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Showing posts with label draw. Show all posts
Showing posts with label draw. Show all posts

Tuesday, December 22, 2009

Vampire Counts 2,250 list take 4 - Revenge of the Skeledudes.

About two years ago when I started playing WHFB I had a really hard time winning. At best I could manage a draw, but I lost far too often. My first army and games were with the Ogres which are known to have a steep learning curve and hard time winning some match ups. Still ... I grew discouraged. With practice and patience I managed to achieve a winning record with the fatties and life was good.

Flash forward to last weekend's tournament where I brought my "new" Vampire Counts army out for a test run. The results? 1 draw (against Beasts) and 2 losses (against Skaven and a Night Goblin army). While the dice were not with me that day I still felt as if my list was the one letting me down. My magic phase didn't help matters; I only cast 11 spells in three 6 turn games with 10pd each phase. My vamps are some of the worst spell casters.



I learned a few things though:
1. VC core troops are really bad. No, really. They can't do anything.
2. A unit of 3 vamps (one being the Lord) and some Black Knights can wreck most things on the charge.
3. Wraiths are good and the unit of 5 with Banshee is quite powerful in the right situation.

Most of my games came down to me running my two units that could actually kill things into the enemy while the rest of my army was systematically destroyed. My plans to invoke enough Skeletons to keep them alive failed as I often needed to focus my casting on the costly (and fragile) Grave Guard unit. With that in mind I have made some changes to my list. Perhaps you can spot them in the following?
LORDS: (400)
Vampire Lord - Level 3, Red Fury, Beguile, Dread Knight, Blood Drinker, Walach's Bloody Hauberk, Black Periapt (400)

HEROES: (645)
Vampire - Dark Acolyte, Lord of the Dead, Book of Arkhan, Cadaverous Cuirass (195)
Vampire - BSB, Flag of Blood Keep, Dread Knight, Walking Death (250)
Vampire - Dread Knight, Supernatural Terror, Dispel Scroll x 2 (200)

CORE: (575)
Skeleton Warriors x 24 - Musician, Standard, Champion, Warbanner (237)
Skeleton Warriors x 24 - Musician, Standard (204)
Zombies x 20 - Musician (84)
Dire Wolves x 5 - Doom Wolf (50)

SPECIAL: (355)
Black Knights x 12 - Heavy Armor, Shield, Lance, Standard, Champion, Standard of Strigos (355)

RARE: (275)
Cairn Wraiths x 5 - Banshee (275)

Total Points: 2,250 (of 2,250)
Gone are the Grave Guard (right after I spent a week assembling them and making sure my vampire on foot would rank up in their unit), I have used to points to beef up my two Skeleton units and the Black Knights. As more added protection I have ditched the Hellfire Banner in favor of the 4+ ward save banner for the unit as most of the causalities I suffered came from shooting and magic missiles. The Skeleton Warriors where the caster vamp will live have gained a champion and a warbanner. I considered changing up the Vampire thrall to have Lord of the Dead (for early game invokes when he is near the Skeletons) but I like the insurance that 2 dispel scrolls brings.

I am considering changing up my warband list as well. I just don't see 10 Skeletons doing much against the types of forces I am likely to be facing. Comments, suggestions, and theory are welcome and encouraged. I don't really know what the hell I am doing with these undead!

Monday, May 4, 2009

Capital City Carnage recap.

Well it was a long and exhausting weekend of Warhammer but I made it out alive. I don't have the energy for a long play by play battle report and most of the battles were not interesting enough for that anyway. I do remember a few high and low points though.

Before I get into the bullet point lists here is a picture of the partly painted Beer Gut Tribe on the table at the event.



I am pretty happy with how most of my painting turned out. I still don't think I will ever be able to paint things to the standard I am looking for, but with only a few months of practice I have come a long way. I will get better individual model pictures up here as I complete each model. For this event I was only able to get the base coats and a wash on so I still need to do some touch ups and finish the bases.

Enough about my cruddy painting skills ... on to the games!



Saturday - Game 1 vs. High Elves
  • Objective was to capture and hold a bridge
  • The High Elf list was fairly easy going with minimal magic and no Star Dragon
  • Siegebreaker Butcher miscast on Turn 2 - rolling a 1 and blowing up in the big Bull unit
  • He took 2 Bulls with him and the other Butcher as well (removing the buffs I had cast with irresistible force on all my Ogre units)
  • Scraplauncher guesses were spot on but bad scatters of 8" kept me from landing the killing blow
  • Game ended before time but I had managed to kill half of his forces without any magic defense (including his Lord)
  • Game was a Draw (mostly due to the miscast and the loss of the Slavegiant to repeating bolt throwers)



