Asgrim the Mighty- General- Runic Weapon (Curse, Fury, Alaric the Mad's
Master rune), Armor of Protection, Runic Talisman (Luck X3), Crossbow,
Shield                                                                          339 points
leads
The Hand of Thunder-
19 Hammerers with std., musician, and the Std (battle X2)                       407 points

The Walkers on the Dark Road-
20 Slayers (additional hand weapon)                                             240 points

Heart of the Mountain-
18 clansdwarves (spears, shield, light armor) with std. (Courage) and
musician,
plus, champion (Golden Scepter)                                                 441 points
led by Kali Quickfoot (hero, Axe [Parrying X3], Jade Amulet, crossbow,
Halberd, Heavy armor, shield) so named because he always seems to escape
and survive his challenges                                                      178 points

Teeth of the Blizzard-
19 Crossbow Dwarves (2handed weapons), with standard (Battle X3) and
musician
plus, champion (Fiery Ring of Thori)                                            445 points

Helgi the White (master runesmith)- Hammer (Flight, Breaking, Curse),
Armor of Fortune, Talisman (Spellbreaking X2, Master Rune of Spite) on
the Anvil of Doom, plus crossbow, halberd, shield                               608 points
(ouch)
5 Slayers                                                                       55 points
5 Slayers                                                                       55 points

Elven Gift (Organ Gun- Immolation)                                              90 points
Dragonbane and Giantkiller (Organ guns)                                         130 points

Total                                                                           3000 points
Characters (43%), Regiments (49%), Warmachines (7%)

