[Archive] Bloodbeards Battle Reports [2400p vs HE - 17-4-15 - it's a big one!]

Bloodbeard:

Table of contents

2400p - HE vs CD - Pitched Battle - Major Report (17-4-15)

2400p - VC vs CD - Pitched Battle (27-2-15)

2000p - HE vs CD - Dawn Attack (20/2-15)

1000p - VC, HE, CD - Xmas Triumph and Treachery (1/10/15)

1000p - HE vs CD - Schädel Island round 2 (9/13/14)

1750p - HE vs CD: Slave Raid on Galandul (8/12/14)

500p - Night Goblins vs CD - Schädel Island (8/4/14)

1500p - Empire vs CD (7-30-14)

500p - Empire vs CD - Schädel Island (7-30-14)

500p - WoC vs CD - Schädel Island (7/12/14)

500p - High Elves, Daw Zharr - Schädel Island (6/9/14)

1500p - HE, WoC, VC, CD

1750p - Dwarfs and Dawi Zharr

1500p - High Elves and Dawi Zharr

1000p - Khemri and Chaos Dwarfs

2000p - WoC and CD

2000p - Bretonians and CD

2000p - Khemri and Chaos Dwarfs

2000p - High Elves and Dawi Zharr

Bloodbeards Battlefields

In this thread I’ll try to post battle reports when my chaos dwarfs has been in a fight. Today I fought my first battle with CDs and my second game of 8th ed. No pictures this time, but I’ll describe it as best I can.

The Armies

We fought with 1000 points. I fielded this armylist. Daemonsmith went with the fireglaives and my castellan fought side by side with the handweapon wielding infernal guard.

The Daemonsmith rolled on Lore of Hashut and got that 8’’ magic missile - he didn’t use it.

My opponent played with dwarfs. His army was roughly like this:

Lord: 1+ save, GW, shield bearers.

Dragonslayer

Thane: BSB, 1+ save



25 longbeards with GW, joined by lord and thane.

1 gyrocopter

1 cannon, extra crew, engineer

The Setting

At some point my army will get some fluff. But the story so far is this. A prophet of Hashut named Bloodbeard has studied old tomes, grudge books and starsigns, he has experimented with blood of dwarven slaves. His studies have revealed some long lost family ties to a still living dwarven clan.

Not being of high status, Bloodbeard has gathered a host of low births around him and marched towards the dwarven relatives and their underground fortress- to reclaim what is his.

In a narrow pass between the mountains a scounting force led by one of his cousins, is stopped by a small dwarven garrison. The first battle between age old rivals has begun and thus also the war.

Setup

My dwarven opponent won the roll off and took his side of the mountain pass. Wanting to march his strong regiment over the northern bridge. His slayer and gyrocopter supposed to attack from the south.

I decided to stop him a the northern bridge with my strong unit, shoot him up with the fireglaives and if needed eat the flank of his unit with the hellcannon.

A Map

Since I didn’t take any pictures, I made a rough map of the setup. There are 24’’ between the two armies. We played without magical terrain - it just seems weird.



The Game

Dwarf 1:

The longbeards march straight towards me, moving to cross the northern bridge - a very big hammer moving towards a very large anvil.

The Dragonslayer follows eager to perhaps become a Demonslayer.

The gyrocopter flies behind my 20 man infernal guard with HW/S.

A cannonball is shot, lands perfectly and flies through all 5 ranks of my strongest unit - making 3 pools of bloody pulp. The gyrocopter fires a cloud of steam and cooks another three! I was shocked. Blacksshard protecting my Dawi Zharr from flame, fire and lava - killed by hot water.

Chaos Dwarf 1:

The infernalguard with Castellan moves towards nothern bridge. The fireglaives does the same. Trying to get into position above the bridge, protected be the river.

My Hellcannon fires, keeping the daemonsmith close by. All the slaves that was fed to the machine during my armys long march was released at once. It scored a perfect hit directly in the longbeards - it killed over half of them. But they stood their ground.

The fireglaives followed up with a volley, and though they moved and it was long range - they killed a few more.

Dwarf 2:

The dwarfs march on towards the bridge, they’re not slowed down by the demonic attack that hit them - they want revenge.

The cannon misfires, but re-rolls due to foul rune magic. It’s not as good a shot as before but kills two infernal guard. The gyrocopter has a lot of presure on the boiler - it steams three more infernal guard. They hold their ground.

Chaos Dwarf 2:

Maybe I should have tried to chage the enemy. But my infernal guard and Castellan no longer outnumbered the longbeards - due to steam and cannonballs. I decided to hold my ground.

The hellcannon no longer had the daemonsmith near, it only killed two longbeards with it’s demonic fire. The fireglaives didn’t fare much better. Besides not moving only a single guy hits and kill a dwarf.

Dwarf 3:

I wasn’t real clear about how charging worked (no experience with 8th ed). I was a bit surprised when the longbeards suddently moved with lightning speed, crossed the bridge and slammed into my fireglaive unit.

The gave them a volley of led, but only managed to kill two. My daemon smith threw a flask of (not so deadly) Naptha and killed another.

The dragonslayer following close by, but not making it to combat.

The gyrocopter once again kills a beloved chaos dwarf. The cannon rolls a double misfire, but is saved by an engineer - it allmost beecame a pipebomb.

The fighting started and the dwarf lord challenged my daemonsmith to a duel. The unit champion decided to protect his prophet and gave his life instead. The dwarfs are without honour - who brings two shieldbearers to a duel between heroes?

I lost the combat by a few point, but my BSB made me stay in the fight. I did wound his Thane though.

Chaos Dwarf 3:

My Hellcannon couldn’t restrain itself and wanted to roll towards the fighting. But unfortunatly my BSB reroll held it in place.

Both my infernal guard and hellcannon declares a charge - they both fail moving only 2 and 1 inch towards the fighting.

The fighting continued. My fireglaives did good, killing some dwarfs. But they couldn’t penetrate the mighty lord and thanes 1+ save. Luckily his lord missed (hard to hit chaos dwarf heads from atop that shield) and my armour saved the rest. I won the fight - he didn’t go anywhere.

Dwarf 4:

His cannon crew still suffering from the shock fires to short and doesn’t hurt anything. The gyrocopter is finally low on steam and can’t hurt anyone either.

The last of the longbeards are killed by my fireglaives, but they still fail to hurt the dwarf heroes. And only two of the darwi zarr are left standing besides their prophet.

Chaos Dwarf 4

The Infernalguard finally gets to the fight and is ready to kill the thane and lord.

The hellcannon charges towards the anoying gyrocopter trying to eat it as a flie.

I fail to hurt anyone in the big fight, I’m simply not strong enough to get through the lord and heroes armour (and he never rolls a 1). The lord kills the last fireglaives and the thane kills some infernal guard.

Banners, flank attack and chargebonus help me win the combat (no rank bonus, that was shot to pieces) - but the BSB keep the dwarfs in place.

It turns out the demon trapped in the hellcannon is from a kitten. It only does one wound on the gyrocopter - and it does one wound in return!

Dwarfs 5:

The Slayer joins the big fight, but he doesn’t do any damage. A couple of infernal guards are killed, but nothing else happens.

The gyrocopter hurts the hellcannon for another wound, while the kittycannon handlers take a wound from it. The kittycannon itself does nothing.

Chaos Dwarfs 5:

I’m starting to get worried. I simply can’t hurt the dwarven heroes in armor - the slayers is wounded once by my Castellan. The Dawi Zharr loses this round, but stays due to stubborn and BSB-

The Kittycannon shows some claws and finally pulls the gyrocopter to the ground for good.

Dwarfs 6:

The lone daemonsmith is cleaved in two by a mighty swing from the dwarf lord. Revenge is impossible and the thane isn’t wounded again.

Chaos Dwarfs 6:

The kitty is angry, it fails the LD-test and BSB reroll. It charges the dragonslayer, going for an easy kill at the very end. … it misses with every attack it has.

At the end of the round the dwarf heroes are still standing. Luckily I have 5 infernal guard left in the regiment.

Victory Dawi Zharr!

We won this round. Ca. 490VP to 340VP.

Aftermath

The remaining Chaos Dwarfs of the scouting force rallies around the body of the fallen prophet. The enemy cowardly retreats - the lord and than pulling the dragonslayer from the field of battle.

It will be tough to tell Lord Bloodbeard that his cousin has fallen. But there is also good news. Blood taken from the fallen dwarfs show that this is the long lost relatives. There is a war to fight and a fortress to reclaim.

Thoughts

That 1+ armorsave on his lord/hero was insane. I need to field a unit with greatweapons. Strength 4 is simply not enough to hurt those guys.

A gyrocopter has never earned it’s pointcost as well as this one!

Questions

1) Do I have to reroll LD-test from BSB or can I choose not to? I often want my Hellcannon to fail LD-test and charge forward.

2) Does the gyrocopter steamcloud count as flaming attack? We have wardsaves against all heat and flames - but not steam?

Bloodbeard:

Finally finished the battle report.

Note to self: Do not post stuff before it’s finished. Make sure to hit “save draft”.

Bloodbeard:

New Battle Reports - December 2013

Just played to games of Triumph and Treachery with my chaos dwarf minions. It was some really enjoyable games, so enjoyable I forgot to take notes - and to make it better the camera failed us.

But I’ll write some quick (yeah right) reports from memory.

A note on triumph and treachery

Every game turn, the players go in a random order. So a player might be last in turn 2, but first in turn 3.

In the report the turn order may be switched around, can’t remember it all.

This makes some interesting situations. Read my “review” of the expansion here:

A treasure hunt gone bloody!