Saturday - Game 2 vs. Empire
  • Objective was to capture and hold 4 secret table segments (out of 6 possible)
  • Empire list was hard but not impossible with 2 Great Cannons, a Hellblaster, 2 large units of State Troops, a large unit of Flagellants, and 2 large units of Knights (one being Inner Circle with a Lord)
  • Great Cannons deployed on both flanks covering the entire board with the Hellblaster in the middle
  • One cannon was deployed in a forest edge giving my Trappers the ability to place behind them outside of the woods
  • That same cannon got off one shot which was a direct hit on my Slavegiant's head, dealing 6 wounds and killing him outright
  • The Trappers charged the cannon and kept it from shooting any more while the other two warmachines misfired and sat useless for a turn
  • Scraplauncher dropped sharp and point death on the State Troops killing 15 out of 30 in one shot
  • Inner Circle Knight unit charged the Bull deathstar and was promptly destroyed and cut down
  • Game ended in a massacre for the Beer Gut Tribe with only 5 flagellant models still on the board



Saturday - Game 3 vs. Warriors of Chaos
  • Objective was to kill an enemy musician nominated at the start of the game (a battle of the bands)
  • WoC list with one unit of Knights, two units of Warriors, Marauders, Hounds, Juggernaut Lord, Exalted Hero on disc, and Dragon Ogres
  • Scraplauncher rained pointy death on the Warrior blocks
  • Trappers deployed near a hill and threw sharp stuff at the Dragon Ogres dealing two wounds
  • Knight unit moved up a flank to kill the Scraplauncher
  • Scraplauncher charged the Knights, killing three with impact hits, two more falling to the Rhinox, and the last Knight dying to a SCRAPPER - MOMENT OF THE TOURNEY
  • Bull deathstar charged into one unit of Warriors and killed all but two of them on the charge
  • Game ended as a Draw due to time but I probably could have won given another turn



Sunday - Game 4 vs. Beasts of Chaos
  • Objective was to take all of the taverns on the street (BEER)
  • BoC list was hard! 8 chariots with rerollable panic checks, maxed out magic with 13 power dice, 8 dispel dice, two large beast herds, unit of minotaurs, 4 units of Hounds, 2 units of cav.
  • Scraplauncher misfired and ran to the edge of the board (narrowly missing a block of trees and two units of Ironguts)
  • Flanks were rolled up by Ironguts while the Bull deathstar was stuck on the street facing down three chariots
  • Beastlord charged a unit of Leadbelchers off the board with Steed of Shadows
  • Scraplauncher was forced to charge the Lord doing two wounds with impact hits, another one from the Rhinox, and another one from a SCRAPPER
  • Beastlord saved the last wound and smashed the Scraplauncher with one Strength 8 or 9 attack
  • With nothing left to live for (the game was a loss) Tyrant Karnov charged the chariots down the street
  • The first chariot fled leaving Karnov alone in the middle of the road
  • Tyrant was charged from two directions by 4 chariots at the same time before he exploded
  • Gamed ended as a Loss but the Beer Gut Tribe managed to hold on to 1 Tavern

Sunday - Game 5 vs. Daemons of Chaos
  • Objectives were random for each player
  • All Nurgle DoC list with two huge units of Plaguebearers, two Nurgle Beasts, Heralds, Nurglings, and a GUO
  • My list had nothing that could hurt it
  • I lost the game by the end of Turn 3 (about 20 mins)
  • Hands down the least fun game of WHFB I have ever played
  • Terrible way to end the tournament (how did I even get matched up with this a-hole!?)
So there you have it. 1 Win 2 Draws 2 Losses. The two draws were close and the losses were to lists I had no chance of beating so overall I feel pretty good about my first GT showing. Now it is time to start working on my VC list so maybe I can win a few more games! In my next post I will catalog my thoughts on the list overall, what worked and what didn't.

Sunday, January 25, 2009

2250 Hobby Tournament Results.

The Beer Gut Tribe has gone on the road and returned (mostly) victorious!

I attended my first WHFB tournament yesterday here in Austin at BattleForge Games. It was a 2250 Hobby Tournament which meant the lists were a little less competitive and the players were more friendly overall. Not sure where I finished in the overall rankings but I know I finished somewhere in the middle of the pack (probably around 15 out of 30 or so players).

Sadly I didn't have the chance to take any notes or grab any pictures of the event. The following is a brief overview of each match as I can remember it. Apologies to anyone or anything I may screw up.

First Round
Primary Objective - Basic victory points awarding points based on point differential.
Secondary Objective - Destroy your opponent's highest point cost unit.
Tertiary Objective - Claim more table quarters than your opponent.
Bonus points for having a unit in your own deployment zone and for keeping your general alive.

Opponent - Shane playing Orcs & Goblins.
His list consisted of 2 Spear Chukkas (w/ Bullies), 1 Rock Lobba, 2 units of Spider Riders, 1 unit of Wolf Riders, 2 units of Night Goblins with Bows, 4 Fanatics, 2 units of Orc Boyz with choppas and shields, 2 units of Arrer Boyz, 1 unit of Black Orcs, a lvl 2 Goblin Shaman, and a Black Orc Warboss on a pig. That is all I can remember seeing on the table.

