast but they all went wide of the mark instead shredding the trees surrounding him.

4. Turn 1 Dwarves

11. Turn 1 Dwarf12. Turn 1 Dwarf13. Turn 1 Dwarf

Turn 2 – WoC

The warriors charged into the nearest of the gyro’s and dispite the warped diseases that threatened to twist the flesh of the flyer, he staved them off, striking a warrior down in the process. The experience was unnerving enough that with his machine rusting before his eyes, his nerve broke and he peeled off and made for the hills.

The Maurauder horse and remaining hound attempted to charge the irondrakes but the runes on their standard flared brightly causing both units to stumble and pull up short of their target. Seeing the failure of the nearby units to charge the drakes, Thrudd instead flew across the river to set up a favourable future charge.

On the other side of the river, the dogs failed to charge the organ gun, thus impeding the ability of the Skullcrushers to do anything. Bellowing in frustration they steered their mounts to the side, determined that they would not be denied their tally of skulls.

The Daemon Prince realised staying put was just inviting the artillery to keep targeting him and determined to share the gifts of the allfather, tore into the warrior horde. Four of the brave dwarves fell beneath his claws and a further warrior was shredded from the miscast explosion that also took a further wound from the prince. (Edit: with a single wound now remaining, Luke was now somewhat concerned for the safely of the Prince!)

5. Turn 2 WoC

14. Turn 2 WoC15. Turn 2 WoC17. Turn 2 WoC

Turn 2 – Dwarves

The Gyro finished it’s tactical retreat and once again turned to face the warriors. His squadron partner, used the time to get into a prime position and fired his steam gun at full force. Seven of the Nurgle warriors fell to the ground with the putrid flesh sluiced off their bones as the boiling steam turned the armour into a pressure cookers.

The quarrellers, making up for their early failure, wiped out the remaining dogs, opening up the path for the Organ Gun to then target the Skullcrushers. With typical efficiency the machine cut down one of the monstrous infantry and left a second hanging onto life.

The Hammerers charged into the mauraders who fled, panicking the nearby hound. They then redirected into the trolls who also fled. The Daemon prince continued it’s one man monster crusade of destruction, killing another 5 dwarves and healing a wound in the process.

6. Turn 2 Dwarves

18. Turn 2 Dwarf19. Turn 2 Dwarf20. Turn 2 Dwarf

Turn 3 – WoC

Thrudd and the nearby Warshrine both charged into the Irondrakes. The defensive fire once again proving ineffective against the well armoured BSB. In the ensuing combat the Irondrakes showed their elite status, wounding Thudd and the damaging the warshrine twice for the loss of just two of their number.

The few remaining warriors of Nurgle recharged the damaged Gyro, this time completing what they started and permanently grounding the machine.

The Skullcrushers finally managed to get a charge off, targeting the quarrellers. Much to their frustration they needed to dismount to attack the dwarves and were quickly repulsed from their building assault. The Warshrine supported this by attacking the organ gun and destroying the proud machine. The Prince continued his demolition of the warriors, again gaining a wound but unable to shift the steadfast dwarves.

The marauder horse and single hound continued their run from the battle but the Trolls rallied and turned to face the battlefront.

7. Turn 3 WoC

Turn 3 – Dwarves

In what turned out to be the final turn of the game, the remaining gyrocoptor continued to whittle down the warrior unit, this time taking out just two of them. The Irondrake combat continued with 2 more of the dwarvern elite falling but in return they bought down the enemy BSB and inflicted a further wound on the shrine, that they then proceeded to run down as it fled from the implacable dwarves.

The Prince killed off a handful of the stout warriors and they failed to inflict any damage in return.

Throgg and the Trolls once again fled from the attention of the Hammerers, who pulled up just inside the woods

8. Turn 3 Dwarves


Running out of time and with so little of the battle played, very little destruction had been achieved. I’d lost my Organ Gun (145pts) and a Gyrocoptor (80pts) and Luke had lost his BSB (241pts), a warshrine (135pts), the hellcannon (210pts) and a pack of dogs (30pts) which, when also factoring in the bonus 50VPs from killing the BSB, gave me a 666 to 225 victory.


On the drive back we had a chat about how we thought the rest of the battle might have played out. We agreed that the Irondrakes killing the bsb and the shrine had given me the edge.