Not the first multiplayer game for any of us, but the first time using the new triumph and treachery expansion for all of us.

The Scenario

We rolled a scenario where everybody want’s to find an ancient artifact of some kind. Only the general of an army can pick it up and it’s worth 500 VP. With four players bringing 1500 points, the item could make a huge difference.

The game will last between 6 and 8 rounds.

The armies

Chaos Dwarfs: My Lord Sorcerer Prophet the Exalted Exelence Bloodbeard brougt a small elite army of Dawi Zharr. Bull centaurs, a magically summoned Destroyer and a small bodyguard. Check out all the detail here:

High Elves: The elven scum and their bird training lore master brought something in the lines of: 1 loremaster, 1 prince with BSB, 14 swordmasters, 25ish spearmen, a small unit of archers, a bolt thrower, chariot, eagle and a very large frozen chicken!

Vampire Counts: The blood suckers brought a necromancer, a carstein on horse, some knights, to small units of wolf, a large pile of zombies, a small pile of zombies and some graveguard. None of the big stuff, old player back in the game.

Warriors of Chaos: Never seen so many minatures in a chaos army at 1500 points, no magic users, no marks. A hero of some kind, two units of warriors, chaos knights, maruader horsemen, a chariot, a war alter, to small groups of warhounds. Soo many dudes they almost didn’t fit in his the deployment zone.

Deployment Four players - one table. The artifact objective was i the mushroom forrest in the center. We all had a small half circle too deploy in. It was allready a tactical mess.

Highly outnumbered (both en numbers and in units) I have the Vampire Counts in front of me and the High Elves to my left.

Set up



Round 1

Dawi Zharr: Because of the random turn order, I doesn’t do me any advantage that I finish setting up first. But luckily I get to go first anyways.

I’m really close to the vampire counts army and charge his large regiment of zombies with the destroyer. To protect his flank, and due to lack of space I try to get my BCs into a better position.

The 500 VP bonus for the artifact is huge and my general is slow, he starts walking towards the mushroom forrest with his bodyguard.

I ashstorm the HE spearmen and his two heroes, effectibely stopping their ability to close in on the artifact at any high speed. Flames of Azgorh lands harmless betweem HE units.

No shooting. The fireglaives are just short of the HE spearmen.

The Destroyer burns, eats and tramples 10 zombies to death - but due to zombies (and all undeads) lack of brainpower the killing and terror do me no good.

Vampire Counts

Charges the destroyer with the grave guard. Moves the undead knights towards my BCs on the hill, hoping to get a charge in the flank of the Destroyer in turn 2.

In his magic fase he declares the HE his enemy, meaning I can’t dispel his spells. And the HE player don’t want to prevent him re-raising the zombies the destroyer ate. 8 comes back.

He can’t hurt the destroyer, but it destroys 5 zombies and 3 grave guard. … not enough I think to myself, knowing they’ll just come back.

End of Vampire Counts round 1 (ignore the ungor raiders in the stone henge)



Chaos Warriors: Nothing of interest. His entire army rushes towards the HE army. It surprises me. Not a single unit moves towards the artefact.

No magic, no shooting - it’s a complete melee army.

High Elves: The loremaster and BSB leaves the unit of spearmen covered in ash, to run towards the Chaos Warrior army. His swordmasters and the frost phoenix charges the front of the CW line.

In the magic fase the loremaster bombards the CWs with a storm of signatures spells, getting them off with no sweat curtesy of the book of Hoeth. The CW player brought no mage - he’s without a chance.

Suddently the chaos knights are weak from a hex while the sword masters are even quicker and badder. The HE player even use a treachery card (expansion rules) too buff them even more.

The Dawi Zharr is the enemy in the shooting fase and the bowmen and bolt thrower kill some fireglaive wielding infernals. … this is bad. I can allready see my regiment is way too small and the fireglaives being a waste of points.

Melee combat is a butchery! The lack of magic items and god marks in the CW army is punishing him. Every single knight is killed and the sword masters clash into some warriors. The phonix is equally effective. A lot of victory points for HE.

The chaos worshippers do manage to kill the eagle though.

Round 2

High Elves: Triumph and Treachery in effect. The elves goes first and it’s nasty. Charges deeper into the CW army.

Magic is like round 1. Another unit hexed and the sword masters augmented. And in the melee fase they cut through a unit of warriors like a k’daii through butter. The warriors run away and the panic spreads to the warhounds.

Shooting is again focused on my dwarfs. But i get lucky this round.

Dawi Zharr: My BC charge the undead knights and hero. The infernal guard and general walks towards the forrest.

Magic is effective - brutally effective. First Hashut cursus the elven spearmen in a storm of ash and then the flames of asgarh consumes them. … only 5 of the 25 soldiers survive. The hold they’re ground though (a shame since i have a treachery card that can prevent rallying). The Chalice prevents him from dispelling.

I chose to walk with the infernals - but i mismeasured the distance and only 4 fireglaives could fire… Stupid.

The BCs are not really fast enough, and even though they charge the undead knights, two of them are killed before even getting a chance to strike. The blood fury of the vampire works well and slice them to pieces. Luckily my BCs hold the ground and take a few knights down.

The destroyer is an awesome killing machine as it should. It lost a wound to burning bright, but killed a bunch of zombies and graveguard.

Vampire Counts: The units not engaged in combat with my destoryer and remaining BC moves towards the Chaos army on his flank.

His magic fase is the same, he raises all the guys I killed with his level 4 necromancer - again I can’t dispel because he declared the HE his enemy in the fase.

I’m really fear my Destoryer will stay there the entire battle not making a single VP.

The BCs are wiped out and he moves the knights into a position where they can take on the destroyer as well.

Luckily I’m saved by the bell. The player has to go home - it’s freeing up my destroyer. But I lost my BCs and the destroyer is now alone on one table end - with all the action going on between the CW and HE on the other side.

Chaos Warriors: Trying to rally his troops and get a counter attack going. But some of the troops can’t overcome the fear of the phoenix.

His marauder horsemen get ready to attack the swordmasters and bird in the flank.

Combat sees more of his troops killed by high elves. The warhounds start running, they can’t beat the phoenix, the chaos chariot is stomped to pulp and sticks.



It’s an amazing sight to see the chaos warriors getting crushed with ease. But he’s clearly missing some marks, banners, magic - raw troops can’t do nothing.



Round 3

Dawi Zharr: My infernalguard and general marches towards the forrest and will soon be able to get the artefact burried at the monolisk.

The Destroyers fast speed comes in handy and he’s able to eat some war hounds fleeing, and doing that crashes him into a unit a warriors. Getting me some much needed victory points.

My sorcerer prophet keeps the ashstorm going and tries to kill the HE bowmen with Flames of Asgorh - againg the spell flies off target.

It’s a nice close combat and I manage to kill some warriors.

High Elves: His 5 remaining spearmen turn tails and move slowly (thanks ash storm) towards the safety of the building with the bolt thrower.

The phoenix and swordmasters has all but cleaned up and start moving into a better position. Now facing my direction.

His HE chariot charges the marauder horsemen. Because of a bad angle (the player thought that he could stand and shoot with throwing axes 360) he can’t do anything.

The loremaster again wants to use his magic on the chaos warriors. The player is beginning to see his defeat and he pays me with some victory points (you can trade them in the expansion) to use my treachery cards - I stop some of the loremasters magic.

The bowmen has to move in order to see my infernal guard unit.

This time the bolt thrower earns it’s value and kills 5 infernal guard with a single bolt.

Melee sees the Marauder horsemen losing to the chariots, the impact hits and the flank attack does it. They flee of the table. The chariot overruns into the waraltar.

Chaos Warriors: Engaged on all fronts he has to choose a single enemy. He chooses the High Elves, this meaning that the combat between the destroyer and warriors stops with a truce.

The warriors instead turn hoping the might off the exalted hero might be able to kill the phoenix.

The war altar turns out to be the strongest and the high elf chariot is destroyed.

Round 4

Chaos Warriors: This time the warriorsgoes first. But there’s not really anything they can do. His warriors fails their charge and only walks 2 inches towards the phoenix and swordmasters.

The war altar starts moving towards the house with the spearmen and bolt thrower, looking for some easy victory points.

Dawi Zharr: My general finally gets a hold of the artifact and I claim 500 extra victory points, but all the slaugthering of the high elves and some luck treachery cards still puts him in the lead.

It’s time to give this expansion packs it’s name - time for treachery. I charges the chaos warriors in the back with the destroyer! Killing time!

My Prophet manages to ash storm the lore master (stopping his magic) and tries to roast the chicken phoenix with flames of asgorh. … A miscast sees him loosing 3 lvls. He’s now a lvl 1 wizard with only flames of asgorh.

The Destroyer is mean on the rear of the chaos warriors. They loose, flee and is run down. His general is dead and the VPs put me in the lead. The destroyer runs so far it ends up behind the phoenix an swordmasters.

High Elves: The phoenix charges my unit of fireglaives, BSB and general. The sword masters follows, but can’t charge.

The loremaster and BSB of the high elves charge the war altar.

The 5 spearmen hides in the house, and the bolt thrower moves out - so it might kill of the war altar later.

His loremaster can’t blow up anything but does try to cast an augment spell - the winds of magic are terrible this turn. The Loremaster is blown up and dies.

I have the only general left in the game!

His phoenix throws all the attacks on my general - so long Bloodbeard. Nobody can claim the artifact bonus now. But my infernal guard hold their ground thanks to the castellan.

Round 5

Chaos Warriors: Only having a war altar left on the table. He kills the elf BSB.

