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The Proving Grounds – Month 3 – Sanj

Check out Alan’s blog on the Warhammer Proving Grounds Escalation Campaign:

The Proving Grounds – Month 2 – Sanj

Check out Alan’s blog on the Warhammer Proving Grounds Escalation Campaign:

The Proving Grounds – Sanj’s Dwarfs vs Oron’s Estalians 750pts

This game was played as a pre-determined match up for the Proving grounds campaign.

Due to a slight communication error, Oron showed up with 2,400 points of Skaven to take on my 750 points of Dwarves.

After a quick trip home Oron came back with the right army.



Oron El Handro – Captain of the Empire

Casimiro – Master Engineer

Rafael’s Rolderos – 20 Swordsmen with Standard Bearer

Cachi’s conquistadors – 5 Outriders

Maria – Hellblaster Volley Gun

Pygmies – 40 militia

750 points



Groin Stonescribe – Runesmith with gromril armour, great weapon, shield and rune of stone (74pts)

Grudge campaign quarrellers – 19 quarrellers with heavy armour and great weapons (266pts)

Pilot Biggles – Gyrocopter with steam cannon and vanguard (100pts)

Pilot Algy – Gyrocopter with steam cannon and vanguard (100pts)

Pilot Wilks – Gyrocopter with steam cannon (80pts)

Knights of the Black Bear – 5 dwarf knights with gromil armour, lance, shield and barding (130pts)

750 points


Oron El Handro is in the swordsmen unit and Groin Stonescribe is with the quarrellers.

Oron’s deployment.


My deployment after vanguard movement.


Turn 1

Estalian turn 1

Oron advances with everything, even his hellblaster volley gun to bring the dwarf knights into range.


Dwarf turn 1

Algy and Wilks attempt bombing runs on the outriders. Wilks successfully kills two outriders but Algy must have cut his fuse too short and loses a wounds from misfiring. Biggles flys up to spray steam on the swordsman, combined with shooting from the quarrellers the swordsman lose a full rank but pass their panic check.

The dwarf knights ‘bravely’ back up out of the volley gun’s range.


Turn 2

Estalians turn 2

The swordmen and pygmies continue to advance as the outriders shoot at the dwarf knights who make all of their armour saves. The volley gun fires ten shots at Biggles who prepares to meet his maker. Miraculously only two shots hit and Biggles survives on one remaining wound.

The empire advance.


Dwarves turn 2

The quarrellers eat some questionable mushrooms in the forest, they fail their stupidity test and stumble out of the woods. Algy charges into the hellblaster crew with the sole purpose of tying them up and preventing further shooting. Wilks uses his steamgun on the outriders and kills another. Biggles shoots at the swordmen who fail their panic test with a roll of triple 5’s and flee. The dwarf knights charge into the pygmies and despite the massed ranks of the empire the dwarfs win combat by one. The pygmies are steadfast but unable to use their fleeing general’s leadership; they flee and are run down by the dwarves.

There used to be pygmies here.


Turn 3

Estalians turn 3

The swordsmen rally to face the dwarf knights two remaining outriders advance towards the knights. Casimiro the master engineer charges Algy to win the combat by causing a wound but Algy passes his break test.


Dwarf turn 3

Biggles perfroms a bombing run on the swordsmen and reduces them to five men and their general. Wilks kills another outrider. The dwarf knights charge into the volleygun and kill all of the crew. Casimiro flees from combat to be run down by Algy. The quarrellers have nothing better to do and move up.


Turn 4

Estalian turn 4

Both the swordsmen and the lone outrider charge into the rear of the dwarf knights. The combat is drawn and there are no musicians to tip the balance.


Dwarves turn 4

The quarrellers reform and advance. The gyrocopters surround the ongoing combat waiting for the swordsmen to flee. The knights have reformed to face the swordsmen and kill the last outrider. Oron El Handro manages to kill a dwarf knight but the combat is drawn again.


Estalian turn 5

All of the swordsmen are killed in the ongoing combat. El Handro kills another dwarf knight, he loses the combat but passes his break test,


Dwarves turn 5

Biggles charges El Handro in the rear to tip the combat resolution in the dwarves’ favour. El Handro flee from combat and is run down by the knights.

Victory to the dwarves 750pts-0pts!

Two dwarves covered head to toe in shining gromril armour flung the human in yellow and purple garb to his knees before Groin Stonescribe. Groin stared at the umgi in distaste as his voice boomed, “Your slight on our race will be entered into the record of ages”.

The human appeared shocked, “What do you mean, we came to treat with you”.

“I think you’ll find you fired first”, quipped Stonescribe, “if you’ve come to treat, then treat”. 