On the left flank, the Warriors were in real trouble, they could have retreated but the Irondrakes would have been able to move across and finish them off (perhaps with the assistance of the Gyro)

It the centre, the hammerers would probably have done a swift reform and moved to attack the Prince in turn 5. If the Warriors were able to hold for another turn or two (which should have been possible due to steadfast) it would ensure the prince was held which should have allowed this. This would have likely resulted in a dead prince. However the nearby shrine might have been able to charge the dwarf Warriors (though I would have used my engineer to try and delay this), which could have swung the combat allowing the prince to avoid the hammerers. Either way the Dwarf Warriors survivability was looking as likely as their chaotic compadres. 

The juggernaut riders could possibly have finished off the quarrellers but with steadfast and Lukes rolls, they likely would have taken all game to do so (especially as the xbow dwaves wouldn’t have to initiate combat in their turn).

I forget how psychological this game can be, especially if you haven’t faced a specific unit before. For Luke it was the Hammerers, he was trying to avoid it (successfully) at all costs. For me it was Throgg and the Trolls. I’ve seen Luke roll a phenomenal number of saves before so that regen was really worrying me.

In terms of the list, it played reasonably well. The ease in which Luke avoided the hammerers just bought to the forefront the major weakness with Dwarf armies, their movement and as such when taking large blocks of troops you need to ensure the options for the enemy are all bad (or that there isn’t one option that is better than another). In hindsight this meant that I should have put at least the lord in the warriors as he would have bolstered the weaker unit making neither of them a good prospect to attack.

The two Runesmiths, Banner of Valaya and 2 dispel scrolls really helped contain the magic phase and the banner especially, gave me a massive  edge vs the bound warshrine spells. As it went I only used one of the dispel scrolls in the last turn and probably wouldn’t have bothered doing so if it hadn’t been the last turn.

My unit of the match was definitely the Gyrocoptors that between them they killed off 14 of the Warriors, though my Irondrakes were probably a close second once again proving their worth.

My next match may be against Luke using a full gunline but I also know that Neil is interested in a game too.

2. Deployment


WHFB – Dwarves vs Luke’s WoC – part 1 – lists and thoughts.

With the completion of my KOW group games and the new edition of 40k not out until June, I thought i’d try and get in a few games of whfb.


Like me, Luke was a former player who took a break (you can see from the pictures in this post that his figures are very much oldhammer and I love his banners) and came back to warhammer late in the day so both of us are still very much into 8th ed. As such I proposed a series of games against him and having multiple armies I asked him what he had never played in 8th. Of the one’s easily to hand, it was Dwarves and Wood Elves. In order to give him a competitive game I said i’d bring Dwarves to start with and then later on i’d give wood elves a go (and offered him the use of any of my armies for the evening, if he wanted to try something else). Having decided the race, I then offered him the choice of what sort of army he wanted to face: Full gunline, all melee or combined arms. He wanted to try a bit of everything for the first game (and as we were playing a series of games, I could bring something different next time). So with that said (and after some good advice from the EEFL forum – which of course I then mainly ignored ;p), I decided on the following list:

The Throng of Karak Silvertop

Characters – 658pts

Knoffles Silvertop – (General) Lord – Shieldbearers + GW + Ro Fortitude + 2 * Ro Iron – 271pts

Drugin Silvertop – (BSB) Thane – MRo Gromril + GW – 126pts

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

Barlin Silvertop – Runesmith – Ro Stone + Ro Spellbreaking + Ro Furnace + Shield – 98pts

Burrnoth Strongarm – Master Engineer – 70pts

Core – 626pts

Quarrellers (14) – Standard + GW – 205pts

Dwarf Warriors (39) – FC + GW – 420pts

Special – 749pts

Hammerers (36) – Musician + Standard + Ro Valaya – 589pts

Gyrocoptor – 80pts

Gyrocoptor – 80pts

Rare – 465pts

Irondrakes (17) – FC + Brace of Drakeguns + Ro Slowness – 320pts

Organ gun – Ro Accuracy – 145pts

List thoughts

Though there are elements of what i would normally include the build is somewhat different in order to give Luke a flavor of different dwarf options.

