Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Wednesday, May 20, 2026

Chaos, Confussion and Calamity (Battle Report)

 


We all got together at the local gaming location to a ga.me of the Old World. "We" being myself, The Bob and Rob. (The host of long lost Murl' Workshop blog from aeons ago).  Rob had just finished updating his goblin horde to 25mm bases and was eager to finally play the game. He wanted to have 2000 points of Goblins vs. 1000 points each of a combined force of whatever Bob and I decided. We went back and forth before finally deciding on Chaos. 

I have been tinkering away on Tzeentch Daemons since the Holidays and finally had enough  basecoated to make this happen. I figured this would be a good shake-down game to try them out.

===
Tzeentch Horror Show [999 pts]
Warhammer: The Old World, Daemons of Chaos, Renegade, Open War
===
++ Characters [295 pts] ++

Daemonic Herald of Tzeentch (Moon Head)[205 pts] 
- Hand weapon
- Flames of Tzeentch
- Level 3 Wizard
- General
- Disc of Tzeentch
- Daemonic Robes
- Daemonology (Rolled up spells: Daemonic Vigor, The Summoning and Daemonic Familiar)

Daemonic Herald of Tzeentch (Bird Head) [90 pts] 
- Hand weapon
- Flames of Tzeentch
- Wizard [Level 1 Wizard]
- On foot
- Daemonology (Daemonic Vigor)

++ Core Units [445 pts] ++

10 Pink Horrors of Tzeentch [183 pts] 
- Hand weapon
- Flames of Tzeentch
- Iridescent Horror (champion)
- Standard bearer [Banner of Change]
- Musician
- Scintillating Sorcery generated spell: Miasmic Mirage

10 Blue Horrors of Tzeentch [90 pts] 
- Hand weapons
- Flames of Tzeentch

10 Blue Horrors of Tzeentch [96 pts] 
- Hand weapons
- Flames of Tzeentch
- Ectoplasmic Horror (champion)

2 Brimstone Horrors of Tzeentch [76 pts] 
- Hand weapons

++ Special Units [259 pts] ++

3 Screamers of Tzeentch [132 pts] 
- Lamprey's bite

3 Flamers of Tzeentch [127 pts] 
- Hand weapons
- Warpflame
- Pyroclaster (champion)
---
Created with "Old World Builder"
[https://old-world-builder.com]




 Bob has also been slapping paint onto his chaos force (the No Longer Gray Revears) and he was keen to let them out for some bloodletting. 

===
Warriors of Chaos [991 pts]
Warhammer: The Old World, Warriors of Chaos, Open War
===

++ Characters [267 pts] ++

Chaos Lord (The Silver Jarl. Although he's no longer silver) [267 pts] 
- Hand weapon
- Full plate armour
- Shield
- Mark of Chaos [Mark of Chaos Undivided]
- General
- On foot
- Crown of Everlasting Conquest
- Giant Blade

++ Core Units [403 pts] ++

10 Chaos Warriors [158 pts] 
- Hand weapons
- Heavy armour
- Shields
- Mark of Chaos [Mark of Chaos Undivided]
- Champion
- Standard bearer
- Musician

10 Chaos Warriors [158 pts] 
- Hand weapons
- Heavy armour
- Shields
- Mark of Chaos [Mark of Chaos Undivided]
- Champion
- Standard bearer
- Musician

10 Chaos Marauders [87 pts] 
- Hand weapons
- Light armour
- Shields
- Chaotic Cult [None]
- Formation [Close Order]
- Marauder Headman (champion)
- Standard bearer
- Musician

++ Special Units [321 pts] ++

5 Chosen Chaos Knights [211 pts] 
- Lances
- Shields
- Heavy armour
- Barding
- Mark of Chaos [Mark of Chaos Undivided]
- Champion
- Standard bearer
- Musician

Chaos Chariot [110 pts] 
- Hand weapons
- Halberds
- Mark of Chaos Undivided

---
Created with "Old World Builder"

[https://old-world-builder.com]

Chaos Warriors Deployment 

Darmons of Tzeentxh deployment.
===
Orc & Goblin Tribes [1988 pts]
Warhammer: The Old World, Orc & Goblin Tribes, Open War
===