The game started with a bit of "chicken" in the middle of the board as almost every O&G unit rolled a 6 to start and surged forward. Coupled with their additional movement that put them very close to the middle on Turn 1. Magic was a wash for my opponent in this turn but he did manage to put 3 wounds on my Hunter with the Rock Lobba and blew up one Leadbelcher with two shots from the Spear Chukkas. They proceeded to fail their Ld roll and run towards the board edge. Not wanting to rush headlong into the waiting Fanatics I used one Butcher to force a panic check against the first unit of Night Goblins who failed their Ld test (on a 10 needing a 9) and ran away, dropping their two Fanatics. The second unit stood their ground. I used my remaining dice to cast Trollguts on both of my control units (3 IG w/ Siegebreaker/Skullmantle Butcher and 4 IG with the Tyrant and Bangstick Butcher) and heal one of the wounds caused by casting that spell.

After managing to cast the O&G bouncy smashing spell my opponent rolled a 1 giving me the chance to smash his unit of Orc Boys. This was followed by a spectacular scatter for the Rock Lobba which put the template directly in the middle of the remaining Orc Boys. The Hunter and nearby Leadbelchers managed to whittle them down to half strength before being shot down by Bolts, Arrows, and Magic (not counting the Leadbelchers who mostly killed themselves with their two consecutive misfire rolls).

On the left flank the Yhetees managed to kill one unit of Spider Riders before scaring the nearby Wolf Riders off the board. After moving into a nearby forest I forgot to move them for two turns and they did nothing for the remainder of the match.

On the far right flank my Slavegiant was playing around with some Spider Riders before making his way behind the enemy lines and threatening the second unit of Orc Boyz. The Gorger didn't come in until Turn 4 before finally charging the Rock Lobba crew. He killed everyone but the Bully who managed to stand his ground. The remaining Fanatics spun themselves out by rolling doubles and opened the way for a charge against the units of Night Goblins. One unit fled while the other stood and took the brunt of the damage from the Ironguts and Characters but managed to stand their ground.

Result - DRAW.
The game ended at the start of Turn 6. I could have played this game better but my nerves were getting to me a bit as this was my first competitive tournament game against a total stranger. Shane was really nice and good natured about the game and overall it was a lot of fun. I think I would have had the marginal win given another round but I also didn't contend with his super "choppy" Lord on the Tusker who had items to give him extra attacks when multiple enemy characters were around. At one point this model was surrounded by all four of my characters which would have given him a huge number of attacks. Glad I didn't have to face him!

Second Round
Primary Objective - Basic victory points awarding points based on point differential.
Secondary Objective - Have the highest unit strength unit within 3" of the center.
Tertiary Objective - Win a challenge.
Bonus points for having a unit in your opponent's deployment zone and killing the enemy general.

Opponent - Steven (Stephen?) playing Lizardmen.
His list consisted of a Slann BSB in a unit of 25 Temple Guard (or was it 20?), A Scar Vet on cold one, a Scar Vet with Jaguar Charm, a level 2 Skink Priest, a Stegadon, 2 units of Skinks, a unit of Chameleon Skinks, a unit of 3 Kroxigors, and a unit of 2 Salamanders. I think that was everything he had!

The game started with my Leadbelchers moving into position to blast his Chameleon Skinks that he deployed near the far right of the board across from a unit of Bulls. I misfired once (of course) but did 10 shots and wounded 4 of the skinks. They passed their Ld test, moved back, but failed their next Ld test when they were charged next turn by the Bulls and remaining Leadbelcher.

The far left flank was occupied by a large forest where my Trappers awaited the nearby Skinks aided by the Yhetees as they moved into position. The Yhetees ended up charging the Skinks and ran them down, moving just out of range of the Salamanders who proceeded to blast them to bits.

Meanwhile I moved up my larger command units towards the middle of the board, awaiting the moment to charge and trying to get within 3" of the center. A unit of Bulls I put into position to hold the space fled a charge by the Stegadon and continued to flee for the remainder of the game.

The Gorger came in on turn 2 before being nearly killed by fire from the nearby Salamanders. Having survived he rear charged the Stegadon while the nearly dead Slavegiant (Skinks are bad news for these big guys!) managed to get a flank charge on the mammoth beast. After rolling Yell and Bawl (which was actually bad for me) the combat was over but the Stegadon held.

After whittling away at the Salamanders and killing one, the Hunter moved up to threaten a flank charge on the Kroxigors, while the Temple Guard stood and accepted a charge from the 7 Ironguts, 2 Butchers and the Tyrant. The Tyrant challenged and cut down the Scar Vet on Cold One and the remaining LM forces dealt a two wounds total to the combat. They stood their ground and the game was over due to time.

I had to weather a lot of magic in this game with about 11 power dice on average being thrown at me in the form of magic missiles. Thank goodness for Trollguts! I can't imagine playing this match without it.

