[Warfork Fantasy Battles] Ambush on the Old Dwarf Road

Date 2024-05-30
Author Matthias
Published 2026-07-30 16:42:33

The Scenario

The scenario we used as basis for this game is Ambush on the Old Dwarven Road.

Batallions

Chaos Batallion - Dietbert's Marauders [1,201 points]

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Slaanesh Batallion Commander [129 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Dietbert the Wicked 1 4 6 6 4 3 2 6 2 9+2 9+2 9+2 9+2 3+
Character Model, Chaos Warrior, hand weapon, shield, heavy armour, barding, 1D6-2 Personal Attributes, War Chest 150 points
Warhorse 1 8 3 0 4 3 1 3 1 3 3 3 3 -
Character Model, riding animal, Warhorse
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Chaos Sorceror of Tzeentch [125 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Bykalgroar the Cunning 1 4 4 3 4 3 1 3 1 7 8+1 8+1 8+1 5+
Character Model, Level 5 Wïzard "Initiate", hand weapon, chaos armour, 1D6-3 Personal Attributes, magïck power level 3D6; S1.1 Boon of Tzeentch, B1.10 Immunity from Poison, B1.6 Fire ball
Disc of Tzeentch 1 12 3 0 3 3 2 3 1 10 0 10 10 -
Character Model, Dæmønïc Servant, Fear 6"+1, instability, can move out of hand-to-hand combat
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The Defilers [380 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Chaos Warriors 5 4 6 6 4(6) 3 2 6(4) 2 9+2 9+2 9+2 9+2 4+
Rank & File, Chaos Warriors, hand weapon, shield, heavy armour, double-handed weapons, 1D6-3 Dominant Attributes
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The Corruptors of Nurgle [150 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Beastmen 7 4 4 3 3 4 2 3 1 7 6 7 6 -
Rank & File, Beastmen, hand weapon, standard bearer 50% Chance of 1D3 Dominant Attributes
Ghuzzuk 1 4 5 4 4(6) 4 2 4 2 7 6 7 6 -
Character Model, Level 5 Hero "Banebeast", hand weapon, Biting Blade, 65% chance 1D4 Personal Attributes
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The Hunters [87 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Animal Handler 1 4 4 3 3 4 2 3 1 7 6 7 6 5+
Rank & File, Beastmaster, hand weapon, shield, light armour, 50% Chance of 1D3 personal attributes
Pack Animals 3 6 4 0 4(6) 4 2 4 2 6 4 6 6 -
Rank & File, Chaos Hounds, 1D6-4 dominant attributes
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The Bashers [130 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Trolls 2 6 3 1 5 4 3 1 3 4 4 6 6 -
Rank & File, Trolls, Big ol' clubz

Dwarves Batallion - Khirgrurd's Gold Caravan [1,469 points]