“My men, they are wounded, you have to…”

“I have to do nothing, I’ll give you terms for our treaty”, a wide grin spread across Stonscribe’s face, “you will surrender all of the gold your warband is carrying to us to pay for the field surgery and treatment we will provide, you may leave, no need to thank me”.

El Handro took a moment to recover from the proposal set before him but accepted he would need to turn over a vast amount of gold to the dwarves. Raising to his feet, El Handro slipped what seemed to be an elongated golden skull into his robes unseen. He bowed with dignity, thanked the dwarf and left the tent.

Groin patted the dwarf knights who brought the captain to him, “That umgi there, he is my bitch”.

The Proving Grounds – Sanj’s Dwarfs

Check out Alan’s blog on the Warhammer Proving Grounds Escalation Campaign:

Dwarfs vs Lizardmen 1600 points

Lizardmen vs. Dwarves

Zak and I played this game way back in February after the release of the new dwarf book.
My notes from the game are pretty poor so the maps are a little off but the gist is there.



[T] 40 Temple guard

[Sw] 20 Saurus warriors

[S1] 10 Skinks

[S2] 10 Skinks

[S3] 10 Skinks

[Cs1] 5 Chameleon skinks

[Cs2] 5 Chameleon skinks

[Cs3] 5 Chameleon skinks

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I used this game as an opportunity to try out as many of the changes to units as I could, whilst still fielding a fully painted army.

I took a small unit of hammers who now have 2 attacks each.

Slayers to see how they fair when they can attack when they die.

The warriors and long beards were armed with hand weapon and shield rather than the usual great weapon to try out the new rules.

I also wanted to try out the changes to the gyrocopter, organ gun and grudge thrower.

The characters were kept extremely light on runes at this points level.

[L] 25 Longbeards

[W] 25 Warriors

[H] 20 Hammerers

[T] 20 Trollslayers

(Og) Organ gun

(Gt) Grudge thrower

[Gc] Gyrocopter

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Deployment photo Lizardman_defeat_map01_zps998769fe.jpg


Turn 1 – Lizardmen

L1 photo Lizardman_defeat_map02_zps3a16fb89.jpg

The Lizardmen advance across the board.

The combined chameleon skinks manage to kill 5 slayers and take a wound off the gyrocopter.

The Slann miscasts regeneration on the temple guard and losses two magic levels for his trouble.

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The gyrocopter is peppered by shooting.


Turn 1 – Dwarves

D1 photo Lizardman_defeat_map03_zpsad0ab3e3.jpg

The dwarf line advances.

The artillery score 9 kills on the temple guard between them. 16 hits from the organ gun in total.

The gryocopter sprays across two units of skinks but only manages to kill one!


Turn 2 – Lizardmen

L2 photo Lizardman_defeat_map04_zps15c354ad.jpg

The temple guard charge the warriors, killing 5 dwarves and the runesmith general.

The dwarves only kill one temple guard in return but they pass their break test.

Before the runesmith’s death he used his dispel scroll to stop the slanns only attempt at casting.

The chameleon skinks take one wound off of both the organ gun and grudge thrower.

5 more slayers die to the combined shooting from three skink units.

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Turn 2 – Dwarves

D2 photo Lizardman_defeat_map05_zps32e4168d.jpg

The dwarves charge where ever they can.

The hammerers kill 8 saurus warriors but loose 7 in return, they lose the combat but pass their break test.

The dwarf warriors and longbeards manage to kill 6 temple guard but lose an equal number in return as well as their battle standard bearer.

The dwarves lose the combat but stick around.

The troll slayers are peppered by a javelin stand and shoot and 2 die on the charge. The skinks then kill the three remaining slayers before they even attack but they manage to take out three skinks in their death throws.

Finally the gryocopter charges into the chameleon skinks. It loses a wound to stand and shoot and amazingly the skinks finish it off in combat!

The organ gun manages to cause a unit of skinks to panic.

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The slayers meet an ‘honourable’ death.

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Mass combat



Turn 3 – Lizardmen

L3 photo Lizardman_defeat_map06_zpsea81fee1.jpg

The Lizardmen punish the dwarves across the board.

Numerous casualties caused by the temple guard yet the dwarves still hold the line.

Another bloody round of fighting between the saurus and hammerers, both parties hold fast.

All of the skink skirmishers begin closing in on the dwarven artillery.

The grudge thrower falls to poison darts and the organ gun receives a charge.

 photo P1010157_zpsfa696e16.jpg
Hammerers die

 photo P1010158_zps31ea8d08.jpg
More dying dwarves


Turn 3 – Dwarves

D3 photo Lizardman_defeat_map07_zps0b9748cb.jpg

The temple gaurd finish off the longbeards outright and turn to face the hammerers.

The remaining dwarf warriors flee through the chameleon skinks behind them, right up to the table’s edge.

