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Battlereport: 3000 points Dwarfs vs. 3000 points Chaos, kindly sent in by Willem de Bruijn all the way from Holland !


The last few days, messages came in Karaz-a-Karak; a Chaos warband was plundering the land. There were already sent out scouts and some small forces, but they were destroyed except for a few survivors. Thorgim Grudgebearer heard all this news from his throne and suddenly he gave orders to get a big force together: the time of suffering had to come to an end! After assembling a good group of crossbowmen, he ordered two Gyrocopters to provide airsupport. He then went to the Engineers Guild asking if they had some new stuff and if Burlok would join the army, which he did. Furthermore they said that they had sent a Flame Cannon to the Runesmith. The last two months they were making six new Organ Guns for the Empire, but the Empire cancelled the order just after the construction of the third. Perfect, now they had a really good artillery battery. Norgim, the Runesmith who had put a Rune on the Flame Cannon volunteered for the fight; his Last Rune of Spellbreaking was just finished. Maybe it was luck or maybe it was planned, but Josef Bugman’s 5th Ranger Squad was in the stronghold. Thorgim asked them if they would participate with the battle at which the Rangers agreed. And of course Thorgim would not join battle without his loyal bodyguard: the Hammers. The next day, the Dwarfs moved out of the city consisting out of:


Thorgim Grudgebearer: Executioner’s Axe, Crossbow. Armour of Skaldor, Golden helm of Atrazar, 3x Rune of luck
18 Crossbowmen Standard bearer carrying Banner of Wrath crossbow, light armour, double-handed weapons.
1 Champion, same eqipment, 2x Rune of Luck
Norgim, Master Runesmith 3x Rune of Parrying, crossbow, rides Anvil of Doom, 3x Rune of Spellbreaking, Armour of Meteoric Iron
2 Anvil Champions heavy armour, double- handed weapons.
17 Bugman’s Rangers Standard bearer with 3x Rune of Battle inscribed on it. crossbow, light armour, double-handed weapons.
Burlok Damnisson Master Rune of Swiftness, Rune of Smiting, Rune of Fury heavy armour, hammer Master Rune of Spite, 2x Rune of Luck
18 Hammers Standard bearer carrying Standard of Shielding + Musician heavy armour, shields, double-handed hammers.
1 Champion Sceptre of Norgim same equipment.
3 Organ Guns 1 Flame Cannon Rune of Penetrating 2 Gyrocopters

On the 3rd day, they encountered the Chaos warband. Scouts reported this: 19 Beastmen + 1 Shaman Champion Standard bearer and musician
Sorcerer Lord with a Spell Familiar on a Disk of Tzeenth
19 Chaos Warriors with 1 Champion Standard bearer and musician
5 Chaos Knights and a General Standard bearer carrying banner of Rage and musician
2 Dragon Ogres
10 Flamers of Tzeenth

Hearing this news, Thorgim instructed his men to get into a defensive position, because if the Chaos warband remained the same coarse the they would walk right into the Dwarfs camp. The next day when the fog had cleared up, the Dwarfs could see the Chaos warband heading their way. The terrain was very hard for the Dwarfs, not giving the Dwarfs a clear shot. Thorgim ordered his men to get into one line, the Gyrocopters behind it and the artillery between each unit. The battle would take 6 turns.

Chaos turn one: All of Chaos is marching towards the Dwarfs. Suddenly a fight starts in the unit Beastmen, who are not able to move this turn. The Sorcerer Lord casts Arnizipal's Black Horror , but the range is too short to reach the Dwarfs.

Dwarf turn one: The Gyrocopters fly ahead, ready for causing death and destruction in the ranks of the enemy. Remaining their position, the other Dwarfs try to see if the enemy is already in range. The Qrgan gun and the Flame Cannon shoot once, but nothing gets hit. Too bad a Rune of Luck had to be used for the Organ Gun (God knows what would had happened if a misfire had occurred). In the magic phase the Dwarfs attempt to dispel Arnizipal's and they succeed!

Chaos turn two: The fight in the Beastmen unit continues and again they cannot move this turn. Not paying attention to this all of enemy marches towards the Dwarfs. The Sorcerer Lord leaves his familiar to get close to the Dwarfs by flying towards them. Great magical fire surrounds the Sorcerer but it is instantly dispelled by the Dwarfs.

Dwarf turn two: Maneuvering the Gyrocopters in position, the ace pilots fire their steam cannon at the enemy. One Chaos knights falls boiling in its harness to the ground, so do two Chaos Warriors. Having a clear shot now at the Sorcerer Lord, one Organ Gun fires all of its barrels on it. Two cannon balls miss and one takes an unfortunate Chaos Knight with him down. Hit by three cannonballs, the Sorcerer relies on its special save, but this fails to work killing the Sorcerer. All the other Dwarfs fire their crossbows, but notice that they are still out of range.

Chaos turn three: Finally the Beastman Shaman champion can order his followers, allowing them to march forward for the first time. Revenging the death of the comrades the Chaos warriors charge the Gyrocopter, who decide to flee from them. All the other Chaos members marches forward and try to get some shelter from the terrain.

Dwarf turn three: The Gyrocopter stops fleeing and turns the other side, just to see how his college toasts one Chaos Warrior, one Chaos Knight and delivers a wound to a Dragon Ogre! The Crossbowmen see the Flamers in range and fire their crossbows at them. Two Flamers are killed in the onslaught. In the Magic phase the Banner of Wrath begins glowing and fires 4 bolts at the Flamers. The enemy tries to dispel it, he reinforces it and he dispels it if he doesn’t roll a one and he throws a.....one! One Flamer is killed by the bolts.

Chaos turn four: Beastmen remain where they are, the Warriors remain where they are, so are the Dragon Ogres and the Chaos Knight. This happens when a Gyrocopter is in that position that he cannot be charged but still remains in the 8’’-not march-zone . The Flamers however charge the crossbowmen who elect to stand and shoot, but don’t kill a single Flamer. The Flamers kill two Dwarfs and no wounds are returned. The valiant Dwarfs remain their position though.

Dwarf turn four: Now everything marches, except for the unit in hand-to-hand combat. The Gyrocopters don’t kill anything. Thorgim has moved to the front rank and beats off the Flamers, who lose combat and flee. The Dwarfs pursue, but they don’t run them down (Too bad!).

Chaos turn five: The beastmen suffer again from infighting and do nothing. The Flamers rally, the Dragon Ogres charges a Gyrocopter, but that one flees. The Shaman champion tries to cast Soul Drain, but that one is dispelled by a Rune of Spellbreaking (Phew!).

Dwarf turn five: Now all Organ Guns fire at the Chaos Knights and at the Flamers. The entire unit Flamers is destroyed and the Chaos General gets killed. Seeing this all-round defeat, the Chaos player gives up, which means total victory. VP Dwarfs: All Chaos: 0 After the ceremonial burial of the crossbowmen, the Dwarf army went back to the Karaz-a-Karak and celebrated the defeat on the Chaos army. The forces of Chaos were stopped....for now! After the Battle: Where did it go wrong for Chaos you wonder? First he had to bring some Harpies or other flying Monsters with him to get rid of the Organ Guns. He also had to put a Chaos Champion in the Beastmen unit to get rid of that infighting. Also putting your Sorcerer Lord in front of an Organ Gun isn’t the smartest thing to do. Fielding Daemonnettes on a Steed of Slaanesh would have helped, because they have a movement of 12’’. His magic didn’t do much, so the points were ‘wasted’. I did not really enjoy this battle or any battle when I only use the Organ Gun and won’t have any H-t-H fighting.


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