July 29, 2008

Warhammer Battle Report 5000pts (Part 1)

The Chaos assault on Karak Thorinkin
5000 pts - Dwarves (Kurgin Hadrinsson) vs. Warriors of Chaos (Archeon)
Deep in his mountain hold of Karak Thorinkin Lord Duregar Stromnisson read with growing unease the reports of the latest Chaos invasion of the Old World. Advancing south through the lands of the Humans Archeon the great lord of Chaos had swept all before him and was now fast approaching the homelands of the Dwarves. As his old eyes swept the list of forces available to him for meeting the Chaos horde a messengar arrived.

"Lord... they are here"

"Who"

"The Army of Chaos my Lord they have approached the gates and are preparing to attack the hold"

Reacting quickly Duregar issued a string of orders sending messengars running to every part of the hold as the call to battle went out. All over Karak Thorinkin doughty warriors donned their heavy armour and sharpened their axes, crossbowmen and thunderers readied their weapons and raced to firing positions on the holds defensives, and the stout and deadly Hammerers and Ironbreakers (of which there were never enough) all prepared to meet the oncoming demon spawn of Chaos. Their preparations were marked with concern though. The news of the Chaos armies approach could not have come at a worse time. Duregar's kin Kurgan Hadrinsson and a significant part of the Hold's army had marched away from the hold not 36 hours before to support clansmen further north. Now more than ever Duregar needed this force to return.

From a look out high on Karak Thorinkins huge walls Duregar looked out to the plains below into a sea of Chao Knights, Warhounds, Demons and other foul beasts. But numerous as they were, something was wrong... Archeon was not present... despite all reports to the contrary he had not marched directly to the gates of Karak Hrin.

"Send out the Gyrocopters - find Archeon, where is his main force, and find Kurgan Hadrinsson we need him here"

A full day had passed now and there was still no word, the first assaults of the Horde of Chaos had been easily beaten back Dwarven warmachines taking a terrible toll on the foul beasts as they launced attack after attack against the hold's defences. But still no news of Archeon and more importantly no news of Kurgan and his force, a force which would end the battle in the Hold's favour smashing into the rear of the Chaos horde acting as the Hammer against the Hold's defensive anvil.

Suddenly, a whirring noise was heared. Overhead, a Gyrocopter battered and torn raced toward the lookout and Lord Duregar. Looking on with concern Duregar could only watch as it crashed not 10ft from him. Racing to its cockpit Duregar saw with horror the hideous burns over the face and body of the pilot, burns that could only have come from the mouth of a Dragon.

"My Lord... I have found Lord Kurgan he marches toward the Hold even now."

"But what of Archeon, and where are the other pilots who set out with you?"

"Alas my Lord I.... I am am all that remains... the crossroads the roads that lead from Bretonnia to the Hold... ambushed... Archeon himself... Chaos Demons and a Great Dragon..."

"What of them in what direction does Archeon move?"

"He... he doesn't Lord he is waiting, waiting for Kurgan in ambush... Spies saw him march away... we... told Lord Kurgan, but his force will not... I have failed my Lord...."

With that the pilots last breath left his body. Silence descended upon the look out broken only by the sounds of battle coming from far below.

"So it is done then. The attack on the Hold is but a fient. Chaos intends to keep us here while our army is destroyed marching to relieve us."

Standing and looking Northwest Duregar's old eyes scanned the distant horizon seeking out the small range of forested hills that marked the Brettonian crossroads seeking some sign of the battle he knew must be raging there.

"Griminar protect them... there is nothing we can do for them now."

Warhammer Battle Report 5000pts (Part 2)

Ambush at the Brettonian Crossroads
5000pts. Dwarves vs. Chaos (proxies allowed)

Battlefield Supremacy scenario
Main Objective - Crossroads 10pts
Secondary Objectives - 2xWells 5 pts each

Lord Kurgan Hadrinsson sighed gently as the body of Gyrocopter pilot was taken away to be buried. He had died bravely to bring him the news that Karak Hrin was under attack, and that Archeon himself was waiting to ambush him on the road back to the hold. He knew now that his march North some 36 hours previously had been a trap, he and his army lured out of the hold by Chaos traitors within Karak Hrin seeking to get the Hold's main force out from under its defensive positions. Looking over his accompanying Thanes Lord Kurgan tightened the buckles on his armour and called for his ShieldBearers.

