Näytetään tekstit, joissa on tunniste Not my dwarves. Näytä kaikki tekstit
Näytetään tekstit, joissa on tunniste Not my dwarves. Näytä kaikki tekstit

perjantai 24. marraskuuta 2017

Guest display: Jorma Jormasson's mighty avenging dwarven warhost of terror by Raaka-Arska

As it happens I have a couple of friends with nice Oldhammer armies or soon to be an army projects. However these guys are not into blogging and I felt that it´s a shame if their work does not get wider attention. Therefore I´ve started a new series of articles under the headline Guest display. In these articles I will present the works of my friends in a somewhat irregular schedule.

First up is Raaka-Arska with his growing old school dwarf army. Let´s hear it from Arska himself.

Enjoy!
--------------------------
   
                           Jorma Jormasson's mighty avenging dwarven warhost of terror

I have dreamed for a long time about creating a full army for good old Warhammer third edition. All that with principle that army must have a lot of character and ton of heavy metal from the 80s. Now that work has started with characterful Dwarf warhost and it has been a blast!

From the experience I knew that planning a project properly really pays off so I started by writing 1000 point army list. Rulebook and Warhammer Armies book serve as inspiration to this project along awesome blogs like this.

Most important inspiration for the project is still Wayne Englands legendary Dwarf army which was presented in the White Dwarf #135. Stylish and unique look with steel, blue and white all used in harmony. All this led me to first important decision right away, should I go with original 80's look on bases with simple flock and Goblin Green or something bit more modern?

I decided to go with bit more modern look but still keep bases simple and make sure they won't take too much attention from the main thing, miniatures. Snow is really powerful element and easy to add but I had never used it on bases, even after all these years, so that was set. Basic grey, few plants, and lots of snow. I also wanted to keep regiments and heroes on same low level so no hero will pose well, heroically on big rock or anything like that.

Dwarves have really hard limits on minimum troops:
1 hero
20 Dwarf Crossbowmen
40 Dwarf Warriors


In practice those can be halved on small games but I will keep limits on my mind anyway. Then there is always Baggage Train to add (Bugmans cart, smith and his tools of trade or even juggernaut).

Starter list is going to be this:

1 x Level 10 hero (famous Jorma Jormasson himself)

20 x Dwarf Crossbowmen (Bugman's rangers)
Shields
Heavy Armour
Full Command
(these will most likely be split into two units later)

5 x Giant Slayer

1 x Three man Bolt Thrower
Heavy armor

1 x Three man Stone Thrower
(this will be Goblobber but I while I am by no means powergamer I just cannot make myself to pay 25 points to downgrade Stone Thrower for worse.)

Bugman's cart is going to be on high priority to paint and do it's magic as unit filler first and as Baggage Train later. I also need unit of Warriors but one big unit of troops will be enough now. I would love to add Wizard to army at some point just because in 3rd edition I can!

This is the first post from me as guest and hopefully it inspires other to paint some dwarfs.


-----------------------

And here are the pictures. Comments by VK.

A classic bolt thrower with three dwarf crew. The batchy
snow bases work very well here.


 Who cares if gunpowder is explosive - I´ll smoke my pipe
where ever I want to. Really like the cool commander.

 A goblobber with a single crew member.

 Another dwarfy machine of destruction - the flame thrower.

A frenzied squad of Marauder troll slayers.

WIP Jorma Jormasson himself.

 Dragon company, Bugman´s rangers and the cart waiting to be painted.

lauantai 9. heinäkuuta 2016

Janarion strikes back - part 3 - Battle report - Rounds 7--12

This is the last part of this battle report. Click this if you want to read about the troops involved and the set up and this if you want to go throught rounds 1-6.



ROUND 7

To stop Juggo from intervening with what´s happening in the center Janarion charges him (I would regret this later...). Juggo passes his fear check and is not afraid of a spectre. The guards with Prinze charge the warriors already in combat with the shore riders.

Janarion loses his combat agains Juggo. He loses two wounds and is pushed back but stays in battle despite the following instability test. The guard sing the hymn of hatred and smash into the dwarf warriors. The dwarf hero is hacked mercilessly down by the elf general and several warriors fall too. This is too much for the survivors who turn their backs and run. The shore riders manage to restrain their horses and do not pursue but the guards in their hatred of dwarfs go after the fleeing survivors.

