I thought that I’d completed all my games for the 500 point level of our ongoing escalation campaign, but then another new gamer joined our little group. Well, not new, as Jonny (NinjaBreadMan) is another established member of the local Malifaux community and hence well-known to us as a gamer, but he hadn’t previously joined our little group. Anyway, Jonny is using Dwarves and modifying / painting them as Chaos Dwarves based on the fluff from years ago (possibly it was retconned away at some point) that Chaos Dwarves turn into metal as they get older. My list is as noted previously, but for convenience, here it is again.
Miss Madras, Firebelly, additional hand weapon (FB)
Heidi’s lasses, 5 Ironguts, musician (IG)
Helga’s lasses, 3 Leadbelchers (LB)
Blackcat Bone, Sabretusk (ST)
Jonny, who is new to Warhammer, used this bunch of short-legged beardy chaps:
Thane, Grudge Rune (T)
24 Warriors, standard, musician, great weapons
5 Ironbreakers (I)
2 Bolt Throwers (BT1 and BT2)
We roll up two hills (the one in the South East is a scree slope) and two normal buildings. Boring, but we somehow end up putting them in places where they couldn’t possibly affect the game anyway. The Firebelly rolls up something useless and swaps it for the reliable Fireball. I win the roll off and choose to move first (in fact I had a bit of a stupid moment and nearly made Jonny go first, which would have simply given him an extra turn of turning my Ogresses into kebabs with the Bolt Throwers before I realised).
Everyone moves forward. We roll up 2,2 magic dice which all go into a mid-sized fireball at the Warriors; great rolling takes out 5 of them. The Leadbelchers make up for it by rolling like fools and only bring down one more.
The Warriors fail an outrageous charge on the Ironguts; they held because it’s a fight I want to happen anyway, though of course I really want to charge in for the impact hits. For reasons that aren’t clear to me, the Ironbreakers back up a little, then both Bolt Throwers miss their shots at the Leadbelchers.
Not being hampered by short legs, the Ironguts charge into the Warriors and the Sabretusk charges the Bolt Thrower. The Leadbelchers advance, making sure to stay more than 6″ from the Ironguts in case that goes poorly. A medium Fireball at the Ironbreakers is Irresistably Dispelled but the Leadbelchers do manage to drop one of the heavily armoured Dwarves. After an epic blood bath at the Always Strikes Last step, the battle between the Ironguts and Warrior turns out to be a draw. This is going to favour the Dwarves next round though as they’ll still get all their attacks thanks to the deep ranks whereas every Ogress killed in my unit is one who can’t fight back. The Sabretusk kills two of the Bolt Thrower crew but the last one is stubborn and going nowhere.
Whatever the Ironbreakers were doing in the first turn, they evidently changed their minds as this time they march purposefully forward. The Bolt Thrower misses its shot at the Leadbelchers (the only available target), perhaps because almost the entirety of both our forces was in the way. The Sabretusk finishes its meal of crew members and reforms to face the flank of the Ironbreakers, and the Warriors predictably do horrible things to the Ironguts, though they take a fair toll themselves. The final Irongut, on 2 wounds remaining, flees a mighty 4″ but the Dwarves roll even lower.
Apparently not full after dealing with the Bolt Thrower crew, the Sabretusk charges the flank of the Ironbreakers which has been inexplicably presented. The Leadbelchers shake their heads at the fleeing Irongut and move up to shower the Warriors in shrapnel. There are 2,1 magic dice but the Firebelly channels and then casts a medium Fireball scorching one of the Warriors. The Leadbelchers are not in such a forgiving mood though, rolling like the champions I know they are and cutting down the Warriors to just the standard bearer and the Thane. To my amazement, they flee. Well, they’re not coming back. Meanwhile the Sabretusk and Ironbreakers are unable to do anything at all to each other, but it turns out that Ironbreakers aren’t stubborn and don’t like flank charges. The Sabretusk, already outstripping my expectations by actually being alive, runs them down.
This’ll be a short turn. The Warrior isn’t able to muster 1,1 to rally and keeps fleeing with the unlucky Thane for company. The Bolt Thrower takes a shot at the wounded Irongut hoping to kill her and trigger a panic test in the Leadbelchers. It hits, it wounds, and I breathe a sigh of relief as it leaves my last Irongut on a single wound remaining.
Ignoring the fleeing Thane, everyone converges on the Bolt Thrower and all but one crew member is killed by the combination of magic and shooting.
The Thane and his drinking buddy continue the long trudge off the table and into a pub, and the Bolt Thrower can’t make a hit count at point blank range.
We didn’t really bother rolling the dice here, but the curtain closes on the final Bolt Thrower crew member preparing to sell his life dearly as the Ogresses run in licking their lips. Victory to the Ogre Kingdoms!
There’s not really much to say in conclusion here. We had a good time playing, but the game itself was quite pedestrian – we ran at each other, and fat ladies triumphed over short bearded chaps.