"Deploy the army and prepare for battle we have no choice now but to face Archeon here in the open on ground not of our choosing. Our brothers wait for us in Karak Hrin, where even now the Hordes of Chaos assualt them. We will win through here today, we have no other choice, for we are all that stands between the Old World and Darkness ever lasting."

With those final words Kurgan grasped his mighty Battleaxe, mounted his shield and marched out to do battle against Archeon and the Hordes of Chaos.


The Battlefield
The battle was fought out over a non-standard sized table, with 15" deep deployment zones due to its greater depth, width was a shade under 6ft. Key features were the crossroads in the centre, which were bounded by a rock wall that it was agreed would take 1 turn to cross/charge, but which did have a couple of gaps in it which could be moved through normally. 3 large forests were also present including one in the Dwarf deployment zone near the bottom of the map allowing some cover for warmachines. Only a single hill was available, claimed early by the Dwarves. The remaining two objectives were in the top-right and bottom-left hand corners of the board. Each was worth 5 points.





Deployment
Kurgan Hadrinsson deployed first placing a strong guard around the 1st minor objective in the bottom left hand corner, including 2 units of Quarrellers, 2 warmachines and 2 units of Warriors. The right flank was guarded by a unit of Slayers and another war machine, and also included the armies Runesmiths who were positioned deep within the forest to protect them from Chaos magic.

In the centre of the Dwarven line were the strongest units - the Hammerers each accompanied by a Lord, including Kurgan himself on the left - a unit of Ironbreakers and 1 of Longbeards. A Flame Cannon and 2 units of missle troops accompanied the central group. At the top of the board, Archeons forces while numerically smaller in number were far stronger in combat power and especailly magic and deployed in typical style. Fast units on either flank and strong melee units in the centre, flyers in between.






Turns 1-2
Before deciding initiative and the first movement of the battle, Kurgan Hadrinsson made his first and perhaps biggest mistake of the battle. Enacting the Strollaz's rune held by his armies Battle Standard Bearer, he advanced the centre of his army directly toward the key crossroads, with the Slayers abandoning their right flank position to move out with the main force. Perhaps, spurred into action by the frightening presence of Archeon before him, and worried by the large number of mages/warlocks on Chaos side Kurgan abandoned his initial battle plan in favour of closing rapidly with the enemy.






Chaos responded immediately and in the manner expected. Their fast units raced forward on either flank, and the mighty Chaos Dragon - which had caused the death of the brave Gyrocopter pilot at the feet of Lord Duregar Stromnisson some 12 hours previously - winged its way over the battlefield. Before the Dwarven artillery and missle troops could respond the first wave of Chaos magic began to hit the battlefield. Hidden in the forest, the Dwarven Runesmiths bravely attempted to dispel its effects but with 17 Chaos power dice to their 7 dispel dice and 3 dispel scrolls they couldn't last for long.


On either flank the Dwarven warmachines and missle troops responded, scoring key wounds on the Chaos Dragon and various Demon's advancing rapidly toward them. But in the centre the Dwarven troops could only look on in horror at the size and strength of the advancing Chaos horde, and in particular the imposing figure of Archeon Lord of Chaos. Deep in his heart Kurgan began to realise that by abandoning his initial battleplan he may have doomed his army. As Chaos Warriors advanced toward him in the centre of the battlefield, he issued the only order left to a true, brave and stout Dwarven Lord.


"Charge!!!!"


Warhammer Battle Report 5000pts (Part 3)

Ambush at the Brettonian Crossroads
5000pts. Dwarves vs. Chaos (proxies allowed)

Battlefield Supremacy scenario
Main Objective - Crossroads 10pts
Secondary Objectives - 2xWells 5 pts each

Turns 3 - 6

Charge!!!! The battlecry of Lord Kurgan Hadrinsson rang out across the battlefield and the Dwarves of Karak Thorinkin charged forward straight at Archeon and his accompanying Chaos Knights. Bravely accepting Archeons challenge Lord Kurgan is struck down almost immediately, the Chaos Lords maelstrom of attacks proving too great even for this battle proven Dwarf. Around his body his Hammerer bodyguard fight valiantly against the Chaos Knights and Archeon, but are no match for them. One-by-one they are ritually slaughtered and are trampled beneath the hooves of Chaos horses.







