The Chronicles of the Grinding Grumblers
The Fighting Dwarves of Robinson's Rock
(as recorded by Snori Whitebeard)

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Part The Seventh:
Wherein Snori learns of beasts and rats
 

Battle #25: Elves and Orcs Both Make Good Shish-ke-bobs

[Game situation: 6-turn pitched battle. The Grumblers were scheduled to fight a 2500 point battle against orcs and gobbos, but when my opponent failed to show I agreed to fight a 1000 point practice battle to help teach the game to a new high elf player, Eric Downing. The dwarves fought with regiments of 19 Warriors, 12 Miners, 12 Thunderers, 16 elite Ironbreakers, 2 bolt throwers, and 1 Runesmith serving as general.]

Log entry:

“For many months peace had reigned around Robinson’s Rock. The dwarves dwelling there under the leadership of the fearless Buford Bugman had increased mightily in power in recent years and in the process established quite a reputation for themselves as indomitable warriors. Evil forces in the lands were now loathe, it seems, to risk combat with them, and so the dwarves enjoyed their respite from war, prospering even more. Practice battles were periodically held with Lord Altendorf’s imperial forces, and while they did not always go as well as they should have (thanks mostly to cheating human wizard referees), at least they helped maintain readiness.

And so when word reached Buford that our old enemies the orcs had reappeared with a large army and were again ravaging lands not far from our mountain fastness, he immediately swung into action. As help was urgently needed, Bugman right away sent an advance force to the area under the command of a Runesmith, while he himself set to the task of assembling a larger army. The smaller force soon reached the troubled territory, but found no orcs, only destroyed settlements. One of them was an elf community. As the dwarves combed through the rubble (you never know when some nice bits of gold might turn up) an elf army was seen to approach from a distance. Prudently, the Runesmith had the dwarves withdraw and take up a defensive position around a hill just outside the town. But the elves must have seen us and thought we had destroyed the town. Typical elven stupidity! Instead of sending a delegation to negotiate matters, the elves advanced menacingly toward us and, when we held our ground and prepared to fight, they fired on us with their bolt throwers and charged with a large unit of silver helm cavalry and two infantry formations (spearmen and Swordmasters.)  Is there no limit to the gall of elves?

Naturally, we returned fire, and our two bolt throwers fired some murderously accurate shots through the ranks of the enemy’s heavy cavalry. These nevertheless managed to charge into our Ironbreakers. Gromril armor is tough stuff, and the elven blows for the most part glanced off . In the end the weight of all those deeply ranked, tenacious dwarves were too much for the knights, who broke and fled a good distance away. The Ironbreakers pursued for a while, then swerved left aiming at the flank of the enemy Swordmasters. These fled before the Ironbreakers could reach them (what do you expect from elves?). At virtually the same time the elven spearmen were sent fleeing by deadly Thunderer gunfire and a bolt thrower shot. Almost the whole elven army was now in undignified retreat! But soon enough they all rallied, and two units (the silver helms and the Swordmasters) simultaneously attacked the now-overextended Ironbreakers from the front and the back, while the few remaining spearmen moved to block our regular dwarf warriors coming up to aid them. Surrounded by charging enemies wielding great weapons and piercing lances, the Ironbreakers took heavy casualties before succumbing as a unit and being wiped out in retreat.  

But elsewhere the dwarves dominated the field. The large block of warriors charged and set to flight the remaining elf spearmen, seizing their standard in the process. Our Miners erupted from their tunnels just behind one of the bolt throwers, and after taking a few hits, killed the crew and destroyed the artillery piece. Finally, our Thunderers shot down more of the cavalry as they tried to reposition themselves, such that only one rider together with the army general survived the barrage. At this point the elves gave up the attack and moved off to a safe distance, conceding the field to the dwarves. But our victory had been a costly one, with the loss of the entire unit of fierce-hearted Ironbreakers.

And we never did find any orcs that day.

-Snori Whitebeard

[Game result: a minor victory for the dwarves, roughly 630 points of dead elves plus a captured standard and a board quadrant, to 335 points of dead dwarves with a standard. More importantly, both players had fun and Eric Downing got his second game of Warhammer under his belt.]

 [Tactical analysis:   There’s nothing like rolling hot dice when shooting bolt throwers! The main difference here was that the dwarves early on couldn’t miss with their bolt throwers and crunched whole ranks of elven cavalry & infantry, while the elf bolt throwers (with easier to-hit rolls) struck home only intermittently. Better to be lucky than good, says I. Nothing very fancy went on here tactically: both sides did sound if predictable things. Early on the elves might have tried to use their speed a bit more to gang up on dwarf units (like they did nicely in the end against the Ironbreakers), but that may have given the dwarves an extra round of shooting.]

Battle #26: Offensive Dwarves

[Game situation: 6-turn pitched battle. The Grumblers were challenged to a 2500 point battle by Will Hassinger’s orc and goblin army the WAAAGH! Whirlygigs on the tier below. The dwarves fought with regiments of 19 and 20 Warriors, 10 and 12 Thunderers, 16 elite Ironbreakers, 16 Miners, 10 Ranger scouts, 10 Slayers, 10 crossbow dwarves,  1 cannon, 2 bolt throwers, Malakai Makaisson’s Goblin Hewer, and 1 Runelord (with the Anvil of Doom) serving as general.]

 Log entry:

“As the smallish army that had just beaten off an elven attack began to withdraw homeward, rangers reported a very large greenskin force pillaging lands not far to the west. The dwarf force, aware it was not large enough to challenge the orcs, sent urgent word to our fearless leader Buford Bugman for aid. Buford dispatched a force with Runelord Roscoe commanding. ‘Show those vile greenskins what the hatred of the dwarves can do!’ Buford told him.