Result - WIN.
The game ended at the start of Turn 4. It was really going my way though and another turn would have probably seen the Stegadon fall with the Kroxigors and Temple Guard being close to breaking as well. I was exactly 1/2 " away from the 3" center of the board and didn't complete that objective. Overall it was a fun game and Steven was a great (if not a little slow playing) opponent. I don't look forward to facing the new and improved Lizardmen when the new book comes out next month!

Third Round
Primary Objective - Basic victory points awarding points based on point differential.
Secondary Objective - Pick an enemy character and kill it or force it to flee.
Tertiary Objective - Have a Core unit alive and above half strength at the end of the match.
No Bonus Points.

Opponent - Jamal playing Warriors of Chaos.
For some reason I wasn't that scared of this list as he was deploying it and playing it, but after further thought this was probably one of the meanest lists I have faced as an OK player in my time with the game. Jamal had 2 units of Chaos Knights (one marked with Khorne), 2 units of Marauder Horsemen (one marked with Nurgle, both with Spears and Throwing Axes), a unit of Chaos Warriors (with mark of Nurgle), 2 Chaos Giants, a Khorne Chaos Lord on Juggernaut, and a level 2 Nurgle Chaos Sorcerer.

I knew from previous experience that I had to beware the long range charges of both the Horsemen and the Knights so I placed back farther in the deployment zone with the intention of baiting his units into a flank charge. The far left flank was guarded by my Hunter (which was my opponent's choice for character to kill) and a unit of Trappers while the far right flank was comprised of a unit of Leadbelchers, the Yhetees, and a unit of Bulls. I started the game by moving these units far up on to the enemy flank while the Hunter shot at and dealt 3 wound to the Giant across the table from him. The remaining Trapper unit deployed behind the unit of Warriors and pelted them with Sharp Stuff (doing nothing) and march blocking this force.

Meanwhile the other Leadbelchers and the Slavegiant surged forward to meet the incoming horde of mounted Chaos. The Leadies took 4 shots at the other Chaos Giant and dealt no wounds proceeding to flee a charge from the beast and being run down. The Slavegiant fled a charge from the Khorne Knights and the Horsemen but was caught being 1" too slow. On the left flank the Hunter managed to deal another 2 wounds to the other approaching giant while the Trappers finished him off dealing 1 wound on their 18 Sharp Stuff shots (and making it past his 6+ Ward Save). The Skullmantle Butcher managed to get off a lucky Braingobbler and forced the unmarked unit of Knights to flee.

On the right flank the Leadbelchers moved up and shot a unit of Horsemen killing 3, before they were charged by the Bulls. The Bulls killed the remaining Horsemen and ran in front of the now unscreened Khorne Knights and between the OK control unit.

After smashing through the Bulls the Khorne Knights slammed into the 4 Ironguts with Tyrant and Bangstick Bruiser. The Chaos Lord challenged and was surprised when his challenge was answered by the Tyrant. The Tyrant withstood the incoming assault of 12+ attacks, only taking one wound after his regen save from Trollguts, but failed to make it through the defenses of the Chaos Lord with his own 3 wounds. The unit lost combat and fled but managed to escape the Knights by 1" and rallying on the next (and final) turn.

On the right flank the Yhetees and Leadbelchers charged the Nurgle Warriors before proceeding to lost multiple combats but not breaking (with some very lucky Ld rolls). The game ended due to time with the Gorger never making it on the board.

Result - DRAW.
The game ended at the start of Turn 4. After managing to rally my command group and forcing the Knights to flee I won by 200 points. Jamal was pretty frustrated by the whole game as he was sure he would be able to beat me (and he would have given a few more turns), but his nearby friend who also plays OK thought it was a great way to end the game.

Final Results - 1 Win, 2 Draws. Not too shabby for my first tournament games. I think a lot of my good fortune came down to my opponents not knowing what Ogres are capable of as nobody in the local scene plays with the army. I heard a lot of negative remarks about the army, some of them fairly insulting, but I didn't bother trying to explain why I play OK. These are the same people who love Daemons and Dark Elves so there is really no point in arguing about it.

Thanks to all the great people I played with and thanks to Brandon and BattleForge Games for putting on a fun event. I will certainly be back for more abuse in the future.

Saturday, June 21, 2008

Battle Report: Beer Gut Tribe vs. Dwarfs 6/17/08.

Well here it is, my second attempt at a "real" battle report from one of my WHFB matches. I can't promise they will all be this detailed, but I thought I would do what I felt was my "ideal" recap and see if I can keep up this level of detail. It probably won't continue like this though.