Although I love the model and this is my preferred build if I take him, I would not normally take a dwarf lord, if only because for the points I could fit in another unit! He is however great fun and is the head of Karak Silvertop so for fluff I love taking him in lists (and he is amazingly tanky and it will give Luke a chance to play against him). This build gives him a 2+ armour save, 4 str 6 attacks (and 2 str 4 attacks) and a toughness of 7 with 6 wounds. Almost monster stats, all in someone that still maintains the lookout sir rule!

The two Runesmiths are often staples and with the BSB are known to Dwarf players as the holy trinity. I’ve kept them as bare minimum build so they have a 2+ save and a ‘dispel rune’ each.

I’ve gone for a BSB build I don’t normally take as I wanted to try it out. I have been taking the MRo Grungni because as standard, that gives him a 4+ ward (with a 3+ armour save) and a 5+ ward vs shooting for anything within 6″. I found that this was quite situational so decided to keep him cheap and quite hitty with a 1+ armour save and great weapon. I did toy with giving him a Ro Iron to add another wound but taking more characters than normal meant I tried to keep loadouts at a minimum.

The Master Engineer I would normally give a BoP and Ro Stone but again with points restrictions he is being fielded as standard. I nearly dropped him but with only 1 warmachine in the list, I wanted to maximise it’s potential and use him as a guard.

I’ve fielded shield beards as an anvil recently (mainly as the models were painted) with mixed success, however I decided their defensiveness wasn’t good enough and neither was the damage output. I have found that 8th seems to be more about damage output and so this left me with a dilemma. Having decided I wanted to take a horde, did I take a horde of GW longbeards (this comes to almost 625 on the nose), Warriors or Quarrellers. In the end I went with GW warriors as I have previously taken a horde of Quarrellers (so wanted to try something different) and also it allowed me to include a small unit of quarrellers anyway to make up the core tax and to counter any chaff. It’s worth noting that due to the poor initiative of dwarves, taking great weapons doesn’t really impact them as you normally strike last anyway.

I produced a gzillion lists in the run up to the game (it’s one of the elements that is head and shoulder above KOW) but decided that I wanted to bring a horde of hammerers. The potential damage output of this unit is obscene with 40 str 6 attacks (or str 7 if you charge). I’ve given them the magic banner with Ro Valaya so that, as standard, I am always dispelling on a +4 (or as a lvl 4 wizard lord equivalent). It also allows any remains in play spells to be dispelled on a 3+ each turn. This combined with the 2 channel attempts and 2 dispel runes means it should help to tie down the magic phase.

2 Gyro’s round out the special choices as they are fantastic chaff and the 2 flame templates will mince large low toughness units.

As i’ve stated before, Irondrakes are one of my favorite units and work as both an anvil and highly effective shooting unit (especially with the Ro Slowness). This is one of the reasons I will now rarely take shield dwarves.

The final element of the army is my single warmachine, an organ gun. It has a single Ro Accuracy, which when combined with the Engineer will give it a standard 2+ to hit, or 3+ at long range (15-30″). Added to the ME artillery dice reroll ability should make this pretty effective (assuming I roll well on the 2 art’ dice and it isn’t killed in a turn or 2).

I consider this a true dwarf combined arms list rather than a gunline. Yes it does have a number of shooting units and the number may be greater than other armies but for dwarves this is almost a minimum and only one warmachines is practically unheard of! I’m sure i’ll regret not taking a cannon but this list is not about warmachines. I’ll leave them for another day when I don’t take the lord and so have more points to spend.

The hammerer unit will go front and centre with the lord and bsb in it. The Irondrakes will be set up forward and will do their normal retreat each turn to try and maximise their shooting. Their priority will be the trolls. The quarrellers will likely be to one side of the hammerers (or GW dwarves) and will aiming to remove all chaff. If they are attacked, one of the hordes can counter (though with their stand and shoot and GW’s, they should be able to hold their own somewhat).