When the reinforcements met up with the advance force, Roscoe led the combined army toward the greenskin throng encamped in a hilly area a half day’s march away. Dwarf rangers had been shadowing the orcs and goblins, and managed to sneak up fairly close to the enemy lines without being detected using a copse of woods as cover. The main dwarf force was not so lucky: as the army approached it found the orcs already ordering themselves for battle, placing a healthy amount of artillery and archer units in defensive positions on a hill to the right while marshalling infantry formations in a great mass in the center. To the far left a sizable unit of wolf rider fast cavalry guarded the flank.

The dwarves responded by deploying their artillery and other shooters (crossbowmen and Thunderers) on two smaller hills facing the greenskin lines and putting most of their infantry in the open ground below them. To the right were dwarf Warriors, more Thunderers, and the Ironbreakers, and to the left were a second unit of Warriors and a small unit of fanatical Slayers. ‘Keep those orange-haired nut jobs away from the rest of the boys!’ said the Runelord, who positioned himself with his Anvil and bodyguards back behind the Ironbreakers. He also ordered the Miners to find some tunnels they could use to get behind the enemy lines. ‘Take out that Rock Lobber if you can’, he said. ‘That thing could be a real pain in the neck.”

After the dwarves deployed, they waited for the inevitable shouts of ‘WAAAAGH!’ and the orc attack. But none came. Half an hour passed, then an hour; nothing. Could the crazy greenskins be waiting for the dwarves to attack them? ‘Sound the horn,’ ordered an impatient Runelord Roscoe. ‘Let’s chop us some orc necks!’ With the horn blast a deep shout went up from the dwarf lines and forward we marched. Our cannon on the hill to the right boomed and sent a ball crashing through a goblin Doom Diver catapult, smashing it to bits before it could get off a shot and causing a bit of a panic in the area. Malakai’s famous Goblin Hewer sent a deadly stream of axes hurtling into a large unit of night goblins, killing many, and the other dwarven shooters opened fire at whomever they could hit. At the same time, the Rangers who had secreted themselves in the woods just in front of the enemy infantry burst forth from their cover, moving toward the unit of night goblins in a brave attempt to draw forth any of those whirling twits of death, goblin fanatics. Sure enough, three fanatics were shoved out of the goblin formation. But they must have been surprised by the Rangers’ sudden appearance, for two  of them got tangled up with each other and self-destructed, while the third didn’t quite make it to the Rangers before spinning off in a different direction. So far, the attack was going well.

Then the greenskins unleashed their counterfire. Orc and goblin arrows, Spear Chukka shafts, and Rock Lobber boulders all came flying toward the dwarves, and at the same time the four orc and goblin shamans invoked the aid of their demented gods Gork and Mork in sending deadly magical bolts at the dwarves too. The hail of all these missiles struck home with deadly effect. Every dwarf infantry unit began to take losses, and the Slayers on the far left took the worst damage, suffering fully 80% casualties! (Of course, this just made the nutty Slayers madder.) All this damage came in despite the furious efforts of Roscoe to keep at bay the worst of the enemy magical attacks. So busy was Roscoe at spell defense that he could not put much effort into striking attack Runes of his own, with the result that none of them penetrated the orc defenses. Meanwhile, the orcs poked and prodded a large mass of snotlings into attacking the Rangers, occupying them while the rest of the greenskins prepared for combat. A mob of savage orcs in full battle frenzy ran crazily toward the dwarves advancing on the left, supported by the wolf riders. On the far right a mercenary unit of expert dark elven crossbow shooters began to barrage our gyrocopter as it flew across the battlefield toward the enemy lines. Fortunately, the armor built into the flying machine was proof against the accurately fired bolts clattering off its exterior, and soon the ‘copter was harrassing the orc shooters on the main hill.

Heavy dwarf armor was proving its utility all across the battlefield.  Many brave dwarfs died from arrows and spells, but a good many more were saved. This did not apply to the nearly naked Slayers, of course, whose few survivors gleefully charged toward the savage orcs. These orcs, together with the wolf riders, set upon the orange-haired ones, but could not dispatch them before a large unit of dwarf Warriors charged into the fray. In the center, the other unit of dwarf Warriors took advantage of squabbling orcs and goblins to get off a charge; simultaneously the rangers, who had slain all the snotlings herded against them, attacked the same bunch of orcs in the flank. All knew that the victors in these various close combats would carry the day. The action was intense, whether from frenzied savage orcs flailing about or spiteful dwarves unleashing their pent-up anger at the hated greenskins. On the left things looked bad at first, as the last slayers were cut down finally and the savage orcs gained the advantage over the incoming Warriors. But the dwarves held firm despite the reverses, and slowly but surely – again helped by their superior armor – began to grind down the orcs. Eventually the spirit of the savage orcs was broken and they were wiped out. In the center the Rangers and Warriors there defeated but failed to catch the orcs and goblins opposed to them. The enemy orcs (led by a Great Shaman) fled and rallied, only to be charged again by the grim-faced dwarves, who this time slew them all. Meanwhile, the Miners had emerged from their tunnels right behind the enemy Rock Lobber and had succeeded in destroying it, just as the Ironbreakers closed in on some goblin archers. With few units left alive and their general dead, the greenskins thought better of continuing a losing fight and unceremoniously abandoned the field.