CHAOS ARMY
Lord of Change- with Master of Sorcery (X4) and Flames of Tzeentch
15 Pink Horrors (lead by a champion [BSB], plus std. {Blasted Standard}
and musician)
Unaligned Demon Prince- with Daemonblade and Ward of Chaos
8 Flamers
5 Harpies
Sorcerer Champion of Tzeentch- Chaos armor in a marauder chariot
[scythes], and carrying the Skull Wand of Kaloth and Golden Eye of
Tzeentch
5 Marauder Horsemen with flails, plus a leader (Chaos armor, Chaos
Steed)
        Deep within the Chaos Wastes, a long figure sat just without a circle
of blood. Head bowed, he chanted to himself in a low voice. Snow swirled
around his naked form, yet he did not feel its bitter chill. Around him,
out of sight in the darkness, his bodyguard waited. The small tribe of
marauders were nervous, but had no choice but to wait,as only the wizard
could guide them from this place. It was the chariot driver who first
heard it- a small buzzing almost like that of a fly inside his skull. It
grew louder and louder until his skull pounded with the noise. His
thoughts simple though they were, were driven from his head and he fell
senseless to the snow. In turn, each marauder followed him. Finally, the
buzzing entered the skull of the wizard, but this was the moment he had
trained for. As the buzzing started he offered his supplications and
worship.
        Zizilig was intrigued. He entered the circle the mortal had prepared
for him. The mortal was suitably subservient, and Zizilig would enjoy his
freedom again. He called the mortal to him and offered him a chance. If
the mortal could prove himself in battle, Zizilig would allow him to
command other mortals. The Demon's call then echoed across the
wastes to those warriors who served him still. Then he turned to the
circle and began his own preparations with the mortal as his servant.
#
        The situation must be dire indeed, as the gyrocopter pilot wasted no
time with the usual protocols. "My King, they march!"
        "Who? Who marches on us?"
        "There were two forces. One of warriors was yet far away, but of the
other, I could not be sure- the air around them was heavy in magic
making flying dangerous. I could see some light horse, and the amount of
magic could only have been generated by demons. They were much closer."
        "Guards, summon Helgi and prepare the Anvil, we must go to meet them
before they join- defeat them if we can, but at least give those who
stay time to prepare for a siege. You," King Asgrim
bellowed, quickly scribbling a pair of messages, "take these to
Karak-Akar and Danzig! They must be warned of this threat."
        "Flosi, summon my guard, any drengi you can find, the Blizzard's Teeth,
and the Mountain's Heart. Kali, open the weapon vaults, and arm
yourself. We march by noon."
#
        The ranchers were very quick to heed the dwarves' warning and driving
their herds before them, fled for the safety of the citadel. Knowing
their foes would be anxious to destroy any type of settlement near their
path, the dwarves began to prepare their position. The Blizzard's Teeth,
climb a hill in the southwest overlooking the farm. Beside them the
gun-crews grunted and swore Giant-killer into position. The Walkers took
position at the foot of the same hill, flanked to the west by
Dragon-bane. To the east were Helgi and the Anvil, while flanking them
were the Hand of Thunder, then the Mountain's Heart, each screen by a
small group of Slayers, and finally Elven Gift on the far east flank.
The Demons entered the field in good order, from west to east were a
group of Harpies and a Demon Prince, then a large group of Pink Horrors,
some Flamers, a chariot, the Lord of Change, and some light horse. The
Twisted Gods took special interest in the battle and bestow 10 'gifts'
on their followers. The horsemen grew in strength, the Horrors gained
sudden insight and learned how to better penetrate their foes defense
(+1 WS), Nurgle 'blessed' the Hammerers (with -1MV), the bones of the
Sorcerer turn as solid as rock (+1 T), the Lord of Change swayed the
Winds of Magic to his side and ensured he would always have a very least
equal power (he always got the odd card) and a strange storm descend,
killed one of the Gunners manning Elven gift and even managed to damage
the machine itself.
        With a inarticulate and unintelligible roar, the demons advanced. The
Demon Prince and Harpies landed near Dragon-bane. The Blizzard's Teeth
were unimpressed by the sight, but the heart's of the crew of
Dragon-bane proved very elf-like, and they fled in terror [rolled a 10-
they would proceed to rally then spend the rest of game getting back to
their gun and being killed by Harpies]. The Lord of Change landed near
Elven-gift, but here the crew stayed held their ground. (Here I rolled a
4, and they were within the general's leadership range, go figure). The
lesser demons and the chariot advanced on the east flank between the
farmhouse and the barn, while the horse swung wide to the east of the
barn. Their speed was amazing (seriously, those mothers move quick, I
couldn't believe it. One turn and they were across the table). The winds
of magic were light (5), but Helgi did manage to draw a great amount of
power into the Anvil (Total Power and a Power card).
        As soon as we had clear shots, we opened fire. The Blizzard engulfed
the chariot killing both steeds and damaging the machine. The first shot
from Elvin gift hit the Lord of Change but he barely felt it through his
sorcererous armor (1 wound), while of the second shot, the gun misfired
and it would take time to repair it. Giant-killer overshot the Demon
Prince (freaking 10 artillery dice when he was only 6 inches away to
being with), then it too misfired. The slayers advanced as did the Heart
of the Mountain. The Walkers turned to face the crossbows and rear
charge the Demon Prince if the creature tried to harm them (possibly a
mistake). A bolt from Helgi's crossbow wounded one of the Flamers and
when he struck the Anvil and lightning flashed forth, 6 of the
creatures died.
        With a screech, the Harpies charged Giant-killer's crew, while the
Flamers charged Elven gift's crew, who fled. The Lord of Change flew
behind the clansmen and the light horse raced to their flank. The
sorcerer and his companion decided to huddle in the chariot and hide for
