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Thirteenth Battle: Dragons
and Vampires and Guns, Oh My!
[Game situation: 6-turn pitched
battle. Alex Knutrud’s vampiric
Followers of Eternal Night
challenged the Grinding Grumblers to
a 2000 point fracas for the dwarves’
spot on tier 2 of the ladder. This
would be the largest battle, with
the largest dwarf army, that the
Grumblers had yet fought. The
dwarves brought two big units of
Warriors, with 19 and 16 dwarves; 15
Ironbreakers; 12 Miners; 10
Thunderers; 2 Bolt Throwers; 1
Cannon; 1 Goblin Hewer; and 4
leaders: a Thane General, a
Runesmith, an Engineer (Malakai
Makaisson with the Hewer), and a
Runelord with the Anvil of Doom — an
item that actually allows the
dwarves to cast spells!]
Log entry:
“Dragons! Big, evil, killing
machines, with scales and really bad
breath. Curse them all!
Word had reached Robinson’s Rock
that two of these colossal brutes
were rampaging about in territory
not far from our mountain hold.
Knowing that if the dwarves didn’t
deal with the problem, then no one
would [grumble, grumble, snort] our
fearless leader Buford Bugman
ordered a very large army be levied.
Joining us would be several
artillery pieces enhanced with many
a well-crafted Rune, plus our
Runelord with his precious Anvil of
Doom. ‘Why take chances when huntin’
such monsters?’ argued Buford.
When our army reached the last
reported trouble spot, a small human
settlement well west of our gates,
all we found were ruined buildings
and mangled bodies — not a pretty
sight. Buford marched us a little
farther into the countryside and set
up camp for the night in some fields
by a small hill, on which he
stationed our Runelord with his
runic anvil and some of the
artillery; the rest of the army set
up in a defensive line off to the
left of the hill, with the
Ironbreakers and Buford himself
anchoring the far end. Buford set a
careful watch, for he suspected
there might be trouble that night,
and he was not mistaken. As darkness
began to fall we heard great
crashing noises across the field in
front of us, as well as the
unexpected sound of dry bones
scraping and clicking in tortured
motion — undead! The moonlight soon
revealed our old vampire foes
advancing toward our lines. The two
dragons – working in unison with the
evil Counts, it seemed – were on the
left of his line, mingling with
three smallish units of skeleton
warriors. In the center a group of
five heavily armored Wights mounted
on Nightmare horses, together with a
fell leader, waited patiently, while
on the right 6 giant bats flapped
our way. Other leader-types skulked
in the dark behind their undead
thralls.
We opened fire immediately with
everything we could. This resulted
in the novel experience (for me,
anyway) of seeing a shower of magic
missiles emerging from our side, as
fiery bolts leapt forth from our
Runelord’s heavily enchanted anvil
in time with each of his thunderous
hammer blows. The first batch of
missiles landed among the huge
flying bats, setting a number afire
and killing two of the six. It was
quite a sight, and the lads up and
down our lines gave a loud cheer.
Unfortunately, the enemy was now
alerted to the danger from the Anvil
of Doom, and for the rest of the
battle his Necromancers concentrated
their defensive efforts against it
in a highly efficient manner.
Despite our Runelord’s continuing
labors, very few of his rune-made
spells found targets again.
But our regular artillery had no
such problems. The Thunderer
musketeers kept up the fire on the
bats and soon sent them flitting
away looking for cover. Malakai’s
axe-lobbing Goblin Hewer proved
quite effective at hewing skeletons
too, and did a fine job of winnowing
down their numbers. Our cannon and
bolt throwers concentrated their
shots on one of the dragons,
managing to wound it moderately, and
deflected the path of advance of
both the reptilians farther to the
left. Still, as we had seen before
with the cursed undead, no amount of
damage we dished out would cause
panic in the rest of the army:
morale meant nothing to these evil
automatons, and on they came.