Both bolt throwers miss their targets but the scouts manage to take out one of the flame thrower teams advancing near them. Once again Eachotah is behind friendly troops and can´t use the lightning bolt (that was pretty much the only usefull spell I had).

In reserve phase shore riders changed their ranks to face the middle of the battle field where another unit of dwarf warriors was getting dangerously close.

Fleeing dwarf warriors ran out of board and the elf guard stopped at the table adge. They would have to spend their next movement phase reforming. Warriors and hammeres moved forward again. The warriors would be in position to charge the shore riders next turn. The hammerers would go after the elven general and his guards. The flame cannon crew makes a risky move and turns their cannon to face the elf guards now unformed at the edge of the table.

In close combat Juggo banishes Janarion back to the grave. No one is able to shoot and reserve phase sees some positioning on warriors and hammerers preparing to finally get their hands on the elves.


Round 7 - dwarf turn after movement phase. Juggo is about to
strike down Janarion and warriors are just getting in charge range of the shore riders.

ROUND 8

The guards reformed themselves at the board edge. The shore riders now directly in front of dwarf warriors decided that it was not time to take risks and trotted out of harms way. The wardancers who had been mostly playing hide and seeks with the giant slayers now emerged from the forest the threaten the dwarf warrior´s flank. Ship company reached the combat area and would be able to harrash the dwarven flanks or rear.

Remaining flame thrower crew got themselves shot by the scouts.

Now with their rank in good order guards turned to face Juggo who would be in charge range next round. A lightning bolt hit dwarf warriors charring a trooper.

Juggo was not in range of the guards but moved closer preparing sell his life with his price. The warriors wheeled and marched to the shore riders direction while the hammerers veered left to meet with the elven guards.The giant slayers tried to come out of the woods to prevent the wardancers from charging the warriors of hammerers in the back.

No shooting as flame cannon was building up pressure.




Situation on round 8 before dwarven reserve phase. (Note that some elven
horses are without riders. I really need to put magnets on them because they seem to be
falling off all the time).
ROUND 9
Elven general and his guards charge Juggo. Other elves move in better positions to attack dwarf warrior unit now in front of both shore riders and wardancers. Ship company and scouts prepare to meet the giant slayers emerging from the woods.
Juggo survives the first round of combat without losing a wound and kills two elven guards. He still loses the combat and is pushed back towards the flame cannon that is starting to be a bit too close for comfort...
One giant slayer is killed by missile fire but his comrades don´t mind.
The dwarves are desperately trying to get their hands on the elves but are now in danger of being completely circled. Some movement happens as hammerers go after elven guards and warriors head for shore riders. Giant slayers are out of the woods and turn for ship company.
Juggo survives again but is pushed back and surrounded by elves who now begin to get free hacks agains him.
End of round 9.

ROUND 10

The warriors are charged by shore riders and wardancers. Despite being charged both in the front and side/back the do not panic. Wardancers go into whirling death mode and all together three warriors are killed. The dwarf hero challeges the shore rider´s leader who is wounded once. The elves win the combat and push back the dwarves. Juggo is killed by stabbing elven spears.

Some shots are fired at giant slayers but they cause no damage.

The guards move closer to the flame cannon to get inside it´s minimum range (this was not a good time to forget about Hymn of hate as you will see later).

Expecting the guards to turn around the hammerers continued chasing them. Giant slayers charge the ship company and go into frenzy (they rolled 11).

In melee the elf hero leading the shore riders is killed as are a couple of dwarves which means that the combat is drawn. No more bonuses for following up. No wounds are caused in the combat between the giant slayers and ship company. Ship company wins the combat because of their standard and push back the dwarves.


Alone and surrounded Juggo is killed.

ROUND 11

Well - the guards were under the influence of hymn of hate and therefore hated all dwarves. And now the flame cannon crew were in their charge range which meant that they had to charge them. The crew was quick to wire the cannon and run. KABOOM! Timing was perfect. The cannon blew up just as the elves reached it´s position. Prinze Caimead and four guardsmen were blown to pieces. Unable to reach the dwarves the charge stopped and unit became unformed. But the guardsmen refused to panic even though their general was mutilated beyond recognition.
As the melee against dwarf warriors was not going as well as intented Eachotah decided it was time for him to get his hands dirty and charged in. Wardancers cut down four dwarves but two shore riders were lost. Surrounded the dwarves had no place be pushed back but their morale held.

The last two giant slayers were taken care of by ship company captain.

