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Sixteenth Battle: The Beasts
Strike Back
[Game situation: 6-turn
pitched battle. With the
sudden addition of several
open spots and tiers on the
challenge board, the
Grinding Grumblers and Steve
Femia’s Beasts of Chaos army
– both on the same tier –
got a chance for a “free”
advance to the next higher
tier by fighting each other.
Winner goes up one level,
loser stays where he is. We
agreed to the rather unusual
total of 1999 points because
we wanted large armies but
didn’t care for lords and
special characters and such.
The dwarves brought two
19-dwarf Warrior regiments
with a well-equipped
Runesmith to fight with
each; 15 elite Hammerers for
my Thane general to fight
with; 12 Miners; 12
Thunderers; 12 Crossbowmen;
2 Cannons; and 1
Gyrocopter.]
Log entry:
“Our fearless leader Buford
Bugman is angry. Really
angry.
Not only at our hated
enemies the Beasts of Chaos.
(That goes without saying.)
No, it’s the new recruits to
the armies of Robinson’s
Rock that have Buford Bugman
shaking with rage. “They let
mere fear get the best of
them! They forgot their
training! They acted like
sissified Men or Elves when
the going got tough!
THEY BROUGHT SHAME
TO OUR DWARFHOLD!”
Such tirades have been
the order of the day (and
week, and month) ever since
our most recent encounter
with the Beastmen. After
helping to rescue the
princess of Altendorf from
the clutches of the evil
Beasts, Buford expected a
counterstroke of some kind,
and so had been training the
younger warriors of
Robinson’s Rock vigorously
for weeks. When word came
that a large mass of motley
beastmen with attendant
demons and monsters were at
the borders of our land,
Buford confidently marched
out at the head of his new
trainees. The only veterans
coming along were the
Hammerer contingent, his
personal bodyguard.
Spirits were high as our
forces took the field
against the enemy. Buford
deployed two cannons on a
small hill, and screened
them with Crossbowmen and
Hammerers set to the front.
These dwarves were facing in
the distance two large,
elite enemy regiments (Bestigors
and some misshapen, heavily
armored chaos warriors)
screened by a bunch of
goat-headed skirmishers and
flying demonlings. To the
left of the hill Buford
stationed Thunderers and a
large unit of Warriors, plus
another unit of Warriors to
hang back ready to charge
any beastly ambushers who
might try to sneak in from
behind. Miners hid
themselves in nearby
tunnels. A Gyrocopter
deployed to the far left,
keeping an eye on two
Tuskgor chariots, two small
packs of ravening war dogs,
and a super-fast unit of 6
mounted chaos demonettes. In
the middle of the enemy
lines stood a terrifying
Chaos Giant as well.
Seeing all these
nasty-looking creatures
across a short field put a
chill in the bones of the
young dwarves, but the
barked commands of their
elder leaders kept them in
line. As the enemy broke
into a run at us our cannons
opened fire and killed a
number of ranked-up
Bestigors. Our crossbowmen
dropped a couple of the
small flying demons as well.
But the mounted and very
dangerous demonettes closed
the distance to our lines
with sickening speed, and
thus attracted the most
fire. Originally 6 strong,
happily only 2 remained when
they charged into our
Thunderer gunmen, an attack
soon joined by one of the
war dog packs. The
Thunderers acquitted
themselves well, taking the
initial hit and then
grinding down the enemy.
After a time the demonettes
were all slain and the war
dogs fled in yelping
retreat. On the far left our
gyrocopter killed a couple
of war dogs and sent the
rest scampering away, but
soon had its rotors full
dodging enemy chariots and
flying demons coming after
it.
Then all heck broke
loose. Buford had expected a
few ambushers to come at us
from behind (that’s how
these beasts usually fight),
but when nearly 60 Gors and
Ungors in three separate
detachments suddenly
appeared on our flanks and
rear, all coming in with
perfect timing and
positioning, even he was
stunned. The effect on our
young troopers was alarming
– they were decidedly
shaken. Still, for the
moment discipline held and
the dwarves fought well. The
regiment of Warriors left
back to deal with incursions
charged the ambushers they
could see, and after a
quick, fierce round of
hand-to-hand combat routed
them off the battlefield.
Ambushers further to the
left charged our other band
of Warriors but were also
defeated (though these got
away from the Warriors’
pursuit and eventually
rallied themselves).