++ Characters [736 pts] ++

Night Goblin Warboss [151 pts] 
- Hand weapon
- Additional hand weapon
- Light armour
- General
- On foot
- Duellist's Blades
- Potion of Strength
- Fungus Wine

Night Goblin Bigboss [105 pts] 
- Hand weapon
- Battle Standard Bearer [The Big Red Raggedy Flag]
- On foot

Night Goblin Oddnob [230 pts] 
- Hand weapon
- Wizard [Level 4 Wizard]
- On foot
- Idol of Mork
- 2x Dispel Scroll
- Waaagh! Magic

Night Goblin Oddgit [125 pts] 
- Hand weapon
- Wizard [Level 2 Wizard]
- On foot
- Power Scroll
- Dispel Scroll
- Waaagh! Magic

Night Goblin Oddgit [125 pts] 
- Hand weapon
- Wizard [Level 2 Wizard]
- On foot
- Dispel Scroll
- Power Scroll
- Waaagh! Magic

++ Core Units [1252 pts] ++

28 Night Goblin Mob [224 pts] 
- Hand weapons
- Thrusting spears
- Shields
- Netters
- Boss (champion)
- Standard bearer
- Musician
- 3x Fanatics [Fanatic ball & chain]

29 Night Goblin Mob [228 pts] 
- Hand weapons
- Thrusting spears
- Shields
- Netters
- Boss (champion)
- Standard bearer
- Musician
- 3x Fanatics [Fanatic ball & chain]

29 Night Goblin Mob [228 pts] 
- Hand weapons
- Thrusting spears
- Shields
- Netters
- Boss (champion)
- Standard bearer
- Musician
- 3x Fanatics [Fanatic ball & chain]

23 Night Goblin Mob [204 pts] 
- Hand weapons
- Shortbows
- Netters
- Boss (champion)
- Standard bearer
- Musician
- 3x Fanatics [Fanatic ball & chain]

13 Night Goblin Squig Herd [166 pts] 
- 12x Squig Herder

10 Goblin Spider Rider Mob [202 pts] 
- Hand weapons
- Shields
- Cavalry spears
- Shortbows
- Light armour
- Boss (champion)
- Standard bearer [Da Spider Banner]
- Musician

---
Created with "Old World Builder"

[https://old-world-builder.com]


Gobo deployment.

So this was a bigger game than we usually play and with all the craziness happening I just failed to take good notes. As a result this report is actually more of a summary. A "highlight reel" in a sense. 

Turn 1

The forces of Chaos surge forward, Moon Head was able to put Daemonic Vigor onto the Chaos Knights which would help them soon. 

Chaos surging forwards

One of the Night Goblin spellcasters was able to smash the Chaos Knights with a Foot of Gork spell. This was followed by three Goblin Fanatics spinning their way. After all of that, only two knights were left alive but they did not panic. 

Left flank movements. 

Turn 2

The Screamers declared a charge and one of them was wounded on the way in. Much to my disappointment they failed to deal the damage I thought they would and were wiped out by the Spider Riders!

Well, it felt like a good idea...

The Squig Hoppers and the Chaos Warriors had a major fight in the woods, with the Warriors coming out of the woods victorious. 

Hoppers vs. Warriors. 

Turn 3

The Chaos Knights and  the Chaos Chariot are charged by a massive brick of Goblins. 

Engaged!

It didn't go as planned for the Goblins who lost and Fell Back In Good Order only to be caught by their pursuers, thus becoming engaged once again. 

Re-engaged!

 The Blue Horrors get charged by the Squigherders and five of them are burnt up with Stand and Shoot. The Blue Horrors win the combat which causes the whole herd to basically explode doing some damage to all the units within 9"! Although this "explosion" didn't wipe out any other units it did put some hurt on most of them.  

BTW, who needs cards when we have tons of free Post-its?

As expected, the now "counting as charging" Knights and Chariot wiped out the large Goblin unit that they were engaged with and now set their sights on the large unit that the Goblin leader was skulking in. 

Turning their attention to their next victims.
Turn 4

Out came the Fanatics. Most of whom tore into smaller unit of Chaos Warriors on foot, completely destroying the whole unit! 


The Brimstone Horrors charge the Spider Riders, taking a wound on the way in from Stand & Shoot. I had hoped to just tie up the Spider Riders, but to my complete surprise they broke them and ran them down! 

Brimstone Horrors proving their worth.

