Hobby update and Neglected model challenge – Wood Elves /Ungrim

Thanks to another neglected model challenge from Azazel, I finally finished off 10 classic wood elf waywatchers.

Some of these had their first touch of paint back when I bought them in the 90’s*, so I think you’ll agree that they well and truly fall under this heading!

I’ve kept the reoccurring theme of various shades of green and then added warlock ‘purple’ so that they link into the army colour scheme.

They were deliberately given a very heavy wash so they’ll had a darker feel to them. I tried to keep highlighting to a minimum on most of the model, as this meant that the highlights on the individual leaves on the cloaks were far more prominent.

I even remembered to use some army painter meadow flowers on some of the bases as something new and such a simple thing really adds to my normal static grass base (so thanks to Azazel for the tip!).

The one think that I really noted could use some work, is the faces and in particular the eyes but I’m not confident enough to do anything about that yet.

* if I’m being honest, I had 6 of these from the 90’s and the other 4 were picked up in recent years from eBay after I realised I really didn’t like the new style waywatchers or the idea of painting them and preferred the original ghillie suit cloak look. It’s probably the detail on the newer models, I prefer the elegant models from a more civilised age.

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And I thought I’d just slip in a quick updated couple of shots of the slayer king. The only difference is I’ve repainted the axe as it looked bloody terrible the first time round but you guys and girls are just too nice and didn’t butcher me over it on the original pictures 😀.

Oh and I realised the strange blue bit showing on/around the teeth of the dragon on his cloak was not some blended paintwork but some battle foam wedged it it! The offending object has now been removed.

Lastly I realise I’m posting this on the final day in Aug not Sept but I finished them this morning and couldn’t wait to post them.

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Hobby Update – Ironbreakers

I’ve again hit one of those periods where a number of the projects on the board seem to be coming to fruition.

I’ll admit that some needed to, as it had gotten to the stage where I almost couldn’t fit anymore on it and models were in danger of falling off when I carried it around! That’s what you get for dabbling with so many projects, you never seem to complete any (I’m sure there’s a life lesson in there somewhere…).

Anyway with 9 completed Ironbreakers, this takes my unit up to 29 models a decent size, especially with how durable they are on the field. The main issue is I put a lot more detail (for me) into the models and painted the shields with silver trimming rather than the gold used for the other 20, which means I’ll now have to go back and do the same with them. Bugger.

The final model was an alternative champion for the Irondrakes and/or the Ironbreakers, armed with duel drake pistols. I’m not happy with how the pistols turned out so will be looking to do something further with them.

Edit: straight after posting this I noted bits of detailing I blatantly missed. Don’t you just hate it when that happens!

Hobby Update – Slayers

After being asked to write a comprehensive guide to the 8th Edition dwarf army book for the forum, I’m feeling a great deal of love for the stunties at present. Enough that, when taking some pictures of some of my collection to add to the posts, I realised just how badly painted (or perhaps I should say how quickly painted) some of them were!

As such, I revisited more than a couple to add more detail. I might post some of the others once they are redone but this post is about the slayers, namely Ungrim Ironfist and generic Daemonslayer no.1.

I’m still not happy with their weapons so need to decide what to do about those.

Jewel of July – Hobby Update – Wood Elves and Dwarves

Azazel has done it again and managed to get me out of my hobby slouch with another one of his monthly challenges, this time it is the Jewel of July.

This challenge is all about characters and show pieces. I’m sure a number of the blogs will pull out some impressive large models but I have decided to ease myself back into painting with two more humble models.

The first is a dwarf slayer character that was released during the ret-conned Storm of Chaos expansion (I believe around 6th ed Warhammer Fantasy).

Garagrim Ironfist was the War-mourner of Karak Kadrin and son of the legendary Ungrim Ironfist. It was his duty to tend the Shrine of Grimnir and the temple’s store of runic weapons.

This was a model i’d been after for a while but due to not wanting to pay silly prices it had taken me a while to find him. Thankfully an Italian gentleman had put one up on ebay together with the dual pistol dwarf engineer for a very reasonable price. This might have been due to his base being missing but either way I jumped on it and the ‘free’ engineer was a bonus.

It did however mean I had to do something with the lack of base. He was still attached to the ‘sprue’ so I was able to put him in a slotta base but he stood half an inch up. This was fixed by, with my normal ‘attention to detail and foresight’, wedging half a ton of greenstuff onto the base.