This past Tuesday (6/17/08) I played a 1000 point game against Mr. Stocks and his Dwarfs. I don't know that they have a "name", but I like to call them the Cheaty Stunty Shootaahs. My list for this match up was the following:
Tyrant: 200pts
- Heavy Armor: 6pts
- Tenderiser: 50pts
- Wyrdstone: 20pts
- Longstrider: 25pts
Total: 301

Butcher: 130pts
- Bloodcleaver: 25pts
- Skullmantle: 20pts
Total: 175

Gorger: 75pts

Bulls x 3: 105pts
- Light Armor: 9pts
- XHW + Ironfists: 15pts
Total: 129pts

Bulls x 3: 105pts
- Light Armor: 9pts
- XHW + Ironfists: 15pts
Total: 129pts

Bulls x 3: 105pts
- Light Armor: 9pts
- XHW + Ironfists: 15pts
Total: 129pts

Gnoblar Trappers x 10: 60pts

Total points: 998
I chose to go with a close combat Butcher with the intention of running him in a group of Bulls. I also made the decision to run "hard" Bulls with Light Armor and Ironfists to help protect against the onslaught of shooting in place of any Ironguts. That may have been a mistake in the end, but overall the Bulls held up fairly well.

For some reason beyond me, I played a Tyrant which is 100% illegal at this point total (no Lord slots). I didn't realize my mistake until the next day when Mr. Stocks mentioned it to me. Oops! I wasn't trying to cheat, honestly!

First up in this match, Terrain Placement.



I rolled a 3 while Mr. Stocks rolled a 1. I went with first placement, a small hilled forest in the center of the map. Mr. Stocks went second, placing a small stone fence on one side of the board. I declined to place any additional terrain and he then placed one tall hill on the opposite side of the board. This put me at a bit of a disadvantage as either side would provide bonuses to his army, but the alternative was to place more Line of Sight (LoS) blockers which would have given him a chance to place more hills for his Warmachines (in this case, Bolt Throwers with 48" range).

Next up was Unit Deployment.



I rolled a 5 while Mr. Stocks rolled a 1. I chose the side with the hill as I didn't want to deal with his Bolt Throwers having that much LoS on the board, but this gave the Dwarfs a wall to defend themselves behind while shooting at me for the majority of the game. It might not have been the best choice, but the decision was made and I began by placing my first Unit of Bulls (1) on the board. Mr. Stocks then placed his Longbeards, followed by my second Unit of Bulls (2). Next up for the Dwarfs the Quarrelers, followed by my third and final Unit of Bulls (3). The Warriors were next, and I dropped my Butcher and Tyrant models leaving only my Gnoblar Trappers left for the Scout placement phase. Mr. Stocks finished his deployment by placing his Thunderers, two Bolt Throwers (on either side of his infantry blocks), and finally his Thane in with the Warriors. I wanted to place my Trappers on the far right of the board, directly facing the Quarrlers, but out of LoS from them. This looked to block the Bolt Throwers LoS but my opponent did not agree with this. We rolled off and I lost, so the Trappers were placed in the forest to soak up attacks while my Bulls and Butcher moved into position.

Beer Guts - Turn 1



I rolled 1 (plus 1 from having less Units) for turn order while Mr. Stocks rolled 3. He decided he would like to go second, thus beginning the first turn for the Beer Gut Tribe! The first turn was mostly just a mad, yelling, drunken rush across the open field. The smell of Bugman's Ale and stunty blood drove the battle hungry Bulls into a frenzied death march against a line of Dwarf hand and long guns.

Bulls (1) wheeled and marched towards the table edge in an effort to hide behind the Gnoblar Trappers, while the Butcher followed, also attempting to hide behind the small green tide. The second Unit of Bulls (2) ran headlong at the enemy, screaming something incomprehensible about Dwarf cracklins and ancient floss, while the third Unit of Bulls (3) marched forward dutifully in an attempt to shield their boss.

Magic
The Butcher cast Bullgorger on Bulls (2) with 1 die and a result of 4, but then failed his Strength Check. He then attempted to cast Toothcracker on the same Unit with 1 die and a result of 6, but this was dispelled by 3 die with a 13. For his final spell attempt he cast Trollguts on the same Unit, but failed to please the Great Maw, rolling a 2 on 1 die. Not a good day for the fat, bloody buddy.

No Shooting or Close Combat, and the Beer Guts first turn was then over.

Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 1

The cowardly Dwarfs apparently don't believe in "Movement" and decided they would stay where they were at.

Shooting
Forming the backbone of all cowardice, the shooting commenced in great clouds of black powder, and pointy wooden bits thrown from great distances. The Bolt Thrower on the far right turned and fired directly at the nearby Unit of Bulls (1), after turning just past the Gnoblars Trappers who were bravely attempting to throw themselves in harm's way. The shot hit and dealt 1 wound, but failed to kill the first model and so stopped before tearing through the Unit's flank.

Shortly after this a barrage of poorly crafted quarrels were launched in the direction of the same Bulls, hitting 3 times and dealing 2 more wounds. One Bull was dead, but the remaining two rallied with notions of more beer and blood for the brave who made it through the hail of death (either that or they were too stupid to notice they had lost one of their comrades). The cowardly Thunderers on the other side of the battlefield did what they do best, hiding behind a wall and shooting at those not fortunate enough to have guns of their own. They fired at the nearby Unit of Bulls (3) blocking the Tyrant, dealing 4 hits with 2 wounds, and negating the Bulls Armor Save with the help of their long guns.

