Battle Report Page
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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