And so the dwarves chalked up another victory over their ancestral foes, the orcs and goblins. Roscoe led the boys in a cheer, collected the wounded, and marched homeward in triumph. The Rangers were declared the bravest of the brave for their exploits on the field – the Rangers and also the now-deceased Slayers. All got their wish: the Slayers by dying gloriously in battle, the Rangers by fighting well AND surviving to drink plenty of beer back in Robinson’s Rock.

-Snori Whitebeard

[Game result: victory for the dwarves, probably “solid” or “massacre” (Will resigned before points could be totaled at the bitter end). So in the Grumblers’ first challenge board match in months – no one dared fight them until Will bravely stepped up! – the Grumblers pick up a win and a token, which they will use to challenge up to the next tier soon.]

[Tactical analysis:   What a fun game! With 5000 points of orcs, gobbos, and dwarves on the table, you knew there was going to be a mess of cool units deployed and crazy action. I scouted with dwarven rangers for the first time, and they worked even better than I expected: not only did they draw out the enemy fanatics right in front of the enemy lines, which was their raison d’etre, but actually survived and prospered thereafter. The slayers also fulfilled their purpose nicely, holding an enemy unit in place long enough for a larger dwarf infantry unit to charge them. My gyrocopter did a wonderful job of annoying Will by flying around his backfield avoiding attacks, march-blocking troops, and spraying steam-gun fire here and there, even if it failed to kill many models in the end (that’s what happens at S3 vs. T4 orcs I guess). Thank the gods for dwarven “hatred” of greenskins – the rerolled attacks in initial close combat rounds really paid off, enabling me to win close fights that otherwise might have gone the other way. The booby prize goes to my Runelord with the Anvil of Doom who failed to get across a single runic spell all game long.

Will tried a creative strategy against the dwarves: take lots of magic, and lots of (cheap) orc artillery and missile troops mounted up on hills, and deploy the rest below in a semi-defensive posture, ready to charge forward after the dwarves had been whittled down coming across the board. It might have worked, but several things conspired against Will in this particular game: 1) dwarf artillery is hard to outgun, and my cannon came through on the first turn when it destroyed his doom diver and set off panic among others nearby. Low leadership is a weakness of orcs, the effects of which are exacerbated when units sit crammed together on defense near the back edge of the board. 2) I had taken enough Runes of Spellbreaking to dispel the orcs’ most lethal spells early on. Combined with accurate but never quite devastating shooting from the orcs, the dwarves were able to make it across the center of the board without incurring the crippling losses needed for the orc strategy to come to fruition. Dwarf units were getting worn down, but not enough to prevent them from reaching and winning the ensuing hand to hand combats. 3) Will might have used his well-chosen dark elven dog-of-war skirmishers a bit more aggressively: with potentially devastating shooting from multi-shot hand crossbows at BS 5+, and extraordinary protection against return missile fire, they should have moved nearer the thick of the action, not skulked in the woods and margins. To do so would have exposed them to more risk, it is true, but their shooting might have been enough to turn the tide against the dwarf infantry in the center. A similar story for his Black Orcs: whether from crowded conditions or a desire to keep them out of my gunsights, these elite troops never got into the battle at all. (I was also a bit hesitant with my Ironbreakers, who might have played a greater role in the battle had I pushed them forward more quickly.)

Still, the game was close most of the way, and with a few more magic or shooting die rolls going Will’s way, Snori could easily be grumbling dejectedly into his beer right now.]

Battle #27: Four Armies Campaign, Round 1:  Hordes of Chaos versus Dwarven Resolve

[Game situation: The first match of a WHF tournament for 1500 point armies at the Whiz store. This first match also happened to count for the challenge board, as the Grinding Grumblers had earlier challenged John & Dan Polanowicz’s Hordes of Chaos army The Black Ravens for their spot on the 5th tier of the ladder, and we both agreed this tournament game would settle the challenge as well. It was to be 6-turn pitched battle, with a few minor scoring adjustments thrown in (a “Duke It Out!” scenario). The dwarves brought the same army for all tournament battles. It included regiments of 19 and 16 Warriors, 12 Thunderers, 18 elite Hammerers, 10 Miners, 12 crossbow dwarves,  1 cannon, 2 bolt throwers, and one Runesmith serving as general.]

Log entry:

“’Roscoe! Take care of it.’

With these words Buford Bugman, fearless leader of the dwarves of Robinson’s Rock, entrusted command of the expeditionary force to his Runesmith Roscoe. Word had reached Buford that warfare had broken out in Imperial lands not far from the mountains of our stronghold. There was concern that fighting could spill over into dwarf territory. Scouts and merchants had spoken of Chaos marauders and rebellious imperial factions ravaging and plundering, with less certain sightings of others operating in the area as well (elves, undead, even ogres). Buford decided that a small but versatile army should be sent out in that direction. It would be stationed so as to guard the approaches to our realm, and Roscoe would be the dwarf to lead it.

The expedition soon departed, equipped with a roster of mostly heavy infantry (four units, including a large detachment of Buford’s own elite Hammerer bodyguard) complemented by two units of missile troops, plus some artillery. When they had descended to the foothills near the Imperial border, Roscoe began to look for good defensive locations. He didn’t have long to do so: terrified refugees moving up the road toward the mountains reported hordes of Chaos troops close behind them. Roscoe put the majority of his artillery and missile troops on a steep ridge to the left of the road, and blocked the road itself with his infantry. The Miners he sent a-tunneling off to the left.