Things looked more dire
in front of the hill. The
third group of Gor and Ungor
ambushers had appeared right
before the Crossbowmen, and
weathered two (poorly
ranged) cannon blasts and
point-blank crossbow bolts
without flinching. Charging
the Crossbowmen, they routed
them, and though the dwarves
managed to rally themselves
once, the beasties kept
coming at them, and soon had
them fleeing from the
battlefield. This started a
chain reaction, as shaky
recruits witnessed for the
first time the defeat of a
dwarven unit. On top of the
hill the young crew of the
nearest cannon panicked and
fled, abandoning a perfectly
good machine. The gun was
supposed to target the enemy
giant, which was now
approaching the Thunderers
and one of the two Warrior
regiments. The Thunderers
held their ground and fired,
wounding the Giant, but the
Warriors disgracefully
turned and fled in terror,
quitting the battlefield
entirely. The gyrocopter
pilot, which saw his
rapid-fire steam gun kill
only one of five oncoming
flying demons, also went
into a panic, and crashed
his machine as the enemy
flyers closed on him. Even
the appearance of the Miners
– usually a harbinger of
good things to come – failed
to raise spirits, for the
great pick wielders emerged
from their tunnels opposite
the large regiment of
Bestigors, and despite a
brave charge soon found
themselves outnumbered and
overmatched and were
destroyed.
The only bright spot
remaining for us, it seemed,
was Buford and his Hammerer
guard. Seeing enemies on all
sides, and faced with not
one but two hostile units in
front of him, Buford ordered
the charge. The Hammerers
made quick work of the
skirmisher troops they first
faced, slaughtering them as
they broke and ran. Behind
the skirmishers were the
heavily armed chaos
warriors, the best equipped
and trained enemy troops on
the field. These fiends used
the stricken skirmishers as
a smokescreen through which
to countercharge the
Hammerers. But Buford and
the boys did not flinch,
matching their foes heavy
blow for heavy blow, and
soon had them running off to
regroup. Coming up last were
the haughty and powerful
Bestigors, led by the
opposing General and
confident from their recent
rout of the unfortunate
Miners. But the Bestigors
never should have tangled
with Buford and his guard.
Despite having the advantage
of the charge and of
numbers, the Bestigors
failed to move Buford from
his position, and as the
melee wore on the big
hammers of dwarves took
their toll. When Buford slew
the enemy General in single
combat, the Bestigors had
had enough and fled. The
Hammerers in pursuit cut
them down to a beast.
But not even the glorious
deeds of our fearless leader
and his guard could reverse
the tide of that evil day.
Our surviving regiment of
warriors on the left chased
the Gors and Ungors they had
defeated too far without
catching them; they soon
found themselves surrounded
by not only the rallied
goat-men, but two chariots
and flying demonlings coming
over from the left flank.
Charged front and rear, the
Warriors fought hard but
their nerves cracked, and
were wiped out attempting to
extricate themselves from an
impossible trap. The
Thunderers, who had fought
hard and well to this point,
continued their firing, and
managed to wound the huge
enemy giant so severely that
he kept his distance from
the dwarves. Unfortunately,
the gunmen were soon
overwhelmed with flank and
rear attacks from chariot
and beastmen from the left,
and were slain. The last
cannon crew on the hill
managed to kill a good
number of approaching Gors
and Ungors with a blast of
grapeshot from their
machine, but it was not
enough to stop the enemy
from driving them from the
gun and destroying it.
Buford and his guard were
the only dwarves to escape
the battlefield undefeated
and with their regiment
still in fighting shape, and
brought back as trophies two
enemy unit standards and the
recovered standard of the
fallen Miners. All the other
dwarven contingents had been
routed, slain or reduced to
small groups of stragglers.
Few out of many returned to
Robinson’s Rock.
And when they got there
Buford was waiting for them
at the gate, his great arms
crossed and a scowl on his
face so deep and unwelcoming
that more than one returning
young dwarf wondered if he’d
be better off back on the
battlefield dodging beasts
and demons.”
-Snori Whitebeard
[Game result: Defeat
for the dwarves! Only the
2nd in 16 fights, but it was
a Massacre. Steve scored
nearly 2000 points to my c.
