WFB Battle Report
Chaos Dwarfs vs. Lizardmen @ 2000 Points
Chaos Dwarf Order of Battle:
1 - Chaos Dwarf Lord w/hvy armour & great weapon
1 - Chaos Dwarf Sorcerer Lvl 2 w/2 dispel scrolls operating as an independent character
1 - Bull Centaur Hero w/hvy armour & great weapon
29 - Chaos Dwarf warriors w/full command, hvy armour, sheild and great weapon. Lord embedded.
21 - Chaos Dwarf blunderbusses w/full command, hvy armour & hand weapon
21 - Chaos Dwarf blunderbusses w/full command, hvy armour & hand weapon
21 - Black Orcs w/full command, hvy armour & 2 hand weapons
11 - Bull Centaur w/full command, hvy armour & great weapon. Hero embedded
1 - Earthshaker
Total = 2000 points
Lizardmen Order of Battle:
1 - Slann Mage Priest 4th generation w/Diadem of Power
1 - Saurus Scar-Veteran
1 - Skink Chief
12 - Temple Guard w/Revered Guardian
15 - Saurus Warriors w/Spears Scar-Veteran embedded
16 - Sarus Warriors w/Spears & Champion
12 - Skink Skirmishers w/Brave
12 - Skink Skirmishers w/Brave
10 - Chameleon Skinks w/Stalker & Chief embedded
2 - Salamander Hunting Packs
3 - Kroxigor w/Ancient
Total = 2001 points
The Set-up:
Having gone through the usual prepping procedures, James, a well knowen and respected regular at my local venue, and I rolled off to see whom would set-up first. I squeaked by on that one and stood back to survey the table. To my left, the 4x6 foot platform was dominated by the burned out ruins of a village with low stone walls separating the three buildings. In the center, my side of the table was taken up by a low hill which made up part of a pass running between it and another hill on my right flank. Mirroring ‘the pass’ on my opponent’s side of the table was a mass of jungle. The placement of forces ended up as follows:
Chaos Dwarfs:
Left Flank - A regiment of Blunderbuss, the Earthshaker and my Sorcerer.
Center - My Warriors with their Lord amongst them, marching side by side with another Blunderbuss regiment.
Right Flank - A unit of Black Orcs moves up ‘the pass’ and my regiment of Bull-Centaurs prepares to gallop over the far right hill.
Lizardmen:
Left Flank - A Salamander hunting pack and a unit of three Kroxigor including an Ancient.
Center - A unit of Chameleon Skinks in the jungle, a Salamander hunting pack, a regiment of Saurus warriors, the Slann with Temple Guard, and another regiment of Saurus including the Scar-Veteran.
After placement was done, James stuck in his two units of Skink Skirmishers. One on the flank of my Bull-Centaurs and the other in the building closest to my Earthshaker cannon.
That done, we rolled off to see who went first …that honour went to me.
Chaos Dwarf Turn 1
Knowing full well that those Skinks were going to come boiling out of that building after the Earthshaker, the Blunderbuss regiment realigned to greet them. In the center my Warriors and second Blunderbuss regiment march moved towards the advancing Saurus warriors. On the right, the Black Orcs also march moved up ‘the pass’ towards the Skink filled jungle, while the Bull Centaurs advanced enough to stay out of charge distance from the Kroxigors. The Earthshaker roared, and it’s projectile landed a few inches long from it’s intended Slann target. Still, the ground shook in a seven inch radius from the impact point reducing the Saurus warriors and Temple Guard to half movement. That wrapped up my phase.
Lizardman Turn 1
As expected, the Skinks emerged from the ruined building and rained blowpipe darts at the Earthshaker and it’s crew, causing no harm to the machine but killing two of the crew and thus reducing it’s fire to every other turn. Hashut curse those pesky runts! Having had their movment slowed, both Saurus warriors regiments and the Temple Guard with Slann inched towards my own advancing Warrior and Blunderbuss units. The Skinks hiding in the jungle came forward to launch their deadly darts at the Black Orcs killing three. The Kroxigors and Salamander hunting pack advanced slowly ahead and the last unit of Skink peppered the Bull Centaurs with darts to no effect. The Slann cast Second Sign of Amul for one re-roll and bided it’s time until unleashing it’s greater powers. So ended turn one.
Chaos Dwarf Turn 2
On my left the Blunderbuss regiment adjusts to encompass all the Skinks within their fire zone and cuts loose, reducing the Skinks to a cloud of pink mist and shredded entrails. My Sorcerer had summoned Fire Ball to add to the Skink’s grief but is thwarted by the Slann’s dispelling skill. The Chaos Dwarf Warriors and Blunderbuss regiments advance cautiously and the second Blunderbuss unit lets fly at the Skinks and Salamander hunting pack ending it’s threat and that of five Skinks. The Black Orcs continue to advance and the Bull Centaurs move past the annoying Skink skirmishers and down the hill. So ends my phase of the turn.
Lizardmen Turn 2
The Saurus and Temple Guard units maneuver to stay out of charge range. Meanwhile the Slann is busy spell-casting, first the Comet of Casandora which I let go, and in hind-sight should have scrolled because the Storm of Chronos, which I failed to dispel, only killed four of my Warriors and one Blunderbuss trooper, ah well, live and learn as we shall see. The remaining Skinks and Salamander fire on the Black Orcs and kill four of them. The Kroxigor charge the Bull Centaurs, whom pass their fear check, killing one (some incredibly unlucky dice rolling exhibited by James here ending with four out of a possible ten hits and scoring only one wound) and the swing back results in two dead regulars and the wounded Ancient being run down after failing his break test. The last intact unit of Skinks scurries across the hill towards the main action at the center of the table. So ends turn two.
