|
Battle #20:
Leave Magic to the
Elves
[Game situation:
6-turn pitched
battle. The
Grumblers were
challenged by Chris
Walsh’s High Elven
Mighty Mighty
Whizzards. The
players agreed on
2000 points. The
dwarves brought one
regiment of 19
Warriors, 15 elite
Ironbreakers, 12
Crossbowmen, 10
Miners, 1
Gyrocopter, 1
Cannon, 1 Stone
Thrower, 2 Bolt
Throwers, 2
Runesmiths, and 1
Runelord with the
Anvil of Doom.]
Log entry:
“ ‘Curse those
shifty elves!’
yelled Buford Bugman,
fearless leader of
the dwarves of
Robinson’s Rock.
Bugman had reason
for anger. Before
him stood a sheepish
Runelord who had
just reported the
results of a battle
fought against elves
in the mountain
passes not far from
Robinson’s Rock. As
usual, elven
treachery was
suspected.
“Sir,” the
Runelord said, “they
must have sabotaged
our bolt throwers
somehow before the
battle; every time
we shot, the bolts
either missed
completely or
plunged into the
ground without
penetrating the
enemy ranks.”
“Wouldn’t put it
past ‘em, the
pointy-headed
fiends,” said
Buford. “What did
they think they were
doing marching
around our mountains
anyway? Up to no
good, they were!”
said Buford. His
eyes lit up: “Mark
it down in the Book
of Grudges! This
crime will have to
be avenged….”
Two days earlier
the dwarves had
heard that a large
column of high elves
were moving through
a nearby mountain
pass. Buford ordered
that a blocking
force be sent out
immediately. He had
planned on leading
it himself, but the
Council of Elders
dissuaded him,
suggesting that the
dwarves go heavy on
anti-magic, given
that the great elven
wizard Teclis was
supposed to be
accompanying the
army. As it
happened, this
turned out to be a
major error, for the
elves were commanded
not by Teclis, but
his (equally
unsavory) twin
brother Tyrion, the
greatest warrior
among all elvenkind.
This led to a
bizarre turn of
events: has there
ever been a battle
before between our
two peoples where
the dwarves were the
only ones on the
battlefield to wield
magic (through our
mastery of Runes),
and the elves fought
only with swords,
arrows and spears?
Doubtful!
The sneaky elves
also moved very
quickly through the
pass, and our army
barely had time to
deploy itself before
the foe approached,
maneuvering behind a
rocky hill to close
the distance to us.
Still, the battle
started out well
enough. We got off
the first salvos,
magical and
otherwise, and his
bowmen and
Swordmasters
advancing to the
left took serious
casualties from our
crossbowmen, cannon,
and stone thrower.
By the time they
reached halfway
across the field
they had lost more
than half their
strength. Our Miners
then emerged from
their tunnels,
threatening a flank
attack on these
elves if they
continued forward.
Elsewhere things
went less well. On
the far right, our
gyrocopter zipped to
where it could shoot
at one of two enemy
repeating bolt
throwers and not be
charged by the
nearby enemy
spearmen.
Unfortunately, the
pilot’s shooting
skill was merely
average, and he only
killed one of the
two crewmen with his
steam gun; the other
crewman showed
himself a superior
marksman, for he
took one shot with
the bolt thrower and
destroyed the
‘copter!
But, good results
or bad, the action
on the two wings
were mere sideshows:
the real strength of
the enemy was a
large formation of
heavy Silver Helm
cavalry led by
Tyrion and two
lesser elven heroes.
Our Runelord knew
these horsemen had
to be impeded in
their advance, and
succeeded more often
than not in using
his Rune of Water to
muddy their path,
slowing them
substantially.
However, for this
action to matter the
dwarven gunners had
to make the horsemen
pay when they
crested the central
hill, and here the
artillery came up
short. Volleys from
every available gun
and bolt thrower
rang out, but all
except the cannon
missed, and it only
managed to fell two
enemy riders. (Here
the dwarves began to
suspect foul play
with their bolt
throwers: one had a
Master Rune of
Skewering on it,
practically
guaranteeing a hit
for this particular
shot, but the bolt
fell harmlessly
anyway.) Our
Runelord’s Anvil
also failed to slow
them down further or
do any direct damage
to the column,
meaning that they
would soon be upon
us.
Seeing the
situation, our large
unit of regular
dwarven Warriors
took it upon
themselves to save
the day. With just
enough speed to
reach the enemy in
good order, they
executed an
aggressive charge
against Tyrion and
the cavalrymen
immediately around
him. Dwarven axes
felled one of the
riders, but seemed
to bounce off of
Tyrion’s armor,
while his evil sword
cut down four
dwarves in return. A
shiver went through
the dwarven unit as
the murderous intent
and seeming
invincibility of the
legendary enemy
champion became
apparent to all, and
the full weight of
the heavy cavalry
began to press onto
the dwarves. For a
moment they held;
had they been able
to keep up the fight
just a little bit
longer, the
Ironbreakers to
their left would
have been able to
position themselves
to join the fight
and possibly tip the
balance.
But it was not to
be. The Warriors
broke order and ran,
and this set off a
terrible chain of
events. The Warriors
were run down and
slain, leading the
cavalry to crash
into the crew of our
stone thrower not
far behind. These
dwarves put up a
briefly creditable
defense, but they
too broke and ran,
allowing the
heartless horsemen
to charge right into
the flank of the
Ironbreakers, who in
the confusion of
fleeing dwarves and
a fast-moving battle
had been frozen in
place. Hit
unexpectedly in the
side with
overwhelming force,
they took terrible
casualties and soon
broke and ran
themselves — leading
the enemy directly
into the crew of the
cannon. The swath of
destruction
continued, as the
Silver Helms overran
this crew and caught
up to the fleeing
Ironbreakers,
destroying them
completely.
At this point the
dwarves had one last
chance to salvage
the situation. With
the enemy cavalry
briefly in the open
and not in melee
with dwarves, the
Runelord at the
Anvil and our two
bolt throwers had a
chance to get off
some clean attacks.