The next two pics tell a visual narrative of what happens when a pair of Fanatics pass through a unit of Blue Horrors:

Before the saves...

After the Saves.

Turn 5

With a lot units still in the game and getting entangled in melee, the most notable thing that happened was that a block of Goblins charged in and finished off the Blue horrors, who had been ripped apart earlier by the Fanatics. As you can see from the pic below, the Blue Horrors made their saves, it was the Combat Resolution and the resulting Daemonic Instability that kicked them back into the Realm of Chaos.

"Make four 5+ Ward Saves!"  :Ha! made them!" "Ok, let's add up the CR..." 


it was getting late and we decided to call it here. It was a grueling fight, but once the numbers were crunched, this is how it turned out: 

Chaos:  767
Night goblins: 403

Not a bad show for Rob's first game of TOW and with another round or two he could have easily closed the gape. To quote Rob when it was all over: "I can play more games of this!" 

And we will!


Thursday, April 30, 2026

Clash in the Pass (Battle Report)

 

Duel of the ages.


The Bob and I met up at The Outpost in Johnson City for another game of Warhammer: The Old World. We agreed to play the Mountain Pass scenario from the main rulebook. What's really interesting about this scenario is the Bottleneck rule, which make both the long edges count as Impassable Terrain. This is to represent that those long edges are representing very shear cliffs and the battle field itself is a pass through a narrow valley. So the High Elves are making their way through this pass and find the ruins of an ancient settlement. These ruins are in fact Khemri in origin and the deceased denizens have risen to protect their domain and rid the pass of these Elven trespassers. 

Deployment map for the Mountain Pass.


Here are the armies:


Tomb Kings of Khemri
===
Tomb Kings of Khemri [1245 pts]
Warhammer: The Old World, Tomb Kings of Khemri, Open War
===

++ Characters [417 pts] ++

Tomb King [222 pts] 
- Hand weapon
- Heavy armour
- Shield
- General
- On foot
- Talisman of Protection
- Giant Blade

Royal Herald [85 pts] 
- Hand weapon
- Light armour
- Battle Standard Bearer
- On foot

Mortuary Priest [55 pts] 
- Hand weapon
- Wizard [Level 1 Wizard]
- On foot
- Necromancy

Mortuary Priest [55 pts] 
- Hand weapon
- Wizard [Level 1 Wizard]
- On foot
- Necromancy

++ Core Units [514 pts] ++

15 Skeleton Warriors [90 pts] 
- Hand weapons
- Light armour
- Shields
- Master of Arms (champion)
- Standard bearer
- Musician

15 Skeleton Warriors [90 pts] 
- Hand weapons
- Light armour
- Shields
- Master of Arms (champion)
- Standard bearer
- Musician

12 Skeleton Archers [75 pts] 
- Hand weapons
- Warbows
- Master of Arrows (champion)
- Standard bearer
- Musician

3 Skeleton Chariots [141 pts] 
- Hand weapons
- Cavalry spears
- Warbows
- 4+
- Master Charioteer (champion)
- Standard bearer
- Musician

10 Tomb Guard [118 pts] 
- Hand weapons
- Light armour
- Shields
- Tomb Captain (champion)
- Standard bearer
- Musician

++ Special Units [154 pts] ++

3 Ushabti [154 pts] 
- Hand weapons
- Ritual blades
- Heavy armour
- Ancient (champion)

++ Rare Units [160 pts] ++

Necrolith Colossus [160 pts] 
- Paired great khopeshes
- Heavy armour

---
Created with "Old World Builder"

[https://old-world-builder.com]

High Elves.

===
The Masters of Hoeth [1249 pts]
Warhammer: The Old World, High Elf Realms, Open War
===

++ Characters [286 pts] ++

Noble [156 pts] 
- Hand weapon
- Sword of Hoeth
- Full plate armour
- General
- On foot
- The Loremaster's Cloak
- Seed of Rebirth
- Loremaster

Mage [130 pts] 
- Hand weapon
- Wizard [Level 2 Wizard]
- On foot
- Seed of Rebirth
- High Magic

++ Core Units [316 pts] ++

14 Elven Archers [208 pts] 
- Hand weapons
- Longbows
- Light armour
- Veteran
- Sentinel (champion)
- Standard bearer [The Blazing Banner]
- Musician

