Hobby Update – The trees they’re alive!

It’s been a while since I’ve done any painting, I seem to have just played games recently and any free hobby time was spent  putting together the competition pack.

With that finally completed and distributed and my next game not until the end of the month (and with me using wood elves), I decided I’d better knuckle down and final paint some of it.

Digging through my box I started to catalog what was still unpainted (a fair bit). For time saving I decided to ignore those figures already painted (no matter how dire the paint job). The only question was where to start? Having put together a list for the game I discounted anything not in the army and finally decided to deal with the oldest items first.


I bought these back in 4th edition when dryads were a ranked unit and could choose to take different tree aspects each round of combat (a bit like war dancers choose dances now). Some of the sculpts I really like, others not so much.

I deliberately went with darker colours as they represent the primal nature of the forest, even the drybrush is just a lighter shade of brown. Basing was my normal ‘that’ll do’ effort but it’s consistent with the rest of the army. The only thing I’m not happy with is the colour/effect of the foliage on them. In retrospect, warplock green may be a bit bright. I’m going to either have to shade it with a darker green, give it a bit of a green wash or make it stand out further with highlights of moot green. 

Skarlocks wood elf archers

The second item worked on was my very first GW purchase back in 3rd edition when I was a little nipper. They are still some of my favourite wood elf models and I think the designs have stood the test of time.

The thing which hasn’t, is the 20-25 year old paint job (I know it went straight on the lead with no undercoat) and it will need to be redone in the future. However this was about getting it onto the table and so to do that, I just needed to complete the bases. Ok so it’s a bit of a cheat target but gave me an excuse to post a pic of them 😉.

The eagle eyed of you will notice the unit is short 2 models from the original box. The wardancer is in with his dancer kindred and the final archer was appropriated by my mother of all people (she is a keen archer and lord of the rings fan so has taken 1 of every different archer owned and put it in her archery cabinet. It’s s bit odd but kinda cool, to see medals and trophies interspersed with Wargame figures). 

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

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

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


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

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

The table ended up looking something like this.

1. terrain


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

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

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

Pre-match rolls and Deployment

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

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

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

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

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

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

2. Deployment

1. Deployment2. Deployment3. Deployment4. Deployment

Turn 1 – Warriors

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

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

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

3. Turn 1 - warriors

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

Turn 1 – Dwarves

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

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

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

4. Turn 1 - Dwarfs

Turn 2 – Warriors

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

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

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

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

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

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

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

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

5. Turn 2 - warriors

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

9. Turn 2 - Daemons

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

12. Turn 2 - Daemons

Turn 2 – Dwarves

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

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

The quarrellers also advanced towards the centre loot counter.

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

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

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

6. Turn 2 - Dwarfs

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

Turn 3 – Warriors

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

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

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

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

7. Turn 3 - warriors

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

Turn 3 – Dwarves

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

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

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

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

8. Turn 3 - Dwarfs

Turn 4 – Warriors

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

9. Turn 4 - warriors


It was 2-1 in the Warriors favour.


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

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

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

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


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

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

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

So what will my list look like:

The Throng of Karak Silvertop


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

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

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

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


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

14 Quarrellers – GW, musician, standard – 216pts


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

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

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

Gyrocoptor (Valkyrie) – 80pts

Gyrocoptor – 80pts


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

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

Total – 2500pts

List thoughts

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

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

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

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

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


Luke’s Warriors of Chaos


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

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

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


10 Marauders – Standard – 70pts

5 Warhounds – 30pts

5 Warhounds – 30pts

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

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


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

Chaos Warshrine – Mark of Tzeentch – 135pts

Chaos Warshrine – Mark of Tzeentch – 135pts

Chimera – Flaming Breath, Regenerating Flesh – 275pts


Hellcannon – 210pts

Total – 2500pts


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

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

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

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

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

Competition Organiser

Well I’ve done it now. I’ve only gone and volunteered to run the club warhammer competition.

This will entail putting together:

  • A terrain table (replacing the one in the BRB)
  • A competition pack

I’ve decided to adapt some of the previous packs together with some changes I’ve found from old GT’s. The one major change I’ve decided to do is use entirely different/adapted scenarios from those in the BRB (watch this space).

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