Once again, however,
the bolt throwers
seemed incapable of
doing any damage,
even with accurate
shots, and a
powerful blast from
a Rune of Fire sent
right into the midst
of the Silver Helms
melted away
harmlessly against
their armor.
Opportunity missed,
the carnage began
anew. Tyrion
single-handedly took
out one bolt thrower
crew, while the rest
of the cavalry
dispatched the
crossbowmen who had
gathered for a last
stand nearby.
(Earlier in the
battle these dwarves
had finished off the
remaining elven
bowmen and
Swordmasters on the
left; this was
little consolation
for them now,
however.) Our last
bolt thrower crew,
on the far right,
was eventually
chased off by the
elven spearmen on
that side of the
field. Of our combat
units, only the
Miners had put
enough distance
between themselves
and the enemy to
escape the fury of
the horsemen.
Good thing the
Runelord also
managed to get away
and bring back with
him the Anvil of
Doom. Those things
are rare and
monstrously
expensive — had the
elves captured it
and the Runelord
survived, he would
have wished he
hadn’t lived once
Buford was done with
him.”
-Snori Whitebeard
[Game result:
a Solid Victory for
the elves, who won
by a margin of 746
points. The only
dwarven units to
survive were the
Miners, who snagged
a board quadrant,
and the Runelord
general with the
Anvil and guards;
elven casualties
included all of
their Swordmasters
and Bowmen, plus a
repeating bolt
thrower. So the
Grumblers fall to
the third tier on
the board, and still
cannot make a
challenge of their
own.
Tactical
analysis: This was a
tremendously
interesting game.
Chris, wishing to do
something
dramatically
different so as not
to lose four
straight against the
dwarves, went all
“fighty” and took no
magic. This bold and
surprising move
meant that the
dwarves had wasted
at least 200 points
(of 2000) on
now-useless magical
defense. Chris
maximized the
benefit by
concentrating his
points on one
super-fast,
super-powerful
cavalry unit and
deploying the
terrain in such a
way that I only had
a brief window of
opportunity to shoot
artillery at it
before it closed on
my lines. This unit
was further boosted
by Tyrion, which
meant it
automatically passed
panic tests, plus
another elf
commander who had
the Sacred Incense,
which meant all
shooting was at -1
to hit. A tough nut
indeed! On the flip
side, the lack of
any elven wizards
meant that the
dwarven Anvil of
Doom now got to work
its own magic almost
unimpeded, with
Chris having a
measly 2 dispel dice
to counter its
powerful spells. In
the end the dwarven
magic, while causing
notable destruction
- and most crucially
cutting in half the
advance of the elven
cavalry 2 of the 3
turns possible by
using the Rune of
Water - could not
quite make up the
difference.
The game was
in doubt for most
its course, making
it very entertaining
to play. The key
moment, we both
agreed, came in my
half of turn 4 when
my 19 dwarven
Warriors and a
Runesmith got off a
charge on his
approaching
mega-cavalry
regiment. Chris and
I discussed this
charge for a while
after the battle. In
the end we decided
that it was probably
the right move to
make, in that if the
Warriors had just
held their ground
for one round (as
they likely should
have), I would have
been able to move
the Ironbreakers and
other units to
either get flank
charges on the
Silver Helms, or at
the very least
prevent the chain
reaction of pursuit
and overrun carnage
that followed. The
alternative would
have been to sit
tight and await
Tyrion and the
elves’ choice of
devastating charges
— but with another
round of shooting at
the Silver Helms
first. Hmmmm. Since
the Silver Helms
were immune to
panic, the shooting
would have had to
kill a great number
of them to make any
difference, and the
previous turn’s
gunnery had produced
only 2 dead
horsemen. But who
knows what would
have happened.
Luck was not
a dominating factor
in this game, though
it seemed to favor
the elves a bit
overall. Chris did
lose the first
important roll of
the game (to see who
goes first), but
after that more of
the big rolls went
his way. For
example, the dwarves
failed every break
test they took,
including the
crucial one
following the
dwarven Warrior
charge on the
cavalry (they need
to roll a 7 or
less). Dwarven
shooting also often
fell short,
particularly when
aiming at the Silver
Helms, or when
trying to roll
wounds with the bolt
throwers (as opposed
to the elven bolt
thrower’s
destruction of the
gyrocopter in his
first shot at it.)
However, much of the
bad dwarven shooting
luck came on turn 6,
when the battle was
mostly lost already:
average results then
would probably have
only narrowed the
margin of dwarven
defeat from solid to
marginal. And at
least the dwarven
stone thrower kept
its magnetic lock on
the Swordmasters,
causing massive
damage to them just
like in past games!
If only it could
have done the same
with the Silver
Helms...]
(Editor's
Note: That was a
splendid game! I was
very nervous at
first, as Eric
gleefully
slaughtered my
archers and
Swordsmasters.
Viewed from above,
the Swordsmasters
formation spells out
"Rocks hit right
here!" :-)
Fortunately, Tyrion
managed to turn the
game around.
Regarding Eric's
charge in the
pivotal 4th turn:
First, it was a
colossal mistake for
me to have left
myself in charge
range! In my
defense, that darn
Rune of Water cuts
movement, and thus
also halves charge
range. I had to cut
it close to make
sure I could catch
anything - and I cut
it about a 1/4" too
close. Given the
opportunity to make
the charge, Eric
absolutely did the
right thing. Gaining
one more round of
shooting was very
likely to be
ineffectual. Eric's
shooting would have
had to kill 5
horsemen to knock
off a rank, and
would have had to
kill 9 horsemen to
knock off a musician
or champion. Tough
to do in one turn
against 1+ and 2+
saves, and nothing
else would have
helped his combat
resolution, as
Tyrion and the other
Elf Commanders were
causing the wounds.
Even worse, if he
lets me take my
choice of charges,
Tyrion would have
charged war machines
separately, with an
eye to getting into
one on one with the
Anvil, while the
rest of the Silver
Helms ground their
way through the rest
of his army. To my
mind, Eric took the
much better chance
that his dwarf
warriors hold for at
least a turn, thus
pinning Tyrion and
the unit both.