Soon the enemy appeared. On the left flying Screamer demons prepared to launch themselves into the air for the attack. In the middle along the road marched several infantry formations, mostly lightly armed marauders but with one heavier unit as well, all backed by a small unit of heavily armed and armored Chaos Knights. Two packs of warhounds led the way. On the far right coming through the rougher terrain of hill and wood were two multi-armed Chaos Spawn creatures and a unit of fast cavalry.

Roscoe ordered the cannon and crossbowmen to concentrate their fire on the Screamers in an attempt to whittle down their numbers before they reached the dwarf lines. A cannonball blew away one of the nasty demons, and one more was wounded, but they kept coming and soon approached the dwarf cannon’s position. The Thunderers, ranged in front of the steep ridge on the left, fired on the infantry advancing up the road, and with occasional support from other shooters, managed to reduce the numbers of some units and caused one of the light infantry units to temporarily flee. On the right a lone bolt thrower shot had managed to wound one of the Chaos Spawn, but it mindlessly kept coming on. The enemy tried to counter the dwarf barrage with magic, but their one low-level spellcaster was easily thwarted by natural dwarven magic resistance combined with the defensive efforts of Runesmith Roscoe. (In fact, the lone enemy wizard eventually died under a hail of dwarven crossbow bolts when he became exposed.)

The dwarf shooting had taken its toll, but soon the enemy in his fury was upon us, engaging our units all along the line. On the left the flying Screamers plunged into our cannon crew, ripping and killing, and though the dwarves there fought bravely, they were all slain in the end. The demons next swooped down upon the crew of a nearby bolt thrower, but these were better prepared: a fierce melee resulted, and the dwarves prevailed, slaying one Screamer and causing the other to disintegrate from chaotic instability. In the middle, gunfire-reduced units of marauders and warhounds charged the Thunderers, who took the initial charge and then killed several of the enemy before chasing them off. (The Miners emerged from their tunnels and joined in the hunt.) The Hammerers, Roscoe’s unit, charged the enemy’s best infantry and sent them scurrying off, Roscoe himself bludgeoning to death the unit’s champion in a duel. A small unit of dwarf Warriors first fought off some charging hounds and then engaged the fearsome Chaos Knights. The Knights were getting the better of that combat, but the dwarves held out thanks to good discipline. Fortunately, the Knights soon got spooked by the Hammerer’s defeat of the elite infantry regiment nearby and galloped off some ways before rallying. On the right our last Warrior unit charged the wounded enemy Chaos Spawn. It took a good bit of fighting, but eventually the dwarves managed to finish off the crazy beast. This charge had left a bolt thrower open to attack from the enemy fast cavalry unit. During the initial charge two of the three dwarven crew were killed, but the last remained, fighting valiantly.

At this point the enemy general sounded the general retreat: much of his army was in flight and most of his supporting demons destroyed; he decided it would be wise to regroup to fight another day (though perhaps not against the dwarves!) rather than to press a losing attack. Some of the dwarves wanted to pursue, but Roscoe restrained them. ‘We’ve fought well and had good fortune this day, lads. Let’s see what other evil enemies are out there before we rush off headlong chasing the remnants of these ones.’ And so the dwarves recovered themselves and prepared for the next threat — which would come soon enough.

-Snori Whitebeard

[Game result: victory for the dwarves, though the margin was close (roughly 150 points over the boundary line for a draw). The dwarves took very few losses — only the cannon was actually destroyed — but not many Chaos units were destroyed either. The game ended on turn 4 when our allotted time was up. Had the game continued, we both would have surely lost more units, though I doubt the overall result would have changed.]

[Tactical analysis:

A classic battle of a shooty army against a close combat force. Nevertheless, while the dwarf shooting put some key wounds in demons and one or two other units, what won the battle for the stubby ones was their ability – even the Thunderers and artillery crew! – to defeat foes in close combat, something the dwarves are quite good at. Luck was fairly even but for a leadership test or two late in the game going the dwarves’ way, which certainly helped their cause.

The army I brought to the tournament had three main attributes. The first was good close combat ability, anchored by the Hammerers (elite stat line; stubborn when the general is deployed with it): they were designed to defeat the enemy’s best fighters, and were complimented by two units of regular Warriors, one large and with full command, the other smaller and more of a flank guard. The second attribute was shooting ability, and I brought plenty (for a 1500 point roster) with three artillery pieces and two units of missile troops. The nice thing about these last troops is that they too can fight well in close combat if need be, and because I brought 12 each of the shooters they could be formed three ranks deep if close combat loomed. Finally, the Miners were, as often, the X-factor. Against armies with artillery they can enter the board at the rear and be great artillery killers; against armies without artillery they could enter on the side and set up flank or rear charges, or just reinforce an overmatched portion of my battle line. In this battle, the Miners came in on the left side and would have gotten a nice flank charge had the Thunderers not routed their foe.]

Battle #28: Four Armies Campaign, round two: An Encounter With Imperial Brigands

[Game situation: The second match of a WHF tournament for 1500 point armies at the Whiz store, this time against Chris Moyer’s empire army Render’s Rangers. It was to be a 6-turn pitched battle, with a few minor scoring adjustments thrown in (a “Treasure Hunt” scenario). The dwarves brought the same army for all tournament battles. It included regiments of 19 and 16 Warriors, 12 Thunderers, 18 elite Hammerers, 10 Miners, 12 crossbow dwarves,  1 cannon, 2 bolt throwers, and one Runesmith serving as general.]

Log entry:

“The black-bearded human bearing the flag of truce, having just ridden up, sat his horse and sneered as he looked down at the dwarves before him.