To their right the Thanes leading the other Dwarven have no time to mourn Kurgans death or that of his bodyguard, as they are charged by Chaos Warriors and Chariots and drawn immediately into combat. Attacked on multiple sides by faster Chaos units the Dwarves of Karak Hrin rally around their Thanes Oath Stones and opt to fight to the last, realising as they do so their now dead Lords initial mistake in advancing so far forward so quickly.



Only on the right is some success to be found with the suicidal bravery of a small group of Troll Slayers sees them destroy 2 units of Warhounds and a Chaos Chariot before running full tilt into the imposing bulk of a Chaos Demon. It is only their bravery, that prevents their comrades in the centre being fully surrounded, their unbreakable spirit stopping the Chaos left from fully enveloping them.



Behind them the remainder of the Dwarven army can only watch on in dispair as their Lord and the bulk of their infantry are slowly surrounded, battered by Chaos magic and decimated by repeated Chaos attacks. The war machines counted on to protect the main Dwarven units have been destroyed or are themselves fighting for their lives against Chaos Spawn, Dragons and Screamers. In the forest the Runesmiths have expended their last Runes of Spellbreaking leaving the Dwarven army almost unprotected against the might of Chaos magic.




Bravely the army of Karak Thorinkin holds on, grinding out minor victories in combats across the board. A brief respite is found when one of the Gyrocopters dispatched from the hold returns and launches a series of successful attacks on the Chaos cavalry. However, it is too late to save the Dwarven army from defeat. Knowing that they have no place to run too, and unwilling to run even if they did, the remaining Dwarven forces fight on into the darkness.


Night falls and Chaos is triumpment. Lord Kurgan and the majority of the Dwarven army have been destroyed. The battlefield is littered with Dwarven corpses that shine horribly as the setting sun baths the entire field in red as crows begin to feast on what remains after the army of Chaos has had its fill. To the rear of the cross-roads those few Dwarves left alive rally around the surviving Runesmiths and the Battle Standard and under cover of Darkness begin the long march back to Karak Thorinkin. Behind the night echoes to the vile sound of Archeons laughter as he and his army feast on the souls of their dead comrades...

... many leagues to the East, the Chaos fient against Karak Thorinkin has been destroyed and Lord Duregar Stromnisson now looks northward toward the Brettonian crossroads. The setting sun is turning the sky blood red and still no word has come about the fate of his kinsmen Kurgan. Sighing he turns back ready to return to his hall to await the dawn. As he does so the sound of demonic laughter echoes through the surrounding mountains. Bowing his head he weeps, knowing that his kinsmen and his army are dead and that now the sun will not rise again over Karak Thorinkin.

July 25, 2008

Warhammer Battle Report 3000pts 2v2

Whew!!! Now that was draining, 3000pt 2v2 battle over 3 hours but only 5 turns, lots of magic lots of special characters, ward saves for Africa (Toshi's 6+ WS seems to work every damn time) and dice rolls that seemed to haunt you at the wrong time.

Let me set the scene - entering 1st is the Army of Light and all that is Good and True and Wonderful (*ahem*) consisting of my High Elves and Stephen's Wood Elves (nice to be fighting with rather than against the sneaky buggers this time). Approaching them over the top of the imposing Mt. Zugesh is the Army of Darkness and all that is Unholy consisting of Toshi's Army of Chaos and Aidan's Dark Elves. 1500 pts per player, 3000 pts per army, shared power and dispel dice. The basic army lists were:

Army of Light (3000 pts approx.)
High Elves
11xDragon Princes, 20xSpearmen, 20xSpearmen, 20xPhoenix Guard + 2 Heros
Wood Elves
Treeman, 12xDryads, 15xGladeguard, 8xScouts, 6xWildriders, 6xWardancers + 1 Hero

Army of Dark (3000 pts approx.)
Dark Elves
5xCold One Knights, 10xDark Riders (2 Units), 14xCrossbows, Boltthrower + 3 Heros
Chaos
30xWarriors of Chaos, 2xChariots of Khorn, 2xSpawn, Demon, 10xWarhounds (2 units) + 3 Heros

In terms of melee combat power an advantage had to go to the Army of Light with the High Elves strike first ability. However, the fast unit advantage of the Army of Dark + its overwhelming magic advantage (9 Power dice vs. 4 dispel) meant that this advantage could be negated.