Seeing the disorganized elven guards in front of them the hammerers hurried closer. They would surely be able to charge next turn. On the other side of the battlefield wardancers continued to take down dwarves who now broke and were hacked to pieces.

Fiery death for Prinze Caimead as wired flame cannon blows up.
 The last dwarf warriors break and are hacked down.
ROUND 12
The elven guards reform as does allmost everyone on elf side after being in combat and pursuing the enemy.
On reserve phase ranks are reorganized and some movement happens.
The hammerers finally get to charge someone and in the following combat the slaughter now leaderless guards but can´t break them as both sides hate each other.
At this point we decided it was enough. The hammerers would decimate the guards without the elves being able to intervene. We declared the guards lost and the hammerers would be able to escape leaving the dwarf general alive.
 The situation in the beginning of the last turn. Elven guard is
just out of picture to the left.
AFTERMATH
The casualties on both sides were high but it was the dwarves who had suffered more. Of their initial force there were only the general and nine hammerers left (roughly 350 points). The elves had lost their general but there were still about 800 points of troops on the table.
I felt that I had a good battle plan. I was able to use my better mobility to attack dwarf flank and take out units one by one maintaining a local superiority. Had I been more carefull with my guard I might have been able to wipe out the dwarves. But sometimes these things happen. Hatred is a doudle edged sword... It gives you a bonus but can get you in trouble too.
IMO the dwarves suffered from their spead out set up. Next time I´m expecting to face a very tight pack of stunties in two lines with flanks protected.
 It was a fun game to play and took us just under four hours from set up to conclusion.
Next game will be in two weeks agains some skaven. Hope you enjoyed reading! 

Janarion strikes back - part 2 - Battle report - Rounds 1-6

This posting covers the battle report rounds 1-6. The back ground to the battle, troops and the set up is covered here. The report will be completed in the next posting.

"Sir, it was lord Janarion. Or it had been lord Janarion and he had been somehow brought back. But it still wasn´t him... like there was something evil in that ghastly creature".

Darcassan listened to a shore rider telling of the battle. The few riders were the first to return with the news. Both good and bad...


ROUND 1

My elves won the roll for initiative and moved first. Everyone exept the bolt throwers moved towards the dwarf lines. Shore riders started their flanking manouver going around the woods on elven far right.

Some long distance shots were fired and a single dwarf quarreler lost his life. He became the first casualty on this day.

More advancing followed on reserve phase. A second quarreler was fried by a lightning bolt cast by Eachotah.

The dwarves countered with the giant slayers advancing and crossbow armed warriors wheeling right to face the elven main assault. On far right everyone marched forward and flame cannon started building up pressure.

Quarrelers and bolt thrower opened fire and a single elf marine got shot down. Some more movement in the reserve phase and round 1 was completed.



ROUND 2

No charges were declared but the elven general advance continued. Scouts in far left reached the woods in front of them. Janarion the spectre walked steadily in ghastly silence towards dwarf center and wardancers made it to the forest in the middle of the battle field. Ship company and guards moved between two woods on right with the wizard Eachotah riding next to them. Shore riders made it past the forest and wheeled a bit to line up with quarrelers.

Shooting was quite uneffective with one dwarf warrior being killed.


More advancing on reserve phase and a lightning bolt cast with no effect but some sparks and reek of ozone.


Giant slayers headed for woods to face the wardancers. The crossbow armed dwarf warrior on the left tried to wheel backwards but failed their LD roll and halted. Hammerers and Warriors on the right hurried trying to get past the hill between them and the elf main force. Bolt thrower was turned to face left.

Flame cannon took aim on elf bolt thrower in the middle but overshot it. Another marine was killed by the quarrelers on the dwarf left but things were starting to look grim from them as coast riders were in position to charge them next turn.


Situation on the elven right flank at the end of turn 2.


Same situation from the dwarven point of view.


ROUND 3

As expected the shore riders charged the quarrelers who stood trying to buy time for their comrades. Guards advanced and ship Company wheeled to their left to better face the dwarf center. Wardancers and scouts took better positions in their forests. Janarion continued towards dwarf center.

Unsuprisingly the coast riders won the combat against the quarrelers who were pushed back but did not break despite being forced to roll as they now had lost more then 25% of their original strenght.

Bolt thrower in the middle hit the dwarf bolt thrower crew, killed two crew members and sent the other two fleeing towards safety.

More advancing by the guards, the marines and Janarion. With no usefull spells for the situation magic phase is uneventful.