Eric's decision was
sound, but the dice
just didn't roll his
way on that first
50/50 break test. If
Eric had made that
roll, it's quite
possible his
Ironbreakers would
have gotten into the
fight on the Silver
Helms flanks, and
we'd be talking
about a Dwarven
victory. =Chris)
Battle #21:
A Fat Toad Comes
a'Knocking
[Game situation:
6-turn pitched
battle. The
Grumblers fought an
advancement match
with James Walsh’s
Killer Geckos
Lizardman army to
see who got to
occupy a new opening
on the 4th tier – 2
from the top! The
players agreed on
2000 points. The
dwarves brought one
regiment of 19
Warriors, 19 elite
Hammerers, two units
of 12 Thunderers, 10
Miners, 10 Slayers,
1 Cannon, 1 Stone
Thrower, 1 Organ
Gun, 2 Runesmiths,
and 1 warrior Lord.]
Log entry:
“We knew that our
trading mission’s
encounter with the
Lizardmen in the
southlands (see
Battle #19: Creepin’
Lizards) would
lead to further
trouble, but were
surprised at how
quickly it came.
Barely weeks
after the return of
that mission, word
reached Robinson’s
Rock of a Lizardman
force approaching
our mountain
fastness. Rumor had
it that giant
dinosaurs made up
part of the invading
force. Our fearless
leader Buford Bugman
immediately
outfitted a dwarven
army suitable to
meet the challenge
and marched out of
the hold to lead it
personally, trusty
beer mug in hand.
Taking up a
defensive position
around a tall hill
overlooking the
approaches, the
dwarves watched the
enemy sneaking up in
two groups: on the
right moving through
the woods was a mass
of Skink
skirmishers, some
with blowguns and
others with
javelins, led by a
Skink priest. On the
left, two
fire-breathing
Salamanders and
their herders lurked
in the cover of a
small hill while a
regiment of Saurus
Warriors approached
through a pass. In
addition, hovering
lazily behind them
was what appeared to
be an enormous
bloated toad. Our
Runesmiths knew
better: this was a
dreaded Slann
Mage-Priest, and one
of the oldest and
most powerful ones
by the look of him.
But all Buford
could think about
were dinosaurs. “Our
scouts said there’d
be great big
lumbering attack
lizards!” he
shouted. “Where are
they? I built this
force to face
dinosaurs, not
floating
toad-wizards!” And
it was true: Buford
had brought along an
organ gun (which
could rip apart
charging monsters
but has too limited
a range to target
distant wizards) and
a band of Slayers,
those somewhat
screwy dwarves who
reveled in risking
life and limb to
hack away at
giant-sized enemies,
but whose limited
numbers and absence
of armor made them
less effective
against other kinds
of foes. “Our scouts
have failed us
again. I’m going to
have to stop
listening to the
fools,” he said.
Buford had put
all the artillery on
the central hill and
deployed Thunderer
handgunners and
dwarf Warriors to
the right and more
Thunderers, the
Slayers, and himself
with his Hammerer
bodyguards on the
left. Miners waited
in nearby tunnels.
Shooting by our
artillery did little
at first but began
to cause damage as
the enemy closed and
our two units of
Thunderers got in on
the act. A stone
from our stone
thrower caused a
panic among one of
the Skink
skirmishing units on
the right, causing
it to flee from the
field. On the left
the Saurus Warriors
and Salamanders
began to take heavy
casualties from
cannon and handgun
fire. The
fire-breathers
eventually broke and
fled. The Saurus
Warriors, however,
showed great courage
in not only taking
the punishment, but,
depleted, charging
straight into our
Hammerers. Buford
engaged their
general (a decorated
Saurus Scar-Veteran)
in a duel. Though
Buford took a little
time getting going –
he was too worried
about spilling his
beer – a nasty sword
wound across his
(ample) belly woke
him up, and he soon
got into the swing
of things and
managed to beat the
lizard down. The
Hammerers finished
off the rest of the
unit.
All the while the
ancient Slann
Mage-Priest was
pouring down upon us
a bevy of the most
devastating magic
imaginable,
including a spell
powerful enough to
level whole towns!
Fortunately, we
dwarves resist magic
naturally, and our
Runesmiths were
working hard
reciting many a Rune
of Spellbreaking to
keep our forces safe
from what could have
been magical
ruination. For the
most part, the
smiths succeeded.
Little harm came to
the dwarves from
spells.
Indeed, the only
dwarf unit to be
entirely lost during
the battle was our
stone thrower, which
self-destructed upon
misfiring. On the
right, our Miners
made a sudden
appearance right
behind the remaining
unit of skirmishers
and the Skink
priest. The slippery
lizards managed to
run away from
Miners, but in doing
so exposed
themselves to fire
from our cannon and
Thunderers: a
cannonball took out
the priest, and
multiple gun shots
sent the last Skink
mass fleeing right
off the field.
In the end, only
the Slann Mage
Priest remained,
floating
belligerently around
on his little
platform. Seeing
that he was alone
against virtually
the entire dwarf
army, he shook his
horny little fist
and sped away. We
won’t miss him.”
-Snori Whitebeard
[Game result:
a win for the
dwarves in a
Massacre, roughly
1200 points in
lizard kills and
board quadrants
controlled to 110
points of dead
dwarves. The
Grumblers therefore
advance to the 4th
tier where, barring
another chance
opening in the level
above, they must
await challenge from
below to defend
their new position.
Tactical
analysis:
Last-minute problems
making 2000 points
led James to cross
himself (and me!) up
in terms of what he
brought. I expected
a big dinosaur and
instead got a
1200-point (!) uber-wizard
in the Slann
Mage-Priest special
character.
Fortunately I had
brought just enough
magical defense to
get by (two
Runesmiths, for 6
dispel dice, plus
four crucial Runes
of Spellbreaking).
James hit his
city-destroyer spell
5 times in 6 tries,
but I Runed it four
times and the other
time the spell
fizzled on its own
as it was about to
hit ground – lucky
for me! Given the
huge expense of the
floating toad, James
did not have enough
other troops to make
headway against all
my gunners and
infantrymen. Without
enough magical
support for his
fighters, the battle
went my way quickly.