The hammerers in turn win their combat and face the temple guard.

The organ gun remains in combat.

 photo P1010165_zps5201347a.jpg
Running dwarves

 photo P1010166_zpsbe8dedb6.jpg
The picture doesn’t seem to match up with the map, but either way the organ gun and hammerers are in trouble.


Turn 4 – Lizardmen

L4 photo Lizardman_defeat_map08_zpsd10fdaea.jpg

The skink skirmishers advance on the lone organ crewman.

The fleeing dwarf warriors are destroyed.

The Slann reduces the hammerer unit to a single champion with some silly magic business.

The organ gun remains in combat


Turn 4 – Dwarves

D4 photo Lizardman_defeat_map09_zps84a466e9.jpg

The lone hammerer champion charges the temple guard and challenges the slann to a duel.

After much goading the challenge is accepted one for the dwarf to die pitifully to a single attack from the slann.

The organ gun remains in combat.

 photo P1010169_zps4402749d.jpg
‘Scrappy doo’ the hammerer doesn’t last long.


Turn 5 – Lizardmen

L5 photo Lizardman_defeat_map10_zpsa3850738.jpg

Everything that could do so charges the dwarf organ gun.

The organ gun remains in combat


Turn 5 – Dwarves

D5 photo Lizardman_defeat_map11_zps00aa59a4.jpg

The organ gun remains in combat

 photo P1010171_zps1ae55211.jpg


Turn 6 – Lizardmen

L6 photo Lizardman_defeat_map12_zps4a020504.jpg

The Temple guard wade into combat to finish the organ gun.

The organ gun remains in combat.


Turn 6 – Dwarves

D6 photo Lizardman_defeat_map13_zps3011923b.jpg

The organ gun remains in combat.

The lone dwarf crewman refuses to die, preventing the dwarven army from being tabled and mugging the lizardmen off!

 photo P1010173_zpsb40a054f.jpg
He’s muggin you off bruv.


Wow, the dwarves had a bad day.

The list was sub par due to wanting to try new things but I also made loads of mistakes and bad decisions.

One dwarf left standing is enough for me to keep my pride…


 The entire host of snarling Lizardmen now surrounded a lone dwarf. Covered multiple wounds the unnamed dwarf lowered his head in defeat. The clamour of noise rose around him at the Lizardmen clearly excited by the subservience before them.

“Heh, heh heh, ha ha, ha ha HA, AH HA  HA HAH!” the dwarf began laughing raising his head with a lit cigar between his teeth. The Lizardmen fell silent, first in confusion, then in realisation as the dwarf dove headlong into the pile of barrels behind the warmachine he had been defending. A thunderous roar echoed around the battlefield as the gunpowder exploded. A whole army of Liazrdmen are educated on the stubbornness of dwarves in the instant they are destroyed.


Built with Battle Chronicler.

Dwarfs vs Empire 2500 points

Dwarves vs. Empire

I played this battle against Alan back in October of 2013. Please forgive me for any sketchy details, I need to work on my note taking. This game was practise for a tournament Alan had coming up using Swedish comp rules. You work out how good your army is on a scale of 1 to 20 with 1 being the most ‘powerful’. I think the Dwarves came out dead middle with a score of 10 and the Empire were a bit tougher at 6 points.


Runelord, shield, master rune of balance, rune of resistance, rune of stone

Thane, battle standard bearer, master rune of gromril, rune of resistance, rune of preservation

[H] 38 Hammers

[Dw11] 40 Warriors, great weapons, full command

[Dw12] 40 Warriors, great weapons full command

[GT1] Grudge Thrower, engineer, rune of accuracy, rune of penetration, rune of fire

[GT2] Grudge Thrower, engineer, rune of accuracy, rune of penetration, rune of penetration

[C] Cannon, engineer, rune of forging

[OG] Organ Gun

[E] Master Engineer, great weapon, shield, handgun

 photo ff50dc42-b5d2-4c71-9119-0d2c361ba06c_zps3d7358fd.jpg


Grand master on warhorse

Warrior priest

Captain, bsb


Wizard, Lvl 4, lore of death

[H1] 40 Halberdiers 1

[H2] 40 Halberdiers 2

[K] 11 Knights

[D] 4 Demigryph knights

[ST] Steam Tank

[C1] Cannon

[C2] Cannon

[C3] Cannon

[H] Hellblaster volleygun

[LoH] Luminark of Hysh

[E] Engineer

 photo e44d621b-4788-45e6-9e12-882c3fbc326a_zps80831930.jpg



Deployment photo dwarves_vs_empire_map01_zps25eb0bff.jpg

The Empire level 4 wizard takes the Lore of Death and begins the game with the Fate of Bujna, Doom and Darkness, Sould Blight and Spirit Leech.