Chaos Dwarf Turn 3
My Sorcerer and Blunderbuss regiment continue through the ruins of the village hoping to flank or even take the Saurus from the rear. An attempt at Conflagration of Doom is dispelled. The Earthshaker’s shell falls slightly short this time killing one Saurus, but a nine is rolled for the radius of the aftershock and all Saurus, Temple Guard and Chaos Dwarf Warriors are affected by the reduced movement. The Black Orcs charge the Skinks who elect to flee leaving the orcs stymied at the edge of the jungle. My Bull Centaurs reform to deal with the Salamander hunting pack.
Lizardmen Turn 3
The Saurus and Temple Guard units affected by the aftershock of the Earthshaker shell are unable to charge this turn. The Comet of Casandorra fails to go off and expands it’s area of effect and strength further. The Chameleon Skinks in the jungle stay put and the Salamander hunting pack, having scurried out of the way of the Bull Centaurs, fire on and kill three more of the Black Orcs. The remaining Skink skirmisher unit makes it’s way towards the backs of the Black Orcs and/or Blunderbuss regiment in order to cause what mischief they can. With the end of turn three, things seem to be coming to a nasty confrontation in the center.
Chaos Dwarf Turn 4
The Sorcerer and Blunderbuss unit are nearing a point where they can bring their firepower to bear. The Warriors are not quite close enough to charge (darn their stubby legs) and brace for the expected charge of the Saurus. The second Blunderbuss regiment blazes away at the Saurus warriors opposite them killing four. The Black Orcs give up on the Chameleons for the time being and turn towards the Saurus warriors in hopes of a flank attack when they engage their Chaos Dwarf masters. The Bull Centaurs swing around and maneuver to attack the Skinks skirmishers whom are menacing the backs of the Chaos Dwarf Blunderbuss regiment. Yet another attempt at Conflagration of Doom is dispelled. The Comet hangs ominously above the field of battle. So ends this phase of turn four.
Lizardmen Turn 4
Both Saurus regiments and the Temple Guard with Slann charge! The Temple Guard and the Saurus regiment with Scar-Veteran charge the Chaos Dwarf Warriors and the other Saurus unit engages the Blunderbuss regiment. Kaboom! The comet strikes for a fifteen inch radius engulfing every unit in the center of the table! Heavy losses are inflicted as both Saurus units and the Temple Guard lose two apiece. The Skinks come off far worse though, as all Chameleon Skinks but the chief are slain at the edge of the jungle and half of the previously intact Skirmisher regiment is downed! The Chaos Dwarfs fare badly as two Blunderbuss, three Black Orc and five Warriors are slain in the maelstrom of destruction! Whew! On to the combat! The Blunderbuss regiment takes a casualty but out numbers the Saurus. A klank! The Chaos Dwarf Warriors take three casualties and due to poor dice rolling on my part lose the combat by two. Need an eight to pass my leadership roll …and make it! Good thing the general had an Ld of ten! The Black Orcs take another three casualties from Skink blow pipes and the Salamander hunting pack, but pass their moral check thanks to the proximity of the general. Thus ends a rather tumultuous turn.
Chaos Dwarf Turn 5
My Sorcerer and Blunderbuss regiment are finally in a position to do some damage, however, the great melee swirlling in the center prevents any action being taken. The few remaining Black Orcs charge the Skink chief whom issues a short lived challenge …he is cut down summarily by the Black Orc boss. The Bull Centaurs move to charge the Skinks coming up behind the Blunderbuss regiment. Once again the hand to hand fighting in the center results in a klank. Although all the Temple Guard are now dead and the Slann stands (or floats, I guess) alone. Chaos Dwarf forces have been depleted greatly and that will stand against us in the next round of combat. So ends this turns CD phase.
Lizardmen Turn 5
James casts the comet once again, which I use my last scroll on …no more of that for me. The Saurus roll a hot round of combat …I get in my licks but not enough and for icing on the cake, I fail my leadership check and, being dwarves, both the Warrior regiment and Blunderbuss unit are caught and destroyed …a set back to be sure.
Chaos Dwarf Turn 6
The Sorcerer and the Blunderbuss regiment take position behind the wall and blaze away. The Sorcerer’s attempt at Fire Ball is negated by the Slann but the Blunderbuss kill two more Saurus, leaving only the front rank of four surviving with the Slann wounded and floating at their side. The Bull Centaur charge the Skink skirmishers who stand and receive it only to be annihilated for their efforts, that charge is carried through into the Saurus warrior unit. The two remaining Black Orcs (boss and standard bearer) turn to move against the Salamander hunting pack.
Lizardman Turn 6
Unable to dispel the Storm of Chronos the Blunderbuss regiment takes enough casualties to loose the benefit of a third rank. The remaining four Saurus and the Slann reform and turn to meet their fate before their opponents. The other Saurus regiment is mauled at the hands and hooves of the charging Bull Centaurs whom break the Saurus and run them down mercilessly. The Salamander hunting pack let loose one last defiant gout of flame consuming the Black Orc standard bearer and leaving the boss to stare down the incendiary beast by himself. Thus ends turn six and the game itself. It’s been bloody and point wise it will be close I believe.
Aftermath
Upon calculating units destroyed, table quarters held and all the math that goes into determining the outcome, it came to this …
Chaos Dwarfs - 1596
Lizardmen - 1319
A difference of 277 points …the result is a draw.
A great game with lots of back and forth action and carnage …as it should be! Well fought, James! I’m sure we’ll both be doing some tweaking of our army lists for our next confrontation. Until then.

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