Side note: I brought
an organ gun for the
first time, but
didn’t fire it once
– James stayed out
of its range the
whole game.]
Battle #22:
Avenging an Ancient
Grudge
[Game situation:
6-turn pitched
battle. Alex
Knutrud’s Followers
of Eternal Night
challenged the
Grumblers to a
2500-point match.
The dwarves brought
two regiments of
Warriors (one with
22 and one with 12),
18 elite Hammerers,
16 Miners, 12
Crossbowmen, 12
Thunderers, 10
Slayers, a cannon, 2
bolt throwers,
Malakai Makaisson’s
Goblin Hewer, 2
Runesmiths, and –
making his first
appearance with the
Grumblers – Alrik
Ranulfsson, a
powerful (and
expensive) special
character, as army
general.]
Log entry:
“The arrival of
emissaries from King
Alrik Ranulfsson of
the Karak-Hirn dwarf
hold caused quite a
stir at Robinson’s
Rock. It seems that
the great leader, a
famous settler of
ancestral grudges
against our people’s
enemies, was leading
an expedition of
vengeance against
the Lahmian vampire
counts who,
centuries ago, stole
away from the
dwarves the mining
stronghold of Silver
Pinnacle. Alrik
meant to retake it.
Passing near our
mountain fastness,
he sent the
emissaries to
request our
assistance. It
seemed to all of us
to be a dangerous –
perhaps even a
foolhardy – mission,
but with Alrik at
the head, not a few
thought it might
have a chance of
succeeding. Our lord
Buford assembled
some volunteers and
sent a unit of
Thunderers and a
cannon as well. He
figured Alrik could
use the firepower,
since Alrik was
known to prefer the
“old ways” and
scorned in his own
hold “newfangled”
weaponry like black
powder guns.
Our boys quickly
met up with the
expedition, and
within days we were
all marching out to
the remote area of
the World’s Edge
Mountains where
Silver Pinnacle
lies. As we drew
near, a delegation
from the vampires
led by the most
exquisite female I
have ever seen met
with Alrik. The
beautiful women (or
was she an undead
temptress?) politely
requested that we
withdraw before
blood was spilled.
Alrik, momentarily
stunned by the
charming creature
before him, started
to murmur his assent
before he shook his
head and recovered
his wits. Then out
of his mouth poured
a string of dwarven
curses and vows (and
much spittle), and
the eyes of the
she-fiend flashed
angrily before her
delegation turned
and departed. We
knew battle would
soon be joined.
The vampires came
at us two days later
as we ascended the
final mountain pass
leading to Silver
Pinnacle. Alrik had
no time to deploy
his artillery on
high ground —
indeed, the only
unit to get to any
elevation, a group
of crossbowmen, was
immediately hit with
an overwhelming
blast of dark
magical energy,
killing all but one
of them! With this
unfortunate opening
the battle
commenced. The
dwarves arranged
themselves in a
rough semi-circle
protecting the
artillery and
waiting for the
onslaught. On the
left came a regiment
of Black Knight
cavalry followed by
a screaming banshee.
On the right two
more banshees
preceded three large
skeleton masses and
two units of dire
wolves, all led by
vampiric — and other
— wizards of amazing
power. Behind them
all on a great
height stood an
undead liche priest
with a Casket of
Souls howling out a
terrible melody
meant not just to
frighten, but, like
the screech of a
banshee, to drive
the living to
insanity and death.
After the initial
magical onslaught
the dwarves, with
the help of their
Runesmiths, did a
much better job of
shrugging off the
enchantments. Next,
our gunners,
especially the
goblin hewer, began
to take a heavy toll
of the slowly
advancing enemy
army, and all dug in
their heels for a
long fight. On the
left the largest
unit of dwarf
infantry stood ready
to face down the
charging Black
Knight cavalry. They
had mostly mastered
their rising fear
when at the last
moment the Knights
revealed a magical
banner of great
power that pierced
the dwarves’ hearts
like an icy arrow. A
rout ensued, and the
evil skeletal
cavalry wiped out
the hapless warriors
and the Runesmith
who had led them. On
the right, two
banshees floated up
to Alrik’s veteran
Hammerers and let
out their screams of
death – to no
effect! These
dwarves, between
their own natural
courage, Alrik’s
leadership, and the
Runic banner they
carried with them,
were completely
immune to the shrill
wails of the foul
creatures. Alrik
then led his
soldiers in a charge
of one of the
banshees, caught
her, and slew her.
Overrunning that
position at top
speed, Alrik and the
Hammerers tried to
attack a pack of
dire wolves, but
couldn’t quite reach
them. (Alrik, who is
carried into battle
on a great shield
borne by two
immensely strong
bodyguards, made
quite a sight as,
shouting at the top
of his lungs, he
urged his dwarves to
charge faster, his
poor bearers huffing
and puffing
red-faced beneath
him. But stubby
dwarven legs can
only go so fast….)
Failing to catch the
wolves meant that
the Hammerers were
now out of position,
and it looked like
things might go ill
for the remaining
dwarves on the right
without their
protection.
Hence the battle
looked like it might
turn out badly. But
events began to turn
to the dwarves’
favor. Before
fighting began,
Alrik had cleverly
set his Miners on
the task of finding
an underground path
to the hill where
the enemy had
positioned the
frightful Casket of
Souls. Suddenly
emerging from their
tunnels, the Miners
rushed forward to
destroy the relic of
ancient evil. The
liche priest and his
guards faced around
to them and tried to
drive them off with
both terrifying
visions and deadly
swords, but the
dwarves relentlessly
pressed on and
managed to drive
their great picks
through the priest
and his guards. The
danger from the
Casket was now
averted.