5 Ellyrian Reavers [108 pts] 
- Hand weapons
- Cavalry spears
- Light armour
- Shortbows
- Skirmishers
- Harbinger (champion) [Burning Blade]

++ Special Units [487 pts] ++

10 Swordmasters of Hoeth [173 pts] 
- Swords of Hoeth
- Heavy armour
- Drilled
- Bladelord [Burning Blade]
- Standard bearer
- Musician

8 Shadow Warriors [146 pts] 
- Longbows
- Light armour
- Feigned Flight
- Shadow Walker [Seed of Rebirth]

10 Swordmasters of Hoeth [168 pts] 
- Swords of Hoeth
- Heavy armour
- Drilled
- Bladelord
- Standard bearer
- Musician

++ Rare Units [160 pts] ++

Eagle-Claw Bolt Thrower [80 pts] 

Eagle-Claw Bolt Thrower [80 pts] 
- Repeater Bolt Thrower
- Hand weapons
- Light armour

---
Created with "Old World Builder"

[https://old-world-builder.com]



Tomb Kings set up. 

High Elf set-up. 
Turn 1

Tomb Kings win the roll off and go first. Nothing too exciting happened in the first round on either player turn, just a lot of arrow trading. The High Elves peppered the undead with a lot arrow and brought down a small number of rank and file skellies. 

Turn 2 Tomb Kings

....and those rank and file skellies were almost all resurrected at the start of Turn 2. The chariots charged into the Ellyrian Reavers. The Reavers took out one of the chariots but the rest of them did enough damage, and had the combat res (they one by 1 point), to force a Break Test which the Reavers failed epically. The Chariots caught them and destroyed them. The chariots ended up next to the archers on the hill, who were more than a little nervous about their proximity. . 

Chariots run down the Reavers. 

Bottom of Turn 2

Turn 2 High Elves

The Archers reformed to dump all their shots into the chariots, and even with the blazing banner to aide them the chariots were unharmed. The mage failed to get Fiery Convocation to go either. It was a lame round of shooting for the High Elves actually, however the Shadow Warriors were the exception as that managed to plink 3 Wounds off of the Bone Giant. 


The run down.


TURN 3 Tomb Kings. 

After more arrow trading, the Tomb Guard unit, which had been joined by the Tomb King and Royal Herald with the army battle standard since the beginning of the battle, charged into the Swordmasters which had been joined by the Noble Loremaster. This Tomb Guard unit had been riddle with bolts from both Bolt throwers for the previous two turns, and most, if not all, of the casualties had already been raised back. So this unit came sweeping in like a tidal wave. Thanks to the faster Initiative of the High Elves they were able to strike first. The Tomb King challenged the Loremaster. but in the end their fight was a draw. Despite killing morem the Tomb Guard was able to beat the Swordmasters by 1 CR. and rolled a 12 on their Break Test. Oops. They fell back in good order, and I thought for sure I was about to get wiped out the I rolled a '5' on the fallback. Well, Isha smiled on them in that instant as the Tomb Guard rolled a '2' on their pursuit roll! 

The first engagement.

TURN 3 High Elves. 

The Swordmaster with the Loremaster Rally and Reform, bracing themselves for the Tomb Guard's inevitable assault. The mage cast Shield of Saphery on the other unit of Swordmasters giving them a 5+ ward Save (remember this). That unit of Swordmasters charged the bone giant, which seemed like the best tactic they had to chose from. On the shooting phase, the Shadow Warriors take out three Tomb Guard with their longbows. Weirdly, neither the Bone Giant now the Swordmaster caused any wounds, but the Bone Giant lost a Wound due to the cr difference of '1'.

The odds stack.

TURN 4 Tomb Kings

The sneaky Liche Priests had moved up enough to try to cast some nasty spells on the High Elves and they successfully cast Incantation of Desiccation on the Swordmasters engaged with the Bone Giant (remember this). As predicted the Tomb Guard slammed into the Sword Master unit with the Loremaster. The Loremaster and the Tomb King we fighting in a challenge once again , and this time the Loremaster was starting to fight back a bit harder, as did the Swordmaster who won the combat this time which only caused a few more Tomb Guard to sink back into the ground due to the difference in Combat Resolution. . 