850, killing every dwarf
unit I fielded except the
Hammerers (he also captured
one unit standard and two
board quadrants; I got two
unit standards to go with my
many fewer kills). As a
result, Steve moves up a
tier to share the lead on
the challenge board with the
other Chaos Beasts army; the
Grumblers remain where they
are on the second highest
occupied tier, grumbling
(see analysis below).
[Tactical analysis:
For the most part, the
dwarves lost because of
missed leadership tests,
something I have an
unfortunate tendency to do,
despite merely needing to
roll a 9 or less on two
dice. For example, in the
space of one disastrous turn
I went 0 for 3: my cannon
crew panicked and promptly
vanished from the board;
then my gyrocopter failed a
fear test and got caught by
other flyers; then 18 solid
warriors with a Runesmith
failed a terror test and ran
off the board. (I believe I
was 1 for 4 on panic tests
for the game!) I missed more
break tests than I should
have, too, but at least some
of those were in the realm
of 7 after modifiers instead
of 9.
But poor luck with
leadership was not the whole
story here. For one thing,
the dice I rolled for
shooting and close combat
went better than average for
much of the game (and I won
the roll to move/shoot
first), so I can’t claim the
dice were always against me.
Moreover, by starting my
guys backed up in a corner –
a typical dwarf strategy – I
gave myself very little room
for error on those crucial
(and inevitable) leadership
tests. For example, two of
the three catastrophic panic
test misses noted above
might not have resulted in
annihilation had I been up
the field more.
Credit should also be
given to Steve for executing
a well-conceived envelopment
strategy in which he came at
me from all angles, front,
side, and back. True, he
rolled very well on his
ambushes – hitting three out
of three – but fortune
favors the brave, and his
was a bold plan to swamp me
from all directions with a
well-chosen mix of forces.
Some clever touches of his
included screening his elite
units from my crossbowmen
and handgunners with
skirmishers; keeping his
giant semi-hidden behind
trees so I could never get
multiple cannon shots on it;
drawing lots of fire to his
fast-moving, aggressively
played mounted demonettes;
and using his flyers to
chase down my gyrocopter.
The only action of his I
would question was his
holding the two chariots
back to help his war dogs
and flyers deal with my
gyrocopter, when the main
purpose of the gyrocopter
was to harass and delay as
many quality units as
possible.
The gyrocopter did well
enough in this, and I also
give myself credit for
holding an infantry unit
back near my guns to charge
ambushers, which worked
perfectly when it wiped out
a group of attackers. Not so
slick was, once again,
overly aggressive use of
Miners, which got them
killed unnecessarily. I must
train myself NOT to have
them come in against elite
enemy units larger than they
are! Also, I should
re-prioritize putting
Thunderers/ Crossbowmen on
hills, as they proved
vulnerable and unwieldy
shooting and fighting in
12-dwarf long single lines.
Despite the game
result, I think my force
selection was fairly
well-matched to the foe
here. For example, I guessed
rightly that he wasn’t going
to bring much magic and thus
I wasted few points in extra
magical defense. My
artillery was a bit
deficient, but that was hard
to avoid given the few
“special” and “rare” choices
allowed at 1999 points (I
probably shouldn’t have
agree to that odd total).
The Hammerers did so well
that I cannot fault myself
for deploying them instead
of another (“special”)
artillery piece. Maybe a
flame cannon or goblin hewer
instead of the gyrocopter
would have been better as my
“rare” choice.]
Seventeenth Battle: The
Thunder of Cannons
[Game situation: 6-turn
pitched battle. Jon’s human
Empire army the Royal Eagles
challenged the Grinding
Grumblers for a chance to
advance to the next level up
on the board. We agreed on
2500 points. The dwarves
brought two regiments of 19
Warriors, 12 Miners, 12
Crossbowmen, 12 Thunderers,
1 Gyrocopter, several
characters (a Runelord with
the Anvil of Doom, a
Runesmith, a Thane general,
and an Engineer) plus a mass
of artillery: 2 Cannons, 2
Bolt Throwers, 1 Stone
Thrower, and 1 Flame
Cannon.]
Log entry:
“’Never bring a hammer to a
gun fight,’ said Buford with
a smile.