On the
battlefield below
them the fight still
raged. On the left
the Black Knights,
somewhat whittled
down from gunfire,
together with their
accompanying banshee
threatened to
destroy all the
artillery set up on
that side, and
indeed had already
driven into flight
one bolt-thrower
crew. But our
Thunderers from
Robinson’s Rock
gathered themselves
and, putting away
their handguns,
charged the Knights’
flank, killing them
all with axes and
hammers. Meanwhile,
the nearby cannon
blasted the lone
banshee into
ethereal smithereens
with Rune-treated
grapeshot. On the
right, a small unit
of crazed Slayers
charged into a pack
of dire wolves,
overran them, and
smashed into the
nearest regiment of
skeleton warriors.
That fight lasted
for some time, and
the Slayers fought
with extraordinary
skill, eventually
killing all the
skeletons (who had
been winnowed down,
it’s true, by the
goblin hewer) before
being slain
themselves by the
powerful Lahmian
vampire countess who
was generalling the
enemy forces that
day. She and the
other wizards let
loose a final
torrent of evil
magics, wounding and
slaying many a dwarf
in units all across
our army, but
dwarven discipline
asserted itself and
the army stood firm.
Now faced by
repositioned
Hammerers, a
supporting unit of
Warriors, and two
artillery pieces
that kept firing
away and killing
skeletons, the
Lahmian countess
decided to cut her
losses and called an
end to the fight,
retreating with what
was left of her
forces to the
heights of Silver
Pinnacle.
The victory had
been a glorious one
for Alrik and the
dwarves, but the
cost had been high.
Most of our regular
warriors and
crossbowmen lay dead
on the field, and
only two of four
artillery units
still functioned at
full capacity; a
Runesmith had
perished as well.
Alrik knew that an
assault on Silver
Pinnacle itself
would now be
impossible. So he
untied and opened up
Karak-Hirn’s Book of
Grudges and added,
with a satisfied
smile on his face, a
new entry of one
more ancient grudge
avenged. But,
putting the book
away, his smile
turned to a grimace
when he gazed up at
the still-unrecovered
Silver Pinnacle. He
shook his gnarly
fist at the heights,
turned around, and
shouted at his
dwarves to make
ready to leave. We
all faced a long
march home.”
-Snori Whitebeard
[Game result:
a win for the
dwarves in a Solid
Victory, roughly
1600 points in
vampire kills and
two board quadrants
controlled to almost
900 points of dead
dwarves & one
quadrant. The
Grumblers have now
defended their spot
on the 4th tier and
gained a challenge
token, which they
can use to challenge
up to the 5th tier.
Tactical
analysis: This was a
well-fought and
exciting battle,
with many shifts of
fortune back and
forth. Alex did a
fine job of terrain
placement,
preventing the
dwarves from having
any good hills on
which to deploy
their shooters. I
tried to set up in
such a way as to
keep Alex guessing
about where my main
force was going to
be, and it seems to
have worked to some
extent: most of his
units had a very
long march to get to
my lines, and two
units of skeletons
never quite made it.
On the other hand,
Alex sought to avoid
my mass of elite
Hammerers throughout
the battle, and with
the exception of a
single lost banshee,
succeeded in this.
With only a few
major close combats
fought, the battle
came down to my
shooting (and
Miners) vs. Alex’s
magic. Fortunately
for me, the Miners
passed all their
Fear/Terror tests
(at Ld 9) and
succeeded in taking
out the Casket of
Souls, which made
the task of magical
defense more
manageable – it had
looked touch and go
there for a while,
especially after
Alex killed one of
my two Runesmiths
with a Rune of
Spellbreaking still
to cast.
My shooting
luck was decent
overall, especially
when it most
counted, enabling me
to kill two banshees
with artillery
shots. Alex’s spell
die rolling started
and ended the game
with incredible good
luck, causing much
carnage, but his
power dice went cold
for him during the
middle portions of
the battle, when his
outnumbered forces
really could have
used some
assistance. On the
whole, averaging out
the wild swings,
luck seems to have
come out pretty
evenly, though I
felt fortunate in
blowing very few
rolls that I really
needed.
Neither Alex
nor I seemed anxious
to get our two
generals in close
combat with each
other. It would have
been a glorious
fight, Alrik with
all his Runes and
attacks vs. the
Countess with her
killer 100-point
magical sword. If
she got to strike
first, which would
have been a near
certainty, she might
have killed Alrik
with one blow! But
if he got his whacks
in, including his
Runic axe that would
have shattered the
Countess’ sword, he
probably would have
ground her down
before too long. The
risks were huge for
both of us: the
Countess was not
cheap and her death
would have crumbled
Alex’s army, while
Alrik cost me a big
fat 425 points and
was also my
general.]
Battle #23:
Fighting for our
Lives Against the
Dead
[Game situation:
6-turn pitched
battle. The
Grumblers challenged
Lenny DeMauro’s Cult
of Nod vampire count
army to try to take
their spot on the
5th tier. The two
sides agreed to
fight at 2000
points. The dwarves
brought one regiment
of 19 Warriors, 18
elite Hammerers, 16
Miners, 12
Thunderers, 10
Slayers, a cannon, 2
bolt throwers,
Malakai Makaisson’s
goblin hewer, 2
Runesmiths, and a
Lord to serve as
general.]
Log entry:
“Three weeks after
our volunteers left
Robinson’s Rock to
join Alrik
Ranulfsson’s attack
on the vampires of
distant Silver
Pinnacle
[see previous battle
report], Buford
Bugman began to
worry. Three weeks,
and not a word from
them for good or
ill. It’s not that
Buford mistrusted
Alrik or the
mission; no, he
figured our boys
were safe enough as
long as they were
with Alrik’s army.
Rather, he worried
that the relatively
small force might
encounter trouble on
the long journey
back to Robinson’s
Rock after leaving
Alrik. How could our
soldiers — just a
few Thunderer
handgunners and a
cannon and crew —
ever make it back
through so much
hostile territory
alone? Eventually
Buford decided he
had to act, and
assembled a relief
force to march out
and meet them.
We set out in
fairly strong
numbers two days
later and had been
gone less than a
week when, to the
great joy of our
fearless leader and
us all, we met the
volunteers coming
back along the road,
safe and sound. They
told us of the great
battle beneath
Silver Pinnacle, and
of the glorious (but
costly) dwarven
victory, and the
prudent decision of
Alrik not to attempt
a siege with the
forces he had left.