Dawi Zharr: Destroyer charges the blasted phoenix in the flank.

The phoenix is the fastest and it kills a lot of infernal guard in order to score point for combat resolution. It does him no good, the destroyer kills the phoenix in the combat. The Destroyer then overruns far into the mushroom wood.

High Elves: The Swordmasters moves into position for attacking my infernal guard. The bowmen rushes around the hill to be able to see something.

The bolt thrower can’t see any targets. But the bowmen fire at my infernal guard.

Round 6

This could be the last round.

High Elves: The swordmasters charge my infernal guard. After seeing what they did to the chaos army I choose to flee. If they could make it one round, I could deny him those VPs. Worst case scenario I had to roll at least 6 and he had to roll 11 for them to capture me - I should be able to get away. … I roll 4 and he rolls 12.

My infernalguard and BSB is slaugthered. The high elf player is in the lead. And a quick count tells is that there’s not enough VPs left on the table for me to catch up.

I have to kill every single elf left or loose.

Chaos Warriors: The waraltar destroys the bolt thrower and overruns it by many inches. The bowmen flee in terror from the alter of the dark gods.

At this point every living unit left is suddently in the high elf deployment zone.

Dawi Zharr: Only the destroyer is left. It charges the war altar and destroys it.

Turn 7

Dawi Zharr: The destroyer manage to charge and disintegrate the swordmasters in hellish fire and boiling magma. It overruns a great many inches and is only 4 inches from the 5 (freaking 5) high elf spearmen hiding in the house.

High Elves: Knowing that they can’t run forever, knowing the speed of the destroyer - the elves keep hiding in the house.

Round 8

The only things left on the table is a K’daii Destroyer and 5 High Elven spearmen. The HEs have the most victory points, but if I get the turn they will all be dead.

We only have to roll 1 or 2 on the dice. …6!

High Elves victory.

Aftermath and thoughts

What a game! It was so close for the last couple of rounds. Wow.

Wouldn’t want to be the few high elves returning home with the bad news.

And that destroyer just running rampage for days before finally burning out.

The scenario: Great game. The 500 point victory bonus can make a huge difference. Those treachery cards are really fun. You have to use victory points to play some of them, but they really effect the game.

The random turn order is so great an addition. Not knowing who starts out really puts some extra layers on the tactics.

My list: Too few units and miniatures. It would have been way better to have 8 more dwarfs than the fire glaives. Especially because speed was a huge factor in this game.

And bring a wardsave for your general!

[align=center]Merry Christmas CDO![/align]

Bloodbeard:

A Bloodbath for Banners
A mate of mine came by after christmas for a couple of friendly games of warhammer. He’s already lost 3 battles to me - so he was looking for some redemption.

1750 points on each side. The scenario was about capturing enemy banners to break the army. Loose 3 banners or general and 1 banner - and you loose.

The Forces
Dawi Zhar: I brought a lvl 4 prophet with chalice and lore of hashut, a BSB with mask of the furnace, 1 Tauruk, 28 IG with GW and Lichbone Pennant, 3 BCs extra hand weapon and a Destroyer.

I thought the Anvil of Doom worked in the magic fase - so the chalice and lichbone pennant was a waste of points.

Dwarfs: Anvil of Doom, thane with BSB, cannon, organ gun, grudgethrower, 30 miners, 35 longbeards with GW.

Setup
See the picture. I wanted my BCs with my destroyer, but due to some rule confusion I was afraid of the terrain the BCs should cross.
Also my opponent placed his warmachines and his lord - done. I had to put my stuff on the table.

Then the sneaky dwarf put his long beards on my flank because those bastards turned out to be scouts!

And his miners started off the table of cause.

His warmachines upper left. My destoryer upper right, then the IG and lastly the BC. His longbeards buttom right.


Dawi Zhar 1
Movement:I win the roll off and start the game. I spend a lot of time trying to figure out what to do. His warmachines are magic - so the destroyer don’t want to charge them. That would also leave my IG vulnerable to two large unit - if his miners came in quickly.

I end up charging my BCs towards the warmachines, taking 2 wounds from the fences I cross (1 on the Taur’ruk).

The Destoyer as a monster turns freely on the spot an moves 18’’ towards the long beards - that came as a surprise for the stunty.

My IG marches an wheel towards the longbeards on the hill. Allowing the destroyer to move behind them.

Magic: Starting right off with getting everything dispelled I cast - and then failing. Absolutely nothing is done. Disappointing.

Before my movement.

After movement


Dwarf 1
Movement:The horde of miners enter the battlefield straight away. Sneaky buggers! Then turn up behind my destroyer and the rear of the infernal guard.

The longbeards must make a decision - try and charge the bull centaurs in the rear on a 11+ roll. They don’t feel lucky and instead move 2’’ backwards - hoping the destroyer won’t be able to reach them (a cowards hope).

Shooting: A rune is struck and the horde of miners suddenly charge my IG in the rear.

The Cannon fires at the destroyer but fails to do any damage - thank you ward save!

The Organ Gun takes some wounds from the BCs - the pass their panic test courtesy of the Taur’ruk.

The grudgethrower hurls a stone right into nothing.

Close Combat: My castellan makes his way through the grunts and accept a challenge from the miner foreman. The Castellan fails to wound the dirt faced miner - who on the other hand drives his steamdrill right through the Castellans black shard armor.

After the round of combat I reform and the next round will be more fair.

The dwarf war machines - and the cowardly general hiding behind a hill


Dawi Zhar 2
Movement: Destroyer charge the long beards. The BCs fail a charge on the organ gun and redies themself for a lot of bullets.

Magic: My prophet tries to lower the eniemies leadership - but the spell is dispelled by the dwarfs. Then he tries to fill the infernal guards hearts with extra hatred - miscast.

Second game in a row and my lvl 4 wizard looses 3 lvls. … he is in effect lvl 1 again. Darn!

Close Combat: The destroyer really likes the horde of longbeards - a lot of extra guys to burn to ashes. 3 extra attacks from frenzi and 6 thunder stomp attacks - he kills around 15 dwarfs. They don’t break.

The infernal guard and miners fight to a standstill. The castellan and foreman keep fighting - but fail to hurt each other. This round of combat is a standstill.

Dwarfs 2
Magic: The rune lord tries to hurt the destroyer with some foul rune magic - it does him no good.

Shooting: The organ gun takes the life of another centaur. The cannon and grudge thrower does no damage.

Close Combat: The destoyer has a blast once again. 3 extra frenzy attacks and 5 thunder stomp attacks. Another 15 dead dwarfs. They break and is run down. But to my luck they and the destroyer doesn’t run very far.

The infernal guard and the miners once again fight to a standstill - but my castellan at least kill of the steamdrilling foreman.

Dawi Zhar 3
Movement: The destroyer turns and moves towards the fighting with the miners.

The bull centaurs charge the organ gun, ready to kill it and then take on the coward rune lord.

Magic: Dispelled again.

Close Combat: The taur’ruk and remaining centaur makes short work of the organ gun and overrun into the rune lord.

The miners finally break to the might of the infernal guard - their superior armor making the difference in the end. The miners are run down. The battle is over - I have captured three banners!

Aftermath
That was a brutal game. An absolute massacre.

I’m dissapointed in my prophet. But I’m glad to know just how hard dwarfs with an anvil is to hurt in the magic phase.

My opponent did a big mistake in his setup gamble. His miners could have been many turns in reserve - that would have left him completely doomed.

We quickly agreed that he should have held his gun line (even though it’s boring). Getting as many shots of as possible before close combat. Then overwhelm the destroyer and taking him in the flank to break him through his unstable rule.

But I was also lucky. Getting maximum attacks out of the destroyer every turn.

I changed my list a bit for the next game. I don’t need GWs for my IG - the extra armor save and parry save is much better. Keep those dwarfs alive on the long run and grind the enemy down.

The points saved on GWs was put to good use making the Taur’ruk near unhurtable.

Skink:

Thank you for posting these battle reps! They were very pleasant to read. Have you thought about not bringing the destroyer at 1500 points? He pretty much wins the game single handedly…

Bloodbeard:

Thank you for posting these battle reps! They were very pleasant to read. Have you thought about not bringing the destroyer at 1500 points? He pretty much wins the game single handedly...

Skink
Thanks skink.

The Destroyer: I won't be bringing a destroyer to my next battle. I brought him to a couple to test out just how nasty he is. And he is a game winner - but doesn't leave much tactical game for the dawi zhar player.

To be fair, i told my opponents his stats and special rules before the games - so they knew what they would be facing. And how to counter it - magic attacks, dragonhelm, dragon princes etc.

In the triumph an treachery game I had three opponents - and they made the mistake of focusing on each other - that was a bad move.

I played a second game against my dwarf opponent, we played the valley scenario - on the long side of the table. He put his regiments in the front of his deployment zone - mistake again.

The terrain made i so he would have had three turns to shoot the destroyer with warmachines. But his deployment made him have only 1. And i was saved be the ward save. Magic cannon balls and grudgethrower stones should be able to bring him down.

But know he's tried out - and I'll play with other minis for the next couple of games.

What really makes the destroyer broken is the "reroll succesfull to wound rolls" combines with the high toughness.

Edit: I have been really lucky with the Destroyer. In 4 games i have only failed a tougness test once. Thats 24 rolls an only one 6'er - that only caused 1 wound. In two games he was hit b a cannon ball 3 times and "under the hole" catapult 3 times. Everytime passing is ward save. That should have hit him at last 3 times - and d6 wounds would have killed him.