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Yep my paint board does contain half a dozen projects part painted

If i’d been thinking at all, I would have at least tried to sculpt it into stone. Because I winged it, I instead wedged a number of elf heads onto the base and then added static grass.

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Annoyingly, after taking the photo, I realised I needed to wash the beard ornaments

The next character finished for the challenge was the second of my Waystalkers for my Wood Elves. I kept the paint scheme almost identical to the first, which was quite deliberate as the idea was they were the left and right hand of Haldrin Stormlight. The twin deaths.

I did try to up my game with him, adding a lighter green drybrush on the leaves and then far more highlights (the final picture shows the difference). He also got a red sprite rather than blue.

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WHFB – Beastmen vs Dwarves – SELWG Competition Game

On Friday I faced off against the second opponent in my group, Martin and his Longbeard heavy Dwarves.

It was another game I was looking forward to immensely, as I’ve played Dwarves a lot in this edition but I’ve not played against them in some years and with his three stubborn blocks of Longbeards, cannon and Organ Gun, I was about to have a taste of my own medicine! On top of that, I’d never played Martin, so it was a double bonus!

As normal, any mistakes are down to memory and notes.

Khazbar was secretly pleased. Bashor’s decision to relocate the herd to new grounds was not going down well. There had been constant grumbling and he had already been forced to put down 3 challenges to his leadership. That they had failed was slightly vexing, still there were plenty more fools who could be goaded into stepping up. The important thing was to ensure that if they failed, they didn’t live to cast aspersions on him.

The one doubt that had been gnawing at him was the route of their migration. It followed a pass that was dangerously close to the holds of the stunted ones. He looked around and tried to console himself with the size of the herd. Surely they wouldn’t try anything against the might arrayed before him. Would they?…

Terrain

For the second game in a row, map pack 5 was randomly selected from the terrain table, which consisted of 4 buildings, 2 walls/fence sections, 1 hill and 1 wood.

I was player A, so set down the first bit of terrain and after setup, it looked like this:

1. Terrain

Scenario and pre-match rolls

Martin rolled the Invade scenario which I wasn’t disappointed with, as I’d not only never played this but I thought my movement should give me an advantage, as the scenario required a player to have to move fortitude bearing units in the opponents half at the end of the game. This competition scenario played as per the battle of the pass scenario from the rule book so was played length wise.

In terms of spells, Khazbar had the following for the Lore of Beasts:

Pann’s impenetrable pelt, Savage beast of horros, The amber spear and Wyssan’s Wildform.

Wazzock took Melkoth’s Miasma from the Lore of Shadow.

In terms of secret missions, I took raid the baggage and Martin took take a message.

Deployment

I won the toss to decide on ends and as it was pretty even, chose the side that all the models were on (purely for ease). As normal the chaff was laid first, with the Ungor Raiders deployed as a forward screen to give hard cover vs the Organ Gun. One Chariot, the Doombull and Harpies were all deployed behind buildings to give them cover from the Cannon and other ranged units in the dwarf army.

Martin deployed his units in a double rank, horde formation, forming a wall of stubbornness blocking the open terrain on his right flank. The warmachines were interspersed between the blocks and his Gyro’s were placed to make use of the cover of the buildings.

Despite Martin finishing deploying his units first, I sneaked the first turn.

(Note: Martin forgot his movement trays, hence the McGivered envelopes used instead).

2. Deployment

2. Deployment3. Deployment4. Deployment5. Deployment6. Deployment

Beastmen Turn 1

With an almighty roar, Cattleclysm flew forward into the shadow of a house near the dwarf lines. The rest of the herd responded in kind and stampeded straight towards the mass of stunties.

The two units of raiders tried some speculative shooting towards the war machines but failed to do anything. Magic was similarly ineffective with the 2 Runesmiths smothering the winds of magic before they could coalesce into a form Khazbar could use.

3. Turn 1 - Beasts

7. Turn 1 - Beastmen8. Turn 1 - Beastmen

Dwarf Turn 1

The front ranks of the dwarf lines consolidated their positions, with the right most unit advancing slightly. The Longbeards in reserve executed a reform into a column and moved in lockstep towards the buildings. The quarrellers spotted the nearby Doombull and hurried into the nearby building. The two Gyrocoptors flew up in support throwing their bombs on the frothing bull beneath them. The lack of air at altitude had obvious affected the judgement of the dwarf daredevils, as despite multiple explosions, the Minotaur remained unharmed.