Setup
Oh, great I arrive late at Club to see a table covered in terrain and Dark Elf cavalry, and this big bugged wing monstrosity of a Chaos Demon. However, the terrain set up does present some nice bottlenecks for both sides, giving an advantage to the army with the fastest movement. Key advantage for Army of Darkness though was their larger number of fast units and the Demon with its 20" fly ability. Quick overview of terrain:

  • Two large impassable hills - with one at top middle having a small path to top allowing it be used for deployment.
  • Two forests + one hedgerow.
  • A gentle hill + a small rocky outcrop.
Deployment (Light at bottom of image/Dark at top)
I think Dark went first although I'm not quite sure as I got there late. Basically it went as expected, Dark Elf fast units massed on the flat featureless area to our Lights left, Chaos Warriors and fast units to Lights right and missle units (w. Demon) in centre. Army of light deployed all of its infantry in the centre with missle and scout troops on flanks and Heavy Cavalry mid-right flank. Basic battleplan was to block off gap between hill and forest on left w. Spears & Wood Elf archers, hold gap between forest and rocky outcrop on right w. Wood Elves, then charge High Elf Phoenix Guard through centre and around Chaos flank with Dragon Princes & Wardancers tying them down in the middle.


Turn 1 - Light starts
Light begins with sneaky attack by Wood Elf hero on Dark Elf mage in their own deployment zone. A charge and a challenge and he's dead in one round of combat, although the Wood Elf soon follows. CR mean however that the nearby Chaos Warhounds panic, while the Cold One Knights fail a stupid test? and can't move. Wood Elf shooting causes some good early damage as Light advances towards the identified terrain bottlenecks.

Chaos responds with the Demon flying toward the WE Scouts and using its magic to kill the hero located with them. Fast units on Darks left charge the WIld Riders that have gone a bit too far, and the Spawn move forward effectively blocking the advance on the powerful Dragon Prince unit charging up the middle.


Turn 2 - First combats
On Light's right flank the Wild Riders are outnumbered and overrun. The overrunning units advance through to Lights rear causing a quick change in strategy by Lights generals. On Lights right the Dragon Princes charge the first Spawn hoping to kill it quickly and overun into the Chaos warriors, and avoiding the Chariot neatly positioned for a flank charge. Spearmen charge on the left and drive off the DE scouts in the forest and WE shooting continues to decimate the DE fast units.

After the initial Light charges Dark responds with the Chaos Warriors moving in, and the Dark mages using their magic to great effect. Reacting to the movement of the Chaos Demon the Phoenix Guard are effectively removed from the game as they vainly move back and forth trying to counter him/her/it?!? Meanwhile the Spawn has remained alive as despite the Dragon Princes and accompanying Noble having 17 attacks they fail to kill it (its times like that I miss my Stumpies). The Chariots of Khorn then charge in against the Princes and the Treeman.

Turn 3 - Light advances
Things start to look up for the Light. The Dragon Princes kill the Spawn, force the chariot to flee and overrun it. The Treeman kills the other chariot and then charges the Chaos Warriors. More shooting on the left decimates the advancing DE cavalry, while the HE infantry continue to wander around without a clue.


Now things get interesting. Chaos units get in range to charge the WE archers in front and flank, the riders on Dark's left have reformed and now rush into Lights rear forcing the Wardancers to hold back to counter them. Meanwhile the Dragon Princes are being decimated by bowfire and bolts. After 3 turns the have lost 9/11 models are not looking good.


Turn 4 - Last roll of the dice for Light
In Lights centre the Spearelves are now hiding in the trees, wary of both the effective DE bowfire and the flying demon. The 1st Spears on Lights left however, turn about setting up for a flank charge on the advancing Cold One Knights. Meanwhile the Phoenix Guard advance toward the DE cavalry and the remaining WE units charge the Chaos Demon and Chaos Warriors. The Treeman has put up a valiant defence, killing a Chaos Hero and allowing the remaining Dragon Princes time to charge the rear.