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Batallion Commander [254 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Khirgrurd Silverstriker 1 3 6 4 4(6) 5 3 4 3 10+2 7(5) 10+1 10+1 3+
Character Model, Level 15 Hero "War Forger", hand weapon, double handed weapon (/Snorri Spangelhelm's Master Rune/, /Rune of Fury/), mithril armour, shield
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Batallion Standard Bearer [176 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Thrarod Flatfist 1 3 5 4 4 4 1 3 2 9 7 9 9 4+
Character Model, Level 5 Hero "Foe Smiter", hand weapon, mithril armour, battle standard, Rune of Resistance
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Red Section [219 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Warriors 11 3 4 3 3 4 1 2 1 9 7 9 9 5+
Rank & File, Dwarves, hand weapon, light armour, shield, standard, musician
Thungrilot Grudgefists 1 3 5 4 4 4 1 3 2 9 7 9 9 5+
Character Model, Level 5 Hero "Foe Smiter", hand weapon, light armour, shield, Rune of Stone, Rune of Striking
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Turquoise Section [219 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Warriors 11 3 4 3 3 4 1 2 1 9 7 9 9 6+
Rank & File, Dwarves, hand weapon, light armour, spear, standard, musician
Dathrargror Broadshoulder 1 3 5 4 4 4 1 3 2 9 7 9 9 6+
Character Model, Level 5 Hero "Foe Smiter", hand weapon, light armour, spear, Rune of Stone, Rune of Parrying
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Orange Section [65 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Crossbowmen 5 3 4 3 3 4 1 2 1 9 7 9 9 6+
Rank & File, Dwarves, hand weapon, crossbow, light armour
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Grey Section [65 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Crossbowmen 5 3 4 3 3 4 1 2 1 9 7 9 9 6+
Rank & File, Dwarves, hand weapon, crossbow, light armour
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The Doomed [110 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Giant Slayers 10 3 5 3 3(5) 4 1 2(0) 1 9 7 9 9 -
Rank & File, Dwarf Slayers, hand weapons, double-handed weapons, immune to fear caused by living creatures; cannot be routed from hand-to-hand combat
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The Caravan [- pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Coachman 2 3 4 3 3 4 1 2(0) 1 9 7(5) 9 9 6+
scenario specific, Dwarf, hand weapon, light armour
Pony 2 8(3) 3 0 4 3 1 3(1) 0 2 2 2 2 -
scenario Specific, horse, drawing gold wagon
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Norse Mercenary Contingent — Commander [110 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Brynjar 1 4 6 4 4(6) 4 4 6(4) 4 10+3 7 8+1 8+1 5+(6+)
Mercenary Contingent Leader, Level 20 hero, hand weapon, light armour, shield, double-handed weapon
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Norse Mercenary Contingent — Ubbe's Section [141 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Warriors 11 4 3 3 3 3 1 3 1 7 7 7 7 6+
Mercenary Unit, human, hand weapon, double-handed weapon, unit standard
Ubbe 1 4 5 4 4 4 2 4 3 8+1 7 7 7 6+
unit champion, Level 10 hero, hand weapon, double-handed weapon
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Norse Mercenary Contingent — Frode's Section [110 pts]
Name QTY MOV WSK BSK STR TOU WND INI ATT LEA INT COO WIL Save
Warriors 11 4 3 3 3 3 1 3 1 7 7 7 7 6+
Mercenary Unit, human, hand weapon, double-handed weapon, unit standard
Frode 1 4 5 4 4 4 2 4 3 8+1 7 7 7 6+
unit champion, Level 10 hero, hand weapon, double-handed weapon

Deployment

Dwarven Caravan Wagons

First, the Dwarven player had to place the two wagons, making up the caravan. According to the scenario, after placing them, they were moved 1d10" towards the intersection, then 1d10" back.
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Dwarven Caravan Guards

Then the dwarven player deployed the rest of his units on the road.
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Chaos Ambushers

Next, it was the Chaos player's turn to deploy his units. But first, the Chaos attributes were rolled for.
Dietbert the Wicked
1D6-2 Personal Attributes: 4
41
+1 tail attack (side/rear only)
47
magïckally resistant
79
spits acid, ATT@+1, always strikes first
58
powerful legs, MOV@+2
Bykalgroar the Cunning
1D6-3 Personal Attributes: 3; magïck power level 3D6: 15
18
enormously fat, MOV@*.5
80
spits acid, ATT@+1, always strikes first
03
atrophy, MOV@-1 & INI@-1
The Defilers
1D6-3 Dominant Attributes: 2
61
powerful legs, MOV@+2
45
tail attack, ATT@+1 for every 2nd model (side/rear only)
Beastmen
50% Chance of 1D3 Dominant Attributes: none
Ghuzzuk
65% chance 1D4 Personal Attributes: 4
63
powerful legs, MOV@+2
74
scorpion tail, ATT@+1 (poisonous)
90
very agile, INI@+2 & ATT@+1
26
hideous appearance, causes fear
Animal Handler
50% Chance of 1D3 personal attributes: 1
18
enormously fat, MOV@*.5
Chaos Hounds
1D6-4 dominant attributes: 2
94
very strong, STR@+1
21
scorpion tail, ATT@+1 for every 2nd model
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Dwarven Redeployment

Following his deployment, the scenario allows for the Chaos player to dice for dwarven (and mercenary) units, and try to swap their positions. The caravan and the unit including Khirgurd himself could not be tried to move.
  • The roll for the Turquoise Section was successful, and they swapped their position with the Orange Section.
  • The roll for the Grey Section failed, but the roll for The Doomed succeeded. They had to swap their position with the Grey Section. As they also had to keep a 1" gap, this meant The Doomed needed to change their formation into one long line. Never expected to play Line Hammer, but here we were… ;-)
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Final Deployment

With that out of the way, the final deployment looked like this:
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Bout 1

Turn 1.1 - Chaos

Turn Start Phase

The Bashers passed their stupidity test, having their COO bolstered by the presence of Dietbert.