No movement, and no Close Combat for this round.

Beer Gut Tribe - Turn 2



Movement
Fearing the harsh Ogre justice they so rightfully deserved for not saving one of the Bulls, the Trappers were able to overcome their petty differences and fight on (aka, no Animosity this turn). Still unable to get off any Charges, the Beer Gut Tribe followed the game plan; namely, getting into a position to smash the crap out of the oncoming force of grumpy little bastards. With the Gorger nowhere to be seen (rolled a 2 on the 4+), Bulls (1) marched forward and wheeled to face the Thunderers. Meanwhile the Trappers ran forward in an attempt to shield the remaining Bulls but stopped just short leaving a Bolt wide gap in the Beer Guts line. The Butcher moved forward to fill this hole, stopping just short of the position which would put him in the Bolt Thrower's line of fire. Meanwhile on the other side of the board, Bulls (2) bravely (and somewhat stupidly) marched forward and finished by staring down the other Bolt Thrower while guffawing loudly. The remaining Bulls (3) continued to march forward, shielding their larger, angrier kin with their significant bulk, and leaving an opening for the Tyrant to move through next turn.

Magic
After finding himself in a less than ideal situation, the Butcher attempted to cast Braingobbler on the Quarrelers who were staring him down. Rolling 1 die, the result was a spectacular 1 and a failure. Knowing his time on this plane was growing short the Butcher frantically ate and spit up the Bonechewer spell in the direction of the Quarrelers with 1 die, and a resulting 6. The Dwarfs prayed to their drunken ancestors, who seemed to be too busy bickering about ancient grudges to listen, and the resulting roll of 5 on 1 die was not enough to dispel. The hail of sticky guts and bone was enough to kill 2 members of the Unit, and the Butcher survived his Strength 4 hit.

Shooting
Sensing their failure yet again the Trappers threw their entire collection of sharp pointy bits at the nearby Longbeards, but it fell short of the grumbling old timers.

Again there was no Close Combat for the turn and thus the Dwarfs began their slow and arduous march against the Ogres.

Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 2



Movement
Yet again the ... oh wait, huh? The Dwarfs actually got up and walked a couple of inches?! The Warriors and Thane decided to Charge the Bulls (2) after they grew tired of their endless guffaws and hurr hurr's from the previous turn. With a mighty effort they shuffled their tiny legs, sprinting at incredible speeds, before coming up 1/8" short on the Charge and only moving half of their attempt at 3". The cowardly Thunderers, in an attempt to hide their weak backs, rotated ever so slightly to face the Bulls (3). Meanwhile, on the other side of the battle, the Longbeards marched forward, eager to smash the only thing their tiny pig-like eyes could see: Greenskins.

Shooting
No spells on the board so the Dwarfs moved directly into their only real phase, shooting. The Bolt Thrower on the far right again launched a deadly spike towards the closest Unit of Bulls (1), hitting one squarely in the chest but dealing no wounds. "You call that ah bolt!? Hurr hurr hurr ..". Oblivious to what was happening around them the Bulls (1) didn't seem to notice the volley of quarrels hitting them as well, striking 4 times but dealing 0 wounds. Things were looking up for the Ogres, or at least this lot. On the other side of the board it was a different matter though.

After evading the oncoming Warrior charge, the Bulls (2) took a sharp pointy stick from the remaining Bolt Thrower, hitting them dead center and killing one instantly. The remaining two Bulls (2) felt a bit shaken by this turn of events, fleeing 5" after failing their Panic check with a roll of 9 on 2 die (they were too far out for the Tyrant's Ld score to matter).

With nothing left to do but grumble and pick bugs out of their matted beards, the Dwarfs were done and we moved on to turn 3!

Beer Gut Tribe - Turn 3



Movement
Finally, it was time for the smashing! The Trappers were too busy quaking in fear as the zombie like Dwarfs stumbled, and mumbled their way towards them and forgot about their differences long enough to move away from them (again, no Animosity). Meanwhile the Bulls (1) who had been shot at for so long charged headlong into the nearby Quarrelers, while their brothers (3) across the board moved in for the kill against the Thunderers. Both of these Units were peppered with projectiles, with the Quarrelers missing all of their shots, and the Thunderers hitting almost all of theirs (dealing 5 wounds). The Bulls (2) in the center of the table continued to flee, failing their rally check with a 9 yet again and running into the nearby forest. At the same time the Beer Guts were getting shot to bits, their Gorger made his appearance, coming in directly behind the Bolt Thrower near the Warriors and Thunderers (rolled a 3 on the 3+). The Butcher moved up within charge range of the Quarrelers and the Tyrant positioned himself within charge distance of the Thunderers and Bolt Thrower.