Our fearless leader was
on a small hill overlooking
the battlefield, chuckling
to himself as he assessed
the situation. The occasion
was a large practice battle
between the dwarven army of
Buford and the Imperial
forces of his good friend
Lord Altendorf. The latter
had requested this
encounter, saying he had a
radical new invention he
wanted to try out – a ‘Steam
Tank’ the human engineers
called it – which he hoped
to use to anchor a new
attacking strategy. Buford
agreed, both to help his
friend and ally, but also to
indulge his own Engineering
Guild: the dwarven gunnery
specialists, you see, had a
rivalry with their human
counterparts. The dwarves
didn’t think the human
machinery would work right,
and were looking forward to
demonstrating the
superiority of their own
equipment (including a newly
constructed Flame Cannon).
Buford was chuckling
because he saw how many more
artillery pieces the dwarves
brought with them – 6 pieces
to the humans’ 3. “All those
tall human boys lined up
with their hammers and
swords and whatnot will
never get across the field,”
he opined. “They’re lucky
we’re only going be firing
paintballs at ‘em!” And of
course we were. No one would
die this day (we hoped), as
all weapons were
paint-loaded or blunted and
a company of specially
trained Wargame Whizzards
was on hand to referee. But
getting hit with a blunted
axe or crossbow bolt could
still break a bone; more
importantly, dwarf (and
human) pride was on the
line. (Furthermore, rumor
had it that Buford and
Altendorf had a sizable
wager riding on the result.)
The dwarves, under the
field command of Rory the
Black, had set all their
artillery and missile troops
on a central hill, at the
top of which our Runelord
stood ready before his Anvil
of Doom. In fact, the only
dwarven units not on the big
hill were two regiments of
Warriors, one to each side,
and the Gyrocopter hovering
well off to the left. The
Miners remained hidden in
their tunnels. The humans
deployed two Great Cannons
on their own central hill,
and had ranged in front of
it, from right to left, 8
White Wolf Knights, 10
Flagellant berserkers with
flails, 18 spearmen with two
detachments of 7 handgunners
each, 10 Greatswords with
another handgunner
detachment, 12 Inner Circle
Knights, and finally the
huge, stinking, shuddering,
terrifying mound of a Steam
Tank. The humans also
deployed three wizards among
their men, their leader
being the famous Balthasar
Gelt of the Golden Order.
The dwarves got the jump
on their human foes,
blasting away first with
their guns — though it did
them little good initially.
The two cannons and the
stone thrower all missed
their targets, the stone
thrower damaging itself in
the process and one of the
cannons almost doing so.
Even the Runelord mis-struck
his first magic Rune. Only
our crossbowmen did anything
worthwhile, wounding several
handgunners and sending the
rest of the detachment
fleeing in a panic.
Fortunately the humans’
opening salvo also fell
short of the mark: their
many spells failed to
penetrate our magical
defenses (indeed, one spell
blew up in the wizard’s
face, wounding him), and one
Great Cannon damaged itself
misfiring. The other,
however, blasted one of our
bolt throwers to
matchsticks.
And the enemy advance
began. With a metallic grunt
the fearsome Steam Tank
lurched forward toward our
lines. All the cavalry and
infantry moved as well. With
the enemy now coming into
range of all our guns on the
hill, the true dwarven
fusillade began: cannons,
Thunderers, crossbowmen,
stone and bolt throwers,
flame cannon — all let loose
with a tremendous roar. The
very ground shook, and many
a human fell to injury when
the shots found their
targets. But, to their
credit, they kept coming
without panicking. Then our
cannons did serious damage
to the Steam Tank with two
penetrating shots, slowing
it to a crawl. Ominous
sounds began to come from
the boiler deep within.
Still, it had its main gun,
which kept up its fire and
managed to damage in return
one of our cannons. Our
Runelord struck a Rune of
Earth to cause a minor quake
on the opponent’s hill that
wrecked one of the Great
Cannons. He also blasted
some of the advancing
infantry with a Rune of
Fire.
As more and more men fell
to our withering fire it
began to look like none
would reach our lines except
for the cavalry units. On
the right the White Wolf
Knights managed a charge
against our Warrior regiment
commanded by Rory. However,
the horsemen caused but few
casualties, and Rory and his
dwarves soon pummeled them
into submission. As they
fled, the Warriors’ pursued
them and then plunged into a
melee with the fanatical
Flagellants, commencing a
heated fight that would last
the rest of the battle.
Eventually the dwarves
prevailed, knocking down
every last Flagellant.