Since parting with
Alrik they had
traveled homewards
as fast as possible,
believing that
enemies followed and
might soon catch
them. Buford decided
that it would be
better to turn and
face the pursuers in
orderly fashion
rather than be
caught strung out
along on the road,
and so deployed the
dwarves then and
there as best he
could: on a small
hill to the right
overlooking the road
he placed the
Thunderers and
Malakai’s goblin
hewer, with Miners
lurking in tunnels
below; the main
force he set to
their left just off
the road itself,
with the Hammerers,
Warriors and Slayers
guarding the cannon
and two bolt
throwers.
The dwarves didn’t
have long to wait.
At dusk the
loathsome undead
appeared, creaking
and lurching their
way down the path,
moaning as they
came. Leading the
way were a pack of
rotting dire wolves
and a regiment of
Black Knights.
Following behind
were two skeleton
units, a group of
ghoul skirmishers, a
Black Coach chariot,
and two necromancers
– one of them a
vampire riding a
monstrous winged
Nightmare. Finally,
striding forward
from a terraced rock
to our left – they
must have snuck
around behind it
ahead of time – was
a group of five
mercenary
“leadbelchers” (big
fat ogres carrying a
small cannon each).
Buford ordered the
artillery and
Thunderers to
concentrate their
fire on the ogres
and wolves as the
most immediately
dangerous foes. The
darkening skies must
have interfered with
our crews’ aim,
however, since after
much firing only two
ogres and a few
wolves were slain.
Buford and the
Hammerers then
bravely advanced
forward to take the
charge of the
onrushing Black
Knights. The undead
cavalry crashed into
the Hammerers’ ranks
with great force,
killing several with
their cruel lances.
However, the dwarves
held firm, and
Buford, in a duel
with the vampire
thrall who led the
knights, killed his
foe with two great
swings of his axe. A
shout of triumph
went up from the
Hammerers, and they
pressed forward
against the skeletal
cavalry, using the
weight of their
ranks and numbers as
much as their
hammers to crush the
enemy. Before long
there was nothing
left of the knights
but splintered bones
crunching beneath
dwarven boots.
This initial
victory greatly
heartened our army.
But soon we had less
to cheer about. The
ogres on the left,
despite having to
deal with both our
artillery fire and
their own misfiring
weapons, still
managed to shoot
well enough to kill
a few dwarves,
reload, and get
ready to fire again.
Our Slayers, who
might have
challenged them,
followed Buford’s
instructions to take
down the enemy dire
wolves. This they
did, charging and
slaying the
slavering undead
animals, though this
left them unable to
confront the ogres.
On the right, our
hill position (with
the Thunderers and
Malakai’s goblin
hewer) suddenly came
under assault from a
magically created
mass of zombies and
the enemy vampire
general flying in on
his Nightmare. The
vampire swooped down
on the goblin hewer,
and, after a fierce
extended fight,
wiped out its crew
and incapacitated
Malakai with a
grievous wound. Our
Miners emerged from
their tunnels just
in time to face off
against the zombies;
they beat back the
undead charge and
slew every last one
of them. But when
faced with the
terror of the
vampire general’s
monstrous mount, the
Miners hastily fled
back to their
tunnels. (Buford
almost dropped his
mug of beer when he
witnessed this
shocking failure of
discipline!)
The battle was
now fully joined,
and its outcome
remained uncertain.
The dwarves scored a
significant victory
when a shot from
their cannon
shattered the
enemy’s approaching
Black Coach chariot.
But our good cheer
evaporated when the
ogres wiped out the
cannon crew with
their own guns. A
bolt thrower managed
to kill one of the
two mercenary
fiends, but was then
charged and
destroyed by the
last one. Our other
bolt thrower — and
the last of our
artillery — was soon
silenced by a wraith
that crept up on it
though a copse of
woods and attacked
it all of a sudden.
Yet our main
infantry force still
stood solid at the
front lines, facing
down two skeleton
units opposing them
and driving off a
band of ghoul
skirmishers who came
too close.
The battle might
have ended in a
rough stalemate,
with the dwarves
holding their ground
against their
attackers, had the
enemy general not
pushed his luck too
far. Setting his
sights on the
Thunderers on the
hill, he prepared to
charge them and
their Runesmith
leader. The dwarves
gave up the chance
to fire their
handguns, reformed
their ranks, and
prepared to meet the
flying horror and
its rider in battle.
When the vampire
came, he came right
at our Runesmith,
who bravely stepped
forward to fight. In
the initial exchange
of blows, the
smith’s inherent
toughness — and
heavy gromril armor!
— kept him safe,
while he managed to
cut a deep gash in
the Nightmare
monster. In fact,
the vampire general
never wounded him
with all the blows
he delivered.
Meanwhile, the rest
of the Thunderers
were pressing in on
the duel and using
their numbers to
shoot, club and drag
down both the
vampire and his
mount. Just before
the dwarves could
finish the job,
however, the
Nightmare beast
lashed out at the
valiant Runesmith
with a claw, tearing
out his throat. The
Thunderers then slew
the vampire and his
mount, mindful of
the sacrifice of
their unit
commander.
With the
destruction of the
chief necromancer,
whose evil magic
animated the whole
undead army, the
enemy host began to
disintegrate. As the
dwarves watched,
zombies and
skeletons crumbled
to dust before them,
and the rest of
their adversaries
fled the field
shrieking. Buford
watched them go, and
took a deep draught
from his ever-full
mug of beer. Wiping
his beard, he looked
around at the
stalwart dwarves
around him and said:
‘All’s well that
ends well, boys.
Let’s go home.’
And so we did.”
-Snori Whitebeard
[Game result:
a win for the
dwarves in a Solid
Victory, roughly
1700 points to 752.
The dwarves captured
a standard and
killed the opposing
general, plus got
further points for
slaying the
general’s monster, a
unit of Black
Knights, a unit of
dire wolves, two
units of zombies,
and a few skeletons
and mercenary ogres
here and there. The
vampires destroyed
all the dwarf
artillery, the
Miners, and one
Runesmith. With this
victory the Grinding
Grumblers advance to
the 5th tier – one
shy of the tip top!