Disaster for Chaos on their right - the DE cavalry has all but been wiped out by Wood Elf bowfire. However, DE crossbows have killed the WE scouts in the woods and are starting to decimate the High Elf Spearmen who have pitched tents under the trees. Behind the Chaos Warriors - the 2 remaining Dragon Princes save against a barrage of magic and bolts, ready to charge.

Turn 5 - The final gasp
With time running out this was the last turn of the game. The DE cavalry on Lights left has now been completely destroyed - the WE archers on the hill the Light unit of the game without any doubt - now turn their deadly bows on the sole remaining DE riders, killing the 2 that are left. Disaster follows though as the Dyrads and the Wardancers are all killed forced to flee into impassable terrain and overrun by the Demon and Warhound. The Dragon Princes hit the rear of the Chaos Warriors doing no damage at all - while the High Elf infantry move to secure table quarters to earn some victory points.
The last turn and Chaos is triumphment the mighty warriors burning the Treeman and grinding his ashes into the ground, before turning on the Dragon Princes and the accompanying HE General sending their souls to the Void in agony.
Final Results
At first glance its really really bad for the Army of Light. All of the units that entered combat have been destroyed, and of the 4 that are left on the board only 1 - the 1st Spears - is at full strength. Dark has also suffered heavily Dark Elf horses litter the battlefield the corpses of their riders rotting beside them. The Chaos Demon and his Warriors pick over the remains of the Chariots and watch as the crows feast on the dead Spawn, as the HE Phoenix Guard and Spearmen look on ashamed that they played no real part in the battle - only watching as their comrades were slaughtered. Final points tally - Dark 2400 approx. Light 1600 approx. for a Dark Marginal Victory.

July 24, 2008

1500pts High Elves for 2v2 July 24th

Redid my list for tonights 2v2 match as I finally got the superglue to work on my metal models. Keeping it fairly simple and going with:

20xPhoenix Guard (343 pts)
w. Banner of Arcane Protection
20xSpearmen (211 pts)
w. Lion Standard
20xSpearmen (195 pts)
11xDragon Princes (415 pts)
w. Warbanner & Drakemaster w. Sword of Might
1xMounted Noble (163 pts)
w. Biting Blade & Loremasters Cloak
1xNoble on Foot (166 pts)
w. Battle Standard, Temakador's Gauntlets, Sword of Battle

TOTAL: 1493 pts

They Wood Elves I'm teaming up with will provide the magic, missle fire and skirimishers my guys will just smash through the middle :)

July 21, 2008

Car crash & poor painting choices

Oops, not a good way to end the weekend crashed the car - the new one too *sigh* - and managed to right off the suspension, steering and part of the chassis. Not sure how long it will take to fix or what the final cost will be - you have to love having insurance :)

I really don't learn my lessons either painted some stuff in poor light last night and looked at the end results this morning and they were shit. I mean honestly what was I thinking. Still did get some good work done though and I managed to finish off my 15mm Medieval English. Flesh Wash on horses works a treat, and I'm going to do the same to all of my Warhammer Dwarves now as well.

Speaking of Dwarves on Saturday I did finish painting the Longbeards command group I had purchased a while back. They were by far the most enjoyable models I have painted so far, and they actually came out very nicely. Now I just have to see what cash is left over from the car crash and buy 3-4 more packs to get a nice big unit of 20 Longbeards all fully kitted out.

July 18, 2008

Field of Glory NICON photos

Just remembered I had these on my PC from the NICON tournament in June. All of my Hundred Years War Medieval English army. Considering the are all only 15mm high I think I did OK in painting them.


The English Battleline - Longbows in front

English battleline on right, Romans on left

Longbows in firing distance of (I think) Flemish Crossbows

Waiting as the Yorkist battleine approaches. Bows in front, men-at-arms behind

Overall gaming results

I was thinking on the way back from having a coffee trying to figure out just what my overall gaming history is in terms of games played and results...