Turn 1 – Dwarves


D1 photo dwarves_vs_empire_map02_zpse3bd2e5f.jpg

The Dwarves stay put and open fire with their artillery.

Destroying an Empire cannon and the hellblaster volleygun between them.

 photo CIMG0432_zpsb20723f5.jpg

Alan smiling before losing half of his artillery in the first turn.

Turn 1 – Empire


E1 photo dwarves_vs_empire_map03_zps82f3392b.jpg

The Empire advance as the steamtank misfires loosing 3 wounds.

One of the cannons also misfires and is destroyed.

The last remaining cannon fires into the hammerers, felling 3 of them.

The magic phase in uneventful as all attempted spells are dispelled.

 photo CIMG0437_zpsba0a0ff8.jpg

The Empire battle line advances.

Turn 2 – Dwarves


D2 photo dwarves_vs_empire_map04_zps4b2866b6.jpg

The warriors on the left flank reform into deep ranks facing towards the advancing demigryph knights.

The warriors on the right flank swift reform into deep ranks and move straight forward and the hammerers advance to keep in line with them.

The cannon aims at the halberdiers and overshoots into the Hymnark, reducing it to 1 wound and the grudge thorwers kill one demigryph knight between them.

 photo CIMG0440_zpsbc13dbc4.jpg

A demigryph knight falls to a thrown grudge stone.

Turn 2 – Empire


E2 photo dwarves_vs_empire_map05_zps59bf93fe.jpg

The Empire battlle line shuffles forward and the steamtank misfires yet again, losing a further 2 wounds.

The knights on the right flank race forward to stay out of the warrior’s front arc.

Most notably the Empire wizard casts Fate of Bhujna with irresistible force at the enemy bsb, turning the dwarf to jelly.

The Wizard explodes and takes 15 halberdiers to the grave with him for his trouble.

In a show of gunmanship the Empire cannon destroys the opposing cannon, causing the dwarven master engineer to consider taking the slayer oath.

 photo CIMG0442_zpsf99e9ffc.jpg

The aftermath of the wizard’s miscast.

Turn 3 – Dwarves


D3 photo dwarves_vs_empire_map06_zps654f1801.jpg

The warriors on the left flank shuffle to keep as much of the Empire battleline in their front arc as possible as the hammerers advance and the warriors on the right flank reform into horde formation to face the Empire knights.

The organ gun takes down 1 knight and the grudge throwers kill 12 halberdiers.

 photo CIMG0443_zps947a8e18.jpg

Soon the battle lines will clash together.

Turn 3 – Empire


E3 photo dwarves_vs_empire_map07_zps28ca6174.jpg

The Empire charge across the board as the demigryphs and halberdiers smash into the left-most warriors.

The steam tank fails to reach the hammerers, leaving the second unit of halberdiers to fight them alone.

The knights on the right flank charge into the awaiting warriors.

The Hymnark left on 1 wound boosts the halberdiers in combat and along with the Demigryphs the and they slaughter 11 dwarves.

Without a re-roll from the bsb, the dwarves fail their breaktest, even with steadfast, and are run down.

The halberdiers overrun into the closest grudge thrower and the demigryphs reform to face the hammerers.

15 halberdiers fall to the hammerers and they turn and flee escaping the short legged dwarves.

Finally the knights kill 5 dwaves on the charge and loose 2 of their own in return.

 photo CIMG0447_zpsb0dcb9ca.jpg

Getting ready for multiple charges.


 photo CIMG0448_zps437bddc5.jpg

Those dwarf warriors don’t last long.

Turn 4 – Dwarves


D4 photo dwarves_vs_empire_map08_zps9910b941.jpg

The hammerers reform to face the steam tank and demigryphs.

The dwarven master engineer rushes to the defense of his grudge thrower but is killed in a duel with the Empire battle standard bearer and the machine destroyed by halberdiers.

The halberdiers reform to face the remaining grudge thrower.

Two knights die on the right flank, failing to kill any warriors but they hold in combat.

The organ gun removes the final wound from the Hymnark.

 photo CIMG0454_zpse061d62e.jpg

The dwarf engineer is bested in single combat and the grudge thrower destroyed.

Turn 4 – Empire


E4 photo dwarves_vs_empire_map09_zps10b92e00.jpg

The demigryphs and steam tank charge into the hammerers, one demigyph falls and 10 hammerers die but the combat continues.

The halberdiers charge into the remaining grudgethrower but fail to kill all of the crew.

The knights loose their fight with the warriors and flee 10″, the dwarves give chase but stumble forward only a couple of inches.

The second unit of halberdiers continues to flee.


 photo CIMG0455_zpsec4b47d4.jpg

A bloody battle rages on with the hammerers as the Empire state troops continue to flee.


 photo CIMG0457_zps20c1c7c4.jpg

Stunty legs can’t keep up with horses.