But it is obvious that I have to build my a destroyer model soon - because he will b going to battle often. I have got hold of a stonehorn head and i thiking of converting the rest from a beastmen Ghorgon. A beastmen player friend is gettin a ghorgon he in january - so I'll be abl to see IRL if the size is right for my plans.

Chalice of Blood and Darkness: Brought this to the games also. But that really wasn't as game breaking as people made it sound. And I used it the nastiest way i could possible think off. But talking about it with my opponents, it really just made the magic phase more interesting. Didn't make a hugh difference - was just a bit annoying. And seemed fair to the price of 50 points.

Bloodbeard:

1500 points High Elves vs Dawi Zharr

Playing 1500 points against a High Elf friend of mine. His army was completely painted, so i decided to do the same. … not leaving me a lot of options.

Usually he brings a frost phoenix, so I went for a lot of flaming attacks/ash storm/black hammer. Turned out that plan didn’t help me a lot.

Dawi Zharr

Check out my army here:

High Elves

A loremaster - general

A prince with bsb, some kind of flaming attack ward save

23 spearmen (hero/lord here), +LD banner - giving his general LD 10

15 archers

14 swordmasters

Great Eagle

Flame Phoenix

Bolt thrower

Chariot

Outnumbered a lot. But his guys break easy.

The Scenario

Standard battle. VP for wins, no special rules. Simple terrain. Swamp would be magical on a roll of 6.

Deployment

Dawi Zharr deployment.

Choose the side with the house, to get my firegliaves into a good shooting position. If I got first turn, my hellcannon would try a shot. Daemonsmith for the re-roll. Otherwise roll forward and protect the flank. Hoping for a failed LD-test to get into combat fast.

The big infantry block moves forward, grind down enemy units, black hammer his heroes.

Sorcerer Prophet got Curse of Hashut, Ash Storm and chose Breath Hatred. Daemonsmith chose fireball.



High Elf deployment.

Don’t now his plan. Pretty standard deployment I guys. Chariot and great eagle will harass, march block and force stupid charges.



The roll off let the high elves go first. Time for some bloodshed.

High Elves Turn 1

Movement

The swordmasters move through the swamp. We forget to roll to see if it’s a magical swamp. D’uh.

The eagle moves right in front of my hell cannon and infernal guard.

The phoenix moves to my flank.

Magic

He rolls poorly. I dispel his first signature spell - some hex on my infernal guard block. Next I steal his remaing power dice with the chalice. He can’t smite my hellcannon with the light spell.

Shooting

The boltthrower hurls a single bolt at my unit. I pierces five ranks - and the iron curse icon fails to save a single model. 5 infernal guard lie dead in the dirt - havn’t even moved yet.

The bowmen sends arrows raining from the sky killing another.

Dawi Zharr Turn 1

Movement

The hellcannon declares a charge on the bird - but it turns chicken and flees. The hellcannon moves 3 inches forward.

The infernalguard moves up the battlefield and the fireglaives enters the ruined building.

The daemonsmith runs towards the safety of the house - now that he won’t be needed near the cannon.

Magic

My prophet covers the spearmen in an ashstorm and thries to kill the lore master with the curse of hashut. I roll 3 on 2d6. … He’s lucky that pointy ear.

Shooting

The fireglaives having moved takes a long shot at the spearmen. 10 dwarfs shooting from the runis - they kill a single elf. I proclaim the champion of the fireglaives the shooter.

END OF TURN 1’s



High Elves Turn 2

Movement

The phoenix flies over the hellcannon - but fails to hurt the it. And the eagle rallies.

The swamp turns out to be filled with hungry angry fimir! Awesome. Upon up the heroquest box and put some fimir on the swamp.

Chariots moves to a flanking position.

Magic

Loremaster starts with dispelling the ash storm.

Then he throws a fireball at the ruined house trying to burn my blackshard protected fireglaives. Irresistible Force! A single dwarf is burned.

Shooting

The bolt thrower fails to pierce a dawi zharr - but the bowmen pierces a single one.

End of High Elf Turn 2



Dawi Zharr Turn 2

Movement

Hellcannon and infernal guard marches across the table. I want to get into combat - not get shot up. I’m actually afraid of that boltthrower.

The daemonsmith is ready to join the unit in the ruin.

Magic

The prophet conjures another ash storm on the spearmen. Stopping him from charging me and draining his power pool.

The Curse of Hashut then hurt the loremaster - he looses 1 wound. Still lucky.

The daemonsmith. Cast the strongest fireball available - 3d6. He manages to turn 5 spearmen into charcoal.

Shooting

The fireglaives kills another 2 spearmen. The unit is starting to get small.

Wanted to kill the bird. … but the banner of eternal flames gives the grilled chicken a 2++.

Ending of Dawi Zharr turn 2.



High Elves Turn 3

Movement

The swordmaster and the chariot charges the hellcannon. Not having a problem with the terror causing demon.

The swordmasters are still in the swamp. The fail their initiative test - and five swordmasters are pulled to the deep black water. Hungry hungry fimir!

The phoenix flies over the infernal guard. I makes a cascade of flaming attacks - a handfull of dice. Only a single chaos dwarf is burned - thank Hashut for the blackshard armour.

And the eagle flies right in front of my infernal guard. Once again forcing them to do a stupid charge - making me turn the wrong way.

Magic

The loremaster fails to dispel the ash storm around them. Effectively ending his magic phase by sheer incompetence.

Shooting

The boltthrower once again pierce many dwarfs. 4 Dawi Zharr are lost to the giant steel bolt. I don’t like where this i going. To many dead before getting into combat.

Close Combat

The chariot makes a single impact wound on the hellcannon. The swordmasters really want to get out of the swamp. The kill the hellcannon and overrun deep into my side of the table.

Stupid cannon.

End of High Elf Turn 3



Dawi Zharr Turn 3

Movement

Infernal Guard charge the bird - he holds his ground.

Magic

My prophet has read the stars - Hashut is with him. Another ash storm covers the spearmen unit and the curse finally does serious damage. 7 wounds is done to the loremaster - he’s no longer a part of this plane.

Shooting

The fireglaives got a nice view of the swordmasters and the manage to kill 4 of them with lethal precision.

Close Combat

The fast eagle fails tries to hurt the battlestandard wielding castellan. I didn’t do any damage. The Black Hammer of Hashut the cracks skull and wings of the bird. Blood for the castellan.

The unit restrain from overrunning and turns to face the spearmen.

End of Dawi Zharr turn 3.



High Elves Turn 4

Movement

The swordmasters move towards the ruin. Hiding behind the phoenix who does another fly-by-burning - no kills.

The chariot moves towards the flank of my infernalguard. I thought it would charge.

Magic

Muahahaha! No!

Shooting

Eveything in the high elf army miss. The boltthrower, the bowmen, the chariot.

End of HE turn 4





Dawi Zharr Turn 4

Time for some serious buisness. Time for the bloodbath.

Movement

The infernalguard fails their charge. Should move 8 inches - only manage to move 3.

Magic

The prophet is exhausted now. He fails to cast ash storm with 5 dice.

The daemonsmith uses the rest of the dice casting a large fireball. He kills five elves.



Shooting

The fireglaives kills another two.

High Elves Turn 5

Movement

The chariot moves to block my infernal guard unit. But the fimir don’t like no stinking chariots in their bog - they take a wound from it.

The phoenix blocks the sword masters from charging. It does another fly-by - 10 hits - 0 kills.

The scared spearmen moves backwards.

Shooting

The boltthrower kills a single dawi zharr in the infernal guard unit.

End of high elf turn 5



Dawi Zharr Turn 5

Movement

Infernalguard charge the chariot.

Magic

The spearmen are again covered in an ash storm. Next up the mighty curse of hashut takes the life of the pointy eared elf princeling.

Shooting

The sword masters manages to kill 4 swordmasters - they are no longer in cover of the bird. Bring on the charge - I’m not afraid of them. … in the safety of my house. Two swordmasters left.

Close Combat

The chariot is no challenge for the elite chaos dwarven infantry. It’s smashed to pieces courtesy of the Black Hammer of Hashut.

End of Dawi Zharr turn 5. (sorry for the shaky picture)



High Elves Turn 6

Movement

The phoenix does a fly-by once again. The heat and flames a chaos dwarf. It covers the two lone swordmasters - hoping that the unit wont be wiped out before the end.

Shooting

The boltthrower doesn’t hurt anything, but the bowmen kill two chaos dwarfs.

Dawi Zharr Turn 6

Movement

The infernalguard finally get to charge the elven spearmen.

Magic

The sorcererprophet cast an ash storm (for the -1 to hit) - it’s irresistible force. The magic winds take a wound from my general and my daemonsmith both. And the sorceres curse turns his lower body to stone. … He takes another wound but become toughness 6.

I try using the chalice of blood and darkness - hoping for a double six. Because it would be awesome.

Shooting

Besides the cover of the flaming bird the fireglaives try to pick off the rest of the swordmasters. 10 shots, 6 hits on a 6+ and 4 wound. The unit is gone.

Close Combat

The spearmen are fast. The wounded general is their target. Five hits - but the stone body protect the blessed prophet of hashut.

My unit kills 5 elves in return. They take a LD-test at -8. They run ofcause - but I fail to catch them. Bugger. Still on the table at the end of the game.

[/b]

The game ends 892 VP against 210 VP. A crushing defeat for the good power of order.

Blood and slaves for the furnaces of Hashut!

[/b]

That fire banner turned out to be a real bad choice. Stupid flaming bird and his 2++.

Talking about the banner we agreed on some different points.

The phoenix should have been in close combat at some point. The fly-by is awesome against low toughness, horde ranked, low armoured units. Not against chaos dwarfs.