– to await challenge
from below.
Tactical
analysis:
This was a close,
fun match — if, very
late in the game, I
hadn’t killed his
hugely expensive
general and caused
all the crumbling,
the battle would
have been a toss-up.
Lenny deployed the
terrain in such a
way that denied me a
clear field of fire
from any hill; I
countered by setting
up so that the bulk
of his army had to
come a very long way
to reach me through
a fairly narrow
gully. My Hammerers,
led by Buford and
bolstered with a
Rune of Courage,
were almost
unbeatable and
nicely clogged up
the middle of the
field. His ogres and
his general, both
coming in at the
flanks, inflicted
most of the damage
for the vampires.
At times Lenny and I
seemed to be
competing to see who
could roll more
pathetically (and
complain more
bitterly). My
artillery luck was
atrocious, with bolt
throwers and goblin
hewer causing very
little damage.
Meanwhile, his
leadbelchers
misfired on two of
their first three
shots, and his
vampire general had
a hard time hitting
anything at any
time. But on the
whole luck (or the
lack of it!) did not
seem to favor one
side or the other
too drastically.
I continue to
maintain that the
dwarves match up
well against undead
armies. The dwarves’
uniformly high
leadership and
ability to take
magical artillery
and banners means
that the things that
devastate other
armies — frequent
fear & terror tests,
banshee howls, and
ethereal beasties —
are not much of a
challenge for the
dwarves. As long as
we take care to
avoid getting in
hand-to-hand combat
with outnumbering
formations of
skeletons or other
undead, we should
have an edge going
in. In this battle,
Lenny did a very
good job of nibbling
at my flanks,
killing artillery
pieces and
occasional others
here and there, but
never had much of a
chance at wresting
control of the
central battle line
from my big infantry
formations. Indeed,
he probably should
not have attempted
to charge my
Hammerers with his
Black Knights all
alone, but waited to
bring up his other
forces first.
Lenny’s late-game
charge on my
ranked-up Thunderers
with his vampire
general was risky,
and ultimately
backfired, but under
the circumstances
(behind on points by
a few hundred and
needing something
special) he probably
had to do it. If he
had been luckier, he
might have won that
fight and thrown the
game into doubt. As
for me, ignoring the
ogres after their
initial mishaps was
costly. Either the
Slayers or the
Miners should have
been directed
against them.]
Battle #24:
Q: Who's Tougher,
Ogres or Cannons?
A: Heavy Cavalry
[Game situation:
6-turn pitched
battle. The
Grumblers were
challenged by Jon
Walsh’s Royal Eagles
Empire army trying
to take the dwarves’
spot on the 5th
tier. The two sides
agreed to fight at
2000 points. The
dwarves brought one
regiment of 18
Warriors, 12 Miners,
two units of
Thunderers (one of
15 and one of 10),
12 Crossbowmen, 4
Ogre Irongut dogs of
war, 2 cannons, 2
bolt throwers, 1
stone thrower, 1
Runesmith, a Thane
to serve as a Battle
Standard Bearer and
another Thane to
serve as general.
The Battle Standard
had a Rune of Kadrin
on it to allow the
Thunderers it was
deployed with to
reroll 1s when
trying to hit with
either their
handguns or in close
combat.]
Log entry:
“Dwarven hero Rory
the Black was sure
he had done right.
Returning home
with a trade caravan
bringing goods from
afar, Rory’s escort
force encountered a
fearsome looking
band of ogres
lurking in some
hills not too far
from Robinson’s
Rock. Rather than
simply attack the
nasty brutes, he
decided to negotiate
with them. It turns
out they needed
money, and wanted to
hire on with the
dwarves. Some of our
number grumbled that
dwarves had no
business comingling
with ogres (except
when killing them),
but Rory thought
getting their help
would be a great
coup for our hold.
When the force
returned, Buford,
our fearless leader,
agreed with him,
thinking it better
to lose the lives of
mercenary ogres than
dwarves in battle.
But he was cautious
too. “Let’s see how
they fight first,”
he declared, and
contacted his friend
Lord Altendorf to
set up a practice
battle.
On the appointed
day Rory deployed
his plentiful
artillery and
Thunderers on a
large hill, with
Warriors guarding
the approach to the
left and Crossbowmen
to the right. Dead
center stood the
ogres, a smelly mass
of aggression
waiting to knock
over some humans.
Arrayed on the other
side of the field
was the “enemy,”
also with much
artillery on a
central hill, but
with hammer-bearing
cavalry to the left
and, to the right,
two lines of
handgunners, a long
line of heavily
barded cavalry, and
a band of
skirmishing bowmen.
Here and there human
wizards cowered
among the men,
looking to rain down
magical damage from
a distance.
The battle opened
with salvos from the
dwarven side first,
which damaged but
did not destroy one
of the human
cannons; we also
landed a big (fake)
rock from a stone
thrower right on the
head of one of the
human wizards. He
was knocked out cold
for the duration.
The humans now burst
into activity,
returning fire with
their guns, casting
all manner of
magical spells from
their wizards, and
advancing across the
field with everyone
else. Their great
cannons sent balls
crashing into our
stone thrower and
one of our cannons,
shattering them
both. This hurt our
cause, but at least
the enemy magic
largely fizzled
against the inherent
dwarven resistance
and the defensive
preparations of our
Runesmith. The
dwarves countered
the enemy moves
across the field by
unleashing the ogres
in the middle,
letting them charge
into the overeager
human cavalry coming
in from the right.
The ogres’ crashed
into the horsemen,
but had difficulty
hitting the knights
– they did knock one
off his horse, but
the rest kept up
their attack
unfazed. More
meleeing ensued, and
the ogres were being
forced back by the
weight and numbers
of the armored
beasts and men, and
soon lost the
stomach (if that can
be said of any ogre)
for the fight. Off
they ran, pursued
and run down by the
cavalry. Rory,
watching from the
hill, groaned.