Movement Phase

The Defilers, being nearly as fast as heavy cavalry thanks to their Chaos Attributes, moved towards the slayers.
The Hunters, being slower than a dwarf thanks to their Chaos Attributes, crawled towards the road.
The Corruptors of Nurgle and The Bashers both advanced towards the head of the dwarven caravan.
Bykalgroar flew on his disc behind one of the old dwarven statues, right between the Turquoise Section and Ubbe's Section. This triggered the Mercenary Loyality Roll. Dietbert used his allocated points to get more d6 to roll; the result was 22 Chaos vs. 4 Dwarves (a very low roll indeed). As Chaos scored more than thrice the result of the dwarves, it turned out all the norse were actually fighting for Dietbert!

Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

No events.

Reserves Phase

All units continued to advance. While writing the report, I noticed I did an error during game play: The Bashers moved to within 1" of the dwarves, I remembered to keep this gap. But of course the rules for Reserve Moves mandate that you stop 4" away… It wouldn't have made any difference to the game, but still…
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Magïck Phase

  • Winds of Magïck: 7 & 8
  • Casting Limit: 15
  • Dispel Potential: 8
For three tokens, Bykalgroar tried to cast a Fireball, scoring 14. The dwarves were only allowed to roll 2d[avg]+2, so they did not even attempt to dispel. Bykalgroar deducted 3 points from his Magïck points total. Then he resolved the effect against the Red Section; he scored 1 hit which did not allow for an armour saving roll, so one dwarf was dead.

Rally Phase

No events.

Turn End Phase

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Turn 1.2- Dwarves​

Turn Start Phase

No events.

Movement Phase

The Turquoise Section declared a charge against Ubbe's Section; which the dwarves just had become aware of were actually fighting for Chaos! The Red Section, lead by Khirgrud himself, turned 180° to also face the trecherous norse.
The Doomed moved forward, wheeling slightly to their left, and choose to make a Formation Change, getting back from the long line they were forced into during deployment into a more proper battle formation, decreasing their front rank by two slayers on each flank.
To further untangle the queued units, the Grey Section attempted a Backwards Wheel, a complex manoeuvre requiring a LDS test, which they promptly failed.

Ranged Combat Phase

The Orange Section sent the bolts from their crossbows into the backs of the treacherous norse from Frode's Section, which was lead by Brynjar. They scored four hits, three of which wounded. Due to the STR of the crossbows, no armour saves were allowed.

Hand-to-hand Combat Phase

The hand-to-hand-combat between the Turquoise Section and Ubbe's Company unfolded as follows:
  1. Dathrargor Broadshoulder attacked the back of the traitors. One of his two attacks hit, but did not wound.
  2. The spear armed dwarves of the first row hit twice and also failed to wound. The dwarves from the second row also hit twice, but ran two norse through!
  3. The norse were so surprised, they did not hit back.
  4. The dwarves won the hand-to-hand combat 8:0.
  5. Ubbe's Section was not even able to theoretically pass the rout test and fled. They lost a couple more of their number in the intial free hack, and the rest of their number with the second free hack, when they outran their pursuers.
  6. The Turquoise Company became unformed.

Reserves Phase

The Doomed went back into their initial formation of 5 slayers in two ranks.
The Red Section tried to turn 180° again, but failed their LDS test!

Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

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Bout 2

Turn 2.1 - Chaos

Turn Start Phase

The trolls were not distracted in any way (passed their stupidity test).

Movement Phase

The Bashers, lead by Dietbert, charged the Orange Section. The right troll made contact, and then, 'unfortunately', while aligning the charge, the left troll came in contact with the The Doomed, making this a charge against two units. Unfortunately (for real this time), Dietbert faced the empty space between the two units and was de facto not engaged in the hand-to-hand combat. The Orange Section passed the fear test caused by the trolls, The Doomed were immune to that.
The Defilers attempted a backward wheel, passed their LDS test, and conducted the manoeuvre.
Frode's Section performed a 180° turn.
The Hunters crept towards the intersection, The Corruptors of Nurgle advanced onto the road.
Bykalgroar flew over the Turquoise Section and placed himself between them and the Red Section.
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Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The Bashers fought the Orange Section and The Doomed:
  1. One dwarf of the Orange Section swung at the troll but missed.
  2. One slayer was able to attack, not using his double handed weapon, and hit; still he wounded the monster.
  3. The troll facing the Orange Section hit one crossbow man, killing him.
  4. The troll facing the slayers choose to use his regurgitate attack, causing one automatic STR@5 hit (he would have needed a 6+ to hit with his regular attacks). The poor dwarf was melted by the acidic substance clinging to his body.
  5. The trolls won the hand-to-hand combat by 4:1.
  6. The dwarves were pushed back 2". As the Orange Section was fearing the trolls and was pushed back by them, they automatically routed. Again, the slayers were immune to that effect.
  7. The troll in contact with the Orange Section got an initial free hack, leaving ony two dwarves alive, but as his unit was not able to pursue (being still engaged with the slayers), he got a second upon breaking the contact, wiping out the dwarves.
  8. The Grey Section had to take a panic test as a friendly unit routed within 12", but easily passed it.
  9. One of the trolls wrapped around to the front of The Doomed.
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Reserves Phase