The swordmaster should have restrained after the kill of the hellcannon, reformed and faced the flank of the infernal guard unit.

The great eagle is awesome. Should bring more of them. They are better than the chariot.

I was really worried that this game would be a loss for our race. A lot of dwarfs dropped dead to shooting. But after the sorcerer prophet got the magic going the battle really went my way.

But luckily elves break real easy.

[/b]

Is it possible to make a “look out sir” against curse of hashut? We played with “nope - not possible”, because you can’t use it against spirit leech.

Thanks for reading! Feel free to leave a comment, critique, tactical advice etc.

And check close ups of the miniatures in my blog:

Yodrin:

Great report, and GZ with the win.! No you may NOT make a look out sir on that spell. It targets a single model also in a unit - sniper spell:)

Sticklander:

Great, well written, report! Showed those pointy eared elflings a thing or two!

Bloodbeard:

Great report, and GZ with the win.! No you may NOT make a look out sir on that spell. It targets a single model also in a unit - sniper spell:)

Yodrin
Thank's for the answer. Nice that the prophet actually earned his pay for once.
Great, well written, report! Showed those pointy eared elflings a thing or two!

Sticklander
Thank you Sticklander. More to come.

Bony Business - 1000 p against Khemri
This will be a short one. First time playing against this guy (and the only other warhammer player on town) and he hadn't played a lot of 8th ed. So no pictures and didn't take notes - the game was more important. But the result was crazy, so I had to write something down.

Forces
Dawi Zharr: Castellan BSB walking with 19 infernal guard HW/S. Lvl 1 daemonsmith, fireball, walking with 10 fireglaives. 5 fireborn incl. manburner

Tombkings: A hierophant lvl 2 guarded by 17 archers, 5 chariots, a large scorpion, a large bone giant/titan something and a sphinx carrying 5 killing blow dealing maniacs!

The battlefield and game
Standard victory points, pitched battle, some hills, fences and a house.

Deploytment
My fireglaives/smith behind the house, so I can enter for extra range. Fireborn on one side, infernalguard on the other.

Chariots, scorpion in front of fireborn. Sphinx and giant in front of infernalguard. Archers/hierophant hiding behind a fence.

The game
CD 1 Moving forward. Fireglaives can't make the house. He dispell my fireball.

TK 1 Fails a long charge with his chariots, moves everything else forward. Fails to do spells. Kills one IG with arrows.

CD 2 Fireburn charge the chariots, fireglaives enter house, Ig moves forward in position so the two large constructs can't get me in the flank.

Do a wound to the giant with fireglaives, fireball get's dispelled again.
The fireborn eats 3 chariots and isn't hurt in return.

TK 2 Scorpion charge fireborn. Sphinx and giant charge my IG.

He raises some chariots and gives them a 5++ and gives the archers some multible shot (a mistake, should have raised more chariots).
Archers kill 2 fireglaives.

Fireborn burns the rest of the chariots. Takes on wound from scorpion.

The giant and sphinx are nasty on charge. Kill a lot of dwarfs. I loose combat but stays.

CD 3 Moves fireglaives out of house for support to the IG. Kill 4 archers with a fireball. Fireborn kill the scorpion and reform to charge the archers. Right flank clear.

More IG gets crushed, eaten, burned. I do a wound to the giant and the sphinx. It's a tie.

TK 3 Restores a wound to the sphinx and gives it 5++. Archers kill another fireglaive.

Another tie in combat. The IG are going down fast (only 4 and bsb left)  and don't cause any damage to the sphinx (freaking toughness 8). But I do bring down the giant.

CD 4 Fireborn fail a charge on the archers. Fireglaives charge the sphinx's flank.

The last standard IG are brought down, only the BSB left. The fireglaives aren't much help and only does one wound. Thanks to the flank attack, banners and BSB the round is a tie.

TK 4 Archers can't shoot fireborn due to angle.

The killing blow guys haven't used their ability, but now he scores 3 6s to wound and the castellans head is chopped off repeatedly.

The fireglaives then takes a couple of stomp attacks.

CD 5 Fireborn fail the toughness test for the first time. 3 wounds. Two fireborn down.

They then charge the archers and hierophant. They crush them! Every single archer is destroyed and the hierophant is left with 1 wound.

The fireglaives and my general loose the combat and run - not very fast. The get crushed beneath the stone feet of the sphinx.

TK 5 The sphinx turns to face the fireborn. The hierohant get's eaten and is no more. Fireborn reform to look at the sphinx.

CD 6 Fireborn fail another test, takes a single wound. Then they charge the sphinx.

The fireborn are quickest and does some wound to the sphinx. Then he does 4 wounds - only the manburner left with 1 wound.

TK 6 The sphinx starts to crumble. Takes a single wound. The manburner manages to finish it off!

1 model, 1 wound left on the table!

Victory to the Dawi Zharr by complete annihilation of the Tomb Kings.

Though if you look at victory points I scores 2100 and my opponent 1940.

Thoughts
That was a super nice and exciting game. It's something completely different to play against tomb kings.

Fireborn are absolutely awesome and fantastic! Great guys.

I was sire he would bring horde of skeleton warriors and a tomb prince. Those large monsters where really tough to kill. Even with great weapons I would only hurt that sphinx on 6s.

Should a prepare an irondemon for this kind of thing?

Next up
Getting my destroyer ready for a battle against WoC. I will take notes and pictures for a proper report.

Thanks for reading. Any advice, critique or comment is much appreciated.

Bloodbeard:

2000p - There can only one!
This is the tale of the pawns of gods doing battle. 2000 points of Hashut disciples trying to strengthen the power their god against tzeenth and nurgle worshipers.

The armies
Dawi Zharr:You can read my detailed armylist here:

Basically everything I’ve got done (and almost done). I decided to build and field a destroyer in the battle. I’ve been allied with a daemon prince at 1300 points - he couldn’t die. So I was terrified for the monsters that I might fight at 2000.

Warriors of Chaos: So many mutations and marks and stuff. But he brought a Daemon Prince with wings and dragonbane gem (fuh!), 1 exalted hero BSB on daemonic mount with dragonhelm (fuhfuh!), a sorcerer of nurgle on daemonic mount. The two heroes had 33 chaos warriors of nurgle as a bodyguard. 8 knights of chaos and 1 chariot.

Those daemonic mounts on 50 mm bases - what a clever way to fill the ranks.

The scenario, battlefield and set up
Terrain: Pretty standard. Hills, a ruin, a swamp. The swamp would be magical on a 5+, turned out to be mundane. The three skulls was a mystical place. A place to take an initiative test for a nice bonus - fail and die. Not great for a dwarf.

Scenario: The “diagonal setup one”. Victoriy points. WoC chose table side and was to start the battle - I stole initiative on an important 6.

Setup up: I rolled a 1 for both IG units and the fireborn. … Great. Only a destroyer on the table at the beginning. The disciples of the Four left the large 35 man strong warrior regiment arrive late.

Setup. A lone destroyer ready for dinner!


CD turn 1
Not really much to do. My large anvil unit of infernal guard fielding the general sorcerer and castellan BSB, the fireglaives and fireborn enter from the table size. Costing me a lot of precious inches. No magic, no shooting, a fireborn that won’t be in battle by turn 2.

The destroyer charges the chariot, eats it an overrun behind enemy lines. No counter charge for him!

WoC turn 1
The large horde of hero bodyguards enter the battlefield right in front of my destroyer. And the prince flies over on the flank, ready to support them. He’s hoping to break the destroyer through his unstable nature.

The elite chaos knights moves towards my anvil of infernal guard and the fireborn. Staying far enough away to not get charged.

The sorcerer of nurgle tries to get of some spells, the sorcerer dispells one of them and the next one fail.

End of WoC turn 1. Destroyer starting off great! Demon Prince ready for flank attack and nurgle warriors bracing themselves.


CD turn 2
Movement Both k’daii units holds together. The destroyer charge the large unit only an inch away. Barbecue time!

The Fireborn and large Infernal Guard moves a bit forward. And the fireglaives move up to the ruined house.

Magic My prophet tries to call an ash storm on the demon prince - to save the destroyer from a charge. Perhaps burn him afterwards. He fails - on four dice.

The daemonsmith goes all in for searing doom on the knight. Hashuts both bless him with power. 6 of the knights are turned to molten pools of liquid metal - but the smith looses his powers in the process. Yet he’s not turned to stone.

Close Combat Two warriors of the rotten god burns from the destroyers heat. The exalted hero fails to wound the large beast - having forgotten his magic weapons at home. Then the horde of warriors throw a wooping 23 attacks - for a total of 1 caused wound. The destroyer then burn and roll some more warriors to death. The hold their ground though.

A bunch of not-so-cocky knights - standing in a pool of melted mates.

The destroyer getting ready for dinner.

WoC turn 2
Movement The knights charge the large block of infernal guard (after some very provocative chicken sounds I should add).
The demon prince charges the destroyer in the flank.

Magic I fail my dispel attempt and a hex of nurgle lowers the destroyers toughness by 1 - this is bad.

Close combat Two nurgle warriors burn in the demonic fire. The demon prince of tzeenth hits everything on 2+, but only hit the large fire beast twice. He does a single wound however.
The nurgle warriors once again throw 23 dice but fails to hurt the k’daii. The k’daii kills a bunch of warriors.
Due to charge, ranks and banners the destroyer looses combat by 1 point. Half way dead now. But it is a bad place for an unsupported destroyer.

The warriors reform to keep some ranks.