Duel of the ages (wide angle (wide angle view)

On the other side of the table the other Swordmasters were tangling with the Necrolith Colossus (aka: Bone Giant) when the Ushabti and the nearby unit of skeletons both charged into them. Focusing their attacks on the Bone Giant, they felled it, However Bob won the roll-off anc got to choose which way it fell. it fell and squished two Swordmasters. Then the Ushabti went. They killed the seven remaining Swordmasters! 
Remember when I said to remember those two spells? Well, we wouldn't remember them until the next turn! LOL. It is what is, and we decided it was too far along to try to revise history. 

Ushabti right before the charge. 

TURN 4 High Elves

On the High Elf shooting phase the Shadow Warriors made a break from the woods and tried to shoot one of the Liche Priests but their effort failed. The two Bolt Throwers tried to take out the chariots but also failed. Only in the Combat phase did the High Elves see a glimmer of hope as they wiped out the Tomb Guard and the Royal Harold!


Felling of the Royal Harold

TURN 5 Tomb Kings

The Tomb Kings Turn five was mostly just maneuvers and shooting, but no real achievements were gained. However Another group of skeletons charged in to attempt to finish off the Swordmasters. And they got close to making it happen! Meanwhile the two army leaders were slowly whittling each other down. 

Reinforcements. 

TURN 5 High Elves

Desperate, the achers managed to eliminate one of the Ushabti. After witnessing what they did to the Swordmasters you can bet they were now a target priority. Those two chariots were rumbling down toward the Bolt Throwers. They had been moving at their regular Movement so that could get shots off and had knocked one of the Bolt Throwers down to a single Wound. The Bolt Thrower crew must have been rattled or something as most of their shots missed, the chariots shrugged off the two hits that did wound. 

Desperate defense.

Over on the other flank the fight continued on, with the Loremaster and Tomb King continuing to play paddy cake. The Swordmasters themselves were now down to a single guy, the Bladelord (Champion), who was continuing to wipe out skeletons with his flaming sword. 


The final fight. 


The battle ends (Right flank). 

And with that we declared the game over. It was getting late and things were looking like they were about to reach a natural conclusion. 

The battle ends (left flank)


We tallied it up the points and secondaries and this is how it all shock down:
 
High Elves:  463
Tomb Kings of Khemri: 390

Essentially, that surviving Swordmaster Champ would have made the TK score 569 (Swordmasters+ Banner) had he not survived that last round. 

>phew< 

A technical win, but the High Elves are happy to take it! 

But wow, what a grind! I had no idea I had won until the VPs were tallied. in fact, I wasn't even aware that it was such a close game. This was our first time using Tomb Kings. Bob ran them very well, and took full advantage of their ability to raise the dead. It made the feeling of attrition and futility feel very real to me as my glass hammer of an army was shattering against all the odds. Who is to say how round 6 or 7 would go had we continued on. We can theory-hammer this to death but our dice were both being fickle in the end. Although, once again, Bob's ability to roll 6's when he needs to is uncanny, But I had a few instances of surprising luck as well). All-in all, it was a good game, and a very challenging one! I look forward to seeing how Bob continues to grow this Tomb King army. Yes, some mistakes happened, but in the spirit of play we just pushed past them and learned from them.  


Party on the hill. 





Sunday, March 15, 2026

A Chaotic Encounter

 

Queen Helga confronts the Silver Jarl.

Determined to settle her most recent grudge, Queen Helga pushed her force deeper into The Wasteland hunting the Cathayan warhost that her force recently fought against. Unfortunately she ran into a far nastier foe: The Gray Reavers. A band of ruthless savages descending from the land of ice, snow and furry beasts led by the even more ruthless Silver Jarl. 

Somewhere in The Wasteland. 

The field of battle was grey and desolate. A small thicket of scraggly trees and thorn bushes grew on one end, while the crumbling ruins of a long forgotten settlement stuck out of the dry and arid ground of the other end. 



We both showed up with small armies totally 1250 points each.. 

The Gray Reavers. 


===
Warriors of Chaos [1241 pts]
Warhammer: The Old World, Warriors of Chaos, Open War
===

++ Characters [317 pts] ++

Exalted Sorcerer [90 pts] 
- Hand weapon
- Light armour
- Mark of Chaos [Mark of Chaos Undivided]
- Wizard [Level 1 Wizard]
- On foot
- Daemonology (randomized spell: The Summoning.) 