As Janarion was starting to threaten the dwarf middle Juggo the giant slayer decided to leave his unit and go spectre hunting. Rest of the slayers wheeled a bit towards the woods where the wardancers were hiding and advanced. . On the right hammerers, warriors and flame throwers moved forward. Flame cannon was again building up pressure after last round´s shot. Bolt thrower crew fled the battlefield.

Quarrelers in close combat with shore riders lost another dwarf, broke and were followed by the elves. Free hacks were pretty uneffective and there were still five stunties standing.

In the dwarf center quarrelers standing on the hill took shots at elf scouts taking cover in the forest in front of them but all missed their target. Crossbow armed warriors slaughtered three marines but their morale held.

In reserve phase slayers reached the edge of the woods in front of them. Far from action hammeres, Warriors and flamers marched forward. Juggo tried to close in on Janarion.


Juggo goes spectre hunting.


They have a loooong way to go before they can help
their buddies on the other side of that hill.



Dwarf left is under heavy pressure.

ROUND 4

Janarion in his spectral for has reached the hill in dwarf center and charges the quarrelers waiting there. They hold and pass their fear check hoping that they by some miracle would not lose the combat and then Juggo would save them. You foolish foolish dorfs....

Marines stood and took aim on the Warriors in front of them. The guard wheeled and advanced to better face the dwarves. While manouvering they sang their hymn of hate promising torture and death to all stunties. A strange deadlock was developing in the forest nearby as wardancers and giant slayers did not want to close on each other.

Janarion froze two quarelleres, won the combat ans sent the rest automatically fleeing as they feared his spectral appearance. Following free hacks took care of another three dwarves. The other quarrelers were hacked by shore riders but two were still alive after this elven turn.

Both bolt thrower and the marines shot at warriors in the center leaving only 14 of the original 20 standing. But their morale was high and they passed their panic test.

Some marching took Place on reserve phase. Eachotah managed to take out two slayers with a lightning bolt.

On dwarf turn Juggo continued his hunt for the spectre now slaughtering the defenseless quarrelers. Hammerers, warriors and flamers continued their long march towards combat area. The quarrelers fleeing from shore riders left the battle field. The shore riders would spend their next movement phase reforming at the edge of board.

Crossbow armed warriors on dwarf left shot at ship company marines leaving only five standing and breaking the unit. A small relief to hard pressed flank.

Right after this the marines in the middle are shot at and break.


ROUND 5

Shore riders spent their movement phase reforming after chasing the quarrelers of the table. Ship company flees but stays on the battle field. Both the guards and the wizard move closer to the warriors getting ready to charge them in the next round. The strange stale mate between the wardancers and slayers continues in the woods.

Janarion deals death amongst the quarrelers and a single dwarf is all that is left of the unit.

The dwarf warriors from right flank are finally hit by the elf center bolt thrower that impales three on one shot.

Reserve phase sees shore riders changing front to face the dwarf warriors and the guards advancing.

The ship company rallies and is ready to do battle again. But they are pretty far from where all the action is.

The dwarf right continues to close in to the center where all the action is. The last remaining quarreler is lucky enough to escape Janarion out of the battle field. Janarion follows but stops at the edge of table and passes bound host check. He will remain on the battlefield to kill more stunties. But Juggo is closing on him.

On hard pressed dwarf left the warriors wheel to face both the shore riders and the guards.

The flame cannon manages to find it´s target hitting the scouts in the edge of the woods. Two elves are killed and the rest flee. Now there´s only the bolt thrower that can harrast the advancing warriors and hammerers.

Some more movement during the reserve phase ends round 5.

Juggo the giant slayer closing in on Janarion who sends 
the last quarreler fleeing of the table.

Elf main force prepares to charge the warriors.

ROUND 6

The shore riders charge but the guard are still too far from the enemy and just march forward. Janarion spends his movement phase getting his things together after the chase. Ship company wheel left towards the center of the battle field and scouts flee just barely managing to stay on play board.

Only one dwarf is killed in the melee between shore riders and warriors but that is enough for elves to win the combat. The warriors are pushed back but their morale holds.

So ineffective shooting by bolt throwers once again. Eachotah would love to take a shot at Juggo but his view is blocked by the melee.

And then the scouts manage to rally.

Warriors and hammerers hurry on and are slowly starting to be a threat to elven main force. Juggo goes after Janarion now moving towards the flame cannon.

The close combat between warriors and shore riders end in a draw as both sides can´t manage to kill anyone. Time for the guards to step in!