On the left, the elite
Inner Circle cavalry had
suffered severe casualties
from our guns on the way in,
and only about a third of
them made it to charge our
Warriors on that side. A
short combat followed, in
which the vast numbers and
the inherent toughness of
the dwarfs proved too much
for horsemen, and they were
soon fleeing.
Few Empire forces now
remained on the field. In
the center, the last of the
human infantry had melted
away under continuous fire,
barely reaching the base of
the dwarven hill. To the
left the Steam Tank pushed
its weakened boiler too far
trying to get itself into
the action and blew itself
up. The Miners had appeared
near the opponent’s hill to
clean up there, joining with
the Gyrocopter in this task,
and soon took control. After
this, only one human
remained standing on the
field, the famous mage
Balthasar. His spell-casting
(and that of his
companions’) during the
battle had accomplished
little in the face of
stalwart dwarven magic
resistance, only
neutralizing our stone
thrower in the closing
stages. When the referees
called an end to the day’s
action, Balthasar trudged
off the field with a
disgusted look on his face.
Buford was grinning ear
to ear.”
-Snori Whitebeard
[Game result: a
Massacre by the dwarves,
2397 points to 155. The
dwarves eliminated every
human unit on the board
except Balthasar – and even
shot the Pegasus out from
under him! – losing only two
artillery pieces in the
process. A unit standard and
two board quadrants added to
the gaudy total. And so the
Grumblers advance to the 4th
tier of the challenge board,
where they will have to
defend their position before
getting to challenge the
lone army above them on tier
5.
[Tactical analysis:
Buford’s tag line about
bringing hammers to a gun
fight says it all – the
Empire simply didn’t bring
enough gunnery to compete
with the dwarven firepower
in the expected shooting
match, and his infantry
assault forces were too slow
getting across the board to
change anything. Heck, it’s
hard to imagine any foe
standing up well to the
fusillades I let loose here;
maybe I should try to bring
gunnery like this to every
battle… Initially horrendous
dwarven die-rolling soon
passed, and by the end of
the game things had balanced
out or even turned in my
favor. Smaller issues: The
Steam Tank is potentially an
awesome weapon, but against
concentrated dwarven
artillery the Empire might
do well to leave it at home.
My Flame Cannon worked
nicely against his
regiments, and is a worthy
unit to deploy vs. an
advancing enemy. Once again
the Anvil of Doom proved its
worth – all it takes is one
or two of its better missile
spells to hit to make a
difference in a battle.]
Eighteenth Battle: The
Thunder of Cannons Redux
[Game situation:
6-turn pitched battle. The
Grinding Grumblers, having
just defeated the Royal
Eagles of Altendorf to
advance to the fourth tier
on the challenge board, were
immediately challenged back
by the Eagles. The point
total agreed to was 3000,
500 more than the previous
encounter. To the same army
from last time the Grumblers
added 10 Slayers, a Runelord,
and liberally distributed
Runes to their heroes and
artillery.]
Log Entry:
"Buford Bugman, fearless
dwarven leader, was in a
magnanimous mood after the
first mock battle between
his dwarves and Lord
Altendorf’s men. The
friendly training exercise
had been a glorious romp for
the short & stout ones and
their excellent machinery.
He drank much - perhaps too
much - for he agreed to the
humans’ request for a
rematch the next day.
This time Altendorf’s men
brought the artillery they
should have requisitioned
for the first match - a
mortar and two Hellblasters
complemented the two cannons
and steam tank of before.
They also doubled their
wizardry, bringing no fewer
than 6 mages to the contest.
The dwarves, coming from
farther off, had to make do
with pretty much what they
had brought before. Oh, a
bunch more Runes were added
to our guns, a new Runelord
took over command from Rory,
and a small band of idiotic
Slayers joined the crew, but
it was hardly the
transformation
the human lines got.
From the beginning the
humans had the better of
things. They got the jump on
us, firing and moving first.
They also plunked away more
steadily, without the
quality issues that usually
mar human engineering. Our
boys, unfortunately, must
have been hung over from the
celebrations of the night
before (even worse than
Buford himself, if that was
possible), because they
missed with impressive
regularity. Moreover, the
humans cheated. As
Altendorf’s hammer cavalry
and infantry on the
center-right advanced
forward, receiving fire
strong enough to make men
normally break - and then
facing a Rune of Dismay -
they all refused to pretend
to panic despite the
innumerable opportunities.