The first to close with our
forces were, not surprisingly, the
monstrous winged dragons. Flying in
close to our Ironbreakers the first
one let out a pestilential breath,
but our boys toughed it out with
little harm done. At this moment our
Miners suddenly appeared out of
their tunnels — right in front of
the dragon! However, one look up
close at the terrifying monster sent
them scurrying right back to the
holes they came from, where they hid
for the rest of the battle! A
shameful performance, to be sure.
But it should be said in their
defense that they were closer to the
foul beast that any other dwarf had
yet come, and noticed a terrible
fact about it. It was already dead!
Its wings were tatters of rotted
skin, its eyes hollow wells of inky
darkness, and a horde of flies
buzzed around it as they would a
corpse. It made for a heinous sight.
Even worse, our boys noticed that
the wounds previously inflicted on
it had miraculously healed! (This
was probably the enemy’s sorcerers
at work: our Runelord and Runesmith
were able to shut down most of the
vampiric spell-casting, but
inevitably the occasional
enchantment slipped through.) Seeing
the dragon suddenly healed was hard
to take, as wounding it at all is a
difficult task. Our artillery kept
up its fire on the beasts and did
cause more wounds, but it seemed
that such shooting would never be
enough to kill either one.
After sending the Miners back to
their holes to hide in terror, the
first dragon charged one of our bolt
throwers and quickly put the crew to
flight. It then chased them down and
bit their heads off (!) but this
pursuit left the beast vulnerable to
a charge into its side from one of
our regiments of Warriors. A fierce
melee ensued, as our doughty
fighters hacked and hewed away,
occasionally getting a good strike
in and hurting the beast, but at a
terrible cost, for it was killing
dwarves and slinging their bodies
around all the while.
While this combat raged, the
other dragon swooped in from the
flank – flying right over the
Ironbreakers – and engaged Malakai
Makaisson and the crew of the Goblin
Hewer. If the monster expected to
chase these dwarves off like the
bolt thrower crew, it was sorely
mistaken. Slayers all, having sworn
terrible oaths to fight to the death
against any and all foes, Malakai
and his boys stepped up eagerly to
the fight with their great weapons
and gave as hard as they took. One
crewman went down under a dragon
claw, but the others struck back
with ferocity. Meanwhile, a third
major melee broke out, as the
enemy’s Wight armored cavalry,
somewhat damaged by accurate
Thunderer fire, nevertheless charged
right into our largest dwarf Warrior
formation, the one commanded by our
Runesmith.
These three close combats in the
middle of the field would determine
victory in the battle, and for a
long time they raged inconclusively,
even as more units charged in from
both sides trying to tip the balance
one way or the other. If the enemy
had been alive rather than (un)dead
our sturdy dwarves surely would have
broken their morale at one point or
another and set them running, but
against these malevolent zombies
such was not possible. We would have
to wipe them out utterly, at a
terrible cost to us, and even that
could only happen if our own
discipline remained firm.
Fortunately, dwarven courage is
legendary. The dragon that charged
Malakai and the Goblin Hewer had its
claws full of trouble as it was, but
when the entire regiment of
Ironbreakers crashed into its flank,
its doom was nigh. Under a hail of
hammer and axe blows it collapsed
into a dusty pile of bone and rotted
scales, never to rise again. The
other dragon fared better, however.
It too was having a difficult time
at first, for the Warriors it faced
wounded it steadily even as their
own casualties mounted. When a
vampire leader swooped in to the
fight he drew the attention of the
dwarves. Though the brave Warriors
succeeded in slaying the evil
leader, the dragon had gotten the
chance it needed and began to
rampage among the survivors,
pummeling them mercilessly. The few
remaining fighters despaired and
tried to run, but were trampled to
death by the raging beast. The
dragon continued its charge right
into the crew of our cannon on the
hill — and managed to kill them as
well.