Turn 5 – Dwarves


D5 photo dwarves_vs_empire_map10_zps5b7c8b44.jpg

The dwarf warriors reform to face the halberdiers that have now destroyed the last grudgethrower.

The hammerers suffer heavy casualties but manage to fell another demigryph.

The organ gun kills one more knight, leaving just the grand master alone.


Turn 5 – Empire


E5 photo dwarves_vs_empire_map11_zps8213a263.jpg

The fleeing halberdiers rally to face the hammerers.

Now that all his warmachines are destroyed the Empire engineer advances towards the fighting.

The larger unit of halberdiers charges the organ gun, destroying it and overrunning into the dwarf warriors.

The grand master continues to flee.

The hammerers take heavy casualties again but wound the steam tank and stay in the fight.


Turn 6 – Dwarves


D6 photo dwarves_vs_empire_map12_zps5bdf3cbe.jpg

The hammerers manage to destroy the steam tank and kill the last demigryph knight.

They turn to face the halberdiers to the north.

The halberdiers in the south are defeated by the dwarf warriors, they turn and flee, escaping but leaving the battle standard behind.

 photo CIMG0460_zps335cd3eb.jpg

Both the human and dwarf hordes are greatly diminished.

Turn 6 – Empire


E6 photo dwarves_vs_empire_map13_zpsc7a95bc7.jpg

The halberdiers continue to flee whilst the grand master rallies on the right flank.

The engineer lets loose a pigeon bomb on the hammerer unit striking all 6 and the runelord.

4 hammerers die, leaving just one hammerer and the runelord totalling over 600 points.

 photo CIMG0461_zps83a6593a.jpg

The engineer seeks vengeance for the destruction of the many warmachines under his care.


 photo CIMG0462_zps09934ae7.jpg

He lines the hammerers up in his sights and releases da bomb.


 photo CIMG0464_zps2e95e68e.jpg

The hammerers are pulverised by the pigeon bomb but the two survivors total over 700 points alone and secure a dwarf victory.

The game ends in a dwarf win with well over a 1000 points of dwarves left alive and only half that in empire troops.


I knew the Empire was going to have a tough time against the dwarves unless they could crack one of the flanks and chew through all my warmachines. That’s exactly what they did after the loss of my bsb. I really should have finished off that Hymnark sooner as its buffs greatly aided the downfall of the dwarves left flank. Alan was really unlucky with misfires across the board but that final pigeon bomb so nearly won him the game.

The dwarven runelord picked himself up from the ground, patting the dirt from his robes and wincing at the ringing in his ears. His one remaining bodyguard begins shaking him by the shoulders and holding up one or maybe two fingers. “Leave off you wazzock” the runelord barks, “gather the rest of the warriors, I’ve got a score to settle with that umgi engineer”. A muffled voice can only just be heard by the runelord from the lone hammerer facing him, “there are no more cannons to reclaim my lord, they were all destroyed by inferior black powder”. As his face flushes red with anger the runelord reveals a large book of grudges from beneath his robes, “damn the cannons, I’m going to find that engineer and stick this book where the sun don’t shine, since when have the umgi been weaponising poultry?”

Built with Battle Chronicler

Dwarfs vs Lizardmen 1000 points

James G and I had a 1000 point game of Fantasy battles to test out his upcoming tournament list and for me to write another battle report. The Lizardman force has shown up on the outskirts of a small Empire market town. A Dwarven trading caravan is currently residing in town and is accompanied by a guard of some 60 warriors. They are keen to show the humans how it’s done and jump to the defense of the town.


Runesmith, Greatweapon

Thane, Battle standard bearer

[Dw1] 20 dwarf warriors, Great weapons

[Dw2] 20 dwarf warriors, Great weapons

[Dw3] 20 dwarf warriors, Great weapons

(Og) Organ gun

[Ds] Dragon slayer


[Sp] Skink priest, dispel scroll

Saurus veteran, Battle standard bearer, Ruby ring of ruin

[Sa] 25 Saurus warriors, Spears and shields

[Sk 1] 10 Skinks, Blowpipes

[Sk 2] 10 Skinks, Blowpipes

[AS] Ancient Stegadon, Blowpipes


The Dwarf warrior blocks deploy in a row with the Runesmith and Battle standard in the central unit.

The large block of Saurus warriors deploy centrally with the Skink priest nearby.

The ancient Stegadon deploys next to a forest with a unit of Skinks on either flank of the battle line.

The Skink priest takes Wyssan’s Wildform and Flock of Doom from the lore of beasts.

Turn 1 – Dwarves

The Dwarf battle line advances.

The organ gun is out of range to any targets.