A flame thrower tries to fire at rallied scouts but the distance is too long and the shot falls short.

Dwarven left flank - situation at the end of round 6.

At the end of round six things were looking good for the elves but the strongest dwarf units were still untested. Would they be able to turn the tables? That will become clear in the next part of this report.

perjantai 8. heinäkuuta 2016

Janarion strikes back - part 1

Darcassan felt exhausted. He had spent all his strenght climbing to the small wooden guard tower overlooking the entrance to the now palisade protected trading outpost. Wounds received more than four months ago had not completely healed and time spent lying in the bed had drained his once great condition. From his postion Darcassan could see the whole column: shore riders as advance force, Prinze Caimead with his guard, two bolt throwers being pulled by their crews, a ship company from prince´s warship and a troupe of wardancers. The scouts were nowhere to be seen propably guarding the columns flanks. And then there was the wizard on his white horse was riding alongside the guards.

Darcassan was also afraid. Not in the same way as he had felt in the past few months after the battle against the dwarves. He had feared for an attack and prepared for that. He had been responsible for the outpost after Janarions death and despite being in sick bed for weeks he had been able to
look after the defence preparations. Everything had changed when Prinze Caimead, late Janarions father had arrived with his warships.

Immediately upon Caimead´s arrivel Darcassan had been ordered to take him to Janarions grave. After that only Prince Caimead and his councelor a powerful wizard Eachotah were allowed to approach the burial site. Prinze´s grim faced guards made sure that no one would dare to. At nights strange chanting had been heard from the site.

And now Prinze Caimead was marching against the dwarves. Darcassan had just recently learned that the hostilities had originally started because of the mercenary giants own private ventures. He had hoped for opening negotiations with the dwarves and finding a peacefull solution. With Caimead´s arrival all hope for that was lost. The march song of Caimead´s personal guard was filled with hatred and promises of slow and painfull death to every single stuntie.

Darcassan watched the column to slowly march forward and wondered how many would be returning...

As this would otherwise be a very long posting I will do this report in two parts. In this first part I will write about the forces and set up. Second part will be the report itself.

Me and my friend T wanted to have a rematch between my high elves and his dwarves. We agreed on 2000p limit, no limits to character levels and to ude 4th edition combat-result-affects-break-test-rule to make hand to hand combat a bit faster.

My list for the game (1997 points):

SHORE RIDERS x 7 á 26 points
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
8
5
4
3
3
1
6
1
8
9
9
8
SPEAR, BOW, HAND WEAPON
SHIELD (SAVE 5+)
POINTS VALUE: 182
EARL (LVL 10 HERO)
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
8
6
5
4
4
2
6
3
9+1
9
9
8
HORSE
SPEAR, BOW, HAND WEAPON
LIGHT ARMOR (SAVE 5+)
POINTS VALUE: 97
SHORE RIDERS TOTAL: 279
 
SHIP COMPANY x7 + musician + standard á 14 points
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
4
4
4
3
3
1
6
1
8
9
9
8
LONG BOW, HANDWEAPON
LIGHT ARMOR, SHIELD (5+)
POINTS VALUE: 154
EARL (LVL 10 HERO)
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
4
6
5
6
4
2
6
3
9+1
9
9
8
LONGBOW, HAND WEAPON
LIGHT ARMOR (SAVE 5+)
HAIL ARROW (25)
POINTS VALUE: 119
SHIP COMPANY TOTAL: 273


 
GUARD x 17 + STANDARD + MUSICIAN
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
4
5
4
3
3
1
6
1
8
9
9
8
LIGHT ARMOR, SHIELD (5+ SAVE)
SPEAR, HAND WEAPON
STANDARD BEARER
MUSICIAN + HYMN OF HATE (25)
POINTS VALUE: 319
 
GENERAL LVL20 PRINZE
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
4
7
5
4
4
4
9
4
10+3
9
10+1
9+1
LIGHT ARMOR, SHIELD (5+ SAVE) 3
SPEAR 1
MAGIC HAND WEAPON:  (25 + HELLHONED 10 + MIGHTY STRIKE 5 + DEGENERATING 5) 45
TOTAL POINTS VALUE: 217
 
DREAMGUILER LVL20 WIZARD
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
8
6
5
4
4
4
8
1
10+2
10+3
10+2
10+3
HORSE (6+ SAVE)
HAND WEAPON
TOTAL POINTS VALUE: 306
 