This prompted the dwarves to
grumble loudly to the
referees, who, being human,
failed to act.
Thanks to these
misfortunes it seemed the
dwarves would be swept from
the field with ease. The
human gunnery (and to a
lesser extent, wizardry -
the dwarves were fairly
well-defended magically)
racked up a fearsome toll,
taking out dwarven guns on
the hill opposite them one
by one, and also
Hellblasting the, er, heck,
out of the dwarven army on
the left (Gyrocopter,
Miners, Slayers, and the
Warriors under the Runelord).
On the right the hammer
cavalry made it across the
field to charge into the
crossbowmen and rout them
before heading toward a bolt
thrower.
But our boys eventually
shook off some of their
hangover-induced torpor,
because toward the end of
the battle when hardest
pressed they put up a
spirited fight. Our
remaining artillery, though
much reduced, did manage to
take out the last of his
cannons and mortar on the
far hill, but not the
Hellblasters in the woods to
the left, which had pulled
back. On the right Rory and
his Warriors surrounded the
enemy steam tank and, in a
show of both courage and
ingenuity, beat it into
submission with their axes
and hammers. (Two battles,
two busted steam tanks!) And
the last bolt thrower crew
held firm against the
charging hammer cavalry long
enough to let other dwarves
charge into the melee,
killing their wizard leader
and stalemating the rest.
Our Runelord leader survived
the destruction of his
Warrior unit and managed,
with the help of fire from
the
Thunderers, to rout the
human infantry detachments
in the center.
Still, the rally came too
late, and when the referees
called an end to the fight
the dwarves had had the
worst of it. Buford, angry
at the blatant bias of the
referees, stormed away from
the field. The rest of the
dwarves headed for home
unhappy, feeling that
somehow this practice
defeat, despite the drubbing
they dished out the day
before, saddled them with a
net loss."
-Snori Whitebeard
[Game result: a Minor
Victory for the humans.
Unfortunately, despite
starting on the same tier
and splitting a two-match
series, the Grumblers end up
on the lower tier for losing
second. There they must
await a challenge before
trying to reascend.]
[Tactical analysis: A
horrid luck imbalance until
late in the game did in the
dwarves on this one.
Lowlights include my missing
consecutive 2+ bolt thrower
shots and consistently
falling just short of the
damage needed to dispatch
artillery crew or guns.
Meanwhile, John couldn’t
miss(fire) with his
Hellblasters nor on his many
Panic/Dismay tests on any of
his advancing units. He also
rolled a perfect spell
distribution, with Comets
for almost everyone. But, as
usual, luck was only part of
the story. John dramatically
improved his lineup over
last time, with much
deadlier artillery and
magic. I probably should
have brought another
artillery piece or two
myself instead of the
Slayers, but I had the
Slayers on hand and not any
more artillery models - I
was maxed out. He had some
clever deployment techniques
too, as with moving the
Hellblasters through the
woods. I might have
concentrated my shooting
more on the hammer cavalry:
doing just enough damage to
cause a panic test and then
moving on to the next target
is unwise when the enemy
makes all his panic tests. A
wacky, unexpected deployment
might have served me better
than the predictable (but
shooting-efficient) one I
opted for.]
Battle #19: Creepin' Lizards
Battle #19: Creepin’
Lizards
[Game situation: 6-turn
pitched battle. The
Grumblers challenged James
Walsh’s Killer Gecko
Lizardmen to an advancement
match for an opening on the
tier above. We agreed on
1000 points for each army.
The dwarves brought one
regiment of 16 Warriors, 15
elite Ironbreakers, 12
Thunderer handgunners, 1
Cannon, 1 Flame Cannon, and
a Runesmith general.]
Log entry:
“Our Runesmith Viggo was
leading an expeditionary
force in escort of a dwarven
trade mission to the deep
south when scouts reported
Lizardman activity up ahead
of his column. Viggo sent
the caravan to the rear and
deployed his forces around a
small rise in a valley
between two large hills. He
put the cannon and flame
cannon on top of the little
hill, the Thunderers in a
line in front of it, the
Warriors to the left, and he
himself with the
Ironbreakers to the right.