‘Well, lookie here, if it isn’t a bunch of dwarves. What are you doing in Lord Render’s lands? I am his herald, come to warn you to disperse your little army and run back to your mountain caves. You are not needed here. If you do not depart at once, we shall have to teach you a lesson!’

Our Runesmith leader replied in a voice that grated like stone on stone: ‘I am Roscoe, and I command these dwarves of Robinson’s Rock. Know that we are friends of Lord Altendorf and here guard the lands shared by dwarf and human. Go tell your chief. And watch your tongue, herald. We dwarves don’t take well to insults.’

The human spat back: ‘Altendorf? We no longer serve him. Lord Render now rules this territory, and he’s a jealous master. Get thee gone or taste the wrath of Great Cannons!’ And with that he savagely whipped his horse around and galloped back toward the human force that, but a scant hour before, had pulled into view on the other side of the road.

Since defeating the Chaos hordes a week ago we had not moved far from that battlefield. Refugees continued to stream up the road, headed toward the safety of higher ground. We had heard from them that, in addition to troubles from the forces of  Chaos and other evil beings, the local Imperial lands were riven by faction, and a group calling themselves ‘Render’s Raiders’ or some such had lately begun operating in the area. It would seem that they were before us now.

After the herald departed Roscoe barked orders to our units to take defensive positions. To the top of a nearby hill he sent a cannon, a bolt thrower, and the crossbow regiment. Just before the hill he lined up the Thunderers. Guarding the left approach he placed a large unit of dwarf Warriors; on the right side he put his own Hammerer bodyguard and another dwarf Warrior unit, plus the last bolt thrower. The Miners he ordered to find some tunnels that might lead them behind the enemy lines. We knew the enemy was deploying around a hill across the road, but another, larger hill blocked our view of some of what was happening. Visible to the front was a large formation of human swordsmen with smaller detachments of militia to either side of it; just behind these a Great Cannon hove into view. In the woods well of to the left we could see a unit of Pistoliers preparing to sneak up on our flank. To the right we could just tell that another Great Cannon planted itself on the small hill; in front of it was a small unit of heavy cavalry and a large group of pikemen, with an indeterminate mass of men behind.

Hostilities began when the humans launched salvos from their Great Cannons at us. Fearsome devices these are, packing a big punch, though not so reliable as the smaller, rune-enhanced Dwarf counterparts. The first shot from one smashed right through our lone cannon, destroying it utterly. But the shot from their other cannon misfired, damaging the gun the process and putting it out of commission temporarily. The dwarves returned fire as best they could against the humans, who were advancing all along the front. Our crossbow unit and Thunderers killed a few men advancing with the swordsmen; our bolt throwers couldn’t find the range to their targets. Gunfire went back and forth for a time as the enemy advanced, the Great Cannons now mostly targeting our bolt throwers (without great success), the dwarves aiming at the approaching troops. One detachment with the swordsmen fled in a panic after taking heavy casualties, but little other damage was done in that direction. To the right, however, one of our bolt throwers (the one on the hill) finally struck home with a beautiful flank shot against the heavy cavalry about to charge our other bolt thrower, wiping out almost every horseman! The lone survivor charged our artillery anyway, but was slain (after an unexpectedly fierce fight) when our dwarf Warriors on that side engaged him from the rear while he was fighting the artillery crew to the front.

At this point our Miners emerged from their tunnels right behind one of the Great Cannons. It’s crew swung the thing around and sprayed the dwarves with deadly grapeshot, killing over half of them — but, being stalwart dwarves, they pressed on, and soon charged the gun and put an end to the crew with their great picks. That gun would fire no more.

Back on the main front, as the enemy swordsmen approached the left side of our hill, the Pistoliers wheeled about and fired their pistols into our large Warrior regiment there over and over, then threatened to charge up our central hill. A number of dwarf Warriors had perished and the unit could not come to grips with the fleet horsemen. But when our crossbow unit on the hill turned on the Pistoliers and fired on them, they slew a number of them and helped restore the situation. Meanwhile on the right the large formation of pikemen charged Roscoe’s bodyguard the Hammerers. The wall of pikes was impressive to see, and their outrageous length enabled the humans to fight with three ranks at a time against the dwarves’ one. But the humans could not penetrate the Hammerers’ heavy armor or compete with their great skill or strength, and in no time Roscoe’s boys had the pikesters fleeing at top speed.

With their main force on the right wiped out and one of their Great Cannon’s permanently silenced, the humans thought better of continuing an unequal fight and abandoned the field, moving back down the road whence they had come. Runesmith Roscoe watched as they withdrew, and, speaking to no one in particular, said with a grunt and a grin ‘I wonder what that worm of a herald thinks of our little army now?’”

-Snori Whitebeard

[Game result: victory for the dwarves, winning by a difference of roughly 500 points in kills. Though we ended early (finishing only 4 turns as time expired), there was no doubt who would prevail had the game continued. The Grumblers were now 2 – 0 in the tournament. One more win and victory would surely be theirs.]

[Tactical analysis: This one happily did not turn into a boring Empire/Dwarf artillery duel, as there were some key hand-to-hand battles. Nevertheless, shooting certainly was important in the game result. My bolt throwers failed to hit anything all game long – except for landing the one devastating flank shot on Chris’ heavy cavalry, which killed 4 of 5, justifying their presence in a single moment. His Great Cannons shattered my one cannon early on, but after that failed to do much (thank Grungni for Miners!). His annoying Pistolier cavalry were more effective, killing many a dwarf Warrior while staying away from charges. But, faced with the crossbow unit on the hill, they began to run out of good options.

