Deployment - Dwarfs
Here is the left flank of the Dwarfs deployment zone. There are two bolt throwers with engineers, a gyrocopter, a unit of longbeards with hand weapons and shields, and after that a unit of warriors with great weapons. There is a BSB in that unit and the general is with the longbeards.
In this picture we can also see a unit of iron breakers on the far flank. They are equipped to be an anchor over there, with runes that gives them immunity to fear and lets them take a break test on 1D6 instead of 2. So they are a good flank holder.
Deployment - Dark elves
The Dark elves have a unit of dark riders, a small unit of executioners... now, the dark elves have the "Elite army" event for this campaign turn, which means that they can have as many special and rare choices as they want. So they decided to go with a MSU style army this time. So... on the hill are two Reaper bolt throwers, after that we have another small Executioner unit, and after that the Cauldron of BLÖÖÖÖD! The blurry stuff further away is another unit of executioners and a master on a dark pegasus.
Further away, there is a unit of cold one knights, with a mounted BSB in it. Then we have some dark riders and finally a Hydra hiding in the forest. So the dwarfs look outnumbered. There is a unit of Miners off the table that will arrive later on, though.
Dwarfs turn 1
The beardy fellows just shuffle around a bit, the gyrocopter advances and the bolt throwers kill like one cold one knight or something. Not much else going on.
Dark elves turn 1
The dark riders line up to threaten the two bolt throwers, and the pegasus and executioners also choose to go on the flank.
To avoid getting the cold ones shot by bolt throwers again, the executioners move up to screen them. Basically just everything else moves forward (even the cauldron of BLÖD which really should have a hard time getting anywhere, showing an obvious lack of logistic organs).
Dwarfs turn 2
The miners decide to show up already. They choose to move up to support the left flank instead of coming in in a more offensive position. They would never have caught up with the elves anyway, so they might as well go on the defensive. The bolt throwers shoot some dark riders, there is really nothing better to shoot at right now.
The gyrocopter leave the left flank to land in the middle of the dark elf army. So most of them are now marchblocked. It blows some steam at the cold ones, but doesn't do any damage.
Dark elves turn 2
The cold ones charge the bolt throwres on the dwarfen left flank. The engineer manages to shoot one or two with his pistols, so now they are more than likely to get stuck and vulnerable to a flank charge from the miners.
The rest of the elves move forwards, but are slowed by that annoying gyrocopter. The hydra is now in position to roast the iron breakers, but we didn't realise at this time that it in fact may march AND fire. So the breakers live to see another turn.
Dwarfs turn 3
The iron breakers turn to face the hydra, while the gyrocopter keeps blowing steam without much effect. The two main dwarf blocks prepare to end their coffee break since the enemy is now getting pretty close.
In the close combat phase, the miners push the dark riders away. Sadly, they fail to restrain pursuit, so they run past the bolt thrower and are now out of position to protect it from that pegasus.
Dark elves turn 3
The pegasus charge the bolt thrower, and will probably kill the last remaining crew member and overrun into the next. The dark riders rally and prepare to charge the miners together with the executioners.
The executioners and cold one knights are now pretty much in position to charge the dwarfs the next turn. The dwarfs have a lot of static CR, but even if that turns out to be enough to beat the elves, the executioners are stubborn thanks to the cauldron of BLÖD, which still seems to keep up fine. Perhaps someone put a skateboard under it or something.
Half of the iron breakers falls to the hydra's awful breath. Since it is a skirmisher, it can run circles around the dwarfs and burp at them without any risk of retaliation.
Dwarfs turn 4
The dwarfs basically just brace themselves for the coming onslaught, trying to maneuover to avoid getting flanked. The iron breakers realise chasing the hydra won't do them any good, and decides to try to support their little friends instead.
Dark elves turn 4
On the left flank, the executioners charge the miners while the pegasus have already mopped up up the last bolt thrower and carried on to more challenging tasks. The dark riders prepare to flank the miners if the executioners would be teh fail.
In the center, the longbeard unit is charged by two units of executioners and the pegasus.
The cold one knights declare a charge on the other main dwarf block. The cauldron of BLÖD gives them an extra attack, and they also have the Banner of even more attacks. Just to be safe, they also use some gizmo that lets them take their stupidity test on 3D6. This charge is destined to fail. And it does. The stupidity of lizards are not to be taken lightly. The dwarfs cheer and prepare to crack some heads. The dark riders have decided that they'd rather run away to secure a table quarter than to hang around to get charged by the iron breakers.
The dwarfs' cheering comes to an abrupt halt when the executioners obliterate the other dwarf block and carry on into their flank. Beards will burn for this!
The executioners hold the dwarfs long enough for the cold ones to get the charge off. The hydra also charges the remaining iron breakers. Every dwarf on the table dies, except for the gyrocopter. Total massacre win for the dark elves.
The next time the dwarf face a MSU army, it will probably be wise to bring some more shooters. Those executioners would have died in droves to some crossbows or handguns.
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