The knights only kill a single dawi zharr. The armor of the chaos knights turns out to hold very well. But the might is to strong and the knights turn tail and flee. I restrain from pursuing. Not wanting to end up behind the swamp.



CD turn 3
Movement
The fireborn takes 2 wounds from their own heat - sending 1 demon back to the void.
The fireglaives and daemonsmith enter the ruined building. The fireborn tries to capture the knights, they flee out of distance. The large infernal guard moves towards the destroyer battle - it’s a pretty long walk.

Magic Disapointment. The prophet rolls a couple of snake eyes for winds of magic and thus fails the ash storm attempt - end of magic phase.

Close combat The demon prince turns out bad again - only hitting with 1 attack - failing to hurt the destroyer.
The destroyer kills to warriors by fire and stomps 5 of them to a rotten pool of snot.
The warriors have to take a leadership at -3 LD - they stay.

The large block of nurgle worshippers is turning into an ever growing pile of ash and embers.


WoC turn 3
Movement The knights rally.

magic Pappa Nurgle is not amused. Snake Eyes again! I steal the one die with the chalice.

Close combat The demon prince hurts the destroyer for 2 wounds - he has 1 left. He kills 6 warriors. Once again they has to take a leadership test at -3 - another pair of snake eyes.

The (not so) exalted hero and the sorcerer (with meningitis or some other brain rot) has yet to do anything!

CD turn 4
The demons fight to free themselves from the cages of slavery. 3 wounds on the fireborn. … And the last one on the destroyer. He vanishes in a cascade of flames - denying the chaos general glory in the eyes of the gods. No roll on the eye of the gods table - muahaha! In all he has burned, eaten, stomped 30 nurgle warriors and a chariot to pulp.

Movement The fireborn charges the knights and they hold. Trying to gain some points with the dark gods. The infernal guard unit moves up next to the ruin.

Magic Hashut is happy with the bloody burning mess of combat and bless the prophet with lots of power. The demon prince gets shrouded in a cloud of how ashes. The flames of azgorh kills the last 3 warriors of nurgle and the nurgle sorcerer!

Shooting The fireglaives finaly gets some shots off, hit the demon prince - but fail to hurt him.

Close combatThe fires of the fireborn consumes a knight, the champion breaks a single demon and is slain in return. The diminishing fireborn unit reform to face the demon prince.

WoC turn 4
The demon prince (who is looking a some penalty spawndom) has to work towards the infernal guard near the building. The exalted hero rushes to his side.

A lord of tzeenth and a hero of nurgle try to earn some glory for their minor gods.


CD turn 5
The infernal guard charges the demon prince. The black hammer of hashut wants to banish the demon!

Magic He manages to dispel med ash storm - so the demon princeling wont be banished just yet. But the sorcerer prophet fills his bodyguards hearts with hatred.

Shooting The fireglaives takes a wound of the exalted hero.

Close Combat I decline the demon prince’ challenge and my castellan is send to the back of the unit. The prince kills 3 infernal guard instead.

WoC turn 5
The hero charges the flank of the infernal guard. This time I accept the challenge - the deathmask steps up to save his peers. The champion dies.
The daemonic mount of the hero hurts the castellan.
But in the combined effort of the prophet and castellan the exalted hro of nurgle is slain.



CD turn 6
The fireborn takes another 3 wounds from their own heat. And they roll double 1 on their attempt to charge - saves them from the swamp at least.
The demon prince issues another challenge - I decline and the prophet is send to the back of the unit. The prince crushes the castellan with a crushing blow.

WoC turn 6
I accept his challenge. The demon prince and the prophet both cause a single wound.


Victory Dawi Zharr

That was brutal! Victory Points show a crushing defeat to the false gods. 1775 for Hashut and only 530 for the four lesser chaos gods. There can be only one!

Comments and critique always welcome.

Questions and aftermath
If a lvl 1 daemonsmith looses his level, can he still use the chalice? My opponent said “yes” - so that’s how we played. I was ready to not use it anymore.

The fireborn really need to get into combat. They didn’t really do anything this battle - but burn out. The destroyer did better than he should, the WoC player was real unlucky with his demon prince.

Edit Sorry for the early posting. Hit the wrong button when trying to save a draft.

… I played bretonians today. An utter disaster. Didn’t take notes or pictures. That was lucky enough. Will post a short battle report soon.

Sticklander:

Ay, nice annihilation! You’ve got a good force!

Shame about the bretonians, but there’s always another day for bloodshed and revenge!

Vantraxx the Thrice Cursed:

A glorious victory! Good stuff and many thanks for posting.

Yodrin:

Gz on your win, and a great one indeed. Great bat rep as well!!

Bloodbeard:

Ay, nice annihilation! You've got a good force!
Shame about the bretonians, but there's always another day for bloodshed and revenge!

Sticklander
There will be - and this time I'll have to get some miniatures build better suited for the job.
A glorious victory! Good stuff and many thanks for posting.

Vantraxx the Thrice Cursed
Thank you and you're welcome. I enjoy writing the battle reports. It's a good way to get something "extra" from the game, going over it all again.
Gz on your win, and a great one indeed. Great bat rep as well!!

Yodrin
Thank you very much Yodrin. Just a shame the victory is shadowed by an even larger defeat!

2000p vs Bretonia - Abandon all hope!
I didn't take any pictures for this game or any notes. ... But since this is a tale of Hashut punishing me - it doesn't matter.

The game was against my best and oldest mate, we entered the hobby together 15 years ago. Where I didn't spend much time on it the last couple of years, he actually got paid arranging games and tournaments - he knows all the nasty tricks.

The abandoned
I used the same list as above, this one:

I know it's not good agaisnt bretonians - to reliant on stomps and blazing body attacks.

The enemy
A lvl 4 fairy godmother of life (doom) guarded by a host of grail knights, a nasty jean d'arc type (protected by the gods) with a unit of knights of the realm, a unit of knights errant with a bsb wielding bsb, a horde of 50 men at arms with a lvl 1 beast sorceress. And a pretty big trebuchet.

Setup, terrain, game
A small bretonian village in the center of the battlefield, surrounded by hills and forests. The grailknights, knights of the realm is on one flank. The men at arms are in the middle. The knights errants is on the other flank. The trebuchet is standing on a hill in the far corner.

My fireborn is on the flanks. Besides them towards the center is the destroyer. In the middle of my battle line is a large block of infernal guard. On my right flank is a small unit of fireglaivers.

Standard victory poitns game. 6 rounds.

The battle - massacre
The knights obviously pray to their false gods of godness, so I have to take turn one. I didn't want to.

CD1
I move my entire battleline forward. 6'' inched to not leave the dawi zharr behind.

The magic phase is important. I really want to get ash storm of - to paralize his lvl 4 mage and the grailknigts. Afterwards I might be able to zap a hero with curse of hashut. ... Miscast! My sorcerer prophet is now the worlds most expensive lvl 1 wizard. He's left with hellhammer - the most lame spell he has.

The lvl 1 lore of metal daemonsmith get's his spell dispelled.

B1
He could charge me, with a good roll of the dice. I would have tried, for the sake of the game. But my opponents only moves a bit forward. Crucial inches for him - still too long range for my dwarfs and the fireborn.

My dispell attempts are bad and the chalice don't help me. He get's of that life spill that boosts everything else.

The trebuchet scores a direct hit on the large unit of infernal guard. Strength 6 leaves them with a 6+, 6++ (iron curse icon). Not a single save and something like 12 dead.

CD2
I know I'll take a charge in his next turn, not having ash storm to help me. I try to charge the men at arms with the destroyer. It's possible, and I hope to break them. This would steal the initiativ, get a destroyer behind his lines and force him to tun around some knights. ... he misses by an inch.

I melt a coule of errants in the magic phase, and fail to dispel his life spell.

B2
The charge is sounded! And the grailknights and knights of the realm hit like a conboy of armoured trucks. ...

From here it was pure bloodshed. Stunty killing.

My fireborn don't do enough damage with there limited strength, combined with burning bright, they quickly vanish.

My destroyer can't really get enough kills either, he has that ward save. The magic attacks of the grail knights and a heroic killing blow takes him out.

At no point of the game I'm able to dispel that life boosting spell. So whenever I actually manage to kill something, they get raised faster than Nagash summons skeletons.

At one point I just need to kill a single knight to score victory points - but the ward save helps him and then they return to life.

Result
After 5 rounds my last infernal guard are fighting knights of the realm, errants, grail knights and men at arms. There are only a few left. We call it a game at that time.

2250 VP for bretonia - 25 for chaos dwarfs. For a single banner a did kill.

It was nice to see my friend again, unfortunately the game and mood was rather stressed, I brought my 6yo boy to the game, but it got postponed 2 hours - so naturally his concentration didn't last the whole game. That was too bad, had it been different I would have had a better time loosing.

But it did feel like those bloodbowl games, where you're an extra and the opponents is the only one playing the game.

The mathematics of defeat
The list
Destroyer and fireborn are not effective enough against high armor, ward save, knights.

And for the first time I could have used some khans on wolfs for redirecting.

The opponent
My friend is a brilliant gamer. He plays a lot of tournament 40k and it have taught him how to play the rule system. Just watching him think in angles, statistics and more angles. It's impressive. I really don't like the angling part, the way units (and enemy units) must be moved due to rules - and it gets part of the strategy.

And the "not taking chances" on the charges. I go to much for the epic scenes and situation - not always the best way to win.

Luck
And the lack of it. It did feel unlucky. Between him making a lot of 5++, my loosing my lvl 4, not being able to dispel, only ever getting 1 dice on the chalice, and failing my saves - it was just bad.

I haven�"'t seen my infernal guard vanish so quickly before, it was heartbreaking.