 After the game Chris mused that he should have sat back and played defense, letting me come to him. I agreed that he might have done better that way, though there are no guarantees: dwarves may be slow, but they are relentless and take fire very well, and their own gunners would keep up a barrage the whole time. One thing for sure that Chris should have done better was to deploy his handgunners somewhere that they could do something. As it was they spent the entire game stationed in front of his hill, out of range of my lines and unmoving. If you pay the points for models, you’ve got to bring them to bear somehow or it’s just a colossal waste.]

Battle #29: Four Armies Campaign, round three: Projectile Vermin

 [Game situation: The third and final match of a WHF tournament for 1500 point armies at the Whiz store, this time against Steve Femia’s rat-filled Skaven army, the Scions of NIHM. It was to be 6-turn pitched battle, with a few minor scoring adjustments thrown in (a “Traitor” scenario). The dwarves brought the same army for all tournament battles. It included regiments of 19 and 16 Warriors, 12 Thunderers, 18 elite Hammerers, 10 Miners, 12 crossbow dwarves,  1 cannon, 2 bolt throwers, and one Runesmith serving as general.]

Log entry:

“Having first defeated the Chaos threat and then turned back the renegade Imperial faction, the dwarven expedition to the borderlands had successfully reestablished some order to the region. Runesmith Roscoe looked on in pleasure as the tide of refugees slowed, then gradually reversed itself as families who had fled to the foothills now began to return home to their lowland villages and farms. The dwarves got many a word of thanks over the weeks, and took the opportunity to do some impromptu trading as well, as the hungry refugees would offer astonishingly fine goods in exchange for a few days’ rations – and were grateful for it! (Always looking for a good bargain, we dwarves are.)

After a last week spent on station guarding the now-quiet lower road, word came from Robinson’s Rock to return to the dwarf hold. One night on the march back to the mountains the dwarves camped just off the road, taking the usual precaution of putting gunnery on higher ground and posting guards all around. It was good we did this, for in the middle of that cloudless eve we were set upon by a large mass of hated Skaven rat-men! Earlier that evening in camp one of the Miners had reported some strange, foul-smelling tunnels in the area, and Roscoe asked that they check them out. They hadn’t yet returned when our sentries spotted movement across the road from the camp. There was a bright moon that night so the dwarves were able to see the Skaven approaching. Dwarves scrambled to full readiness, the infantry formations lining up on flat ground between two low hills. On the left hill were grouped the Thunderers and a bolt thrower; on the right the crossbow dwarves, cannon, and the other bolt thrower. There were several units of ranked-up rat-men coming up the middle toward the dwarves. Between these regiments were teams of rats dragging forward Ratling Guns and Warfire Throwers, and to the left several Jezzail gunnery teams: clearly, these rats came prepared to deal death from afar. Also on the left were several swarms of little (normal sized) rats skittering forward to harrass and poison anything in their path. Finally, on the far right a large unit of Plague Monks with attached Censer Bearers — skilled fighters all — rushed forward hoping to overwhelm our shooters on that hill.

Our cannon opened fire on the Censer Bearers, sending shot after shot into them as they approached. Many were slain, and the rest retreated briefly before regaining their discipline. Our other shooters, however, had less success, the bolt throwers missing their shots and the Thunderers and Crossbowmen killing a few rat-men here and there but not in sufficient numbers to deter their advance. The first of the evil vermin to reach our lines were the poisonous rat swarms which engulfed our large unit of Warriors standing leftmost between the hills. The nasty biting rodents swept into the regiment, causing them much pain and annoyance, but thankfully killing only a few. The dwarves set about smashing them with boot and hammer as best they could, but it would take quite some time. On the rightmost hill, meanwhile, the Plague Bearers had reached our crossbow dwarves, who had ranked themselves up so better to take the charge of their enemies, but it availed them naught: assisted by evil magics that wormed their way through Runesmith Roscoe’s defenses, the rat-men slew many of the lightly armored dwarves and set the rest to a rout, which resulted in the destruction of the unit. The Plague Bearers then ran straight for the cannon, which killed some of them with a blast of grapeshot, but couldn’t kill enough to stop them. Soon the gun was destroyed and the crew swept away.

But elsewhere on the field the rat-men made less progress. Their main infantry formations in the middle hung back, waiting to see what their magics and artillery and small-rat swarms could to do the dwarven formations. When it became clear that the dwarves were standing firm, the verminous ones began to close again. But the delay had given time for an important thing to happen: the Miners made their appearance, emerging from a tunnel on the right flank of one of the large rat-man regiments. The few remaining Plague Bearers (now rallied) charged them, hoping to buy some time for the others to reposition themselves, but they were hurled back by fierce blows from the Miners’ great picks, and the Miners then smashed into the flank of the large rat regiment, poking and hacking. This broke the rat formation asunder, and the vermin fled at top speed, the Miners (and now Hammerers as well from the front) grimly pursuing as fast as they could while collecting the enemy’s standard.

The rest of the rat units now charged the two dwarf Warrior units in the middle. Numbers favored the rats, but skill and the toughness the dwarves. The smallest Warrior regiment fought valiantly but was eventually overwhelmed by the rat-men. The larger Warrior unit, finally stamping out the last of the poison rat-swarms, took head-on the charge of a group of man-sized rats (who had, thankfully, been somewhat whittled down by dwarf missile fire). This melee the dwarves won, destroying the fleeing rat-men, taking their standard, and soon plunging into the Jezzail and Warpfire weapons teams, killing or scattering them. Our bolt throwers finally found the range too, killing a rat wizard and the last of the Censer bearers with separate shots.