Magic
In a further attempt at redemption, the Butcher cast Bullgorger on the Bulls (1) in combat with 1 die, rolling a 4. This was promptly dispelled by 2 die with an 8. Two more attempts to buff the Bulls (1) were made, both Toothcracker and Trollguts, both failing with a 1 and 2 respectively.

Shooting
Sensing they were close to their small and insignificant end, the Trappers picked up and hurled another barrage of sharp bits at the nearby Longbeards, dealing 4 hits and wounding 1. The Longbeard in question managed to shrug off the damage thanks to his Heavy Armor, before proceeding to grumble about how tough Greenskins were back in his day.

Close Combat
Enraged by the death of his comrades the remaining Bull (3) in the third Unit smashed into the Thunderers, dealing 2 hits and 1 wound with 4 attacks. He lost the combat but passed his Break test and continued to fight. Meanwhile the Bulls (1) who had fared better against the incoming clouds of projectiles attacked the Quarrelers, hitting 5 times and wounding 3. One wound was saved by the Light Armor and Shields, but 2 died on the spot. After the Bulls (1) won the combat the Quarrelers failed their Break test and ran off the back edge of the board with the Bulls (1) pursuing.

With things finally looking up a bit the Beer Guts braced themselves for the coming counter attack with the board looking like this:



Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 3



Movement
Again, throwing tradition to the wind, the Dwarfs reached a critical mass and charged headlong into battle. The Longbeards charged the worthless Gnoblar Trappers, who threw their remaining point bits helplessly at their dirty, flat faces to no effect (4 hits with 0 wounds). The result of the charge is a rank of Trappers again leaving their Ogre master exposed to the onslaught of Dwarf projectile weaponry, in this case the Bolt Thrower pointed at their Butcher. On the other side of the board the Unit of Warriors and their Thane turned to prepare for the coming charges of the Tyrant and Gorger.

Shooting
The far right Bolt Thrower launched a giant pointy log at the Butcher who was hit in the chest, and before shrugging off a majority of the damage, taking only 1 wound and stopping the bolt with his massive girth. The other Bolt Thrower turned to face the incoming Gorger, firing a point blank shot at it's chest with surgical precision. Sadly, Dwarfs are not known for their surgical prowess and the Bolt promptly fell to the wayside dealing 0 wounds to the ravenous horror in front of it. With the Quarrelers dead and the Thunderers tied up in Close Combat, the remaining shooting capabilities of the Dwarf force were not living up to the hype.

Close Combat
Combat began with the sole Bull (3) attacking the remaining Thunderers, where he was hit once but did not sustain any damage from their inferior Dwarf weapons. The Bull (3) lost the combat but passed his Break test. Across the battlefield things were not going as well for the Butcher and Gnoblar Trappers. The Trappers were quickly decimated by the geriatric force of the Longbeards, who then Overrun directly into the Butcher.

And with that battle hanging in the balance the Dwarf turn was over, and the Beer Guts were poised to strike back.

Beer Gut Tribe - Turn 4



Movement
The Bulls (1) who had chased the Quarrelers off the board returned in search of more violent conflict, only to find full ranks of angry old men beating on their tribe's Butcher and a Bolt Thrower pointed in their direction. Never ones to give up a fight before it started, they moved directly towards the Bolt Thrower and crew. The Gorger fell upon the other Bolt Thrower, howling for blood, and caked in what appeared to be dried excrement, while the nearby Tyrant ran headlong into the rear of the Thunderers (after winning a dice roll to determine if he was in the Unit's flank or rear before the Charge). The fleeing Bulls rallied and turned to face the Warriors and Thane, feeling quite content to stay in the forest and observe the action from a safe distance.

Magic
Yet again proving he had lost favor with the Great Maw, the Butcher was unable to cast a single spell in combat. After attempting Bullgorger on the nearby unit of Bulls (1) and failing, his attempts to cast Toothcracker (a 6 with 1 die) and Trollguts (a 5 on 1 die) on himself were both dispelled by the Dwarf forces (with an 8 and 10 respectively). With nothing left to live for the Butcher threw himself at the nearest enemy, eager to die and prove his faith to the Maw.

Close Combat
The Butcher promptly challenged the Unit Champion, killing him with 4 hits and 1 wound, while recovering the 1 wound he had lost previously thanks to the Bloodcleaver. It wasn't enough though, and the Longbeards won the combat forcing the Butcher to make a Break test at a -4 penalty. The Butcher failed his test and fled 11". The Longbeards pursued 6" but were not able to catch the Butcher. Meanwhile the Dwarf Thunderers found themselves sandwiched between two angry Ogres. The Tyrant striked first, dealing 3 wounds with 4 attacks and forcing the Thunderers to take a Break test. They failed their test and fled, but were followed by the remaining Bull (3) while the Tyrant waited to charge the remaining Bolt Thrower crew or incoming Warriors and Thane. It ends up being the Unit of Warriors as the Gorger decimates the Bolt Thrower crew, chasing them down before running headlong into the Warriors.