a turn. The Demon Prince flew and landed on the hill behind the
Blizzard's Teeth. The Pink Horrors continued their advance.
The Flames of Tzeentch leapt from the eyes of the Lord of Change,
and two hammerers were killed. In the battle between
the Harpies and the gun crew, each defended well, and neither was
injured. The Flamers killed one Slayer and the Slayers' return strikes were
ineffective (my Slayers scored 4 hits all battle and rolled 4 3's to
wound, go figure) Summoning the winds of magic, the Pink Horrors started
to form a fiery assassin, but rune on Helgi amulet harmless dispersed
the power.
        The Blizzard's Teeth did not like have a Demon Prince right behind them
(at least he wasn't Slaaneeshi), so they reformed and turned to face
him. The Death Walkers debated charging through the Teeth to get the
demon but decided it couldn't be done and started the trip over to
protect the Anvil and their clan-brothers. The Hammerers turned to face
the Lord of Change and protect the rear of the Mountain's Heart. Both of
the slayer screens advanced. The Anvil too moved to get a clearer line
of fire. When Helgi tried to summon the Lightning he was drawn into a
cosmic game of Chess that ended in a stalemate.
        Then, to use a human phrase, all hell broke loose. The Mountain's Heart
was charged by the LoC and the Marauders. Kali issued a challenge and
was able to cut down the leader of horsemen. However, the Heart still
lost badly, but sight of the standard above them gave them the will to
continue the fight. The Demon Prince charged into the Blizzard, but only
two Dwarves fell, and seeing the power of Dwarven banner and their
numerous ranks, the Prince's nerve broke and he fled far out of reach.
The Harpies killed a gunner, but even as he fell, he wrapped his arms
around the creature's legs and dragged it down to be slaughtered by his
fellows. Seeing this and having no heart for a real fight, the Harpies
broke and fled. The winds of magic did again favor us as Helgi drew the
unstoppable power into his Anvil and used a small part of it to
destroy the Incandescent Assassin.
        The Hand of Thunder then charged the LoC and, with Nurgle's blessing
still hindering them, were hard pressed to make it. In the biggest
mistake I have ever seen, Asgrim issued a challenge to the LoC. His
curse rune didn't have the effect he wanted though and though he reduced
the creature's resilience to that of a large greenskin (T 5), he did not
affect its strength. Soon he lay dead (three rounds later- after the
Demon made a number of -2 or -3 Ld tests -we sort of forgot the driven
off rule, which is also a rule that should not have been changed from
4th edition as now, it gives an advantage to the flyers). This large
melee continued with the horsemen eventually being killed to a man. The
Sorcerer and one flamer charging in, breaking (one of the Flamers along
with the marauder chariot driver and one pink horror, died to the second
group of total powered lightning bolts.) and the Sorcerer rallying.
Eventually Kali was killed by the LoC (but he survived much longer as
the LoC had only 3 of his 6 attacks and consistently rolled 2 1s or 2s
each turn). The Heart of the Mountain were killed to a man (in the top
of turn six) when the Horrors (now mostly blue) which were left after
the third time Helgi used the unstoppable power to cast his bolts of
lightning (yes, 3 total powers one game- each time in his magic phase,
each time stored safely in the Anvil). The Hand of Thunder fled,
carrying Asgrim's body with them. The LoC elected not to pursue as they
fled behind the Walkers.
        Meanwhile, before they entered the combat, the Pink Horrors Blasted
Standard killed the second slayers screen and both of the Anvil guards
(strangest distribution of hits I have ever seen. 7 hits- distribution 5
2's 1-3, 1-4, so 1 guard took 5 of the 7 blasts).  However, their
numbers were greatly reduced (to only three plus 24 blue horrors) by a cannonball
from Giant-killer (which then self-destructed) and the aforementioned
lightning. The Harpies managed to rally, charged and eventually defeated
Dragon-bane's crew who had just made it back to their gun. The Demon
Prince also rallied and charged Helgi. The Runesmith held off the demon
(no wounds on either side) until the Blizzard's Teeth closed on them
both, driving the demon away and running him down. As night fell, both
the Blizzard and the Walkers tried to charge the remaining horrors,
but could not reach them. As night fell, each side collected as many
Dwarf bodies as the could and retired from the field.
#
There was much grieving in the citadel over King Asgrim and the others
who will never drink again. Kali somehow managed to survive again and
was appointed guardian over Ragnar Asgrimsson who was declared king in
his father's place. He wasted no time in grief however and immediately
set about checking the citadel's preparations for siege, at the same
time planning how he would aid any force sent to stop the Tzeentch
warriors from reaching their master.
#
A short distance from the battlefield, the Sorcerer cringed in terror as
he endured his master's wrath. Their failure to destroy the Dwarves had
been his failure. However, the demon promised that he was not cruel and
would therefore give the mortal another chance when the warriors
arrived.

So lessons learned
1) If you think your Dwarf units are close enough together, move them
all 3" closer together.
2) Dwarves are so slow it is amazing.
3) Sometimes 'in-character' is not the best way to play (ex. Asgrim's
challenge, the DP charging the Teeth of the Blizzard [with full ranks,
std, and 3 runes of battle).
4) Getting stuck into a slugging match is about the only way Dwarf units
get to charge.
5. Sometimes it helps to be lucky (3 Total Power, 1 Drain Magic,
1 Destroy Spell in one game).
 
 

This was a first, a game involving Dwarves in which the majority of
damaged inflicted in the magic phase, was by the Dwarves. Go
figure.
Overall, my plan wasn't too bad, but I was a bit spread out for it to
work (though I didn't think I was spread out). Oh, well- live and learn.
Next game will be 3000 points again Chaos Warriors vs either Dwarves (70
point runic item limit) or Empire (50 point magic item limit), depending
on who comes to help.