5 SEEKERS a 17 points
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
5
4
4
3
3
1
6
1
8
9
9
8
LONG BOW
HAND WEAPON
SHIELD
TOTAL VALUE: 85
 
 
WARDANCERS x 8 á 22 POINTS
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
5
4
4
3
3
1
6
1
8
9
9
8
TWO HANDED WEAPONS
POINTS VALUE: 198
 
MARINE BOLT-BATTERY SAVE 6+
3 ELF CREW
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
5
4
4
3
3
1
6
1
8
9
9
8
HAND WEAPON
LIGHT ARMOR
BOLT THROWER
RANGE
STRENGHT
SAVE MOD
WOUNDS PER HIT
48
5
-2
D4
POINTS VALUE: 60
 
MARINE BOLT-BATTERY SAVE 6+
3 ELF CREW
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
5
4
4
3
3
1
6
1
8
9
9
8
HAND WEAPON
LIGHT ARMOR
BOLT THROWER
RANGE
STRENGHT
SAVE MOD
WOUNDS PER HIT
48
5
-2
D4
POINTS VALUE: 60
 
JANARION THE SPECTRE
M
WS
BS
S
T
W
I
A
LD
INT
CL
WP
4
4
0
0
4
4
4
4
5
5
5
5
POINTS VALUE: 200
 
The dwarf list (1992 points):
 
PRINCE UTHER THE GENERAL, LVL20 HERO
HEAVY ARMOR, SHIELD, DEGENERATING SWORD, PISTOL
POINTS VALUE: 214
 
JUGGO THE GIANT SLAYER, LVL20 HERO
ADDITIONAL HAND WEAPON, ENCHANTED STRIKE
POINTS VALUE: 204
 
BORAK BLOODAXE, LVL10 HERO
HEAVY ARMOR, TWO HANDED WEAPON
POINTS VALUE: 93
 
JOSEF BUGMAN, LVL10 HERO
HEAVY ARMOR, SHIELD, CROSSBOW
POINTS VALUE: 95
 
10 X QUARRELERS
CROSSBOW, LIGHT ARMOR
POINTS VALUE: 130
 
10 X QUARRELERS
CROSSBOW, LIGHT ARMOR
POINTS VALUE: 130
 
11 X HAMMERER
STANDARD, MUSICIAN, HYMN OF HATE
POINTS VALUE: 233
 
19 X WARRIOR
STANDARD, SHIELD, 2H WEAPONS
POINTS VALUE: 260
 
19 X WARRIOR
STANDARD, CROSSBOW, SHIELD, 2H WEAPONS
POINTS VALUE: 280
 
5 X GIANT SLAYER
2H WEAPONS
POINTS VALUE: 50
 
BOLT THROWER (4 DWARF CREW)
POINTS VALUE: 72
 
FLAME CANNON
POINTS VALUE: 119
 
2 X FLAME THROWER
POINTS VALUE: 112
 
 
We played again at Fantasiapelit Oulu using shops tables and scenery. A big thank you for shop personnel for letting us do this!
 
The dwarves set up first. From left to right the formation was: quarrelers, giant slayers with Juggo, Warriors with crossbows led by Josef, bolt thrower, another unit of quarrelers on a hill, flame cannon, Warriors with Borak, flame thrower, hammerer led by Prince Uther and another flame thrower.
 
As I felt that the dwarves had their best units on their right flank and I thought that their line was pretty stretched out I decided to attack their left flank and try to beat it before the hammerers and Warriors could come to their help.
 
Therefore my setup was from left to right: scouts, bolt thrower, Janarion the spectre, wardancers, ship Company, guard, shore riders, wizard, and second bolt thrower. Everything exept scouts and one bolt thrower were concentrated against the dwarf left flank helf by a unit of quarrelers.
 
 
 
The set up. Elves mass their right flank in attempt to crush the dwarves´ left.

 
The dwarf right flank: flame thrower, hammerers, flame thrower,
Warriors and a flame cannon.


 
In the middle: quarrelers, bolt thrower and Warriors with crossbows
 
 
Furthest left are giant slayers and another unit of quarrelers.
This is where the elves are going to hit with all they´ve got.
 

 
The elves: just outside the picture are scouts, then bolt thrower, the pale shape of Janarion the spectre,
wardancers, ship Company, guards, shore riders, wizard and bolt thrower.
 
 
 
And with that we were ready to do some killing!
 
Part 2 will hopefully be published in a few hours.