With fresh blood on the battlefield, and a renewed vigor brought on by having a Lord in a 1000 point game, the Beer Gut Tribe seemed to have the upper hand. Not everything was as it seemed though ...

Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 4

Movement
The Longbeards charged the Butcher's rear and forced him to continue his flight away from the adult diaper wearing veterans. He fled an additional 8" but was not out of the game yet, still sitting 2" away from the edge of the board. The Longbeards failed their charge and moved just 3" forward. Meanwhile the Thunderers were able to rally and turned to face the incoming Bull (3).

Shooting
Again, with surgical precision, the Dwarf Bolt Thrower fired at the encroaching Bulls (1) but failed to hit anything.

Close Combat
The Warriors and their Thane were thrust into battle as they were attacked by the stinking, and ravenous Gorger. The Gorger tore through 2 of the front rank before suffering 1 wound of his own, but was able to stay in the battle for the next turn.

Beer Gut Tribe - Turn 5


Movement
After taking a moment to assess the situation, the forest dwelling Bulls (2) decided to move towards the nearby Thunderers in an attempt to help the sole Bull (3), who was currently charging back into battle against the remaining stunties with guns. Meanwhile the returning Bulls (1) charged the poorly aimed, nearby Bolt Thrower in an effort to stop to the Dwarfs from ever seeing another Shooting phase in the game. The Tyrant rushed into battle to join the Gorger and was promptly challenged by a Dwarf Warrior Champion, while the Butcher failed to rally and ran off the edge of the field giving Mr. Stocks 175 points and accomplishing nothing for the Beer Gut Tribe.

Close Combat
The triumphant Bulls (1) killed 2 members of the Bolt Thrower crew, winning combat and forcing the Dwarfs to make a Break test. They failed their test and ran 5" while the Bulls (1) chased the fleeing crew 7" and stabbed them in their tiny backs. The Thunderers were dealt another 2 wounds by the remaining Bull (3), but held fast for another round of combat. Meanwhile, the Tyrant smashed through the Warrior Champion, dealing 3 wounds and winning the challenge with an Overkill. Sadly it didn't matter as the Gorger failed to land a single attack, rolling 4 die and getting 4 ones. The Tyrant is forced to make a Break test which he fails, and he proceeds to flee 6" away from the melee.

Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 5

Movement
With no enemy in sight, the Longbeards shuffled towards the empty table quarter in an attempt to secure some victory points for the Dwarfs.

Close Combat
The Thunderers managed to strike back against the lone Bull (3), but failed to hit or wound. The Bull also striked back, and also failed to wound. The Bull won combat by1, and the Thunderers were forced to flee 3" while the Bull chased behind them with a pursuit roll of 2". The Gorger stayed in combat, directing all of his attacks at the Dwarf Thane but failing to do any damage. He suffered and additional 2 wounds from the Unit of Warriors and only has 1 wound remaining at the end of the Turn.

Beer Gut Tribe - Turn 6



Movement
The Tyrant finally realized he was running from a bunch of moving speed bumps and quickly rallied to face the remaining Dwarf force. Meanwhile, the lone Bull (3) charged the last two Thunderers, who were able to stand their ground but were not able to fire at the incoming Ogre. With the Thunderers under control the Unit of Bulls (2) near the forest moved to help secure a table quarter in case the Dwarf Thunderers decided to stick around, while the other remaining Bulls (1) charged the flank of the Warriors.

Close Combat
The Bulls (1) were able to strike first, but dealt only 1 wound to the Warriors before one of the Bulls was killed outright by the Warriors on the flank. The Gorger attacked the Thane again, this time killing him and securing his head as a gnobby, hair covered trophy to decorate his cave wall. The remaining Warriors in the front rank were able to strike back against the Gorger but failed to deal the killing blow leaving the Gorger with one wound remaining and still in combat. The Bulls (1) failed their Break test and fled 8" away from the Warriors. Meanwhile the eternal struggle of Thunderers vs. Bull (3) finally comes to an end as they are killed by 2 wounds dealt with 4 attacks in the charge.

And with that the battle is over .... or is it?

Cheaty Stunty Shootaahs (aka Dwarfs) - Turn 6

Movement
The Unit of Longbeards continued its quest to hobble around the southern most corner of the map, while the Warriors found themselves stuck in Close Combat with the Gorger.

Close Combat
With their last bit of dignity intact, the Warriors managed to deal one wound to the Gorger, killing him and with it, any chance of contesting the table corner.

Game Result: DRAW

Yup. All of that for a draw. It could have been worse, I almost lost the cheating points I alloted for the Tyrant as he was running for his life. All in all it was a good game, and I have finally seen the true capabilities of the Gorger (this was my first time using the Unit). I really only have one thing to say in conclusion to all of this: I am tired of playing against Dwarfs.

Oh ... and good game Mr. Stocks (you Cheaty Stunty Shootaah).