Turn 1 – Lizardmen

Both units of Skinks and the Stegadon advance.

The Saurus warriors do not move to remain out of range of the organ gun as does the Skink priest.

The Lizardman magic phase is uneventful as the Dwarf Runesmith dispels the Skink priest’s efforts to cast Flock of Doom and the Saurus Battle standard’s Ruby ring of ruin.

One of the Skink units fires at the closest Dwarf unit and two die to poison blowpipes.

The board after both armies have advanced.

Turn 2 – Dwarves

The Dwarf unit closest to the Skink skirmishers attempts a long charge, the Skinks stand and shoot, killing two Dwarves as their charge falls ‘short’.

The other two warrior units advance and the Dragon slayer makes his way towards the Stegadon and away from the advancing Skink’s blowpipes.

The organ gun crew sense a chance to panic the advancing Skinks on their left flank but misfire and cannot fire this turn.

The Skinks stand and shoot at the Dwarf warriors.

Turn 2 – Lizardmen

The Skinks on the left advanced into the woods and discover a fungus forest, they shoot at the Dwarf warriors infront of them and kill one of their number.

The Saurus warriors cautiously advance as does the Skink priest, ensuring he remains out of sight of the organ gun.

The Stegadon shuffles forwards and combined with shooting from the Skinks nearby they kill four Dwarves from the Runesmith’s unit.

The magic phase is largely uneventful with the Dwarves dispelling all but Wyssen’s Wildform cast on the Skinks in the fungus forest.

Turn 3 – Dwarves

Two of the Dwarf units declare a charge on the ancient Stegadon.

The first unit is successful and while the second unit rolls enough to get into combat there is not enough room to rank up in the Stegadon’s front arc and the charge fails.

The third unit of Dwarves advances to cover the flank of the now exposed Runesmith’s unit.

The Dragon slayer continues to run towards the Stegadon.

The organ gun fires at the Saurus warriors and three of them fall to lead shot.

The Stegadon and its crew kill two Dwarves in the ensuing combat and in turn looses two wounds, the Stegadon easily passes its leadership test being both stubborn and cold blooded.

One unit of Dwarves gets into combat with the Stegadon.

Turn 3 – Lizardmen

The Saurus warriors charge into the flank of the Runesmith’s unit.

The Skinks in the fungus forest pass their stupidity test and fire on the Dwarves infront of them but cause no casualties.

The other Skink unit advances and fires on the lone Dragon Slayer, he dies pincushioned by poison darts.

The Skink priest throws all his power dice at Wissen’s Wildform to turn the Saurus warriors into monsters of strength and toughness but is dispelled by the Dwarf Runesmith.

The Saurus warriors break the Runesmith’s unit on the charge, the Dwarven Battle standard bearer and unit standard are cut down but the rest of the unit escapes by running through the nearby buildings.

The Stegadon kills four Dwarves and loses no wounds in return, the Dwarves lose the combat but are steadfast and pass their leadership test.

The Saurus warriors pile into the Dwarves.

The Dwarves break and flee but outrun the Saurus attackers.

Turn 4 – Dwarves

The fleeing Runesmith and his unit rally and reform ready to enter the building infront of them.

The Stegadon kills a further four Dwaves but looses two wounds in return, the Dwarves are still steadfast and hold.

The remaining Dwarves charge into the rear of the Saurus warriors, they slay five lizardmen, breaking their resolve, running them down and persuing into the unsuspecting Skinks behind.

The organ gun fires at the Skinks in the forest but misfires again and cannot shoot this turn.

The Dwarves break the Saurus warriors with a rear charge.

They then pursue into the Skinks behind.

Turn 4 – Lizardmen

The Skinks in the woods fail their stupidity test and stumble forward.

The Skink priest advances towards the Skinks in combat and augments them with Wyssen’s Wildform with a very high casting roll.

The Skinks in combat manage to kill one Dwarf but six of them die in return causing them to break and flee.

They are caught and run down by their Dwarven persuers.

The Stegadon reduces the Dwarves it is in combat with down to five in number, it looks set to finish off the unit with a thunderstomp but the Dwarves remove its last wound before it gets the chance.

They reform to face the Skink priest.

Squeaky bum time for the Skink priest.

Turn 5 – Dwarves

The Runesmith’s unit enters the building closest to them as there bretheren behind them reform.

The five Dwarves left from their battle with the Stegadon charge at the Skink priest who elects to flee from combat and escapes.

The organ gun finally has a bead on the Skink priest in the open and fires upon him.

The crew have obviously been using dodgy gunpowder for the entire battle because they misfire yet again, only this time it explodes killing the crew.

Run away!


Turn 5 – Lizardmen

The Skink priest fails to rally and continues to flee.