Our hopes now rested on the last
struggle in the middle of the field
that pitted the mounted Wights
against the other unit of Warriors
and our Runesmith. Generally our
troops were getting the better of
the struggle, greatly outnumbering
the enemy as they did, but they got
a scare when the two remaining giant
bats joined the fray and the enemy
vampire among the Wights managed to
hunt down our Runesmith. Though more
a scholar than a fighter, the smith
acquitted himself well when forced
to combat, and succeeded in killing
the vampire leader, though he
suffered a wound in doing so. The
rest of our boys then overwhelmed
the few remaining Wights and bats.
The field was now ours, as the
surviving skeletons and leaders of
the enemy backed off. The last
dragon, itself wounded, went with
them. I fervently hope never to see
its like again.”
PS Eventually, the Miners
sheepishly resurfaced, and had to
endure the insults and catcalls of
the rest of the army. No beer for
them that night!
-Snori Whitebeard
[Game result: a Draw. The
dwarves narrowly outpointed the
vampires by a score of roughly 970
to 750 — but at the 2000 point army
level you need to prevail by fully
300 points to get a “Minor Victory”;
220 won’t do it. Thus the dwarves
only won because of the paintedness
tiebreaker in our challenge league.
The dwarves got big points from
killing one of the dragons, two of
his leaders, and the units of Wights
and Bats; Alex got most of his from
artillery destruction and killing
two units of infantry.]
[Tactical analysis: This was
an engrossing battle, and an
extremely close one — neither of us
knew who would prevail until the
points were toted up at the very
end!
I was lucky to get the board
side of my choice and also to go
first, which allowed me a round of
shooting before he could advance.
The flipside, however, is that he
got to move last on Turn 6, and Alex
made good use of this with a move to
seize control of a board quadrant
(for 100 points), as well as a
last-minute successful charge of my
cannon with his dragon (netting 135
points).
I wonder if earlier on he wasn’t a
bit too protective of his fast
units, especially his dragons:
breaking off an advance to take
cover because they took some wounds
or casualties just played into my
hands, delaying his advance into
close combat and letting my shooters
fire away at others. (On the other
hand, it is true that my gunners on
the right side of the field had
nothing worthwhile to shoot at by
the end of game, in part thanks to
his redirection of the flyers to the
other side of the field).
All the magical defenses I
brought (at the cost of not being
able to field my Gyrocopter) were
well worth it, as I had more dispel
dice than he had power dice all game
long! This all but shut down his
spell-casting. The Anvil of Doom,
while great fun to deploy, is not
very effective against a magically
prepared opponent. It would probably
only prove devastating against a foe
who, not wanting to bang his head
against all those dwarven dispel
dice, brings little or no magic to
the battle.
Alex was very clever in his
positioning of banners and his
general to cut down combat
resolution losses to his units in
close combat (following special
vampire army rules). Still, it’s too
bad his skeleton units were too
small (and chewed up – thanks,
Goblin Hewer!) to ever risk close
combat.
Fourteenth Battle: The Dead Don't
Stay Dead
[Game situation: 6-turn
pitched battle. The Grinding
Grumblers challenged Lenny DeMauro’s
Cult of Nod vampire count army for
their place on the next highest tier
of the ladder. We agreed on 900
point armies. The dwarves brought 15
Warriors with a Runesmith general to
fight among them, 12 Ironbreakers,
10 Miners, 10 Thunderers, one cannon
and one bolt thrower.]
Log entry:
“Returning from the zombie dragon
hunt (see
previous log entry) our army
separated into two groups. Our thane
Rory and some of the boys hurried
forward at a quicker pace while the
rest of us, dragging that blasted
heavy cannon, fell well behind.
Viggo the Runesmith took charge of
our group and made sure that we
stayed alert. “Those wretched undead
have a way of getting up again after
you smash ‘em. We may not have seen
the last of those boneheads.” Right
he was.
Camping the first night, our rest
was interrupted by eerie moans and
beastly snarls coming from some
wooded hills off to the left. Viggo
quickly got us up and deployed us
along the road, Thunderers and
Warriors on the right, artillery
(guarded by the Ironbreakers) on the
left as far away from the enemy as
possible to maximize the distance
he’d have to cover to attack the
guns. The Miners, I noticed, were
nowhere to be found — I hoped they
had found some tunnels in which to
maneuver.