The Organ Gun opened up on the Beastmen runts who had dared to target it and obliterated 3 of the twisted ones. Under the stern gaze of Bashor, they held their nerve.

The cannon the targeted one of the Razorgor and the crew could only stare as the shot ricocheted off one of the tusks, leaving it unharmed.

4. Turn 1 - Dwarves

9. Turn 1 - Dwarf10. Turn 1 - Dwarf

Beastmen Turn 2

Cattleclysm charged at the cottage, smashing the door from its frame. Despite tearing the first three quarrellers apart, their sacrifice gave the others enough time to repel the assault.

Khazbar could only growl in frustration as spell after spell was nullified by the runepriests. To top it off his increasing irritation then caused him to lose concentration. Something would have to be done about them!

With a look of feral cunning on his face, Khazbar sent the Razorgor charging into the flanking unit of Longbeards, taking control of it’s primitive mind he directed it to attack the interfering Runesmith. His control did nothing more than handicap it’s natural aggression and it fluffed it’s attacks and was summarily cut down.

Casting fearful glances behind them, as Bashor bellowed at them, the Ungor moved up to block the central Longbeard unit and the Organ Guns field of fire. The pressure was obviously too much for them and all the shots they then fired at the dwarf unit, failed to inflict any damage.

5. Turn 2 - Beasts

11. Turn 2 - Beastmen12. Turn 2 - Beastmen13. Turn 2 - Beastmen

Dwarf Turn 2

After barely breaking a sweat over the Razorgor, the Longbeards decided they needed some more light exercise and so charged into the nearest chariot. This was too much for the crew who legged it after the dwarves carved them up a little. Deciding they still needed a further workout, they followed up and crashed into the immense block of Gor behind.

With a bit of breathing space, after having repelled the Doombull, the crossbow armed dwarves targeted the raiders that were blocking the Orgun Guns field of fire, slaying one of the two remaining short horns but more importantly giving it a clear shot on the Bestigor.

With a shouted command from the dwarf lord, the two warmachine crews swivelled their machines and opened up on Bashor and his bodyguard. Both Gyrocoptors also moved up to support the attack and engulfed the unit in a double helping of boiling water. When the smoke and steam had dissipated, there were fourteen bodies in a dismembered and parboiled state!

5. Turn 2 - Dwarves

14. Turn 2 - Dwarf15. Turn 2 - Dwarf

Beastmen Turn 3

Cattleclysm again stormed the building. This time the Quarrellers weren’t able to contain the psychotic Doombull and 5 deaths was enough to convince the remaining duo that they ought to report the situation to their liege in the safety of the main lines.

Smelling it’s favourite food, dwarf patties, the remaining Razorgor, charged into the dwarf unit opposite. A few minutes later, it was the dwarves who were feasting on the haunch of the butchered animal. They then made short work of the chariot that had joined it it the assault. As the crew died, they cast last confused glances at the unit of smirking Bestigor that had pulled up short during the charge and left them to their fate.

In a move displaying all the courage that Harpies are renown for, they bravely moved up behind the gyro’s threatening to rear charge them.

Not liking the thought of facing the horde of dwarves and seeing easier prey, one unit of Ungors moved to attack the cannon crew. The plucky raiders managed to kill one of the dwarves whilst only losing one of their number!

The other remaining Ungor came to the realisation that by staying in the open he was dead meat and also charged forward, swerving to avoid the same horde but targeting the Organ gun crew instead, attempting to tie it up in combat. The dwarves hadn’t signed up to the game plan though and the only thing he gained for his trouble was a swift execution.

Khazbar saw yet another one of his spells dispelled, this time by one of the hated smiths invoking the runes on his stave. His temper finally snapped and he forced Savage Beast on himself. Imbued with unnatural power he laid into the Longbeards in front of him, crushing skulls with each swing. Each kill allowed him to absorb their souls and he visibly started to glow with power.

6. Turn 3 - Beasts

16. Turn 3 - Beastmen17. Turn 3 - Beastmen18. Turn 3 - Beastmen19. Turn 3 - Beastmen

Dwarf Turn 3

Neither Gyro were falling for the old ‘leave myself open for a rear charge’ trick and both moved and targeted the Harpies, with 3 of the bird women falling from the sky. However they had done their task and distracted the Gyrocoptors from attacking the more valuable Bestigor.

The organ gun crew again turned their attention to the Bestigor. After half the barrels failed to fire, they realised that an arm of the freshly killed Ungor had wedged in the firing mechanism and moved to clear the blockage.