The dwarves didn’t have
long to wait before seeing
suspicious movement at the
other end of the valley. A
largish regiment of Saurus
Warriors appeared in the
distance and began to move
toward the cover of the
woods by the large hill on
our right. Even farther off,
a hunting pack of two
flame-belching Salamanders
and their handlers did the
same. It became clear that
the woods they were heading
toward already held a large
number of Skink skirmishers
with two Skink Priests, all
of whom were maneuvering
forward under cover of the
trees.
Our cannon opened up on
the Saurus Warriors, scoring
a hit, and then hitting them
again on the next shot,
which caused enough
casualties to make them
panic and retreat before
rallying themselves. The
flame cannon and Thunderers,
however, had nothing to
shoot at: the Saurus
Warriors and Salamander pack
were too far away, and all
the Skinks were hidden
behind the trees on the
right. So our cannon kept
blazing away, knocking off
more Saurus Warriors. The
only enemy response was
magical. The Skink Priests
attempted to invoke minor
lightning strikes from the
heavens against our units,
occasionally succeeding and
causing a wound, but mostly
fizzling in the face of our
natural dwarven resistance
and the defensive efforts of
Runesmith Viggo.
Suddenly, a new threat
arose on the left. A large
Saurus hero, who had snuck
up the far side of the hill
on our left, sprinted down
the hill at top speed. Our
Warriors on that side barely
had enough time to face
around and block his path
before being charged. A
furious melee ensued, with
the Saurus leader killing
two dwarves in the first
exchange of blows. But the
weight of the Warriors’
numbers soon pressed down
hard against him, and he
found himself forced to flee
to avoid being surrounded
and crushed. He got away
safely at first, but, now in
the open and vulnerable to
artillery fire, fled to the
hill whence he came.
Unfortunately for him, our
cannon and flame cannon had
a bead on him and let loose
with multiple blasts,
killing him before he could
reach cover.
On the right side the
battle had been surprisingly
static: the Skinks, Priests,
and Salamanders had stayed
hidden in the woods, lobbing
the occasional ineffectual
spell, but otherwise doing
little. We ourselves were
content to wait for a target
to emerge. Finally, as their
Saurus general came under
artillery fire, the lizards
decided they had to do
something, and their
Salamanders and Skink
priests moved into the open
to take their shots. The
Salamanders vomited forth
multiple gouts of flames
into the ranks of our
Ironbreakers, and one of the
priests began firing his
magic bow at them too, but
the inherent toughness (and
gromril armor) of the
dwarven elite prevented
significant casualties. A
few of the Thunderers, now
in range, returned fire,
wounding one of the
Salamanders. The frustrated
lizardmen – now seeing the
artillery swivel back in
their direction after
killing their general –
retreated back to the woods
and melted away.
Viggo was relieved to have
prevailed with so few dwarf
casualties, and happily
reformed his column and left
the area. Clearly, this was
lizardman territory, and in
this encounter the
cold-blooded ones had been
merely bloodied, not truly
defeated, by the dwarves.”
-Snori Whitebeard
[Game result: a Minor
Victory for the dwarves, by
a hair. The Grumblers scored
380 points by killing the
opposing general and half
their Saurus Warriors, vs
200 points scored by the
Geckos, who controlled two
board quadrants. Thus the
Grinding Grumblers advance
to the fourth tier, where
they will need to defend
their position once before
challenging up to the fifth
level.
[Tactical analysis:
Luck was pretty even in this
battle, so it came down to
strategy and unit
capabilities. I may have
crossed James up a little by
deploying way off to the
left instead of on the big
multi-tiered hill to the
right. He had done a very
good job of putting blocking
terrain in front of that
hill, so I chose to put my
guys in the other corner
where they had an open field
of fire. James responded by
keeping most of his forces
safely out of sight in the
woods by the big hill and
taking magical pot shots.
This meant that my deadly
Thunderers and Flame Cannon
had nothing to shoot at for
most of the game — a major
plus for him — but it also
meant that he had no way of
doing significant damage to
me. It almost worked out
well for him anyway, because
by having the last move in
the game (and the dwarves
being so slow) he was able
to move to control two board
quadrants and contest the
one I was holding, for a
200-point edge. The fatal
mistake was the attack of
his general alone on my left
flank. Killing him gave me
all the points I needed to
prevail despite the
territorial control of the
lizardmen. The hero’s attack
probably should have avoided
the deeply ranked dwarf
Warriors, combined with a
general assault, or skipped
altogether.]
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