The forces of Chaos surged forward.
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Magïck Phase

  • Winds of Magïck: 7 & 6
  • Casting Limit: 13
  • Dispel Potential: 6
For two tokens, Bykalgroar tried to cast a Fireball, scoring 9. The dwarves dispelled the attempt with two tokens.
Bykalgroar tried to cast a Fireball again on two tokens, scoring a 6. The dwarves dispelled the attempt with two tokens.
Bykalgroar tried to cast a Fireball again on two tokens, scoring yet another 9. The dwarves dispelled the attempt with two tokens.
Bykalgroar tried to cast a Fireball again on two tokens, scoring a 5 - rolling 2 & 2 plus his magïck level of 1. The casting attempt succeded against the casting number of 3, but because of the number of twos rolled (2) being higher than the magïck level of the caster (1), this made the attempt into a miscast, counting as broken concentration, which prevented Bykalgroar to cast any more spells this phase.
The roll on the miscast table was a 10 (The wïzard struggles to keep the magïckal energies in check.), which made Bykalgroar suffer a STR@2 hit — gleefully, my opponent rolled the 5 needed to wound the WOU@1 wizard — killing poor Bykalgroar.
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Rally Phase

No events.

Turn End Phase

The wounded troll from The Bashers regenerated the wound he suffered during this turn's hand-to-hand combat phase.
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Turn 2.2- Dwarves​

Turn Start Phase

No events.

Movement Phase

The Grey Section declared a charge against the flank of the trolls. The dwarves passed their fear test, the trolls passed their panic test.
The Turquoise Section had to reform.
The Red Section wheeled towards the flank, around one of the ancient statues.

Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The big hand-to-hand combat unfolded as follows:
  1. Dietbert was able to join the fray, hit twice, and killed one slayer. Then he used his additional gore attack, hit, but failed to wound.
  2. Dietbert's warhorse missed.
  3. The crossbow men hit twice, and caused one wound on the troll.
  4. The slayers attacked with their hand weapons (not the double-handed ones), hit the same troll the crossbows had wounded but failed to add an additional wound. The other troll was hit once and suffered a wound.
  5. One troll attacked the crossbows, but missed with all three attacks. The other troll used his regurgitate attack, and killed one slayer.
  6. The hand-to-hand combat phase was a draw (4:4).

Reserves Phase

The Red Section continued their wheeling around the statue, the Turquoise Section advanced towards the Chaos Warriors.

Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

Both trolls failed their regeneration rolls.
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Bout 3

Turn 3.1 - Chaos

Turn Start Phase

No events.

Movement Phase

The Defilers charged the Turquoise Section.
The Corruptors of Nurgle advanced; Frode's Section turned 90°, moved towards the Beastmen and turned 90° again.
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Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The big hand-to-hand combat, between Dietbert and The Bashers vs. the Grey Section and The Doomed unfolded as follows:
  1. Dietbert missed with his gore and one regular attack, the one that hit did not wound.
  2. The warhorse hit a slayer, but did not wound.
  3. The crossbow armed dwarves hit twice, and wounded the troll once.
  4. The slayers again attacked with their hand weapons, they hit with a couple attacks but failed to cause a single wound.
  5. The one troll again attacked the crossbows (1 hit ouf 3 hit but failed to wound), the other troll thumbed one slayer but missed.
  6. The dwarves won 2:1, and pushed their opponents back 2".
  7. The Bashers failed their rout test! The trolls routed 10", in the initial free hack, one troll was killed. Dietbert escaped being wounded.
  8. The slayers had to pursue, the Grey Company took a LDS test to not pursue — and failed. The stumpy legs did not carry the dwarves very far and they lost contact. The resulting free hacks of the Grey Section against the troll failed to wound, the wounds caused on Dietbert were saved by his armour.
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The hand-to-hand combat between The Defilers and the Turquoise Section unfolded as detailed below:
  1. The Defilers did not go into a frenzy.
  2. One Chaos Warrior attacked Dathrargror Broadshoulder. One of his attacks was cancelled by The Rune of Parrying, the other hit and wounded. Dathrargor was dead.
  3. The other four Chaos Warriors hit four times, and killed four dwarves.
  4. Three dwarves from the second rank were allowed to fight back; but they would have needed a 7+ to hit…
  5. The round was a 6:1 victory for Chaos.
  6. The dwarves failed their rout test, but were allowed to re-roll it due to the proximity of the batallion standard bearer.
  7. The dwarves were pushed back and followed up.
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Reserves Phase