Across the field in the center
were a pack of evil wolves
accompanied by a mounted vampire and
one of those horrible screechy
banshees. To the right of them
gathered a bunch of ghostly warriors
all writhing together in a mass, and
next to them a large regiment of
walking skeletons. A couple of
vampire necromancers lurked in the
shadows behind them.
Viggo had told the artillery boys
to aim at the banshee or the ghosts
if they could, since our
rune-enchanted big guns offered our
best hope of killing these ethereal
beasties. The cannon and bolt
thrower concentrated on the ghosts
and managed to score some good hits
as the creepy critters floated
across the field towards our lines,
moving at a surprisingly fast clip.
Even quicker were the wolves, which
bore down on our bolt thrower with
great speed. Our Thunderers took aim
at them and killed a few, but they
kept coming.
Just then our Miners made an
unexpected appearance behind the
enemy lines, emerging from some
tunnels just at the back of the
skeletons on the far right. It was a
bold move, separated so far from the
rest of our forces as they were, but
I figure they were trying to make up
for their shameful cowardice in the
face of the zombie dragon in the
last battle. The skeletons, under
the direction of the enemy
necromancers, turned around to face
them. Viggo says that the
necromancers tried a spell that
would have meant extra trouble for
the Miners, but that he foiled it.
(In fact, he spent much of the
battle chanting protective runes and
cackling whenever an enemy spell
fizzled against our natural dwarven
resistance — which happened rather
often, thank Grimnir!). So the
Miners charged into the large mass
of skeletons fearlessly, swinging
their great picks to and fro and
killing some of the bone men.
However, after a time they noticed
that their efforts were having zero
effect on the mindless enemy, who
kept coming at them and in greater
numbers than they had first
realized. The sheer weight of the
deeply ranked foe pressed hard
against the Miners, who found
themselves being pushed slowly
backward despite their every effort.
Dwarves began to trip and fall, and
soon their battle line was broken
and chaos broke out. An orderly
retreat became a panicked rout,
driving them off the field for good.
The destruction of the Miner
contingent was a depressing blow,
but their attack did at least
prevent the large skeleton regiment
from making it to the main battle in
time. The undead wolves were badly
shot up by our various gunners as
they came on – only one survived in
the end, but he and the vampire
leader used their speed to avoid our
Ironbreakers and charge our bolt
thrower, eventually killing its crew
— but not before the cannon had shot
the nightmarish horse right out from
under the vampire! About the same
time the banshee began her horrific
wailing, first victimizing a couple
of the Ironbreakers, and then
turning toward our cannon. This was
her undoing. With the crew ignoring
her lethal screams, she soon
received a blast of rune-enchanted
grapeshot in the face, which
succeeded nicely in silencing her.
Meanwhile, the vampiric
necromancers had magically summoned
up a new horde of skeletons right in
front of our Thunderers, who barely
managed to get off a round of
defensive fire before being charged.
Fierce hand-to-hand combat followed,
in which the Thunderers first held
at bay, and then wiped out, their
outnumbered attackers. But before
they could gain any rest, they were
assaulted by the remaining ghosts,
who loomed before them slashing and
ripping at their very souls. Bravely
the Thunderers held out until the
regiment of Warriors, led by Viggo,
arrived to crash into the flank of
the ghostly soldiers and disperse
them once and for all.
This victory decided the battle
for our side, but only just.
Unfortunately for our cannon crew,
they could not swing their gun over
to hit the vampire leader before
being charged by him and the lone
remaining wolf. The crew put up a
stubborn fight, but in the end fell
beneath the champion’s blows. Our
Ironbreakers, who had been moving at
the double toward the remaining
group of skeletons and the two
necromancers, never managed to
engage them, though they were
well-positioned to head them off
should they have chosen to move
against our other units. The
remaining vampire forces retreated
in good order, and the battle was at
an end.”
-Snori Whitebeard
[Game result: a Minor Victory
for the dwarves, 514 points to 305.