Luke’s Warriors of Chaos list

Nurgle Daemon Prince – level 4 Lore of nurgle, flight, chaos armour, charmed shield, sword of striking, dragonbane gem, scaled skin, soul feeder, Chaos familiar – 525pts

Exalted hero (bsb) – Disc of tzeentch, halberd, enchanted shield, MoT, tzeentch third eye – 241pts

Throgg – 195pts

5 chaos hounds – 30pts

5 chaos hounds – 30pts

21 Chaos Warriors of Nurgle – FC, MoN, halberd, banner of swiftness – 444pts

5  Chaos trolls – additional hand weapons – 190pts

Marauder horse – champion, standard, javelins, flails – 110pts

Warshrine – MoT – 135pts

Warshrine – MoT – 135pts

Hellcannon – 210pts

3 Skullcrushers – champion, standard, ensorcelled weapons – 254pts


When he sent it through, he said he wanted to try a double shrine list and the only point of the shrine is to maximise the chances of good rolls on the eye of the gods table and it also has a bound spell that allows D3 eligible characters/champs within 12″ to roll on it when cast. This explains the number of unit champions. I’m not sure if two is over kill though.

He also stated that he wanted to try Lore of nurgle rather than death. The lore is a good all round one. There are no terrible spells but it does also lack a killer spell too.  I will need to be careful of curse of the leper, as that spell reduces toughness which is one of my strengths. One of the spells also increases the regen save by +1 which would be filth on the trolls.

He also got caught out on blood and glory in the recent comp and so has ensured banners in every unit.

I’m also not sure if he has taken a prince before. If he has, he must have been quite lucky as 8th is often a cannon heavy meta and it is not well protected against them. As I don’t have one, I will have to contend with a 1+, 5++ (2++ vs fire). Knows 5 spells, channels on a 5+. Flies. Hits everything in my army on a 2+ and is at -1 to hit (so everything in my army hits on a minimum of 5+) and he regains wounds on a 6 in combat. Frankly this is a beast, though is over a fifth of his points in one model so it has to be high on the list to kill. *sigh* where’s my cannon. 

He also included the standard unkillable (although surprising killable) bsb, with a 1+ (3+ in combat), 3++ save (rerolling ward rolls of 1). I do think that the discs have to be the most under-priced mount in the game (well with perhaps the exception of the shieldbearers).

I’ve not faced Throgg before but he will obviously be going in the troll unit which makes that my number one target for the irondrakes. If they get some hits then the organ gun will be tasked with finishing them off (if it is still there, as it’s primary target has to be the prince and Luke has to be thinking that the organ needs to be gotten rid of early).

He has 3 sets of chaff and the quarrellers will be aiming for them asap with priority going to the unit nearest the organ gun (with perhaps the mauraders first if possible of only due to it having a champion).

 The gyros will generally be a nuisance but will primarily try and tie down the hell cannon as that could mince my large blocks.
And with all that said, I decided to post this early and give him a heads up in case he happens to read this before Friday. I’m nice like that.

KOW – Herd vs Dan’s Dwarves – SELWG Competition game

In the second of my competition battles (and second game in two days), I played against my old adversary Dan. I was really curious what he would bring, as not only have I faced Dan in battle many times at Warhammer (though not at KOW) but he was also using one of my favourite armies, dwarves and i wanted to see how different his list would be from what I would create (the answer is: quite a bit).

Dan’s Dwarf list – 2000pts

Mounted Berserker Lord – 140pts

Army Standard Bearer – 50pts

Stone Priest – 120pts

Stone Priest – 120pts

Shieldbreaker Horde – 215pts

Shieldbreaker Horde – 215pts

Rangers Regiment – 180pts

Berserker Brock Riders Regiment – Potion of the Caterpillar – 230pts

Berserker Brock Riders Regiment – Gem of Zellak – 240pts

Flame Belcher – 85pts

Flame Belcher – 85pts

Greater Earth Elemental – 160pts

Greater Earth Elemental – 160pts

The entire army has the headstrong rule so can ignore wavers on a 4+. I don’t think this is one of the more useful army traits but it is what it is.

He has several elements that I would say obviously work together.

Core – The 2 Shieldbreaker hordes have average hit and defence stats and again average horde attacks with the normal high nerve. They do have CS2 so will damage more easily.  I would expect these to form the centre of the army.

Standard bearer – I suspect this will closely follow the 2 hordes as their source of inspiring.

Support. 2 Flame Belchers. 2 sources of 18 attacks with a 16″ effective range that always hits on a 4+ (as we are not using CoK rules) is enough to give me the shivers after my experience with Efreets. I suspect they will also be backing up the 2 hordes and used to soften up anything that came close to them.