Only The Hunters were able to move, all other units were too close to enemies.
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Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

The troll who (allegedly) was killed in the free hack, actually was only knocked out and regained consciousness, looking around dumbfounded.
The fleeing troll also regenerated one wound.
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Turn 3.2- Dwarves​

Turn Start Phase

No events.

Movement Phase

The Red Company continued to wheel, both The Doomed and the Grey Section reformed.

Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

This turn there was only the hand-to-hand combat between The Defilers and the Turquoise Company, which unfolded as follows:
  1. The Chaos Warrios wiped out the remaining 7 dwarves.

Reserves Phase

The Red Company continued to wheel.

Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

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Bout 4

Turn 4.1 - Chaos

Turn Start Phase

The troll on the road had to take a stupidity test, which he failed; not being guided by Dietbert anymore. He suffered from a sudden brainstorm, as he tried to figure out why his buddy suddenly was gone, and why he could not remember the last few moments.

Movement Phase

Dietbert and the other troll fled the field.
The Corruptors of Nurgle charged the Grey Section's flank; Brynjar ordered Frode's Section to charge The Doomed's flank.
The Defilers started to chase after the Red Section.
The Hunters were slow but persistent, creeping forwards.
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Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The hand-to-hand combat between Frode's Section and The Doomed unfolded as follows:
  1. Frode hit with one attack but failed to wound (against a 2…)
  2. His men hit once as well, and one slayer fell casualty.
  3. The lone slayer able to retaliate hit and killed one of the norse.
  4. The result was 4:1 for the norse.
  5. As the slayers are unfaced by being beaten, the only thing the norse could do was to wrap around to bring more men to bear.
The hand-to-hand combat between The Corruptors of Nurgle and the Grey Section unfolded as follows:
  1. The Two beastmen in contact hit the dwarves and caused one wound. The dwarves failed their armour save.
  2. As the only dwarf in contact had been killed, the dwarves could not strike back.
  3. The result of the hand-to-hand combat was a 4:0 win for the beastmen.
  4. The dwarves just managed not to rout and were pushed back 2", the beastmen wrapped around their opponent' front and rear.
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Reserves Phase

Both The Hunters and The Defiled advanced.
While drawing the maps I noticed an error I did during the game; the chaos warriors would have needed to stop 4" short of the dwarves, the maximum distance you advance to an enemy during the Reserves Phase. With the difference in the MOV stat between the two units this did not have any significant effect on the game, though.
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Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

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Turn 4.2- Dwarves​

Turn Start Phase

No events.

Movement Phase

The Red Company moved towards the hand-to-hand combat at their front.

Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The hand-to-hand combat between The Doomed and Frode's Section unfolded as follows:
  1. I forgot to attack with Brynjar.
  2. Ubbe hit twice and wounded twice.
  3. Eight norse attacked, hit twice, and wounded twice.
  4. No dwarf could attack back.
  5. The slayers were, as always, unfaced and relentlessy fought on.
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The hand-to-hand combat between the Grey Section and The Corruptors of Nurgle unfolded as follows:
  1. Ghuzzuk hit twice and killed two dwarves.
  2. Two beastmen hit but failed to wound.
  3. One beastman in return suffered a wound.
  4. Beastmen won 5:1
  5. The dwarves failed their rout test.
  6. Due to the batallion standard bearer being within 12", they could re-roll, but failed the re-roll as well!
  7. In the following free hack, Ghuzzuk slayed the two survivors.
  8. The Red Company passed their panic test.

Reserves Phase

No events.

Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

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Bout 5

Turn 5.1 - Chaos

Turn Start Phase

The lone troll was still trying to figure out what had happened — then it dawned upon him. The only troops nearby were the norse humans; except for the tasty looking ponies, but these for sure did not devour his buddy. So the only logical explanation was, that the norse hit him on the head from behind, and when he was unconscious, portioned his buddy amongst themselves! With a roar of anger, he charged at these insidious so-called allies! (He failed his stupidity test and had to move in a random direction, thereby gettting into hand-to-hand combat with Frode's Section.)
The norse, getting charged in their rear, passed their panic test.

Movement Phase

Both, The Corruptors of Nurgle and The Defilers charged the Red Company.
The Hunters crept ever closer to actually playing a role in the battle.
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Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The hand-to-hand combat between Frode's Section, The Doomed and the last of The Bashers unfolded as follows:
  1. Brynjar killed one slayer.
  2. Six of the norse attacked the last slayer, hitting and wounding twice.
  3. Two norse attacked the troll, hitting once and (allegedly) kiilling the troll… yet again…
The hand-to-hand combat between The Corruptors of Nurgle and The Defilers versus The Red Company unfolded as follows:
  1. Three Chaos Warriors attacked the dwarves, hit four times and caused three wounds; the armour save was negated by the high strength.
  2. Two beastmen attacked the dwarf troops, hit once, but missed.
  3. One beastman attacked Thrarod Flatfist, hit but failed to wound.
  4. Ghuzzuk attacked Khirgrurd, hit him once and wounded him. Due to the high strength, no armour save was allowed.
  5. Khirgrurd fought back against Ghuzzuk, hit him automatically four times due to his rune enhanced axe, and killed him.
  6. Thrarod missed.
  7. Thungrilot hit one beastman but failed to wound.
  8. One dwarf fought back against the Chaos Warriors but missed.
  9. Another dwarf trooper attacked a beastman but missed.
  10. The hand-to-hand combat's result was a 7:5 victory for Chaos.
  11. The Red Section failed its rout test, but was allowed to re-roll due to the battle standard carried by Thungrilot Grudgefist.
  12. As the unit was engaged from front and back, there was no push-back.
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Reserves Phase

The Hunters and Ubbe's Section moved towards the caravan.
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Magïck Phase

No events.

Rally Phase

No events.

Turn End Phase

The troll did not regenerate and stayed for real, this time.
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Turn 5.2- Dwarves​

Turn Start Phase

No events.

Movement Phase

No events.

Ranged Combat Phase

No events.

Hand-to-hand Combat Phase

The hand-to-hand combat unfolded as follows:
  1. The Chaos Warriors attacked the dwarf warriors, they hit 9 times, only one dice scoring too low. They killed the remaining warriors, leaving Khirgrurd, Thrarod and Thungrilot to fight on their own.
  2. Khirgrurd caused four wounds, which resulted in two dead beastmen.
  3. Three beastmen attacked Thrarod. They caused two wounds, and Thrarod failed both armour saving throws. The Rune of Resistance managed to save one of the two, which left one wound, killing the batallion standard bearer.
  4. Thungrilot missed with his attacks.
  5. Chaos won the hand-to-hand combat by 10:4.
  6. The dwarves failed their rout test, and were cut to pieces in the resulting free hack.
This ended the game.
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Aftermath

The game was good fun, even for the dwarf player. The chaotic nature of this scenario was a refreshing change to the usual setup we play with.
The designated exit point of the dwarves was C, but Michael did not even once move the wagons, as they were jammed in position most of the time. When there was room to move them, they could only have moved into the arms of the waiting enemy.
The Chaos Attributes further chaotized the game; The Defilers for example got a great advantage from the attributes with their movement increase; The Hunters on the other hand were basically taken out of the game completely, being slow and no-one moving into their direction.
We both felt that this scenario has great re-playability potential, with no two games unfolding the same way. The Mercenary Loyality Roll for example went very bad for the dwarves this game; if the norse had just left the game, or even stayed on the dwarven side, the balance would have been much more towards a potential dwarven victory.
Also magïck did not play a major role, with the only wizard dying of his miscast on turn two.
Was this game balanced? To no scale I can image, no. Was it fun? Definitely, perhaps because it wasn't well balanced and predicatble.

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Tags assigned to post
Faction
Chaos
Dwarf
Nordvolk
Period
Fantasy
Place
Matthias
Player
Matthias
Michael
Rule System
Warfork Fantasy Battles
Scale
28mm
Setting
Warhammer