No standards captured or board
quadrants controlled by either army
so it came down to casualties
caused, and the dwarves drew
slightly more blood. The Grumblers
will now have to withstand a
challenge from below before being
able to take a shot at the top spot
— our rightful place!]
[Tactical analysis: This was
another close one. The dwarves were
well served by putting their
artillery far off to the left,
allowing lots of shots before
getting run down toward the end of
the battle. Not so slick was my
decision to attack with the Miners
all alone out there — I knew it was
a risk, and it did hold up the
skeletons’ advance toward the main
battle nicely, but I should have
realized that with only 10 guys and
no standard the Miners had little
chance of surviving against a
larger, fear-causing formation. In
the end, their charge didn’t produce
enough skeleton casualties to
overcome the rank, number, and
standard disadvantage and had to
flee (off the board), no break test
permitted.]
Fifteenth
Battle: The Grand Battle of Four
Armies
[Game situation: Capture
scenario, variable length. Just for
the fun of it, with no ladder
standing implications, the Grinding
Grumblers challenged three other
players with large armies to a
massive, 12,000 point scrum. Each
player brought a 3000 point army.
Jon Walsh’s Empire forces teamed up
with the Grumblers, while Alex
Knutrud’s Vampires joined Steve
Femia’s Beasts of Chaos. A Capture
scenario is won when one team
controls a terrain feature in the
middle of the board at the game’s
end, which is randomly determined —
after 4 turns, a die is rolled at
the end of each turn to see if it
was the last. The Dwarves brought
three regiments of Warriors (16-20
dwarves each), 15 Ironbreakers (with
a Runesmith), 15 Hammerers (with a
Lord general), 12 Miners, 10
Thunderers, 10 Crossbowmen, a
Gyrocopter, 2 Bolt Throwers (with an
Engineer to help aim/crew them), 1
Cannon, 1 Stone Thrower, and a
Runelord with the Anvil of Doom.]
Log entry:
“The Battle of Four Armies will go
down in the annals of Robinson’s
Rock as both one of the greatest and
most terrible days for our people.
The seeds of what transpired were
planted many years ago. The dwarven
people and the humans of the Empire
have long worked together against
the forces of evil, of course, and
we of Robinson’s Rock have been on
(mostly) friendly terms with the men
of nearby Altendorf for generations.
On a diplomatic and trade mission to
the young Lord Altendorf some 25
years ago our fearless leader Buford
Bugman was charmed by the sight of
the most beautiful human child he
had ever laid eyes on, the infant
daughter of Lord Altendorf himself.
Seeing how his dwarven guest was
smitten, Altendorf asked if Buford
would do him the honor of serving as
his daughter’s godfather. Buford,
with tears in his eyes (and too much
fortified wine in his belly, the
cynic might say) accepted the office
and swore an oath to watch over the
child thenceforth.
Skip forward a quarter century to
the present occasion. Word arrived
at Robinson’s Rock of a great
disturbance in the Chaos Lands not
far from our borders, and an urgent
request for help from the ruling
family of Altendorf. It seems that
the lord’s only daughter, now a
priestess of Sigmar and something of
an adventuress to boot, had defied
her father’s wishes and led a small,
over-bold group of crusaders deep
into Chaos lands to purify and
thereby forever destroy a powerful
shrine to the evil Chaos demon-god
Slaanesh. When his father discovered
that she had gone he knew at once
that she would be in terrible
danger. Mustering all the forces he
could from his lands, he also
enlisted the help of the human hero
Valten to command his army and bring
back his beloved daughter.
Furthermore, he sent an urgent
message to Buford’s mountain
fastness, hoping the old dwarf would
honor his oath and lend some aid,
either coming himself with some
bodyguards or sending a few dwarf
mercenaries.
You can imagine Altendorf’s
shock, therefore, when, as he was
about to send his troops forth into
the Chaos lands, there appeared on
the road from Robinson’s Rock the
largest dwarf army he had ever seen,
commanded by Buford himself. The
tramp of iron-shod dwarven boots
echoed in the hills like thunder.