Chaos Lord [227 pts] 
- Hand weapon
- Full plate armour
- Shield
- Mark of Chaos [Mark of Chaos Undivided]
- General
- On foot
- Giant Blade

++ Core Units [578 pts] ++

15 Chaos Warriors [228 pts] 
- Hand weapons
- Heavy armour
- Shields
- Mark of Chaos [Mark of Chaos Undivided]
- Champion
- Standard bearer
- Musician

15 Chaos Warriors [228 pts] 
- Hand weapons
- Heavy armour
- Shields
- Mark of Chaos [Mark of Chaos Undivided]
- Champion
- Standard bearer
- Musician

15 Chaos Marauders [122 pts] 
- Hand weapons
- Light armour
- Shields
- Chaotic Cult [None]
- Formation [Close Order]
- Marauder Headman (champion)
- Standard bearer
- Musician

++ Special Units [346 pts] ++

Chaos Chariot [110 pts] 
- Hand weapons
- Halberds
- Mark of Chaos Undivided

5 Chosen Chaos Knights [236 pts] 
- Lances
- Shields
- Full plate armour
- Barding
- Mark of Chaos [Mark of Nurgle]
- Champion
- Standard bearer
- Musician

---
Created with "Old World Builder"


Queen Helga's Entourage

===
Helga's Entourage  [1250 pts]
Warhammer: The Old World, Dwarfen Mountain Holds, Open War
===

++ Characters [285 pts] ++

Queen Helga [177 pts] 
- Hand weapon
- Full plate armour
- Shield
- General
- On foot
- Rune of Speed
- Rune of Cleaving
- 2x Rune of Shielding

Engineer [108 pts] 
- Hand weapon
- Heavy armour
- Handgun
- Rune of Shielding
- Rune of Rapid Fire
- Rune of Accuracy

++ Core Units [355 pts] ++

10 Dwarf Warriors [115 pts] 
- Hand weapons
- Heavy armour
- Shields
- Veteran (0-1 unit per 1000 points)
- Veteran
- Standard bearer
- Musician

10 Thunderers [115 pts] 
- Hand weapons
- Handguns
- Heavy armour
- Veteran (champion) [Handgun]
- Standard bearer
- Musician

10 Dwarf Warriors [125 pts] 
- Hand weapons
- Heavy armour
- Great weapons
- Shields
- Drilled
- Veteran (champion)
- Standard bearer
- Musician

++ Special Units [248 pts] ++

Cannon [110 pts] 
- Cannon
- Hand weapons
- Light armour
- Rune of Reloading
- Stalwart Rune

8 Miners [138 pts] 
- Hand weapons
- Great weapons
- Heavy armour
- Blasting Charges
- Veteran
- Prospector (champion)
- Standard bearer
- Musician

++ Rare Units [218 pts] ++

10 Irondrakes [218 pts] 
- Hand weapons
- Drakeguns
- Full plate armour
- Drilled
- Ironwarden (champion) [Trollhammer torpedo]
- Standard bearer [Rune of Battle]
- Musician

++ Mercenaries [144 pts] ++

3 Imperial Ogres [144 pts] 
- Hand weapons
- Heavy armour
- 1x Great weapons
- 2x Light cannons
- 3x Ogre pistols
- Captain (champion)

---
Created with "Old World Builder"


Dwarf Deployment.

I wanted to change up Queen Helga's list from the last time I used it. With Helga herself I removed the Rune of Adamant and gave her double Rune of Shielding. This was an effort to try to free up points for things elsewhere in the list. One of the the most obvious additions to the list was the hiring of a trio of Imperial Ogres. Thankfully they made their pre-game roll and showed up on time and (allegedly) sober.  

Chaos Deployment.

I can't speak to the decisions Bob made for his Chaos force other than that he eschewed all missile weapons in favor of getting up close and personal. His Sorcerer rolled The Summoning for his pre-game spell selection. 

TURN ONE 

All of the Chaos force marches forward! 

The Dwarfs focus on a a unit of Warriors and pick off a few of them with shooting from the cannon and the Iron Drakes. The Thunderers did not net any kills. 