Next time
I'm gonna gun him down I think. I would much rather have a magma cannon and two deathshriekers than 6 fireborn, going up against bretonia.

He also have an orc army and a khemri army. I'm gonna insist he brings back the ponys for the rematch.

Advice
Please leave some advice, thoughts or strategy for how to deal with those knights. Either in this thread or my armylist thread.

TheFNG:

Honestly, I don’t think warmachines will make much of a difference. Some yes, but not enough. The problem is your core are expensive and bad at killing high armor units. Your fireborn and Destroyer are fast enough to get to the men-at-arms and trebuchet, so I think you should leave them in or swap them for Bull Centaurs and a Taur’ruk for the same purpose.

But to win, I think you’ll have to swap to Great Weapons. The -3 to Armor Save would be game changing. Plus you could add either the Banner of Eternal Flame or Razor Standard. The Razor Standard is your best choice, but more costly. -4 AS is game over for him. The BoEF however allows you to cause fear in his cavalry giving you a chance at dropping his WS to 1.

Either way, GW are the key to your victory. His cavalry are just two quick for the warmachines to make a decisive enough change. If you do take warmachines though, the Magma Cannon is the choice. Deathshriekers will be less effective than your fireborn at S3.

datalink7:

Note that trebuchets are not strength 6. They are 5(10). So you’d have a 5+/6++. Also means he would only wound you on 3+ instead of 2+.

Bloodbeard:

Tactical advice.

TheFNG
Thanks for the advice The FNG. Some of the same thoughts I'd done myself. The biggest problem was the lack of ability to destroy his armor. Adding greatweapons will raise his wardsave however. Nasty knights.
Note that trebuchets are not strength 6. They are 5(10). So you'd have a 5+/6++. Also means he would only wound you on 3+ instead of 2+.

datalink7
Sure he didn't cheat or anything, I must have remembered wrong. But thanks for the note Datalink. Just means my luck was that much badder.

Breaking Bones - Redemption
Played my good friend again last night. He brought his Khemri and not the Bretonians this time. Fair enough. I used the same list as last time - except the daemonsmith was lore of fire, not metal.

He knew I was bringing fire so protected his heroes accordingly (cheap 2++ items is always a must have on princes and kings).

The armies
2000 points on each side.
Chaos Dwarfs
Fielded the same list as in the last battle against this opponent.
Tomb Kings
Lords: Tomb King with 2++ against fire, heroic killing blow sword. A lvl 4 hierophant lore of khemrians.
Heroes: Tomb Prince with 2++ against fire, mouted in chariot.
Core: 39 skeletons in horde formation with spears.
31 skeletons with bows.
3 chariots.
Special/rare: A tomb scorpion.
A casket of souls.
A catapult.
6 ushabi with some very large bows.
3 rotten birds - carrions.

Battlefield, game, setup
Still haven't made any terrain, so had to use books, potted plants and living room skulls. The three skulls where an acropolis of heroes and the large single skull was an arcane ruin.
Standard victory point battle, 6 rounds.
Khemri setup
Pretty long battle line.

Chaos Dwarf setup
Not bringing that much to the table. But I dread starting the hobgoblin project.


Chaos Dwarf turn 1
Movement Moving the two blocks of infernal guard forward 6''. The two units of K'daii move forward 12 inches standing side by side.

Magic Lots of dice and successful channeling. I start off trying to ash storm the chariots, hoping to kill them with a fireball afterwards.

I use four dice - get three 6s. Sorcerer-Prophet blows himself up, taking out 13 dwarfs in his unit and 2 fireglaives from the flank support. 545 points lost. Hashut! Why do you abandon your humble prophet two battles in a row? Noo! ... Starting to understand why some people only bring daemonsmiths.

Tomb Kings turn 1
The three rot birds charge the small detachment of fireglaivers. The horde led by a tomb king charge the K'daii. My opponent made a mistake here charging both units of k'daii at the same time.

Magic Fails one of his first casting attempts.

Shooting Everything shoots at the infernal guard not in combat. Kills of a few.

Close combat The birds kill of two dwai zharr, but in return the heavy axebladed rifles crush all three in return.

The Tomb King goes for the killing blow, but the magical save of the destroyer let it stay in the fight. The destroyer (due to clever alignment) can only attacks the tomb king. His saves prottects him, he takes but a single wound. But the combined cascade of k'daii flames, stomps and hellfire kill and crumble 28 skeleton warriors!

Before the k'daii have finished making bone ash.


Chaos Dwarf turn 2
The two units of fireglaives declare a charge on the chariots. The fireglaives make it, the handweapons don't an only walk 2'' forward.

Close combat The destroyer directs all his attacks at the tomb king, nine in all - he is crushed into the dirt! The few reaming skeletons is burned, stomped or crumbles to dust. The bad start for the Dawi Zharr has turned - we are now equalish. The k'daii reform to front the archers and chariots.

The fireglaives battling the chariots kill of a single one. The combined effort of the wheeled pile of bones kill 3 dawi zharr. The skeletons take a wound from combat result.



Tomb Kings turn 2
Movement The archers fall back just a bit, to face the k'daii.
The scorpion tries to dig through the sand and come up next to the large infernal guard block. Wanting to stop them from entering the chariot battle. It's lost beneath the earth like a drunken mole and never enters the battlefield.

Magic The casket of souls unleash it's unholy powers on the k'daii destroyer - it's hurt badly by a high leadership roll. The battle standard lets him survive. The curse jumps to the fireborn. I save 4 of 6 wounds, and only one demon is banished from this plane.

The hierophant casts a spell and every skeleton in a long range gets extra attacks and multiple shots. It's also regenerates some wounds on the chariots.

Shooting The archer regiment unleash 58 arrows at the fireborn. 21 arrows hit the fireslaves. They do one wound - and it's saved. The tomb king general is furious!

The Ushabi on the other hand does three wounds on the fireborn and pick off some demons.

Close combat The fireglaives and daemonsmith does 4 wounds on the chariots. The chariots and prince does four wounds in return. The fireglaive unit is destroyed, but the daemonsmith remains in the combat.

Just before the sky is blackened by a cloud of arrows


Chaos Dwarf round 3
The destroyer charges the arhers. The fireborn try to enter the chariot combat but only moves 3'' forward. The unit of infernal guard manages their charge though.

Close combat The Castellan challenges the great wapon wielding Tomb Prince. And with a single hit the Black Hammer of Hashut destroyes the flammable prince! The infernal guard them does three wounds to the chariots, who fails to penetrate the armor of the dawi zharr. The last of the chariots crumble. The infernal guard overrun but miss the archers by an inch.

The K'daii Destroyers blazing body wounds the priestess and 2 archers. He only kill and stomp 2 skeletons. 3 skeletons crumble. This was a disappointment, but a small one.

Right before the Castellan crush the Tomb Prince


Tomb Kings turn 3
The Ushabi charge the Fireborn in the flank.

Magic The archers get augmented with killing blow, and a couple is raised. The attempt to give them a ward save fails. The Casket of Souls is the thing that might turn the battle around, and kill the destroyer. But I manage to dispel the curse.

Close Combat The manburner makes way an does three wounds to the ushabi. They only do one wound in return. But the charge, flank attack and banner makes one fireborn go puff. They fail to reform.

The destroyers blazing body hurt the priestess again and take out an archer. All attacks, 9 of them, go to the boney lady. The is disintegrated! The thunderstomp take out some more and 7 crumble.



Chaos Dwarf turn 4
The infernalguard charge the archers.

Magic The daemonsmith goes full on firestorm with a fireball at the catapult (which hasn't hit anything yet, but has tried to hurt the destroyer). It's cast with irresistible force, the daemonsmith ain't hurt - but the catapult explodes.

Close combat The Fireborn and Ushabi fight is a standstill, but the musician makes the Fireborn take a wound.

The killing blowing archers take out three dawi zharr. But the destroyer, castellan and infernal guard kill 8 archers and the rest of the regiment crumbles. They reform to face the casket of souls and ushabi.

Tomb Kings turn 4
The casket of souls is once again the only hope of turning the tide of battle for the crumbling tomb kings. But the tormented souls break loose from the casket and it's destroyed. At this point the battle is declared ended.

Victory for Hashut

My army has redeemed itself after the last battle - and against this opponent. Now I only need Hashut to not kill and curse his prophet!

Aftermath and thoughts
The fireborn is really great against tomb kings. Absolutely fantastic!

It was a mistake that my opponent charge to k'daii units. Of cause he needed to try the heroic killing blow on the destroyer. But too many guys where killed by the fireborn.

Tomb Kings has a spell that lowers toughness by 1 or 1d3 if cast at a higher value. He tried to get this of late in the game. But this is the spell to cast all the time. Forcing the k'daii to fail there toughness test and not being screwed by the "re-roll successful wounds" rule.

Where luck really wasn't on my side in the last game - it really was against him in this one. Basically I was responsible for all the VPs he got. And that large template, strength 10 miscast result is terrible!

But it was a fun game. The best moment was the castellan smashing a tomb prince with the black hammer of hashut!

As always: Please share thoughts, comments, advice, tactics and so on. Thanks for reading!

Bloodbeard - out!

Bloodbeard:

2000 points - Elven pretty boys and filthy dawi zharr

A few weeks ago my good friend came and helped me put down a new floor in the kitchen. We did get the floor done eventually, but also played a game of warhammer. Usually our games are pretty even, and we have something like a 50:50 win/loss statistic.

The armies

Dawi Zharr I still only have one way of deploying a 2000 point army. So it’s the almost the same as in the last couple of battles. But I’ve dropped a few pistols to give my prophet the earthing rod. Tired of him blowing up.