The human lord actually bent on his
knee to thank Buford when the dwarf
approached his tent. Buford grinned
through his capacious beard and
shook the man’s hand with an iron
grip, saying with a wink: ‘A dwarf
honors his oaths.’
The combined armies marched off
the next morning. Buford knew of the
hero Valten’s many magnificent deeds
in the wars against Chaos, and, in
deference to him and to the nature
of the mission, agreed to serve
under the Imperial banner. Valten
graciously accepted the honor, but
was wise enough not to interfere
with Buford’s own wishes when it
came to deploying the dwarf forces,
the pride of the dwarves being
almost as notorious as their axes
and hammers. Valten and Buford set a
fast pace, for they knew time was
running out. The lord’s daughter
would not have long to infiltrate
and cleanse the shrine before the
Beasts of Slaanesh would converge on
it to retake it with overwhelming
force. Even worse, while on the road
word reached the generals that
Manfred von Carsten, an infamous
vampire count, had joined with the
beasts and was bringing an army of
his own to try to seize the
beautiful young priestess. Rumor had
it that the undead lord wished to
make a vampire queen out of her to
punish the people of Altendorf, mock
their ruler, and satisfy his own
dark hungers. Buford exploded in
fury when he heard this report, and
swore that his axe would chop off
the foul undead creature’s head if
he got half a chance
Two days later the dwarves and
humans approached the site of the
shrine. From a distance they could
see it was a sinister-looking
building shaped like a giant human
head. Scouts had found that
Altendorf’s daughter was indeed
inside with her companions,
temporarily in control of the
premises, but that she refused to
leave without finishing her
lustration ceremonies. Valten and
Buford agreed to immediately advance
their forces to shield the shrine,
the dwarves coming from the left
with their elite Hammerers and Iron
breakers in front, and the humans
coming from the right with their
best cavalry in the lead.
But time had run out.
On the far side of the shrine to
the left, there emerged from the
shadows legions of undead warriors.
Heavily armored wights mounted on
nightmares, huge bats, dire wolves,
necromancers, a dragon, and
seemingly endless ranks of skeleton
and zombie warriors came marching
forward toward the dwarves. Ahead
and to the right of the shrine came
a horde of screaming beasts of
chaos, everything from wardogs to
gors and ungors to bray shamans to
minotaurs to an enormous giant, two
chaos spawn and assorted flying
demonlings, all aiming toward the
humans. Buford rapidly deployed the
bulk of his forces on and in front
of hill to the left: their task was
to hold off the vampiric soldiers as
long as possible while the Hammerers
(with whom Buford himself would
fight) and the Ironbreakers moved up
to guard the shrine. Valten issued
similar orders to his men on the
right, reserving the task of
advancing on the shrine to himself
and a large body of Inner Circle
mounted knights.
Guns blasted and crossbows
twanged as friendly shooters let fly
from the hills behind the dwarf and
human battlelines, and the dwarven
Runelord added some magic missiles
from the Anvil of Doom to the
barrage. The Imperials had brought
one of their Hellblasters — an
impressive killing machine, but
prone to break down (non-dwarven
workmanship, you know). The device
succeeded in causing havoc among
targeted beast units. As expected,
however, the shooting did not stop
the advance of the evil ones, as
both the undead forces and the
Slaanesh-tainted beasts were
mindlessly immune to battlefield
panic.
