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Dwarves vs Brets

 
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cbrown19d
Militiaman
Militiaman


Joined: 20 May 2008
Posts: 99
Location: Oklahoma City

PostPosted: Tue Jun 10, 2008 3:31 pm    Post subject: Dwarves vs Brets Reply with quote

My friend and I butted heads last night. I would post this in the battle reports, however we were not able to finish the game and it was in a quite pivitol moment. It was 2000 a side and I took the following

Lord with weapon and shield
master rune of swiftness
2x rune of cleaving
master rune of gromril
the rune that allows you to reroll failed saves.

Thane with great weapon
Dwarven handgun
rune that allows rerolling

rune smith

joseph bugman

22 warrios with shields
my lord was in with them

2x 10 thunderers with shields
My thane was in the unit on my left flank

19 longbeard rangers with throwing axes
Joseph bugman's unit

a grudge thrower
engineer
2x penetrating rune
rune of reloading

cannon
engineer
rune of reloading

organ gun

he brought

2x damsels

lord

paladin mounted on pegasus

9x grail knights

12x knights of the realm

12x knights errant

30x skirmishing longbowmen

24ish men at arms with spear and shield

turn 1 I held the line and killed a couple of his knight errant with my grudge thrower and missed with the cannon.

He prayed to get his ward save prior to me.

turn two he moved his grail knights to my right flank and hid knights of the realm to my center. His knights errant were to slam my weakly defended left flank but were hung up on a river ford. His archers lit up my thunderers on the left flank and wiped half of the unit out.

I made my leadership check and fell my thunderers back just out of his range. My longbeard rangers reformed to face the grail knights as did my warriors to face the knights of the realm. My grudge thrower hit his archers and killed 4 of them. My cannon over shot. End of turn

Turn 3 saw him round the forest that was keeping him out of my line of sight. He was now in range for my thunderes in my center and my organ gun on my right. His knights errant were just out of the water hazard and in position to cause me trouble. His flyer landed in my back field right between my rune smith and cannon. his archers fired on my canon and killed one crew member.

My grudge thrower missed i shot grapeshot of his pegasus and he made his ward save. my thunderes shot his knights of the realm and dropped 2. my organ gun was amazing. I fired it at the grail knights. Rolled ten hits. Insane. Rolled nine wounds. Too cool. there were only three grail knights left after the volley. insane cool.

Turn 4 he charged my rangers with the remains of his grail knights. I stood and shot with my axes. Took one more down. He then charged with his knights of the realm. He had a magical banner that allowed him to add d6 to his charge distance and ended up in the flank of my rangers. He continued to move his men at arms and knights errant forward. His pegasus also charged my organ gun. The entire time he was casting with little effect. I had five dispel dice and it was hard for him to get anything but the howler winds off. He shot at my cannon again to no avail. In CC his grail knight issued a challenge to joseph bugman and we threw no wounds on each other. He killed three long beard between the two units. I ended up losing battle by 2 and passed my leadership. I had a rune that gave me 2x unit str and +1 combat resolution on the banner. The organ gun crew survived the combat but did not wound the paladin.

That is where I had to stop the game. It was very frustrating but uncontrolable. We plan to play again later this week so I should have something more decisive later on. Thanks for reading and I hope to post something better soon.
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scurrdi
Major
Major


Joined: 26 Mar 2008
Posts: 640

PostPosted: Tue Jun 10, 2008 4:46 pm    Post subject: Reply with quote

Sounds like quite an interesting battle. You need to get those cannon ranges down pat my friend!

Otherwise looks good, sounds like you were getting in for a good round of battle.
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cbrown19d
Militiaman
Militiaman


Joined: 20 May 2008
Posts: 99
Location: Oklahoma City

PostPosted: Tue Jun 10, 2008 7:03 pm    Post subject: Reply with quote

Your not kidding on that. As they say though, practice makes perfect. So when we play again I will do my best. There were a couple of times that I guessed well, but the arty dice sailed it on past. Good times though. I want to bring in my other grudge thrower so I can wreak havoc on his archers. They do very well for him and if I could disrupt them it would be great. I seem to do pretty well with throwers most of the time. If I get the thrower together I might consider it.
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Tizz
Sergeant
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Joined: 27 Feb 2008
Posts: 320
Location: Sprinting in and out of Middenland forrests

PostPosted: Tue Jun 10, 2008 7:16 pm    Post subject: Reply with quote

30 skirmishing bowmen?!?!?! That's insane!!

Fun battle report though!
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scurrdi
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Joined: 26 Mar 2008
Posts: 640

PostPosted: Tue Jun 10, 2008 10:16 pm    Post subject: Reply with quote

Yeah thats what the Brets do when they bring bowmen cause they're so cheap (WS 2, BS 3, no armor but they skirmish).

I would also possibly recommend making your Thane something a little more potent then just a handgun. Perhaps drop the Thane and give yourself a Master Engineer? This gives one of your warmachines some nasty cover and gives you the option of rerolling some of the dice on a war machine. Can help alot when dealing with things like cannons or stone throwers.

Plus the Master Engineer can get some equipment and be a nasty surprise to any unit that attacks. Stand and shoot with some pistols and other things make him have those cav. units think twice about charging the war machine crew.
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Sigmar
Site Admin
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Joined: 15 Oct 2007
Posts: 1122
Location: london uk

PostPosted: Fri Jun 13, 2008 9:57 am    Post subject: Reply with quote

Nice report cbrown.

I am finding this a lot when I fight against Dwarfs...

"My organ gun was amazing. I fired it at the grail knights. Rolled ten hits. Insane. Rolled nine wounds. Too cool. there were only three grail knights left after the volley. insane cool. "

They can be deadly and I think an engineer allows you to reroll the artillery dice - ouch.

I can see what you mean by frustrating, the combat had only just begun. Let us know how the next one goes.

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cbrown19d
Militiaman
Militiaman


Joined: 20 May 2008
Posts: 99
Location: Oklahoma City

PostPosted: Mon Jun 16, 2008 8:06 pm    Post subject: Reply with quote

I think that is some good advice. I was thinking of getting myself a master engineer. One with the pistols and another with the great weap. They are both great looking models. The then did manage to hold that unit together, but I would certainly not make it an everytime thing to do. We had a gentleman's agreement to play the same lists because we were unable to finish the battle on the first go. I will switch it up next time and see if I can continue a winning streak. The only bad thing about an organ gun is that you are not allowed to add any runes to it or attach an engineer of any kind. I mean it really is sick enough as it is, but we always want more Smile You are allowed to reroll any result on the arty dice that is not a misfire. Also, if you happen to get a misfire on the second roll it will only be a fixx clunk. So it takes some danger away. Thanks for all the great advice guys, I really appreciate it.
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scurrdi
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Joined: 26 Mar 2008
Posts: 640

PostPosted: Tue Jun 17, 2008 12:14 am    Post subject: Reply with quote

Yeah, a master engineer with something like your cannon would be useful, also becuase of the benefits he can give your war machines (like the entrenchment rule).

So many choices though!
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cbrown19d
Militiaman
Militiaman


Joined: 20 May 2008
Posts: 99
Location: Oklahoma City

PostPosted: Tue Jun 17, 2008 2:17 pm    Post subject: Reply with quote

I am eager to get a couple of bolt throwers. I think the master engineer will really shine with them. He can entrench them AND you get to use his ballistics skill to fire it. If I am not mistaken a master engineer has a ballistics skill of 5. Really reliable shooting. That will be my next piece of artillary to add to my collection. If I like them enough I might just keep four of them on hand to take advantage of the rule that allows me to take two of them for one special unit choice.
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