The dwarves looked to be in control. But then a lone Ratling Gun sent a devastating stream of projectiles into the heart of the Hammerers, Roscoe’s elite bodyguard. Roscoe survived, but a great many Hammerers did not. The dwarves did not panic, but their advance was cut short.  The presence of the Plague Monks and rat-man regiment returned from successful pursuit of our defeated Warriors and cannon crew was a further reminder that there was work left to be done. Fortunately, the verminous enemy had had enough of the fight and withdrew of their own accord, draining into the stinking tunnels whence they had come. Left in control of the battlefield, Roscoe lost no time celebrating but rather left the area immediately, forcing a night march to safer ground closer to home. None of the dwarves minded. Buford would have to hear about this dangerous Skaven infestation as soon as possible. It would not be welcome news, even if his dwarves had prevailed in their first encounter.”

-Snori Whitebeard

[Game result: victory for the dwarves, who won by a margin of 500 points or so, much of it from captured standards and a board quadrant controlled; in terms of points from casualties the dwarves inflicted only a little more than they suffered. We ended after 5 turns. With this win the Dwarves sealed their triumph in the tournament, having gone a perfect 3 – 0 and accumulated enough scenario victory points for the glorious win!]

[Tactical analysis:

Since I’ve never played against the Skaven before, this game was an education. #1: Skaven artillery is nasty stuff, with the potential to savage the toughest units. Of course, misfires are often deadly to the Skaven themselves, as when the Warpfire Thrower in this game self-immolated. But those Ratling Guns were brutal to my Hammerers. And Skaven can fire into units already in hand-to-hand combat. #2: Skaven infanty – especially Plague Monks, but even just Clanrats – when massed in sufficient numbers can win in close combat against moderately tough units, though will not stand up to the best. Their speed in moving, pursuing, and fleeing is a significant advantage; their crappy leadership when things start to go wrong is not.

            My Miners and large Warrior unit won me this game, each routing or destroying key units in close combat and picking up a unit standard each. It also helped that Steve initially set up his Jezzail units too far away from my lines and spent the first few turns getting them into good shooting positions. A little bit of fakery about where the dwarves were setting up their troops helped here.]

Battle #30: Shoving Match With Beasts of Chaos

 [Game situation: 6-turn pitched battle against Steve Femia’s Beasts of Chaos army the Dark Prince’s Pets. This was a challenge board match as the Beasts challenged the Grumblers for their spot on the 5th tier, one from the top. The dwarves brought two regiments of 19 Warriors, 12 Thunderers, 19 elite Hammerers, 16 elite Ironbreakers, 16 Miners, 1 cannon, 1 organ gun, 1 Thane carrying a Battle Standard, and one Runelord serving as general.]

Log entry:

“Several weeks of furious activity followed the return of Runesmith Roscoe’s successful expedition to the imperial borderlands. Its sudden encounter with the Skaven on the road home sparked the activity. Rangers scoured the highest mountain tracks while Miners and Ironbreakers inspected the deepest subterranean tunnels around the dwarf hold for signs of the ratty menace, but none was found. Eventually our fearless leader Buford Bugman was satisfied that no immediate threat loomed, though for some time to come extra guards would be posted along the underground pathways.

One of the patrolling Ranger units did come across something else of note from the outer world: a hill with suspected veins of gold that had previously been off-limits due to human occupation now appeared to be deserted. Exploiting it would be dangerous, however, as it sat in an open plain not far from known haunts of Chaos beasts. Buford suggested a large Miner team be sent to investigate, but not without an escort, including much heavy infantry and a bit of artillery as well. “No sense in getting attacked and driven out before you can find anything,” he told Runelord Roscoe (the uncle of the recently returned Runesmith; that noble name runs strong in their family). And so a new expedition gathered and departed within a few days.

The trip to the far hill was uneventful. Roscoe sent the Miners down to do their work and camped the rest of the forces in a defensive line around the small rise, with a cannon and an organ gun stationed on top of it. Buford had wanted to send multiple bolt throwers instead of the organ gun, but Roscoe knew an engineer who touted the virtues of the strange device and bemoaned the rarity of its employment; Roscoe managed to convince Buford to let him bring one of them instead.

For many days nothing happened above ground while the Miners worked away below. They did indeed discover rich veins of gold to be exploited, and put together a productive operation in short order. The dwarves outside did not relax their vigilance, however, which was a good thing, for one morning a large cloud of dust heralded the approach of an army from the Chaos-infested lands not far off. Roscoe knew they’d try to come at the dwarves from all sides and thus deployed his dwarves with their backs against the hill to keep the enemy in front of them at all times. It was a true horde that closed on the dwarf position crammed into a tight space before the hill, with many more beastmen than defenders. But Roscoe knew his disciplined troops would hold hard as mountain rock. If they didn’t, they’d be swept away in a tide of demented animal fury.

Our cannon opened fire first, targeting the many chariots and lone Chaos Giant that shook the ground with every approaching step. The crew aimed well, and before too long cannonballs had reduced two chariots to matchsticks and half-killed the giant with a shot to the midriff. Unfortunately, the organ gun, designed to protect the artillery position from anything that might threaten, utterly failed in its task. As a wild mass of daemonic Furies flew toward the top of the hill, the organ gun loaded up its multiple barrels, sighted on the Furies — and promptly jammed. It jammed so completely, in fact, that no amount of fuse-fiddling or hammer-pounding would get it to work, and the crew had to try to partly disassemble the ridiculous device in an attempt to make it functional again. While they were doing this the Furies descended on the cannon crew and, after a brief fight, overwhelmed and routed it. The organ gunners knew they were next, and instead of staying with their broken machinery, they took off in a panic. It was a reprehensible performance in all, and Roscoe cursed the arrogant engineer who’d boasted so extravagantly about the organ gun.