On the dwarf side of the field
our infantry moved up to meet the
enemy. The instructions given to the
three units of Warriors on the far
left was to buy enough time for the
Hammerers, Ironbreakers, and human
knights to reach the shrine and
rescue the priestess. This they
endeavored to do, but soon ran into
serious trouble. One unit was hit
hard in the flank by both the zombie
dragon and multiple fell bats. They
withstood the initial charge, but
the terror of the raging undead
lizard soon proved to be too much
for them, as they broke and fled, to
be pursued and destroyed by the fell
bats. The raging dragon caused panic
among some other dwarf units, I’m
ashamed to say, dwarves who should
have known better, like our
crossbowmen who fled the field of
battle. We got our revenge on the
dragon and the bats soon enough,
however: the Thunderers and two
bolt-throwers let loose on the huge
beast at close range, blasting its
massive bones to pieces and badly
wounding its necromancer rider. The
bats while pursuing made the mistake
of flying right in front of Buford
and his Hammerer bodyguard advancing
near the shrine. These grim dwarves
charged the bats and wiped them out,
and carried their offensive momentum
right into a large regiment of
zombies.
The humans were faring better
against the enemy on their side of
the field. One story they tell (and
I’m not sure as I entirely believe
it) claims that a horse – not the
knight riding him, but his mount –
single-hoofedly killed a rampant
chaos spawn. Also, the human gunners
managed to shoot down the enemy
giant. However, soon a horde of
beastmen arose in ambush on and
around the hills our gunners were
using. On the human side, the
ambushing beasts (together with some
marauding flying demonlings) caused
much mayhem among the artillery,
destroying the Hellblaster and one
of the cannons and chasing human
wizards here and there. The
disruptions were less on the dwarf
hill, as the ambushers and a few
fell bats only managed to take out
our stone thrower.
By this time the key units had
arrived at the shrine in the center
of the battlefield. On the dwarf
side the Hammerers and Ironbreakers
engaged endless ranks skeletons and
zombies to keep them away from the
entrance to the unholy structure;
even after a pack of dire wolves
joined the fray, charging into
Hammerers, Buford and the boys would
not budge an inch and indeed added
many a wolf to the pile of destroyed
zombies they were accumulating as
they fought. On the human side,
Valten’s grand regiment of mounted
knights had easily swept away light
enemy resistance as they approached
the shrine from the right, and
parked themselves by the entrance.
Valten ordered a knight into the
building to hurry the priestess out,
but Lord Altendorf’s daughter would
not be hurried! She was in the final
stages of her charms of purification
and refused to depart until the task
for which she had come was complete.
In this she showed a resolute spirit
and true wisdom — the removal of
Slaanesh’s unholy power from the
area would be a great victory for
the forces of Right and Good.
And yet it came at a dreadful
cost in dwarven lives.
For while the priestess finished
her noble undertaking, our two
remaining regiments of warriors on
the left flank were being crushed
under the weight of superior numbers
of undead. Also, on the far right
flank the dwarven Miners had emerged
from some tunnels right next to a
large unit of minotaurs. They knew
they had little chance against the
immense beasts, but charged them
anyway to keep them from threatening
the central shrine. The melee was
furious, and the flashing picks of
the Miners succeeded in felling one
of the eight monsters, but the
crushing strength of the rest broke
through the dwarven ranks and
scattered them, driving them from
the field. The pursuit took more
time, but eventually the creatures
got themselves pointed back in the
right direction.
Too late. The delay of the
minotaurs and indeed most of the
other major units of the enemy
proved fatal for the vile alliance
of vampire and beast. The daughter
of Altendorf emerged from the
now-harmless shrine into the
protection of Valten’s cavalry,
which wheeled around to depart. The
rest of the humans and dwarves also
began an orderly withdrawal. For
their part the beasts and vampires
rushed to their recovered shrine —
only to recoil in horror when they
discovered how it had been changed
by the power of Sigmar’s priestess.
Swearing to take revenge on the
Empire for this incursion into Chaos
lands, the beast slunk off into the
wilderness, and the vampires left as
well.
It was a sad march back to
friendly territory for the dwarves
(and many humans too), for even
though our mission had been
accomplished and honor served, the
cost had been high indeed. When the
young lady Altendorf learned of the
actions of her dwarven godfather on
her behalf, she was shocked and
somewhat perplexed. After all, she
barely knew who he was, and had
little experience with dwarven kind.