High elves A very interesting build he brought to the game. The last many battles he’s brought a large block of spearmen (would too if I had painted 35 old those old ones), swordmasters and a loremaster as general. This time it was completly different.

Lords and heroes A prince on a very smaugish dragon. A noble on a horse. And a lvl 2 mage with high magic.

Grunts 10 silverhelms (with noble), 5 reavers, 3 chariots in a unit, 15 archers (with mage), 5 shadow warriors.

Monsters Frost phoenix, flame phoenix.

A super fast army, that can move in from any direction. But he only has a banner in the silverhelm unit. So if the scenario is with the breaking point / toughness, he’ll be pretty hard pressed.

Scenario and setup

We rolled a scenario with some random deployment. On a roll of 1, you deploy to your left, 2 deploy to the right, 3-5 deploy middle and 6 you choose.

What a dream scenario for that high elf army. I’m only bringing four units to the game, can’t afford to be spread out.

Standard victory points.

This is the report of that battle - the largest point pool yet we’ve played together. His army is all painted. So technically he already won before the game started. Make sure to enjoy my opponents miniatures. He tries to only have the old miniatures in the army.

Deployment: I’m really lucky with my rolls. My small army is grouped together in one side. Fireborn, destroyer, 11 fireglaives+smith, 28 hand weapon/shields + prophet + bsb in a horde. High elves are reavers, chariots, frost bird, dragon, fire bird, archers and silver helms. The reavers move forward from vanguard, and the shadow warriors come on my right flank.



I have the initiative and the high elves fail to take it. So it’s time for the dwarfs to march forward.

Chaos Dwarfs turn 1

I move forward with my army. Trying to keep a good formation, knowing he’ll charge me however he likes.

Magic I try to ashstorm the chariots, to toast them with a fireball. But he dispells it. The forrest turns out to be a blood forrest and eats an infernal guard.

The daemonsmith gets of his fireball and hurts the chariots.

High Elves turn 1

His fast troops moves around to my flanks. My small force will quickly be surrounded.

Magic He cast drain magic, to get the lore attribute save. It’s irrisistble and the following explotion take out 6 achers and wound the mage. He only manages 1 wardsave - hell of a trade off.

Shooting The shadow warriors hit the fireborn, but fails to wound. The chariots kill one fireglaive warrior.

Chaos Dwarfs tur 2

I’m allready in a hell of a dilema. I know I’ll be sorrounded and charge from impossible angles. I don’t have enough firepower to lay back, so

I feel forced to move into the abyss.

Destoryer fails a leadership test and can’t march. The shadow warriors are too close.

Magic I roll three dice. I try casting ashstorm with 2 - it fails. Then I get of a fireball with the last, use the challice and take his 2 dispel dice. He uses a dispel scroll instead.

Shooting The fireglaives hit the wind.

End CD turn 2. Elves on every side. The frost phoenix is still in its starting position.



High Elves turn 2

The chariots charge the fireglaives. They stand and shoot. One of the chariots only have 1 wound left. The fail to take it out, and I’m hit by an extra impact hit. The reacers also charge the fireglaives - behind the horde of IG.

The silverhelms and prince on dragon charge the fireborn.

The frost phoenix tries to charge in too, but fails.

Magic I dispell his drain magic. Then he casts soul quench on the destroyer - it’s irrisistable. 4d6 gives him 15 hits, 3 wounds, I save 2. Destroyer takes a wound.

3 more achers die, but the mage survives.

Shooting Archers and shadow warriors shoot at destroyer. Fails to wound it.

Close combat The chariots make 12 impact hits, I manage a lot of 6s and only 2 infernal guard die. But the charioteers kill 4 more. The infernal guard does 4 wounds in return. But the flank attack, charge and other bonusses see me loosing with 4. The fireglaives flee and are run down be the chariots. ¨

The fireborn manages to toast a single knight. The hero and lord does 3 wounds, the knights does 3 and the dragon does 2. The fireborn return by giving 3 wounds. … it’s not nearly enough. I loose the combat by 7 points and the fireborn are no longer kept in the armoured prison - they return to the daemonic plane in a puff of smoke.

The high elves all restrain from overrunning and reform.

The fire phoenix is just trying to annoy the destroyer. The silverhelms are actually in combat (just couldn’t keep their balance on the hill)



Chaos Dwarfs turn 3

My destroyer wheels around and attempts to charge the silverhelms. I don’t charge the phoenix, because I won’t be able to hurt it. They flee for their lives and are 1’’ from exiting the table. My destroyer only move 1’’ forward. Showing its flank of to the two phoenix’.

The infernal guard reform and moves towards the center of the board. They are too slow to get into the battle on my terms and will eventually get charged.

Magic Another round of bad dice, 5+1. I manage to ash storm the dragon - so I won’t eat my destroyer this turn. Then I attempt the boosted version of burning wrath on the chariots. It fails. A bad call from my side. Should have taken the easy version, still would have been enough wound to take them out.

End of CD turn 3



High Elves turn 3

The fire phoenix charge the destroyer. The frost phoenix fails - again. An old bird indeed.

The silverhelms rally.

The chariot and reavers do some annoying movement. The reavers standing right in front of my infernal guard - ready to flee from a charge and make me charge in a bad direction.



Magic Drain magic dispels the ash storm.

Shooting A single infernal guard is taken out by a charioteers arrow.

Close combat The fire phoenix has an extra attack from winds of magic. Despite the fact that both monsters have a 2++ against fire. The destroyer does 2 wounds and the phoenix does 1. The phoenix wins and takes another wound from the destroyer. It manages to reform and face the bird.



Chaos Dwarfs turn 4

The infernal guard charge the reavers and he chooses to hold. I don’t really get the point of that.

MagicThe prophet bless the infernal guard with breath of hatred. He tries to ash storm the dragon again, but it’s dispelled. Then he tries the curse of hashut on the chariots. I don’t expect it to do much, but I need victory points.

Irrisistable force. I wound the a chariot once. My prohpet takes a wound from the backlash of energy and the sorcerers curse takes another. Infernal guard must now carry him, his legs are turned to stone.

Close combat The combined power of the castellan and the prophet kills all the reavers and the bathe in their blood.

The destroyer and flame phoenix are dancing a dance of doom in a cascade of flames - not hurting one another.



High Elves turn 4

The frost phoenix finally charge the destroyer. The dragon and prince charge it in the flank. The silverhelms fail the charge.

The shadow warriors move to anoy the infernal guard.

Shooting An arrow kills an infernal guard.

Close combat I prepare to loose. But the fire phoenix, prince, dragon and frost phoenix does a total of 1 wound - which I save.

I know it’ll be hard to hurt the monsters, so I put all attacks on the prince! He’s saved by some kind of magical crown and other tricks. Managed som 6+‘s too. Too bad. The destroyer takes 2 wound from his unstable nature.



Chaos Dwarfs turn 5

The destroyer must be confused from all the big monsters it’s facing - it fails it’s toughness test and vanishes. (Consider it a victory for my - denying the elves the honour of slaying it).

The infernal guard charge the shadow warriors.

Magic The infernal guard are blessed with breath of hatred. Then the prophet tries to ash storm the frost phoenix- hoping to deny my opponent a charge and the birds annnoying abilities. It’s cast with irrisitable force. Time for the earthing rod to shine - it doesn’t. My general explodes and take 4 infernal guard with him into the darkness.

It also kills some shadow warriors - so it’s not all bad.

Close combat The castellan takes out the last to shadow warriors and the unit reform to face the phoenix’ and dragons.



High Elves turn 5

The fire phoenix flies over my infernal guard regiment. But the blackshard armour protects the dawi zharr from the flames. He moves unit around my last regiment - closing for the kill.

Magic Drain magic removes the ash storm

The mage them get’s of the boosted soul quench (6d6 hits) on the infernal guard. I need 25+ to dispel - and just manages it on 6 dice.

Shooting The dragon roars and let a cloud of flames and fumes cover my infernal guard. 16 dwarfs are hit, 11 are wounded - only 3 die in agony.

The enemy is closing in from all sides



Chaos Dwarfs turn 6

I reform my infernal guard. A tight formation. Ready to take the charge. And go down in defiance.

High Elves turn 6

Everything charge! The Castellan demands a challenge - eager to finally meet a worthy opponent. Disappointed that only the noble steps forward.

The challenge is fought first and the castellan does 1 wound to the noble - failing to slay him.

And now I’ll introduce the mathematics of defeat:

8 impact hits from chariots, 8 wounds, 6 dead dawi zharr.

4 eaten by a dragon.

3 cold dead and frozen dwarfs from the frost phoenix.

2 pierced by the princelings lance.

1 burned to char coal from the fire phoenix.

The last few infernal guard does zero wounds in return. But they a crushed beneath the weight of three monster.

The battle is over. The followers of Hashut has been slain. Yet a single disciple stands, a Castellan wielding The Black Hammer of Hashut in on hand and the armys battle standard in the other. What a way to go out!



Question

Does a hulking daemonic fire monster like the destoryer have to take a LD-test to march - if inside 8’’ of an enemy?

Thoughts

Stedfast is stupid. My little regiment wouldn’t have gone anywhere even though they were charges on all sides - because I had the most ranks. Steadfast is a weird rule, and enemies should be able to break it.

This is by far the best and greatest defeat I have ever suffered. What a brilliant way to loose. Good game. Didn’t feel unlucky or anything. I lost to a better army.

Vantraxx the Thrice Cursed:

Man you guys laid a floor and got a game in /respect :slight_smile: