Dwarves vs Slann , 3000pts WFB3rd

"They have crossed the Zulgoona River!"
Following months of skirmishes and raids from across the Zulgoona River by the Slann on the Dwarf settlement, the Dwarves at last respond and cross the river - to pacify the region, secure a foothold beyond the river from which to advance further and loot Slann golden idols. The Slann respond to this outrage by dispatching an army commanded by Murgel the Blue . The Dwarves form in battle formation next to an abandoned settlement.

Slann Army List - General lvl 20 , frostblade , mithril , lvl 5 army standard bearer, lvl 5 Coatl , lvl 10 Coatl , 30 Spawn Band with musician, standard and lvl 10 hero , 20 Jaguar Warriors with Warbanner and musician , 15 Alligator Warriors, 10 Venom Tribe, 5 Venom Tribe, 10 Warrior Priests with Icon of Divine Wrath , 10 Cold One riders (lvl 15 hero - Hellhoned blade and Arcane Armour , 5 Cold One Riders (lvl 10 hero) , Animal Handler with 3 Giant Scorpions. Pygmy Ally Contingent - Pygmy Chief with 31 Pygmy Warriors and standard , Pygmy Shaman.

Dwarf army list - General - lvl 15, DHW, mithril heavy armour, Frostblade, Mighty Strike (associate with longbeards)
Standard Bearer - lvl 5, mithril heavy armour, Battle Banner, Baneblade (associate with longbeards)
Wizard - lvl 15, mithril heavy armour (associate with Ironbreakers) 68 Bombardier - lvl 5 (associate with war engines)
20 Warriors - FC, shields 24 Warriors - FC, spears , 20 Hammerers - FC 19 Ironbreakers - FC + Wizard
17 Longbeards - FC + General + BSB 10 Crossbows - FC, shields 10 Crossbows 10 Thunderers - FC 10 Gnomes - FC, Heavy Armour, 2-Handed (Miners) 3-man stone thrower 3-man cannon 3-man organ gun


Pre battle spell casting - The lvl 10 Coatl successfully casts 'Hammerhand' to on itself giving double attacks, the lvl 5 Coatl increases 1 attack with Strength of Combat. The Dwarf Wizard uses his scroll to cast Aura of Resistance and therefore receive a saving throw of 6.

(we had limited time so was difficult to get good photos - the battle took place at Battlefield Berlin shop and was the Dwarf Commanders first ever 3rd Edition game - after 3 years of collecting and painting his army - this was their debut battle).
 

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Deployment
The Dwarves deploy first, positioning their artillery on the left flank commanded by a lvl 5 Bombardier, with the thunderers behind a stone wall. The right side and centre with the heavy fighting units and a unit of crossbows. The Slann respond by placing the large Cold One Unit on the furthest flank from the artillery. The Coatl and small unit of Cold Ones are shielded by Jungle opposite the artillery on the Slann's right side.
 

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Turn 1 - The Slann advance. The Pygmy Shaman fails to wound a Cannon Crew with Lightning Bolt . The Warrior Priests lightning Bolt (unable to target the Dwarf Wizard due to line of sight kill instead a single Iron Breaker - the first casualty. The Cold One on the left prepare to charge the Crossbow unit of 10 - both units of Cold Ones pass their stupidity test).
The right flank cold ones emerge on the right of the Jungle while the Coatl are still protected by Jungle.
The Dwarves respond with a cannon shot straight through the Pygmy Warriors - killing 11. But they do not rout. The speed of the Cold Ones advance means the Crossbows fail to hit. The Organ Gun kills 2 Cold One riders. While the Stone thrower misses the large Spawn Band in the centre.
 

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Turn 2
The large Cold One unit charges and routs the Crossbows on the Dwarf right flank. This causes the Gnomes behind the Crossbows to rout off the field , the Iron Breakers pass their panic test. The smaller Cold one unit charges and wipes out the Organ Gun crew. The Coatl emerge from the Jungle planning to charge and cause fear in the remaining War Machines the next turn.
However, the Cannon fires directly at the lvl 10 Coatl and kills it instantly. The Stone Thrower misses the Spawn Band again, but hits the Pygmy Shaman, but fails to do a single wound. The Dwarf infantry begins to advance, except the Iron Breakers who prepare for the Cold Ones to turn, who are pursueing the last of the Crossbows. The Pygmys take further casualties from the Thunderers behind the wall.
 

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Turn 3
The Cold ones charge the Stone Thrower crew, while the remaining Coatl attacks the Cannon crew. All Dwarven artillery is now wiped out . In the centre the Slann are prepared to charge and hope to break the units there, with the Giant Scorpions assistance. Meanwhile the 10 Cold One Riders turn to charge the Iron Breakers . Slann victory seems close.
The Dwarven Crossbows to the left of the Settler House charge the Pygmys but cannot push them back. The Bombardier charges the small unit of Cold Ones to avenge his fallen crew - and pushes them back. The Thunderers fire on the Pygmy Shaman causing 2 wounds, and one blows himself up with a missfire.
 

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Turn 4
The Spawn Band charge the Dwarf Spear Unit. While the Jaguar Warriors and Giant Scorpions charge the Dwarves General Unit of Longbeards. However, the Spawn Band loose the combat by 1, while the Jaguar Warriors and Giant Scorpions draw, due to the Battle Banner. The attempt to cause an automatic rout due to the fear causing Scorpions has failed. The Pygmys combined with a flank charge from the 5 Venom Tribe routs the Crossbows.
 

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Turn 5
At last the Cold Ones charge with the Warrior Priests, however - they cause only 1 wound. The Dwarves strike back - causing 1 wound on the Cold Ones and killing 2 Warrior Priests. The pushed back Cold Ones then fail their leadership, even with a Lvl 15 hero, and rout off the field. In the centre the Giant Scorpions are flank charged and rout - this causes the Spawn Band to rout also.
 

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Turn 6
The Spawn Band have rallied. But Murgel the Blue is so enraged by seeing his forces flee, he charges into combat (at this point i forgot the Army Standard Bearer had to be next to him)...The Jaguar Warriors continue to be worn down, now attacked in the flank also. But do not flee.
The Dwarf Spear men are now able to charge Murgel. They fail to harm, and he cuts down 2 of them. But now due to the large multi unit combat - the ranks and standards of the Dwarves make it impossible for the Slann to hold. The Jaguar Warriors and Murgel flee.

And so at this point as we had no more time we declare it a Dwarf victory. The Warrior Priests would not be able to win their combat. The Cold One Riders , Pygmys and Coatl could still have charged the Dwarf Unit behind the artillery and the Spawn Band were ready to charge again.

A narrow Dwarf victory, and enough Slann survived to regroup for a rematch. Alot of fun and great to have a Berlin based opponent for the Slann. Thanks for reading and sorry perhaps a bit confused towards the end - as all the combats seemed to merge into one. I realise now that the Longbeards i think rather than the Iron Breakers were the unit to break the Slann Cold Ones and hopes of a swift victory.
 

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Really enjoyed Symphonicpoet, without being able to drive it makes huge difference to have opponent here. Until now could only take smaller forces in Handluggage apart from when Ketil Trout invades here. Thanks Sleepysod! still abit unclear with a few rules, so i am sure some mistakes were made. I don't know if it is allowed to take 2 Coatl, and i searched through the book many times and dont think that Strength modifies save throws in 3rd edition. The dwarves seem to make every saving throw anyway, but -1 from Strength 4 would make a small difference. Anyway, looking forward to the Slann's revenge and using a Slann wizard in next battle , human Slaves and Giant Frogs.
 

Grungni

Member
I appreciate the knowledge, it seems "blasphemous" to me as i started off with 4th edition in the 90s ... i truly figured Dwarves would never have had Wizards but i stand corrected ... cheers. A dwarf wizard is quite a concept, something akin to an elf handgunner ...
 
Sorry slow response Grungni. Dwarf wizards start with half the spell points of other races in this edition, so they can cast less and it is more difficult for them to cast spells. though they have high stats so in this battle he easily cast 'Cause Animosity' on my warrior priests, luckily they have high Will Power, so no effect.
 

Padre

Member
Dwarf Wizard, Citadel miniature ...

PavonaOutcast4_zps5ff31620.jpg
 

Grungni

Member
Indeed i am aware of Glammerscale, i was born into "middlehammer" it seems ... but my knowledge is increasing...
 
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