The Ungors, getting carried away with their success, flew into a frenzy and managed to kill another of the cannon crew.

Khazbar continued his rampage and in the process drew in more souls. The Gor in his unit, followed his lead and butchered an entire rank of the longbeards.

7. Turn 3 - Dwarves

20. Turn 3 - Dwarf21. Turn 3 - Dwarf

Beastmen Turn 4

Bashor led the remaining Bestigor into combat with the Longbeards. Khazbar threw wildform on them, boosting both their strength and toughness. The dwarf lord quickly issued a challenge and Bashor, not liking the look of the heavily armoured dwarf, pushed forward the champion to accept. He looked on in shock, as not only did the lord fail to kill him but the champion managed to wound him in return! Distracted and shaking his mane in disbelief, one of the dwarves managed to also wound him. He looked down at the gash in surprise and then took down four of the dwarves in retaliation. In the general melee the dwarves and Bestigor continued to slay one another but the wiley dwarves concentrated most of their attacks on the vulnerable Shaman, swiftly bringing him down.

Seeing Khazbar swollen with power, the Runesmith desperately invoked his runes to dispel Savage Beast but the Great Bray Shaman, aided with his enchanted weapon, still continued to slay dwarves left and right, as did the Gor accompanying him.

The heroic Ungor finally finished off the cannon crew, spiked the weapon to ensure it would serve no more purpose and then looked around, drunk on power, for their next victims.

8. Turn 4 - Beasts

22. Turn 4 - Beastmen

(Edit – after writing this and looking at the photos, it looks like the dwarves may have charged the Bestigor in turn 4, with the turn 3 Bestigor charge having failed. My notes didn’t say either way but it’s the only thing that makes the photos make sense, especially with the unit positioning and lack of casualties caused in turn 4).

Dwarf Turn 4

With no other targets in range, the organ gun shredded the remaining few harpies.

The dwarf BSB and remaining quarrellers, both charged the Ungors. After slapping the frenzy out of them and cutting down 3, the final member of the group realised they may have gotten a bit too big for their boots and unsurprisingly legged it towards the edge of the battlefield.

The Bestigor/Longbeard combat continued to wage but with a brief lull in combat as the Dwarf Lord finally slew the Gouge-Horn.

With the flanking Longbeard unit rapidly depleting, there was no longer a target rich environment for the Gor, so they turned their attention to the embedded Runesmith. The Smith was made of much greater mettle than his kin any shrugged off everything thrown at him.

9. Turn 4 - Dwarves

Beastmen Turn 5

Cattleclysm, scenting blood in the air, ignored the obvious target in front of him and flew into the rear of the ongoing combat, roaring a challenge as he flew. The already wounded lord decided he didn’t like the odds of that fight and decided he was better off skulking in the ranks of the unit. His ability to hide looked far less likely as the Doombull, Beastlord and Bestigor’s combined attacks made mincemeat of the unit. It was only the power of the ancestral standard that kept them in the fight.

In the other combat, sheer weight of numbers finally won out and the Runesmith and his remaining bodyguard fell beneath the cloven hooves of their adversaries.

10. Turn 5 - Beasts

23. Turn 5 - Beastmen24. Turn 5 - Beastmen

Dwarf Turn 5

The two Gyros moved to give the Gor block their full attention and the steam guns went to work removing a number of them.

The, so far, untouched, unit of Longbeards, charged into the rear of the Doombull. His heavy armour and rage ensured he still inflicted more damage than he received.

The battered units of Bestigor and Longbeards kept their fight going and by the end, the combat had drawn.

11. Turn 5 - Dwarves

Results

Me – Win (15) + Fully Painted (2) = 17 points

Martin – Loss (5) = 5 points

Conclusion

That was a very, very close win.

To put that statement into perspective. The comp pack states that a unit must have 5 models (3 monstrous), including a standard, general or bsb, to constitute a scoring unit. After the final fight I had 4 Bestigor left and the Beastlord (so 5 models), which gave me a scoring unit strength of 3 (2 for the general and 1 for the Standard). His Longbeard unit had 3 longbeards left plus the general, so with 4 models, it was one dwarf under the 5 minimum so neither the unit standard or general counted.

If he had managed one more casualty on the Bestigor, or if I had failed to kill one of the dwarf longbeards in his general’s units it would have ended up a draw! As I said, very very close.