Things also looked bad at first for the only other shooters the dwarves had on hand, the Thunderers. These dwarves, formed in a single long line, had moved forward a bit from the rest to get better shots, and had succeeded in shredding a small unit of Chaos warhounds and causing a few casualties here and there to a band of approaching beastmen skirmishers. Then a chariot smashed into their line as the beasts charged them. Amazingly, the Thunderers took only a few casualties and held their ground. In fact, gleaning some extra courage from the dwarf battle standard with the Hammerers right behind them, they continued to hold their ground, fighting bravely with their hand weapons and shields. Fortunately they did not have to wait too long for help to arrive: the Miners emerged at a run from a tunnel on the right side of the dwarf line and had joined a unit of Warriors in charging masses of beastmen who had been trying to come around the right flank. The enemy could not stand up to the grim determination of the heavily armed and armored dwarves and fled at high speed. Soon the Miners crashed into the side of the chariot threatening the Thunderers, damaged it with their great picks, and forced it into a wild retreat. But the Thunderers were not out of the woods, for next an even larger mass of beastmen, these ones elite Bestigors led by the enemy Beastlord commander, charged them. Once again they held their ground long enough for the Miners to arrive, and when the Prospector champion felled the Beastlord in a duel, the Bestigors quailed and fled the field in despair.

So the fighting on the right was going well for the dwarves. But it was the left that would decide the battle. For here the best of the dwarves — Ironbreakers, another large unit of Warriors, and Roscoe’s Hammerer bodyguard — faced off against the bulk of the beastman army, to include the Chaos Giant, Chaos Knights, Slaanesh Daemonettes, another chariot, and hordes of beastmen. Roscoe thought of charging forward at the enemy when they drew near, but wasn’t sure if his troops would get there fast enough and in proper formation. So he held the line and awaited the enemy’s charge, counting on his own leadership and the defense of the dwarf battle standard to hold the dwarves rooted in place. He needn’t have worried overmuch. The large numbers and primitiveness of the enemy got in their own way, as some beastmen, overeager to engage, blocked other, more effective fighters. When the giant and chariot plunged into the Hammerer line and killed a few dwarves, the rest fought back gamely, damaging the chariot and causing the giant to retreat. Finally, Warriors faced off against some Knights of Chaos, and here too the dwarves gained a slight advantage in the fight. When the Ironbreakers joined in, the Chaos Knights knew they could not hold out and fled.

Victorious on both right and left, the dwarven forces seemed to be in complete control of the battlefield when all of a sudden two unpleasant things happened. First, the Chaos Giant recovered his wits, turned on the Ironbreakers, and bellowed. Loudly. The dwarves, surprised in the middle of pursuing the Chaos Knights, broke order and fled away from the evil monstrosity. Second, the Furies flew back from their pursuit of artillery crews and assailed the Thunderers from behind. When the Hammerers rushed to the aid of the Thunderers, the Giant charged them. A furious four-way melee took place, but once again the dwarves gave better than they got and triumphed. The beast hordes lost heart and retreated, leaving the field and the hill to the dwarves.

Roscoe, after tending to the wounded, led the troops in a round of cheers for the glorious victory. The Thunderers and Miners got extra praise for their actions.

The organ gunners got none.”

-Snori Whitebeard

[Game result: victory for the dwarves, who won by solid margin or a massacre (we didn’t total the points). With the win comes a token to be used to challenge upwards, so the next match will be against Lenny DeMauro’s vampire counts for the top spot on the board!]

[Tactical analysis:

            My strategy for this lineup was to deemphasize shooting while making my infantry extra tough in close combat, figuring 1) that Steve’s Beasts would come after me aggressively, and 2) given that most of his units are Slaanesh marked and thus immune to psychology, shooting would not be able to panic any important units anyway. So I brought plenty of Warriors and both my elite infantry units, the Hammerers and the Ironbreakers, plus a Battle Standard bearer and a Lord-level general, meaning that all within 12” would be taking panic tests at 10 and rerolling break tests, starting at 10. My stubborn Hammerers would NEVER have a break test at less than 9 rerolled! (as long as the general and standard bearer in the unit survived, of course, and I gave them both good defensive runes to keep them breathing.)

            Things played out in the battle about as well I might have hoped for this lineup. Steve’s hordes of beasts bore down rapidly on the dwarves looking to get in hand-to-hand combat. Ambushing beast herds were kept to the flanks by deploying dwarves all along the back line with large Warrior formations on each flank. Predictably, my limited shooting accomplished limited results. When the hand-to-hand began, however, the dwarf fighters shone. The Thunderers held out against a chariot charge and other attacks only because of leadership from the general/battle standard combo. And when the best of the Beast units crashed into the best of the dwarf infantry, it was a rout: the dwarves sent ‘em running off. Steve rolled badly on his close combat attacks, it must be noted, and then really blew it when his stubborn, leadership 10 giant ran away! (Later, the Ironbreakers demonstrated equal bad luck in failing a leaderhip 10 terror test, but at this point the dwarves were well ahead in the battle so it was less consequential.) Steve had baited me to charge his approaching hordes with my elite infantry more than once, and I’m glad I did not take the bait: the dwarves triumphed here by closing off the flanks and fighting in an even line, counting on their resilience to carry them through despite receiving rather than giving charges. This time, it worked.]

 

 

 

 

 
 

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