The dwarves,
meanwhile, had been
blasting away with
all their shooters
and had considerably
more success than
the ogres. The crew
of the enemy’s
Helblaster was
chased off, and by
the time they
returned to their
gun it had been
destroyed by a shot
from a dwarven bolt
thrower. The human
skirmishers on the
far right and
hammer-bearing
cavalry on the far
left fled under
heavy fire, never to
return. Furthermore,
the dwarf Miners had
made their
appearance on the
humans’ own hill
(coming up from
tunnels beneath) and
chased off the crew
of a great cannon,
despite having to
endure tremendous
fire from human
mortars and the
cannon’s grapeshot.
But the two lines of
human handgunners
had now advanced
into range of the
dwarf hill and had
decimated the larger
of the Thunderer
detachments. In
fact, Rory and the
Battle Standard
Bearer had to
abandon the one unit
of Thunderers for
the other. On the
right, the enemy
heavy cavalry had
weathered much
missile fire and
routed the dwarven
crossbowmen, pursing
them right into the
crewmen of an
artillery unit
behind them.
At this point
Rory made a fateful
choice. Should he
stay away from the
enemy cavalry and
let them continue
their rampage
unchallenged? The
fact was that the
battle was
proceeding fairly
well for the dwarves
everywhere else on
the field, and it
looked like they
could win the day by
simply ignoring the
horsemen and just
trading fire with
the other humans.
But Rory was a good
and honorable dwarf:
it would be far
better, he deemed,
to lead his doughty
Thunderers in a
flank charge on the
human cavalry,
dispersing them
before they caused
more harm and
thereby winning the
field in a rout.
Besides, he had a
Runic battle
standard to rally
his fighters with –
they’d never desert
it.
And so he led his
dwarves in a charge
into the flank of
the cavalry. It was
the braver move and
also sound strategy,
and should have won
the battle for the
dwarves. But it
failed miserably.
The dwarves, even
Rory himself with
his great axe,
couldn’t seem to
penetrate the heavy
armor of the human
knights. Even worse,
the humans
unexpectedly wounded
the dwarves in
striking back,
causing them to
hesitate. At this
crucial juncture the
Runic banner did no
good whatsoever. It
seems that the dwarf
holding it aloft was
too short – no one
could see the
standard! – and so
the Thunderers fled
ignominiously, not
only getting run
down themselves by
the horsemen but
leading them right
into the rear ranks
of the dwarf
warriors on the
other side of the
field! What was
intended to be the
coup de grace that
finished off the
enemy, instead
finished off the
dwarves. When the
battle ended the
referees judged it a
total victory for
the humans, and no
one argued.
Least of all
Rory. Red-faced with
fury, he didn’t know
whether to be
angrier with the
sad-sack ogre
mercenaries or his
own Thunderers. The
sound of his tirades
filled the darkening
sky, amusing the
victorious humans,
plaguing the dwarves
on the receiving
end.”
-Snori Whitebeard
[Game result:
a win for the human
Empire in a
Massacre, by a 1206
point margin (thanks
not only to greater
dwarven casualties
but to two captured
standards, a board
quadrant, and a
slain dwarven
general). With this
loss the Grinding
Grumblers fall back
to the 4th tier and
will have to await
challenge from
below.]
[Tactical
analysis:
Another human-dwarf
artillery duel, and
a very close one
most of the way,
this match turned in
unexpected ways.
Both sides brought
heavily shooty
armies, of course,
but Jon also went
heavily magical and
the dwarves had
planned only
moderate magical
defenses. But as
luck would have it,
I rolled well with
my dispel dice, and
Jon miscast more
often than he got
Irresistible Force.
As a result, the
three Runes of
Spellbreaking the
dwarves brought were
just enough to block
all the Comet of
Cassandora spells
Jon managed to
successfully cast,
and the dwarves got
away with very
little damage from
enemy magic.
The strategies of
the two sides were
sensible,
predictable, and
generally well
executed: the
dwarves shot at
everything and
played defense but
for the Miners going
for the enemy guns,
while the humans
shot at everything
(with guns and
magic) while
attacking the
dwarven flanks with
cavalry and moving
their handgunners
and helblaster into
range in the middle.
I should have
deployed the
crossbowmen where
the smaller unit of
Thunderers ended up.
Jon inadvertently
advanced his cavalry
into the charge
range of the ogres.
But otherwise the
plans and tactics of
each side were OK.
The shooting duel
was fairly even. Jon
rolled well with his
mortars and
handgunners and
caused major
casualties among the
Miners and
Thunderers. He also
destroyed two of my
guns with his two
cannons in their
first shots. But I
got my hits in too,
and Jon did not have
his usual luck in
making panic tests –
quite a few of his
units ran away this
game, whereas the
superior dwarven
leadership actually
paid off for once in
terms of panic tests
made.
But when it came to
close combat, the
dwarves couldn’t
catch a break. Jon’s
heavy cavalry (with
1+ armor saves)
fought well all game
long, scoring a good
number of hits but
more importantly
making most armor
saves against
everything from
handguns to
crossbows to great
weapons and small
axes. This meant the
dwarves had to pass
break tests, usually
at minuses, and
despite having a
battle standard
nearby for most of
the fight, I simply
couldn’t make it
work. The key
confrontation was
the charge of the
Thunderers (with two
thane heroes and the
right to reroll 1s
to hit) into the
flank of the heavy
cavalry: just one
wounded knight would
have won the round
for the dwarves
handily and would
have either broken
the cavalry or
gained the dwarves
the numbers
advantage for the
rest of the melee;
but I couldn’t do
it, and when he
killed a Thunderer
with his one
knight’s
attack-back, I had
to roll and 8 or
less break test on
two tries. I failed
them both, and that
was it, for the
battle and the game.
Bad luck? Yes. But I
was lucky at other
times in this
battle; moreover, I
could have avoided
the whole issue here
by playing it safe,
letting the knights
rampage through my
bolt thrower and
probably off board,
and just
concentrating my
Thunderers’ gunfire
on the remains of
the human army
elsewhere on the
field. Fighting the
honorable fight is
fine and dandy, but
sometimes it can
lose you the
battle….] |