so the cakeman and his brutish horde comes to face the might of the dwarves? and on my own turf? have at thee i say! prepare to taste dwarven steel as you try to break my mighty stronghold and prepare to be smashed against my shields!
right, lets look at our here battling pitch. a wide open plan and a hill for me to place my firepower, couldn't have it better really. looking at my opponents list i can see that his plan is to hit me hard and to hit me fast with some solid magic support. sad to say, but i seem to have the ideal force to deal with these mutant spawn of chaos and intend to give them a right kicking ^_^
now, lets take a proper look at my opponents gubbins. 12 powerdice, 3 chariots, 2 large units of minotaurs and a shaggoth with some beastmen looking to ambush me as well. a nice offense to say the least. in responce however i sport 8 dispel dice, i reduce my opponents dice to 11 thanks to my master rune of balance and i sport dwarven troops, the finest in the old world and not likley to break! not like those girly elves.
deployment then, well its clear that i'll be on the defensive in this battle what with being out speeded and all that. so i'll go for a good ol' classic
castle formation. the hill is too good of a strong point not to exploit, even with the prospect of beastmen ambushing. as such ill place my anvil of doom, my stone thrower, one of my two bolt throwers and my quarrellers on the hill. on the ground i'll place my battle line with my ironbreakers on my inside flank and my warriors on the outside. the longbeards will look to hold the centre allowing them to shield my troops with a 5+ wardsave against any magic missiles the beastmen might care to throw at me, re-rolls against panic tests and re-rolls against break tests. combine this with my high leadership, toughness and armour and by gungi we've got more protection than a girly elf has pink high heels.
next to the warriors i would look to place my organ gun and next to it i would place my bolt thrower. this outside position will give me a chance at some flank shots on those minotaurs should they move forward too quickly and the organ gun is quite simply the ultimate flank defence weapon. my gyrocopter will position its self at the far right of the table, its job will be to quickly make its way behind the beastmen lines and begin attacking them with its "breath weapon" attack and cause mass march blocking, hopefully crippling my foes ability to close quickly.
early shooting targets will be the chariots. using my S7 bolt throwers i would hope to cause panic tests for units destroyed by smashing the chariots from afar, the low beastmen leadership should surely suffer from this action as well as give me a distinct advantage when it comes to combat. the stone thrower feels a little left out in this battle i must admit. there are no huge rank blocks for it to rain down on so it'll be monster hunting today using its S10 at the centre of the template and D6 wounds per hit to fell that mighty shaggoth.
the main threat from the beastmen army seems to be posed by the minotaur units, their multple high strength attacks could admittedly cause some serious pain. as such my anvil of doom will prioritise its attacks on one of the two units (whichever seems more dangerous at the time) and with the gyrocopter reduce them to a pathetic pace (their movement halved by the anvil and then halved again by the gyro march blocking).
by breaking up the beastmen advance i should be able to deal with and eliminate their forces as they arrive peicemeal.
as for the ambush the quarreller unit will be acting as warmachine guards, easily a match for beastmen in a straight fight i reckon they will be able to keep my artillery alive long enough to enact my battle plan. with my flanks secured by the terrain and my own artillery the beastmen iwill be forced to come at me head on and face the wrath of my bearded barrier