The Skink skirmishers advance into the flank of the small unit of Dwarf warriors and kill two of them with poison blowdarts.

The Dwarves pass their panic check.

The Skinks fire on the diminished Dwarves.

Turn 6 – Dwarves

The Skinks firing upon the Dwarves with poison blowpipes are out of their charge arc so the Dwarves march into the forest in an attempt to gain some cover from the abyssal woods.

The Runesmith remains withing the cover of the building and the final unit of Dwaves marches toward the Skinks.

Turn 6 – Lizardmen

The Skink priest rallies this turn to cast Flock of Doom at the Dwarves in the forest with irresistable force.

The spell causes no damage and the priest loses all his magic levels.

The Skinks fire at the Dwarves in front of them but with the cover provided by the forest they are unable to benefit from the poisoned darts and only one Dwarf dies.

The Dwarves pass their panic check and the game ends with a victory to the Dwarves.

The Dwarven Runesmith emerged from his hiding place strategic holdfast in the human building. A tiny dazed and drooling Lizard creature with a cracked skull mask is thrown at his feet by several battered and bruised Dwarf warriors. The Skink priest cowers in front of the Runesmith, who feels tall for once in his life, and attempts to speak in Dwarvish tongue, “Ur-bur Vi-th-ang Ga-laz Um-gi, Da-wi On-grun”. Upon hearing these words the smug look on the Runesmith’s face slowly disappears. A human merchant comes running out from cover waving his arms in the air “What have you done? Those creatures have been trading for supplies with us for months”. The Runesmith is shocked at this human confirming the Skink’s story, taking a moment to compose himself and hide any embarrassment at attacking these allies, he turns to the human and says calmly, “I believe these monsters have been paying for your supplies in gold, I think we had best re-negotiate the price of the ale you wish to purchase from us”.

Maps by Battle Chronicler.

Dwarfs vs Bretonnians 1000 points

On Tuesday 17th September 2013 Paul B and I decided to have a last minute game of fantasy at the club. We kept the points limit low so we could practice taking notes for a battle report and settled on 1000 points each.
The Dwarves are attempting to reclaim a precious heirloom gifted to the Bretonnians countless years past. The heirloom has been buried with the Bretonnian town’s recently deceased Lord and the Dwarves want it back.
They launch an offensive on the human graveyard and the town’s militia and retinue of knights have mustered to its sacred defense.


  • Runesmith, General Great weapon, Shield, Rune of Stone
    81 points
  • Thane, Battle Standard Bearer Rune of stone
    95 points
  • [Dw1] 20 dwarf warriors Great weapons
    200 points
  • [Dw2] 25 dwarf warriors Great weapons
    250 points
  • [Dw3] 20 dwarf warriors Great weapons
    200 points
  • [Og] Organ gun
    120 points
  • [Ds] Dragon slayer
    50 points

Total: 996 points


  • Paladin, General Wyrmlance, Virtue of duty
    126 points
  • Paladin, Battle Standard Bearer Virtue of the joust, Heartwood lance, Charmed shield
    135 points
  • [MaA] 30 Men at Arms, halberds, shields Full command
    180 points
  • [K1] 8 Knights
    192 points
  • [K1] 8 Knights
    192 points
  • [T] Trebuchet
    90 points
  • [S] 5 Yeomen
    80 points

Total: 995 points


Dwarves finish deployment first and win the first turn, the woods on the right are a blood forest and a normal woods on the left.
The centre block of warriors contain the Runesmith and Battle standard bearer.
The organ gun and dragon slayer set up in the right woods.
Bretonnians choose to pray, granting a 5+ ward save for all knights in their army.
Their battle standard bearer is in block [K1] and army general is in block [K2].
The Trebuchet sets up behind the walls of the graveyard along with the Yeomen.

Turn 1 – Dwarves

The yeomen take their 12″ vanguard move. The three dwarf warrior units advance as does the dragon slayer.
The organ gun takes a shot at the general’s unit, killing two knights.

Turn 1 – Bretonnians

The yeomen advance to draw the first block of Dwarven warriors away from the men at arms. The men at arms and two knight units all advance.
The trebuchet takes a shot at the organ gun and scores a direct hit but only wounds two of the three crew.
The yeomen fire their bows at the dwarves and kill one warrior.

The Yeomen position themselves to prevent the Dwarves overrunning into the men at arms.

Turn 2 – Dwarves

The first unit of dwarf warriors declare a charge on the yeomen. They chose to receive the charge to draw them away from the men at arms and are slaughtered for their efforts. The dwarves reform to face the men at arms.
The other two warrior units advance.
The dragon slayer is running around on the right flank.
The organ gun takes a shot at the Battle standard’s unit and kills two knights.

The Yeomen before being wiped out.