But she put aside her mixed feelings
and went to Buford to thank him
personally. She even placed a chaste
kiss upon his ruddy old cheek. Our
fearless leader had been in a grim
mood, and had planned to rebuke the
brave young lass for a recklessness
that had cost many dwarven lives.
But after that kiss, and seeing the
fair countenance of the beautiful
maiden, he could only blush, and
mutter something about the honor of
the dwarves before trudging back to
his camp. ‘What a strange little
fellow,’ she said as our great
leader lurched away. ‘And you who
scribbles at all times of the day
and night — what is your name?’ But
those words were said to my back as
I scurried off after my lord.”
-Snori Whitebeard
[Game result: Victory for the
Dwarves and Empire! Fortune smiled
upon us at the end when store-owner
Chris Walsh rolled a “1” which ended
the game at the earliest possible
point, after only four turns.
Valten’s huge cavalry regiment was
guarding the central shrine at the
time and no very large enemy unit
was nearby to contest it, giving the
victory to the dwarves & humans.]
[Tactical analysis: If
casualties inflicted had determined
victory (as in most Warhammer games)
the evil alliance of vampires and
beasts might have prevailed, as they
did a wonderful job of wiping out
our units. Alex’s vampires took out
regiment after regiment of regular
dwarven infantry on the left, and
Steve’s ambushing beasts were great
artillery killers on the back end of
the board. But the dwarf/human
strategy revolved around putting our
highest value units near the terrain
objective in the board middle and
using the rest of our army merely to
shoot or delay the bulk of the enemy
armies – casualties among our guys
away from the objective were not
deemed especially important. Thus at
the end of turn four the two best
dwarven infantry units were holding
their own (if only just) against a
swarm of weaker undead forces just
to the left of the objective, and
Valten’s huge heavy cavalry unit was
practically unchallenged next to the
monument on the right side. If the
game had gone one more turn, the
result would have been the same –
victory for us. Two or three more
turns, however, and we good guys
might have been in trouble, as by
that time strong enemy units would
likely have reached the board center
from the flanks to finish off the
dwarves and to hit Valten’s cavalry
from all sides. But the bad guys ran
out of time. Their strategy seems to
have been to put their best units on
the flanks (i.e., the Minotaurs, the
Chaos Giant and Chaos Spawn, the
Wight heavy cavalry, and the Zombie
Dragon) and hope to sweep through
our forces and then head toward the
middle. It worked in terms of
winning close combats (esp. vs the
dwarven infantry), but ended up
being ill- suited to the victory
conditions of the scenario (control
the center of the board from turn 4
on).
Smaller issues: for the first
time I played a vampire opponent who
used very large skeleton formations,
and the effect was devastating for
my forces: three of the four
destroyed dwarf infantry regiments
fell to autobreak due to being
defeated & outnumbered by a
fear-causing foe, and the
Ironbreakers almost perished for the
same reason. A Goblin Hewer would
have been a very wise selection for
me in this game to chew through some
of those ranks. This game marked the
debut of the Hammerers for me, and
they performed very well, though
their special talent of being
Stubborn during close combat was
never tested (if I had ever lost a
round of close combat with them,
they would autobroke like any other
outnumbered unit against
fear-causers). The Anvil of Doom
performed decently in the face of
heavily sorcerous opponents: it got
off a couple good magic missiles on
units, and otherwise took some
pressure off the Empire’s wizards.
But on the whole (as expected) our
magic phases were not impressive.
Fortunately, theirs were only
slightly better, thanks to lots of
dispel dice and dispel scrolls/runes
on our side.
Luck favored our side a bit
in the beginning, as we were able to
move/fire first and also rolled well
with a Spelleater Rune and some
artillery shots. But by mid-game the
dwarf luck had turned sour, as I
kept missing crucial leadership
tests (despite needing merely to
roll 9s or even 10s and under on 2
dice!) and blew some key close
combat rolls and 2+ armor saves.
Happily, the die roll to end the
game as early as it did gave us the
victory on a silver platter.
The game was hugely fun. I
recommend 12,000 point battles to
everyone — provided you have 9 or
more hours to play through one!] |