There were a number of mistakes made by both of us. My biggest one was splitting attacks from the Gor unit between the Longbeards and the Runesmith for two consecutive combats. Not only did he pull an amazing amount of saves out the bag on the Runesmith and the last few dwarves but there was no need for me to split the attacks. I should have directed all of them into the unit to remove the stubborn banner and then run down the Runesmith. It just shows how frustration can influence decisions as with the amount of dispels he had thrown out in the game, I just wanted to kill the Runesmith.

The Razorgor, again, each only hit with one of their four attacks. Tactics may talk about using them as ‘assassins’ but I haven’t ever had much luck in that roll. I still think the best use of them is to sit in front of enemy units to redirect/annoy.

On a side note, his lord shouldn’t have managed to avoid the Doombull’s challenge as being mounted on an oathstone he has to accept challenges.

In terms of what went well. The Gor herd was excellent. 50 is definitely the right number to pump out a shed load of attacks whilst absorbing casualties.

I also finally managed to get Khazbar into combat with savage beasts on and it was impressive. He generated a shed load of power dice from the jagged dagger and this allowed me to overcome the persistent low winds of magic rolls. With the ‘Brass Cleaver’, magic weapon, this meant he was attacking with 8 (2+3+3) strength 8 (4+1+3) attacks and on average, this generated 3 additional dice per combat round. Not too shabby at all. Going forward, if I went this build again, I would probably forgo the additional attacks from the brass cleaver and go a slightly more defensive build with the fencers blades. This would drop the maximum attacks by two but would almost ensure that he always hit on a 3+ and anyone with a WS of 4 or under will only hit him on a 5+. This would likely make the difference of attacks negligible.

Even playing dwarves, I hadn’t appreciated how much of total pain the stubborn banners can be as it effectively makes any unit with one a tarpit, as I found out! Again the Gyro’s also proved their worth, though I think they could have been more effective in the game.

Overall it was a great, friendly game that went down to the wire. Probably my closest in a long time and i’d definitely play Martin again at a future date.

 

WHFB – Dwarves vs Orcs – part 2

I finally managed to get in my previously postponed game against Alistair’s Orcs this week. Although he is one of my opponents in the club Warhammer fantasy competition, he has barely played since 6th edition so he was trying to get in a few practice games. As such I agreed to give him a game with my dwarves, which gave me an excuse to use some of the items I either rarely or just plain hadn’t used before.

Terrain

We rolled map pack 5 from the terrain table, which consisted of 4 buildings, 2 walls/fence sections, 1 hill and 1 wood.

Alistair rolled as player A, so he set down the first bit of terrain and after setup, it looked like this:

1. Terrain

1. Terrain

Scenario and pre-match rolls

The random roll gave us the ‘Eliminate scenario‘. Place 3 bounty tokens on your most expensive units (For Alistair: Big ‘Uns, Orc Boyz and Boar Boyz, for me: Slayers, Longbeards and Ironbreakers). Points are awarded for the following at the end of the game.

  • 1 victory point for holding the central objective marker.
  • 1 victory point for each of your units that carry a bounty that have not been destroyed and are not fleeing.
  • 2 victory points for each bounty you have completed (e.g. each enemy unit with a bounty you have destroyed or who are fleeing at the end of the game).

For spells, his level 2 with power scroll received: Foot of Gork and Ere we go. His level 2 with the Icon rolled: Hand of Gork and Gaze of Mork.

Deployment

As terrain was pretty even, we just stayed on the respective sides we were already on.

The scenario followed the dawn attack deployment rules (roll each time you go to place a unit: On a 1 it goes on the left flank, 2 it goes on the right, 3-5 in the centre and 6 your choice). Alistair won the roll and had to deploy everything first. The dice gods weren’t too kind and his Trolls and one shaman ended up isolated on his left flank, his wolf riders, boar boyz and boyz mob on the right flank and everything else in the centre. All of my units went in the centre, bar the Ironbreakers, that went on the left flank. After deployment, it looked like this:

2. Deployment

Orcs Turn 1

With much yelling, the unruly mass of orcs and trolls tramped forward towards the dwarf lines. The boar boyz failed to do anything as a bout of bickering broke out as Gubbins accused Wazzoo of eating his lucky snotling.

With a squeal, the first of the doom divers was flung into the air and with a frantic flapping of his wings, landed smack, bang on the flame cannon, severely damaging the machine and killing himself and 2 of the crew. In a dazzling (for orcs) display of accuracy, the mass of orc archers opposite, then also targeted it and the final crew member fell.