Turn 2 – Bretonnians

Charges are declared across the board.
The Tebuchet shoots at the organ gun yet again but misfires and cannot fire again this turn or the next.
The men at arms charge the central dwarf unit and kill one warrior but lose six of their own in return. They lose the combat but are steadfast and pass their leadership test.
Both knight units charge into the third dwarf warrior unit. Eight dwarves die to the charge and a further three to the General’s Wyrmlance.
The dwarves manage to score one wound to the battle standard bearer but this does little to strengthen their resolve. They flee from combat and are swiftly run down by both knight units.

All charge!

Get stuck in, note the Dwarven casualties piling up in the background.

The Dwarves can’t hold up to the brutal charge of the Knights.

The Knights make ‘short’ work of running the Dwarves down.

Turn 3 – Dwarves

Dwarf unit [Dw1] charges into the flank of the men at arms combat. The men at arms manage to fell four dwarves but the two dwarf units kill 10 men in return. The men at arms break and flee. One of the dwarf units gives chase but their stubby little legs are not up to the task. The second unit of dwarves reform to face the knights behind them.
The dragon slayer decides to stop sniffing flowers out on the flank and runs to where the action is at.
The organ gun opens fire on the Bretonnian general’s unit. It scores a massive ten hits and four knights fall to the lead shot. The general panics and flees, leaving the unit’s standard behind.

It doesn’t look good for the men at arms.

They break and flee but easily outrun their Dwarven pursuers.

Turn 3 – Bretonnians

Both the army’s general and men at arms rally to face the enemy.
The remaining unit of knights move out of the charge arc of the closest dwarf warriors.

Turn 4 – Dwarves

The Runesmith’s warrior unit reforms to face the Bretonnian general.
The remaining dwarf unit charges into the men at arms killing five of them and loosing two dwarves in return. The men at arms loose combat but hold fast.
The dragon slayer charges into the Bretonnian general and they cause a wound to each other.
The organ gun fires in the back of the knights and kills one of their number.

Turn 4 – Bretonnians

The knights reform and advance on the flank of the Runesmith’s unit.
The men at arms break and flee from combat with the dwarves but are chased down and destroyed.
The Trebuchet fires at the organ gun but the shot deviates massively onto the ensuing combat between the dragon slayer and their general. Both combatants are squashed under a massive rock much to the dismay of the Trebuchet operators.

The Dwarves finally chase down the men at arms.

Both the Bretonnian general and dragon slayer are crushed under a mighty stone.

Turn 5 – Dwarves

The Runesmith’s unit reforms to receive a charge from the Bretonnian knights. The other unit reforms to face the Tebuchet.
The organ gun fires into the flank of the knights in front of it but misfires and explodes for its trouble.

Turn 5 – Bretonnians

The remaining Bretonnian knights charge into the Dwarf Runesmith’s unit slaughtering five Dwarves with no casualties in return. The dwarves loose the combat but are steadfast and hold.
The Trebuchet fires at the closest dwarf unit, scoring a direct hit and killing ten of their number.

The dwarves manage to hold against the relentless charge of the knights.

Turn 6 – Dwarves

After receiving massive casualties from the Bretonnian Trebuchet, the surviving Dwarf warriors charge into the machine, destroying it and butchering the crew.
Many lives are lost in the in the on going combat between Dwarf warrior and Bretonnian knights. Yet another five Dwarves fall to the Knights, even without the momentum of their powerful charge. The Dwarves cut down five Knights in return leaving the enemy battle standard to fight alone.

The Trebuchet is destroyed.

Turn 6 – Bretonnians

In a valiant effort the Bretonnian Battle standard bearer kills two Dwarves as they unhorse him and trample him into the mud.
The game ends with a victory to the dwarves.
Their success is arguably down to the organ gun scoring a high number of hits on the Bretonnian General’s unit and removing a whole unit of Knights from the game. Otherwise both units of Knights would have been able to comfortably out manoeuvre and break each Dwarf unit one by one with combined charges.

All alone the last paladin falls in combat.

The Dwarven Runesmith brushed his brethern aside as they cracked open the recently sealed tomb. Peering through the settling dust a faint glint is visible through the gloom. The Runesmith snatches up the metallic object and inspects it in the sunlight. Holding the object he turns it over in his hands blowing off the dust of the tomb and spitting on the metal surface. He proceeds to rub the glob of phlegm with his sleeve, polishing the heirloom to a dazzling shine.
Looking up with a triumphant expression on his face the Runesmith marches proudly over to an awaiting baggage train. Turning a tap on the nearest cart releases a frothing amber liquid which pours into the now sparkling reclaimed artifact.
“Much too good of a tankard to bury, we should never have given this to the humans in the first place” he mumbled to himself before quenching his thirst with several mighty gulps.