Fields of Glory (HYW English 15mm)
I wasn't actually planning on getting into this game, but the guys at the club were very positive about it and as it was a new game it seemed a good place to start - nice even playing field and all that. At the NICON tournament I think the most experienced player in NZ had maybe 25-30 games under their belt. Its a good game but you really need to know your army, and the guys who have played a lot of DBM have a distinct advantage during the learning stages.

Game 1 - vs. Chris (Swiss) LOSS, bloody pikes chew you up every time ++POA in melee
Game 2 - vs. Jem (Late Republician Roman) DRAW, very very close good game
Game 3 - vs. Kelly??? - No idea here
Game 4 - vs. ??? (Early Republician Roman) WIN, over a guy playing his 1st game
Game 5 - vs. (Late Republician Roman) LOSS, huge loss to very experienced player
Game 6 - vs. (Carthaginian) WIN, big one to me even killed Hannibal
Game 7 - vs. (Late Medieval German) LOSS, close
Game 8 - vs. (War of Roses Yorkist English) LOSS, got absolutely destroyed
Game 9 - vs. Jem (Late Republician Roman) LOSS, close one

So for FOG I've played 9 games, including 4 at the NICON tournament last month, for a record of 2-1-6. Which considering I was usually up against guys with 10-20 years wargaming experience (a lot of it in DBM) was pretty good.

Warhammer
Well I've played this slightly longer than FOG but only just. Had my first game of this back in June 2007 down in Christchurch with my brother. He's been collecting for a while now and has a huge collection of: Empire (about 4000pts), High Elves (1000pts), Dwarves (6-1000), Orcs (2-3000), and Chaos (400-800). But he keeps increasing it all the time so he most likely has more than this now. I gave some of his figures a try and we played maybe 3 games in total. Then he was up at my place for a while and we had a few more games maybe 2 or 3. By this time I had brought my first set of Dwarves, as well as the Rulebook. Since then I've only played at the Club every Thursday. To date I think I've played 8 games with my Dwarves and 1-2 with my High Elves and have had my butt kicked in every single one of them.

Warhammer Battle Report 1500pts

1500pt match number 3 vs. Toshi, and one I was more confident about as I am starting to get to grips with my army and how to use it. His army had the usual units in it, and consisted (from memory) of: 1 large unit of chaos warriors of korn (25-30), 1 unit of maruaders, 2 units of beast or dogs or whatever they are called, 2 of those big demon thingys, 2 chariots, an aspiring champion, another champion on a demonic mount, and a mage w. the Lore of Steel.
Anyway I thought I would do things differently this time and present the battle report in graphical format. First up the MAP KEY & our deployment - Chaos in red, Dwarves in blue.


Deployment started with Chaos going first and choosing top half of board. Terrain consisted of two hills on either side a couple of forests, a rocky outcrop centre right and a hedgerow. Chaos deployment put the fast units on either flank along with demons and Chaos warriors on his right. I was planning on anchoring my line between the rocky outcrop and the 1st forest with my Slayers taking care of my right flank. So had Quarrellers and Cannon on the left and Hammerers and Warriors in centre. Longbeards and Slayers on right.
TURN 1
Chaos fast units advance on either flank, except for Demon things which got some bad movement rolls. Quarrellers and Cannon shooting proves ineffective, with a Chaos warrior managing to avoid a cannon ball using his 6+ ward save - oh look there it is, I think I'll duck.


TURN 2
A couple of key events in this turn. Chaos unleashes its magic which starts to have a devestating effect on my Dwarf Units - 2D6 S4 magical hits allowing no armour save is not good for anyone. After a successful dispel in Turn 1 I can't repeat it this time and the Hammerers get pounded losing 6/19 figures. Quarrellers shooting is more effective killing 4/5 Beast Dogs who pass their break test, and the Cannon manages to kill 3 Chaos Warriors. Key problem as the Longbeards and Slayers advance on the right, the 2nd Chaos Chariot does a sharp right turn to approach my center. Key victory is the charge of the Slayers forcing the Beast Dogs/Maruaders to flee on the right.