2 Greater Earth Elementals each supported by a stone priest in order to surge them. They can also inspire the elements and cast bane chant on anything within 12″ of them (though they can’t BC + surge in the same turn). The Earth elementals only have 8 attacks and an average hit roll, however with CS 3 they will damage any of my army on a 2+ and surge gives them a good chance of hitting the flank. They have a high 6+ defence and a solid nerve meaning it will be difficult to shift them. In some ways the high CS attacks of the elementals and shield breakers are wasted on my list as I tend to have low defence so it doesn’t make a huge difference.

Fast attack. Rangers – 24″ ranged attacks, combined with vanguard means they will be attacking early on. They only have average hit and def stats and reasonably low attacks. I would expect them to advance in order to project an early threat to stall my advance and to try and clear out my chaff.

2 units of berserker brock riders. This is the true fast element of the army. They have high attacks and nerve and are fearless. They have TC1 and vicious so will hit reasonably hard on the charge. This is offset by their average to hit and defence stats. One unit has pathfinder to help ensure they don’t lose TC1. The other has the scrying Gem that makes his opponent have to lay D3+1 units before he does. With his higher unit count, this means he will know where the majority of my army is deployed so I need to have a plan straight off the bat.

The final part of his army is a mounted berserker lord. 8 attacks with CS1, vicious and hitting on 3+ means he will kick out a solid number of wounds. He does have nimble meaning he can easily get into flanks, round units but has individual so won’t double/triple attacks. He also inspires brock riders so will likely roll with them.

As expected with Dan, he has built his army thinking about synergies. I can see how I would run his list with the horde core backed up with warmachines. His brocks could be run as a pack or on each flank and his elementals run the same way. Saying that, i’m not sure if he would run it the same way though!

His army is slow and so he has tried to offset this with the Gem, forcing me to lay between 2 and 5 drops before him (depending on who won the roll and his D3 roll). As he starts with 13 drops vs my 11, he would always have a slight advantage and using the Gem will also mean that he will likely be reacting to my deployment. This could actually go against him as not only should I be able to anticipate how he will deploy based on how I lay my units, but due to the slow speed of dwarves I feel you should not be reactionary in deployment but lay according to the objectives rolled (though perhaps this holds true to some extent for all armies).

The key for me will be to overwhelm sections of his army quickly. His biggest attack range is an 16″ charge from the brocks and 16″ fire range from the flame belchers. Yes the Earth Elementals have a maximum charge of 10″ plus a potential 8″ surge but this is unlikely to occur. This means I have the edge in movement speed and so need to utilise this to multicharge. If he splits the brocks, then one unit of beasts will block them to set up a counter, leaving the other (or a Brutox) to target a flame belcher.

I can see me utilising a refused flank a lot with the herd, the centre anchored with my horde, Brutox on both flanks.

To recap my list.

The Herd of Khazbar Reborn – 2000pts

Khazbar – Shaman – heal + Myrddin’s Amulet – 130pts

Wazzock the Renewed – Shaman – heal – 120pts

Zurrock the Mighty – Chieftain on Chariot – bows + Fire Oil – 205pts

Beast Pack – Troop – 70pts

Beast Pack – Troop – 70pts

Tribal Spirit Walkers – Horde – Brew of Strength – 260pts

Longhorns – Regiment – 145pts

Stampede – Horde – Brew of Sharpness – 305pts

Guardian Brutes – Horde – Blessing of the Gods – 255pts

Brutox – 220pts

Brutox – 220pts


We used Neil’s terrain chart and rolled Map 5, which contained: 4*buildings, 1*tree base, 2*WHF, 1 hill.

Hills are height 2, Trees and buildings height 4.

I won the roll and so was designated player A.

Terrain deployment instructions Map 5.

  1. Player A places 2*buildings & 1*WHF anywhere on the table, but not In any DZ, at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in nay configuration.
  2. Player B places 2*buildings & 1*WHF anywhere but In any DZ at least 6” from any table edge, & both buildings no further apart than 6” with WHF linking both buildings in any configuration. Also must be at least 12” away from nearest building in A above.
  3. Player A places 1*tress anywhere on the table at least 9” from any table edge.
  4. Player B places 1*hill anywhere on the table at least 9” from any table edge.