CHAOS TURN TWO

In the previous turn, the Imperial Ogres shot their Light Cannons into the woods hoping to hit the Chaos Knights that were smashing their way through it. They missed every shot. Now that they were being charged they Stood and Shot and again missed with each shot. The Chaos Chariot crashed into the unit of Dwarf Warriors on the board's edge but only killed two of them. In return, the dwarf counter attack rolled only 1's and 2's on the dice! Somehow, we managed to get a drawn combat our of that mess. 


DWARFS TURN TWO

Helga and her unit of warriors charge the Chaos Warrior unit. 

Helga Challenges the Silver Jarl who eagerly accepts the it. 

The result is that Helga loses two Wounds, and her Warriors didn't achieve enough kills to win the fight. The unit Falls Back in Good Order. 



turn 3

The Knights win the fight against the Ogres even though the Ogre Captain with his mighty double handed weapon damn  near wiped the floor with them. The CR determined that the ogres lost.. He fails  the break test and runs away. I can't recall if the Knights restrained themselves of just failed to catch him. 



Meanwhile another unit of Chaos Warriors join the fray as the Silver Jarl and his unit charge Queen Helga's unit again. Helga once again accepts the challenge from the Silver Jarl. 


Although she and her unit held firm, the CR of the opposing force was overwhelming and they ended up breaking. 


Both units pursued and ran down the retreating dwarfs.  Thus Helga was defeated again. 


Dwarfs Turn 3

During the rally phase the Ogre Captain rallied! He turned to face the Knights defiantly.  Finally, the Miners show up, however my placement of them could've been better as I had a tough time maneuvering the unit. I had a lot of shooting to perform but my dice rolling stymied my hopes for  gaining any sort of edge over these guys. 

In the close combat phase the Dwarf Warriors continued to keep the Chaos Chariot locked in combat. Bob said of the situation: "If it helps that's really annoying."  


Chaos Turn 4 


Chaos finallt gets the big charge that they've been aching for: three units manage to get charges off.. The Marauders charge the Iron Drakes (kill two of them with their Stand and Shoot option), The Thunderers kill a Chaos Warrior with Stand and Shoot. And finally the Ogre Captain chose to stand and shoot, he raised his pistol and brought down the Chaos Knight's Standard Bearer with a single shot! It was an awesomely heroic moment. However the Ogre was defeated by the Chaos Knights unit Champion. He used his follow-up move to get a bit closer to the Dwarf Warriors that have bogged down the chariot for most of the game. 


The Thunderers held against the Chaos Warriors despite their situation worsening, But more dramatically the Iron Drakes won their combat against the marauders and actually managed to run them down after they broke,. 


Dwarfs Turn 4

The iron drakes redressed their ranks to take full advantage of their firing potential and opened up on the Chaos Sorceror who found himself in their sights. Amazing he lived through that but the Troll Hammer Torpedo found it's mark and exploded him violently across the battlefield. 

Turn 5

The Knight Champion and Chariot finally killed of the unit of Dwarf Warriors over on my left flank, 

I managed to successfully snipe the Silver Jarl with a cannon ball, but he made his save! We imagine he swatted it aside like it was little more than a dodgeball., 




We called it there. it was clear to us that the dwarfs would have to have  a miracle happen in order for the dwarfs to turn this encounter around.  Just look at the difference in captured banners alone: 

4 Dwarf banners captured to 1 Chaos banner captured. 



The final tally once all the points were calculated was Chaos 1220 to Dwarfs 321. ouch. 

That's not to say that I didn't kill a lot, I did, It's just I didn't finish off enough full units for it to make a difference. 

Chaos dead pile.


Dwarfen dead pile. 


Still it was another fun game despite my dice begging me to turn them into slingshot ammo. I think I switched dice four times before settling on a set that wasn't straight up embarrassing me. I do think I have put Queen Helga through enough lately, so I am going to give this particular army list a rest. I'm not done with dwarfs, just done with this specific theme.

 My favorite dwarf unit of the game, despite it not working out the way I envisioned, was the Imperial Ogres. I think I want to try them out with just double-handed weapons and Ogre pistols next time I use them. My Canon did well, especially having the Engineer's re-roll which made a big difference to it's performance. I think I want to field my organ gun next time simply because I have yet to use it. But only if the Engineer is there to support it!

The Chaos side was pretty solid. Although the Marauders feel victim to "new model syndrome" and was the one unit the dwarfs successfully eliminated completely. The Silver Jarl has claimed his trophies and we shall see if he makes another appearance soon.