TURN 3
On the Dwarven right flank things look good. The fleeing Chaos unit fails to rally and keeps on going, and the Slayers charge home into the Demon, 2 unbreakable units fighting eachother!!! The Longbeards loop around the rocky outcrop but get nailed by more Chaos magic losing around 6/19 figures. In the centre the Hammerers charge into the Chaos Warriors but go in unsupported as a Chaos chariot hits the accompanying Warriors in the right flank. On the left, the Demon charges into the Cannon and is wounded by its Engineer, and the Chariot and Marauder charge into the Quarrellers hiding in the foreset.

TURN 4
Things are still in the balance at this point, but are favouring Chaos more. On the right the Slayers and Demon continue to fight it out. In the centre the Chaos Chariots flank attack fails and it is forced to flee right into the charge path of the Longbeards who have emerged from behind the rocky outcrop. In the centre the Hammerers are taking terribly punishment and are reduced to less than half strength, but being stubborn they continue to hold on. But horror of horrors the Dwarven General is killed in an ill-concieved challenge against a Chaos Lord and his Demonic mount. On the left, the Demon overruns the Cannon, and the Quarrellers cannot hold out against the flanking Chariot and are also destroyed.

TURN 5

Now things go really peared shaped for the Dwarves, despite a couple of good victories on the right flank. 1st the Slayers dispatch the Demon and then the Longbeards overwhelm the Chaos Chariot with their accompanying Thane scoring 3 S8 hits on it killing it instantly (S4 + GW + MR Kragg the Grimm + 2 Runes of Cleaving = S8). The fleeing Marauders/Dogs have run off the table leaving the entire right half of the battlefield in Dwarven hands. On the left though things are looking very grim. Free to join the Hammerers in combat against the Chaos Warriors, the Dwarves charge in only to be hit by magic on the way and once again decimated by a number of magical strikes. Even so they join the combat, but only in time to see the Hammerers unit reduced to just 3 stout Dwarves. Worse is too come with the Demon to their rear charging into the Warriors forcing them to fight on 2 sides.



TURN 6

This turn spells the deathknell of the Dwarven centre. On the right the Longbeards and Slayers are effectively out of the game to far away to get involved. In the Centre the Warriors are forced to flee after their accompanying Thane w. Battle Standard is killed fighting yet another illconceived challenge. As they run they are overtaken by the Demon to their rear and wiped out. Only the 3 Hammerers remain to fight it out in the centre by turns end.

RESULT - Solid Victory to Chaos by approx. 600 points.

Final thoughts

This was a thoroughly enjoyable match, but one in which I once again made some fundamental errors and failed to capitalise on my armies strengths. Among the lessons I learned were:

  • Stubborn units are worth their weight in gold, but they must be supported.
  • Slayers work well in large units and are great for holding a flank.
  • Longbeards benefit your army best when used with your main troops.
  • Don't rely too heavily on Cannons.
  • Avoid challenges unless your Thane is tricked out with character killing runic items.

I would actually like to play this particular scenario again, but next time I would include a RuneSmith. While I lost - AGAIN - I did get some better results, namely rolling up the right flank and some good use of the Hammerers. So things are looking up.

July 16, 2008

My painting efforts

Finally took some photos of 'some' of my Warhammer stuff, couldnt get the kind of shots I wanted though as our digital camera is causing problems - I fiddled with the settings a while back and can't fix them so it's gone all screwy. First up are the High Elf Dragon Princes I have been working on for the last couple of weeks - taking me a while as its hard to find the time to sit down and paint, that and I couldnt figure out what colour scheme to use.



I was experimenting with shading and highlighting on these guys and have kind of got it sorted, but still need to work on it. The layering technique is what escapes me right now, building up multiple thin coats of successfully lighter shades to create a deeper effect. I understand the principle but the application is proving difficult. As you can see the models are missing some arms and their shields, they won't get either until I can fix my glue issue. Had to stop painting for a bit as well as I have run out of Enchanted Blue.

Next up is the High Elf Noble or Prince, can be either. I got him in Australia along with a set of Mages and these were the first models I tried highlighting on mainly due to the larger surface area vs. that of Dwarfs. Still have detailing to go on this guy.

Then we have my Stumpies or Dwarfs to everyone else. Just a couple of figures to show off here first is one of the boxes containing my Dwarf army - its basically all Warriors and Quarrellers in there, plus a Master Engineer and Thane w. Battle Standard and finally a nice unit of Warriors with Great Weapons.