I was hoping that I didn’t get loot again and when we rolled Pillage, I was more than happy as it was another first for me.

We rolled 7 objectives and Dan placed the first token. When finished the Terrain and objectives looked like this.

1 terrain


We then rolled for sides, which I won and again in my normal display of tactical acruity picked the side I was already on. As such I had the first drop and Dan deployed his gem of something or other which forced me to lay an additional unit off the bat.

I again followed my rough deployment plan that I had sketched out and had used the night before, not worrying about Dan’s deployment strategy too much. He did pretty much do what I was expecting using a symmetrical deployment but with the Brock riders all on one flank.

Dan then won the roll for turn choice and decided to go first.

As normal I’ll caveat that any mistakes are down to memory or lack of photos/notes.

2 Deployment

2 - Deployment3 - Deployment4 - Deployment

Turn 1 – Dwarves

The dwarves started aggressively, the infantry moving up as far as they could and the Stone Priests each surging an Elemental.

The Rangers, who had vanguarded, shot the slavering Brutox in front of them but caused minimal damage.

3 turn 1 dwarves

7 - Turn 1 Dwarf
Note the black square is the 7th objective, I only had 6 markers!
8 - Turn 1 Dwarf

Turn 1 – Herd

The herd responded cautiously, edging forward, ensuring they remained out of charge ranges on all fronts

The Chieftain opened fire on the nearest Brock Riders causing as much damage as the rangers had the previous turn (almost bugger all).

4 turn 1 herd

9 - Turn 1 Herd10 - Turn 1 Herd11 - Turn 1 Herd

Turn 2 – Dwarves

The dwarf advance stalled on all fronts with most of the infantry following the lead of the herd and also creeping forward. The exception was the Brock Riders who continued to move up to threaten the herd left flank.

The rangers again shot the Brutox who roared in frustration at the puny midgets in front of him.

5 turn 2 dwarves

12 - Turn 2 Dwarf13 - Turn 2 Dwarf14 - Turn 2 Dwarf

Turn 2 – Herd

The Chieftain again shot at the same Brock Riders but failed to do anything of note. The Beast pack on that flank moved up to do what it is good at and blocked the two units of Brocks and their lord.

On the far flank the Brutox piled into the rangers, healing as it did so, horns and blades tearing bodies apart and wavering the unit with the force of the charge.

The central units also chose this moment to strike, with the Stampede smashing the nearest Elemental into dust. The Guardian Brutes on the other side of the wood, hit the other stone monster so hard that cracks appeared all over it but unlike its twin, it managed to retain its form.

The final beast pack moved up to block the path of one of the Shieldbreaker hordes so they couldn’t counter the Stampede.

6 turn 2 herd

15 - Turn 2 Herd16 - Turn 2 Herd17 - Turn 2 Herd18 - Turn 2 Herd

Turn 3 – Dwarves

In a wave of charges the dwarf forces engaged the herd. One unit of Brock riders and their lord tore apart the interfering dogs and eagerly eyed up their next target. The other unit of brocks noticed the flank of the stampede was just within their sight and made them pay for that opening. The Flame Belcher near them supported the attack by trying to burn away the Brutox with limited success.

Unable to get to the Spirit Walkers, the horde of Shieldbreakers charged the blocking unit of dogs. The remaining Elemental eager to get away from the Brutes, turned and also charged their flank. Suffice to say the dogs were ground to paste in short order! The remaining unit of Shieldbreakers, their path clear, hit the Brutes but bounced off after a lackluster round of hindered attacks.

On the other flank, the second flame belcher softened up the Longhorns and the Rangers, shaking off the effects of the previous combat, counter-charged the Brutox and continued to chip away at it.

7 turn 3 dwarves

19 - Turn 3 Dwarf20 - Turn 3 Dwarf

Turn 3 – Herd

With the left flank hanging in the balance, the Chieftain and Brutox, in a gamble, both charged the damaged regiment of Brock Riders, knowing the result of the ensuing melee would decide that flank. They failed to remove the unit and were now in a bad position and prepared to sacrifice themselves for the cause.

