So after the army project had its first anniversary (somewhere around December or autumn), yesterday I had my very first game with this army!
It was not my very first game with Chaos Dwarfs overall since in the meantime, I had a re-introduction to Kings of War (I had played a few games 2nd edition before, but not 3rd until then) with a lent CD army.
I don’t quite remember, did someone ask for a group photo about a year ago? ^^
Anyway, my friend here suggested to play a TT game for new year and liked KoW well, and also suggested that I finally try out my dwarfies. So that she could have my Dark Elves.
It was all more or less improvised (but legal to the 51% rule from KoW!),
If someone is wondering, I didn’t even think of this combination, but since I made the same joint for the wheels and the mortar, it was kinda obvious in backsight:
Also, sticking a full army to provisory bases already had taken quite a bit longer than even unboxing the barely transportable DEs.
Since I’m not writing a full battle report, I won’t post the army lists (unless someone wants to see them), but the game itself looked like this:
The mission was about holding or carrying away the objective markers (the round bases) on the centre line.
I had the first turn, took out one bolt thrower with a lucky mortar shot, an threatened most of the units on the right flank with the Sorcerer-Prophet on Great Taurus (I had removed its wings after the initial photos because I didn’t trust them staying in place).
The DE Lord on mount exposed herself as a test target for the Magma Cannon Dragon Fire Team.
Also, the next turn, I had the opportunity to turn the K’daai, shoot her, and them Surge them into combat on top.
But they did only do 2 damage (the fire team was disappointing most of the game, against Def 5 one would almost expect).
The bis COK unit joined in and took over the left flank, the Devastators couldn’t catch the Dark Rides moving backwards,
and the Great Taurus, after eating the tasty bolt thrower, rolled a 1 on overrun while needing at least 2 or 3 to get out of the arc of sight of the CO Chariots.
(The nail polish bottles are the “wavering” markers.)
I hat not much luck with nerve tests during the game, but the overrun 1 already was looking like it would cost me the game, and I believe it did.
The rest of it looked like this:
The big unit of Warriors with Brew of Haste, despite running over obstacles most of the time, finally did get somewhere, beat up a few units, but instead of fighting had to try to get hold of another marker and endure the CC attacks in the flank and rear from the crossbowmen. Which they did (just wavering in the last round), and saved me at least 3 victory points vs. the 4 the DEs got by having a few fast characters left at the end of the game.
The End.