3. Orc turn 1

Dwarves Turn 1

Drugin looked over the fallen engineer crew. More of his brethren had fallen to the Orc scum, however it was not yet time for revenge. That would come later and his axe would take payment from their flesh. With his lines holding steady, the flyers moved forward.

The Valkyrie flew over the trolls and as it did, the pilot threw a bomb into their midst. Their regenerative powers were not enough to heal the couple of wounds caused by the  shrapnel. The bomber also dropped it’s payload but targeted the large unit of orc boyz. After the explosions and smoke had cleared, a rank of the greenskins had disappeared.

The brotherhood of doom chose to ignore the order to hold and ran forward towards the biggest monster on the battlefield.

The guild experimental weapon teams both fired at the rapidly approaching unit of Big ‘Uns felling two. Drugin turned a stern gaze on the apprentice engineers and they immediately set to tinkering with the hand guns determined to make a better showing in their next volley.

Buggerit the old struck the anvil twice in quick succession. The armour on the Longbeards responded to the first call of the anvil, the metal becoming as hard as Gromril. The second striking was dispelled as one of the enemy shaman gibbered something incomprehensible to it’s foul gods.

4. Dwarf turn 1

Orcs Turn 2

With a spitful hiss, as the warboss lashed at it’s hide, the Wyvern flew into the slayers. Despite the wall giving them cover, two ranks of the slayers fell to the monster. In return the Wyvern was felled and the Orc General suddenly found himself very alone facing a mob of doomseekers baying for his head.

The Black Orc ordered the mob of elite orcs to charge into the Longbeards in support of his boss. When a number of them dared to question his leadership he responded by smashing 4 of them to the ground and the rest quickly moved into combat with the the dwarf unit. The Black Orc issued a challenge and Drugin growled as one of the blows stuck, pierced his armour. He activated the fiery ring and promptly incinerated his foe. His stalwart bodyguards, cut down the rest of the front rank and then watched as the remaining orcs (and embedded Shaman) turned tail and fled, exiting combat with a great more enthusiasm than they had show entering it!

The Orc Boyz attempted to charge the Ironbreakers but misjudged the distance and stumbled up short.

At this point, the boar mounted Orcs had resolved their differences but their mounts decided to be rather uncooperative and they just about managed to convince them that they would be best off facing towards the centre of the battlefield.

The Shaman babysitting the trolls realised he was rather exposed with a Gyrocoptor eyeing him up eagerly and legged it into the nearby house.

The doomdiver again launched himself into the air, hitting the Ironbreakers and making short work of their armour, killing five of the doughty warriors.

5. Orc Turn 2

Dwarves Turn 2

The Gyrobomber continued with its run, this time targeting the orc archers. The payload scattered, missing the arrer boyz (with accompanying jeering, extended fingers and jibes about the pilots dalliances with goats!) and onto Doomdiver. The Goblins threw themselves to the ground and cowered under the machine as the ground shook around them, miraculously reappearing unharmed.

Buggarit shook his head at the follies of youth and again struck his anvil boosting the armour on the stolid, reliable longbeards.

The Guild Experimental weapons teams again combined their power, this time targeting the Orc boyz mob but again the impact of the guns was negligible. Drugin was starting to seriously wonder why he had been saddled with such useless cretins.

Ethelred the Scorned launched himself out of the slayers howling and gibbering, drool hanging down each side of his mouth. With raw naked aggression he broke through the Orc generals defences opening up great gashes. This combined with the fact he was now outnumbered 10-1, was too much for the Orc and he turned tail and fled, at least for the first few feet before the rest of the slayers caught up with him.

6. Dwarf turn 2

8. Dwarf turn 29. Dwarf turn 210. Dwarf turn 2

Orcs Turn 3

Seeing their Boss put down like an arthritic dog was too much for the Big Un’s and even with the BSB nearby they kept running.

The Orc Boyz again tried to charge the Ironbreakers and again failed their charge.

The Wulf boyz has been advancing up the flank and were now in range to unleash their bows at the Ironbreakers. 10 shots and no wounds later and one of the dwarves turned to look at them with disdain, crushing the poorly made arrow that had entangled in his mail.

The Boarboyz finally got over all their difficulties and with much growling and snorting headed towards the centre of their lines to support the arrer boyz.

Without any guidance the poor trolls just looked lost and confused and decided to try out a combination of alternative Olympic sports including, pick the biggest booger and the crowd favourite, who can stare at the ground the longest.

The arrer boyz continued their competition with the dwarf hand gunners for the title of most inept missile unit and almost equalled the dwarves previous tally, by felling 2 Longbeards.

The remaining Shaman summed up the Orc turn by failing to cast Foot of Gork on the slayers.

7. Orc Turn 3

Dwarves Turn 3

The Gyrobomber started the turn by charging the Big Un’s and they fled off the table, thus netting the first bounty of the game.

Buggerits’s Anvil armour buff was dispelled by the remaining Shaman but the Orc was unable to stop the Rune of Wrath targeting the Orc Boyz and a couple fell dead with smoking holes in their chests.

The dwarf Thunderers leapt ahead or the orc arrer boyz (and slightly up in Drugins estimations) by final pulling their finger out of their backside and further whittling down another 7 Orc boyz.

The Gyrocoptor finished the turn by roasting 4 of the enemy archers.

8. Dwarf turn 3

Orcs Turn 4

Determined to make it three out of three, the Orc Boyz again failed to charge the nearby Ironbreakers (this was helped by the dwarves making a strategic retreat the previous turn).

The Shaman again tried to compel Gork to stamp on the slayers but this was summarily dismissed as Buggerit unleashed the runes on his staff.

In a dazzling display of shooting by the Orcs and Goblins (sealing the award for most inept missile troops of the game), the arrer boyz, concerned the Gyrocoptor would target them again, swift reformed and let rip completely failing to damage it. The Doomdiver likewise was launched into the air, swerved off target and only managed to kill himself. It was left to the wulfboyz to try and do anything and the plucky riders managed to fell a single Ironbreaker. Outstanding boys!

9. Orc Turn 4

Dwarves Turn 4

Sensing the decisive point of the battle was upon them the dwarfs attacked along the lines. Drugin and his Longbeard bodyguard, chose to ignore the objective sitting just in front of them, in favour of getting to grips with their ancestral foes. After carving apart a number of the orcs the rest turned tail and tried to flee but were caught and cut down with grim efficiency.

After watching the repeated pitiful efforts of the Orc mob in front of them, the Ironbreakers decided to show them how a proper charge was done and smashed into  them, scything down 6 of them for the loss of two of their number. The Orcs held due to their superior numbers but it wasn’t a situation that would continue.

The Dwarf flyers and missile units all targeted the boar riders that were now in the centre of the lines.

The Bomber’s payload scattered into the arrer boyz killing two of their number. (Edit: we weren’t sure about some of this. Although you can’t target a unit in combat, this had scattered into it. We also weren’t sure if this should be randomised between the archers and Longbeards but as the template was only touching the Orcs we just rolled for the couple it touched).

The Gyrocoptor, proving how infinitely better it was than it’s bigger brother, moved to both block and redirect the boar boyz from the central objective and then fried two of them for good measure.

The Thunderers then piled further misery onto the unit killing a further 2 of them.

10. Dwarf turn 4

Results

It ended 5-2 to me as I had three of my tokens remaining (+3pts) and his Big Un’s had fled the table (+2pts) vs Alistair having two tokens left (+2pts). No one had claimed the central token.

I include the result only to keep consistency with the rest of my reports. The point of the game was to give Alistair more practice of 8th edition and for me to field things I wouldn’t normally.

Conclusions

As I stated earlier, Alistair was put on the back foot by his deployment (early animosity didn’t help either). As ever hindsight is an easy thing but I think he made two or three early errors:

Not moving his trolls towards the centre of his lines at the first opportunity meant they did nothing all game.

This might not have been too much of an issue if it weren’t for the second mistake, charging the general and wyvern into the slayers. Apart from that being the worst possible target for the general (or more specifically, his mount), he was not backed up by anything which allowed the slayers to rip apart his mount and subsequently route him via combat resolution. I’m not sure if in 6th mounted characters were more powerful or if he thought the general would last longer, allowing the trolls to flank the unit. The slayer/general combat did bring up an interesting discussion around whether he should challenge the Daemon slayer and the pros and cons of doing so. I didn’t think there was much advantage in doing so as due to the ASF rune the Slayer lord would have gone first and the wyvern would likely have been killed in that combat anyway. However I now think it might have been the wrong advice as in the end he didn’t challenge and the slayer lord went for the general (failing to wound), whilst the slayer unit killed the mount. Challenging would have realistically have limited the potential damage to either the general OR mount, though its worth noting, the mount, general and thunder stomp killed 9 of the unit even with the -1 to hit caused by charging the defender obstacle, which in turn negated any bonus from the standard and ranks. See what I mean, a bit of a conundrum.

The other potential error was the indecision with the wolf riders on the first turn which allowed me to sneak the bomber into his lines.

Now most of this was probably down to lack of familiarisation with 8th and knowing your enemy, so although I may not be the best general in the world, I’m going to adapt and send him some thoughts on each of the armies he’ll face (including mine), as it might assist him.

So in terms of the dwarf units, what did I think?

Thunderers – I really felt the loss of the extra range as hitting on 5+ vs 4+ for longer makes a load of difference. However the save modifier meant in most cases he didn’t get any and that almost made up for it. Having pistols on the veterans meant they didn’t get to shoot for most of the game, however I still think it was the right choice as many of my opponents would have targeted these small units at an early stage. Overall I think I prefer the extra range, though I may try one of each going forward.

Runelord and Anvil

Yep, pretty rubbish. He can’t join a unit so the AP is wasted. There are only two decent spells and they are bound so it’s easy to both know which one to dispel and to dispel them full stop. For the points you could get another full unit or 2 Runesmiths + extras. He is fun and fluffy but I wouldn’t necessarily bother taking him again. If he could go in a unit in the same way as the cauldron of blood, it might temp me more.

Daemon Slayer

I’m a bit undecided on him. Running him in the unit seemed a sensible choice and I love slayers anyway and will take them a reasonable amount of time so that wasn’t a tax. The rune combo worked quite well with ASF proving it’s worth and the -3 to save also being excellent. It might also have helped if I’d remembered some of his inbuilt special rules, particularly the ward save reroll. I’ll definitely give him another outing.

Flame Cannon

It’s a bit difficult to make an judgement when it dies in the first turn without doing anything! It did drive home that one war machine is just vulnerable and if you take one you need a second.

Ironbreakers / Longbeards (w/ shields)

Both units worked well. However the ironbreakers needed more bodies. I’d say 25 at a minimum (this is probably a good benchmark number for all shield bearing dwarves as allows for some casualties without loss of effectiveness). Unlike some other games, I didn’t feel the lack of strength from not taking great weapons.

Gyrobomber

About the only thing it has over it’s smaller sibling is the greater movement flexibility. Being able to drop bombs when marching means it’s really hard to tie down and that is almost worth the extra 45pts. However it still feels like it needs an extra wound and the scatter on the bomb makes it just a bit too inefficient in an army of pinpoint accurate war machines. I think I’d rather have 2-3 Gyrocoptors instead if only as the template is more consistent.

Thane General

I like dwarf heroes and using the great weapon thane as a cheaper version of the tanky Lord, in the Longbeards, helped offset their lower strength. The build worked well with the 1+ armour, however next time he will get a rune of Iron to give him an extra wound as two wounds is a bit too fragile. (Almost dying in the challenge to the Black Orc before getting to strike, drove that home and very much was the reason I used his breath weapon).

Overall it was a fun game, definitely chillhammer (to coin a phrase).

My next game is on 8 December and is my second competition game vs Martin and his dwarves.

Throng of Karak Silvertop – Taking stock

Rather than getting on with any of my EEFL painting pledge this afternoon, when my daughter went down for her nap, I continued to procrastinate and instead dug out my dwarves to take an army shot and take stock of where I am at with them (similar to what I did with the Herd of Khazbar). So without further preamble…

Throng of Karak Silvertop

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Lords and Thanes

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Engineers

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Runelord and Runesmiths

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Ungrim, Daemon and Dragon Slayers

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Rank and File

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So we’re looking at the following to be finished:

Josef Bugman (part-painted)
Belegar Ironhammer
King Kazador
White Dwarf on shieldbearers (Bugman and Gotrek)
Thane/Lord
Grimm Burlocksson
Burlock Damminsson
Master Engineer (part painted)
3 Runesmiths (1 part painted)
40 Miners (10 part painted)
16 Quarrellers/Rangers
2 Doom Seekers (part painted)
1 Grudge Thrower and 3 crew
1 Gyrobomber/coptor (will also be magnetised to switch)

So the tally stands at:

270/344

Edit: it works out to be around 10k of dwarves under 8th edition rules (but probably only 9k fielded legally and that is using the 50% lord/thane wits allowance).