The Tribal Spirit Walkers finally able to contribute and buffed with a bane chant, smashed into the flank of the elemental which was removed in short order (edit: with 70 attacks incoming we just double 1’ed it). The Guardian Brutes and Longhorns both charged the horde of dwarves in front of them but despite inflicting massive damage the horde remained.

On the far flank, the Brutox continued to regenerate damage and finished off the rangers, over-running to clear the building.

8 turn 3 herd

22 - Turn 3 Herd23 - Turn 3 Herd24 - Turn 3 Herd

Turn 4 – Dwarves

A charge to the flank of the Brutox, from Brock Riders, resulted in one large corpse but the Chieftain was a tougher proposition and survived the effort of the other Brock unit to remove it. The left Shieldbreaker horde held back in order to allow the Flame Belcher to soften the Spirit Walker horde before the next combat started. The other Belcher continued to target the Longhorn Regiment.

In the centre, the second horde of Shieldbreakers counter-charged the Brutes and despite being  hindered routed the unit.

9 turn 4 dwarves

25 - Turn 4 Dwarf26 - Turn 4 Dwarf27 - Turn 4 Dwarf

Turn 4 – Herd

The Chieftain again charged the damaged Brocks but displaying the stubbornness that defines their race, the buggers just refused to die.

The remaining Brutox moved up ready to contest the objective nearby.

The fight in the woods continued with the Spirit Walkers inflicting massive damage on the Shieldbreakers but due to the nearby ASB they held their ground. On the other side of the woods, the other unit of Shieldbreakers had left their flank unguarded and the Longhorns, now almost fully healed thanks to Khazbar, took full advantage, shattering their formation.

10 turn 4 herd

Turn 5 – Dwarves

The two units of Brocks crushed the Chieftain and his chariot between them and turned to face some of the unclaimed objectives (edit: we again just double 1’ed this).

The Shieldbreakers charged the Spirit horde and achieved what the herd unit had failed to accomplish and destroyed them in the combat. This result was helped by the Flame Belcher first taking out the nearby Shaman.

11 turn 5 dwarves

Turn 5 – Herd

With very little remaining to the herd at this point, it’s options were limited. The Longhorns moved up to contest the central objective, Khazbar again healing the unit. The Brutox charged the Flame Belcher and although inflicting a massive 17 wounds, failed to shift it! (edit: we just rolled the break test, but due to an actual double 1 result, for fun, we then rolled to see what the damage would have been ).

12 turn 5 herd

28 - Turn 5 Herd29 - Turn 5 Herd

Turn 6 – Dwarves

The Dwarves realised that the game was still in the balance and the brock riders moved off to secure objectives.

The Shieldbreakers made a hindered charge against the Longhorns but failed to shift them. Likewise the flame belcher could only wound Khazbar.

13 turn 6 dwarves

Turn 6 – Herd

The Brutox again charged the nearest flame belcher and this time the dice were more favourable and removed it from the table, claiming the nearby objective.

The Longhorns, glee in their eyes, wiped the last of the shieldbreakers from the woods, the blood of their corpses would help feed the trees and keep them healthy for some time. This had the added bonus of allowing them to claim the central objective.

14 turn 6 herd

Turn 7 – Dwarves

In a hopeful move the Brock lord charged the Brutox but his feeble attacks failed to shift it from the objective.

The remaining flame beltcher fired everything at the longhorns in the woods, its cleansing fire burning away large swathes of the wood and the beastmen with it! (Edit: this was about the first time Dan rolled more than 4 wounds with a flame belcher all game!)

15 turn 7 dwarves

Turn 7 – Herd

In the final acts of the game, the Brutox healed most of the damage on it but this effort distracted it and it failed to do more than a scratch to the Brock Lord.

16 turn 7 herd


A win for Dan with 2 objectives to my 1. (Edit: I’m sure his flame belcher was not in range of the middle counter but either way he had won).

In terms of remaining points for the tie-breaker claculation, Dan had 985 pts and I had 350pts remaining.


So close to a draw! Damn the fickle turn 7 dice gods.

Again it struck me how fast the game is. Dan’s train was delayed and he only got to the club around 8, but we still finished the game by 10.30. True neither of us spent ages over our turns but playing 8th we would have likely started at 7 and be just about wrapping up for 11 (depending on how close the game was of course).

Dan and I were also chatting about chess clocks during the match (comp or not it’s always a very social game between us) and we are both intrigued about them. I can see us giving it a go in a future game.

So what went well?

Again I was reasonably happy with my deployment strategy. There was a good chance he was always going to be able to react to my drops so having the plan in advance (and just about correctly guessing his) really removed the bad decisions I often make if I do the reacting. Again it wasn’t perfect but it’s allowing me to make small tweaks to the drops and learning to work these into ‘the plan’

Managing to fight most of the central battle in the woods really worked in my favour as his big blocks were hindered in their initial charges. I know Dan shook his head over that and won’t make the same mistake again.

‘The bad’

For the second game in a row I really felt the lack of pathfinder on the guardian brutes. In this game this came down to where I deployed them. Putting them opposite the wood was just stupid, at the very least I should have swopped them with the longhorns.

My positioning of the Stampede after combat (for the second game in a row), was awful and allowed it to be flank charged and removed in one round of combat. Part of this was down to forgetting about the difference between whfb wheeling and pivoting as the beast pack would have blocked the wheel. The other part is looking around after combat and deciding what I need to do. In this case even moving slightly forward would have meant they couldn’t be charged.

On turn 3 before I dual charged the brocks with the Chieftain/Brutox, I instead nearly nipped the chief through a gap into Dans back field, figuring he could then hunt down characters/warmachines. What held me back was, if I had done this, then the Brutox would have definitely died that turn and the Brocks would have had free reign. By charging the Brutox and Chieftain there was a chance that I could have killed the brocks which would have allowed the same scenario and if I didn’t then the brocks would have to kill both of them to get back in the game. I’m still not sure if it was the right decision, it probably was but the doubt remains especially as I could have gone after his ASB and or the flame belcher. Got to love second guessing yourself!
Overall, another very fun game. There were far less rule queries in this one and that was likely due clearing them up in the previous nights game.

Thoughts on my list so far.

Just in general, I’ve been pretty happy with the items selected. CS1 on the spirit walkers has been really helpful in most games and made a big difference. Elite on the brutes has worked really well, though as per a suggestion on the Herd FB group, I would be tempted to put that on the stampede as not only do they have more attacks but it’s also the cheaper of the items and I keep screwing up and allowing the Stampede to die to flanks…

Hobby Update – Greater Stone Elemental

On Tuesday I received a little package at work and when I opened it I found one Golem Enano (translates as Dwarf Golem) from the Spanish company Mom Miniatures.

I’m quite a fan of this company. They produce some of the cheapest miniatures available but they are also nice models. This is offset with them having a limited range of models but their dwarf range is a reasonable size and includes one of my favourite purchasable units that can be used as KOW Ironguard/WHFB Ironbreakers.

The model was resin and came in 3 parts, of which one was the base. The cast was pretty good, not in the same league as the models from Mierce but I think this is because the resin is softer. I did need to clean up some of the injection points and file down a couple of odd surfaces but the softer resin actually made this a 5 minute job. I will add that the resin is still hard enough to make this a solid model you couldn’t dent it with a nail, I used metal tools. After the compulsory wash to get rid of any casting agents (or whatever its actually called – memory is failing me!) I glued it together ready for priming.

For this model I primed it with a white base and used a mechanicus grey base. The whole model was then washed with drakenhof blue (what can I say I love this colour combo) and then drybrushed with Stormfang from GW’s dry range. Runes were picked out with Warplock Bronze. These are the one part of the paint job I’m not entirely happy with as they look too pristine so i’ll need to work out how to weather these. In a first, I actually tried to paint some gems! I kept them a fairly simple uniform green and painted multiple green colours starting dark and working my way lighter. Each coat taking up a smaller surface area of the gem. I suppose it’s a cheats way of trying to get a layer effect (unless this is the basic way of layering – i’m probably showing my ignorance here. One day i’ll watch some painting tutorial vids!). I did plagerised one of the example photos on the MOM site and added some flock to the main model, as well as the base, to try and give the impression of a weathered model that had stood still for a millennium before being called to service.

Overall the model was really nice to put together and both fun and easy to paint (the fact I did it all in 2 nights shows how much I enjoyed it). So below are some photos of the finished product including some with one of my normal dwarves so you can see the size difference.