Archive for the Peak Pass Category

The Battle of Peak Pass: Da Bloody Bit

Posted in Biggaboots Sticklifta, Boo the Troll, Glarsnot Bloodcurdle, Karak Kadrin, Klazak Axecrazed, Loftus Ironfist, Peak Pass, Retrograde Hammertongs, Rufus Redbeard, Slarkfug Boarmuncher, Spidysense Boombottom, Zareth Ironfist on February 18, 2008 by the scribe

(For the scenario setting and rules, scroll down to the earlier posts.)

TURN 1

As I feared, my opponent was planning to make his last stand right in the very narrow neck of Peak Pass, in the shadow of the (stubborness-inducing) Lions of Heroism, and under the protection of both the crossbows in The Lookout and the guns in The Redoubt. If his Longbeards could hold out for a few rounds, his reinforcements would arrive, and my position might become untenable—especially given what would be withering crossfire from the Quarrelers, Cannon, and Organ Gun.

The Thunderers and Warriors were to be sacrificed to delay me. It was essential that they not delay me long.pass1.jpg

The valley with its sheer mountain walls gave me little space to deploy my army. I decided that my large unit of Orc Boyz (led personally by General Glarsnot Bloodcurdle and Battle Standard-bearer Biggaboots Sticklifta) would be my primary strike force. Their key task was to punch through the centre—first through the Thunderers, and later the Longbeards. Boo the Troll would stay near my general, to assault or flank as needed.

The Black Orcs would handle my the left flank. If tactical circumstances allowed, they might attempt to force entrance to The Lookout. I was doubtful that this could be achieved, however, and didn’t plan on invest much effort in seizing that spur of the pass. More broadly, they were there to prevent the Orz Boyz from being flanked–and to possibly draw some crossbow fire away from them.

It would be a different story at The Redoubt. If I allowed the guns there to survive long, they would decimate my forces as they tried to force the pass. I decided, therefore, to bypass the Dwarven Warriors at first, and make a fast run at the gun positions with my Spiders and two heroes, supported by the Night Goblin bows and spears. I’ll admit to considerable trepidation at the concentration of weaker greenskins on my right flank: the collapse of any one of these units could cause an avalanche of panic. However neither the terrain nor the prospect of Dwarven reinforcement gave me much time or space for maneuver.

The first turn, as expected, saw the Longbeards race (as best short little Dwarf legs can race) towards the narrows of the pass, while Dwarven reinforcements (Warriors and Ironbreakers, plus a Grudge Thrower) marched onto the board. Drunken Quarrelers, Miners, Gunners, and the Daemonslayer stumbled out of the brewhouse and ran towards their positions. While cannon fire thankfully fell just short of my lead units (and the cannonball failed to bounce), the crossbows and handguns did significant damage to my orcs in the centre. Those stunties know how to shoot!

Most units advanced, as planned, with the Night Goblin spear showing particular enthusiasm to “get ‘em” and forging forward even further than anticipated. This resulted in the release of two fanatics against the Thunderers in the centre. Both fell short of the Dwarves, and insisted on whirling their shiny balls of death right in the path of my advancing army. Damn.

The Orc Boyz, perhaps because of this, seemed reluctant to advance. Glarnsot Bloodcurdle, my black orc army commander, soon cured them of their squabbling, but not before inflicting several casualties.

The Night Goblin bow also squabbled, and stayed in place.

* * *

TURN 2

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The Dwarven Thunderers and Crossbows continued to pour fire into my advancing troops. The Cannon overshot this turn, and the Grudge Thrower found my forces to be just outside its maximum range. The Longbeards pressed on to block the valley at its narrowest point, while the reinforcements (now joined by General Zareth Ironfist and a small unit of Slayers) continued their steady march towards the pass, hoping to get there before I could break through.

My cursed fanatics, protesting a recent cutback in mushroom rations, decided to avoid the stunties and instead hurl themselves through the Orcs and Night Goblins. Ouch. Between this and the earlier problems with squabbling, I had now taken far more casualties from fellow greenskins than from the enemy.

Realizing that time was of the essence, Glarsnot Bloodcurdle called upon the mighty power of the Waaagh, and the Orc Boyz surged forward. In doing so, they got within the minimum stand-and-shoot range of the Thunderers, and hence were spared from their withering fire as they charged home. A unit of Spider-Riders and Boo the Troll also joined the fray. Wielding a choppa in each hand, and with both Bloodcurdle and Sticklifta fighting in the front rank, they made short work of the Warriors. The Dwarfs broke, and were run down and slaughtered. Boo collected several of the bodies to play with later.

On my right, Spideysense Boombottom and the Spider Riders surged forward, then charged the Cannon in The Redoubt. The depleted crew (missing one member, who was still drunkenly stumbling on his way from the pub) were no match for their assailants, and were wiped out. Apparently overcome with joy by this display of Goblin fighting prowess, the Spider Riders forgot that they were entitled to an overrun move, and instead halted in front of the Organ Gun. Oops.

Slarkfug Boarmuncher and the remaining unit of Spiders were in position to charge the Warriors. However, I was concerned that were they to charge and be defeated, my low-leadership, Goblin-rich flank might come apart. Instead they moved around the Dwarf unit’s flank, and–together with the Night Goblin archers taking position on the hill–poured arrows into the stalwart Dwarfs. Much to my astonishment, the Goblin bows actually inflicted several casualties.

* * *

TURN 3

pass3.jpg

With a devastating blast, the Organ Gun opened fire on the Spider Riders at point blank range. When the smoke cleared, all that could be seen was a tangled mess of bloodied legs… and Spideysense Boombottom. Somehow, while his unit had been wiped out, the Gobbo boss had survived.

Elsewhere, the Longbeards took up defensive positions at the narrows of the pass. Behind them, the Dwarven reinforcements had now almost reached the brewhouse On the hill to the Dwarven rear, the Grudge Thrower edged forward, so as to better have the pass in range.postthunder.jpg

The rapid approach of the reinforcements had Glarsnot Bloodcurdle nervous. He urged the Orc Boyz on… only to find them squabbling once again. A few sharp blows (and a few more dead orcs) soon had them moving. To his left, the Black Orcs had taken significant casualties from the Quarrelers in The Lookout, and it was doubtful they would ever reach the tower in sufficient strength to seize it. The Rock Lobba had just now exploded in a tangle of ropes, splintered wood, and goblin parts, and was out of commission for the rest of the battle. (Picture, right: The greenskins press on after slaughtering the Thunderers.)

This made a victory at The Redoubt all the more vital. Boombottom charged into the Organ Gun crew, which was now reinforced by the gunners arriving from the brewhouse. To assure victory there, the Night Goblin spears were ordered to bypass the Dwarven Warriors and press on to the hill. The stunties could be left to the troll and the Spider Riders, who together with the gobbos on the hill continued to pour arrows into the now surrounded Dwarfs.

* * *

TURN 4

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The Miners were now fully formed up, with the Dwarven reinforcements now only a turn or so away. In the center, the stalwart Longbeards prepared for the inevitable greenskin onslaught, while the Daemonslayer moved to block the Black Orcs from marching on the gates to The Lookout.

Most of the drunken Quarrelers were now in their tower, pouring deadly fire on the appropaching Orcs. One, however, stumbled on his way up the steps to the gate, tripped, fell down, and knocked himself out. At The Redoubt, desperate fighting continued between the Organ Gun crew and Boombottom.

As the Orcs advanced, Glarsnot Bloodcurdle cast a worried look to his rear and flank. Both Orc units were badly depleted.“Look out, Sir!” With only a moment to spare, one of the Orcs pushed his general out of the way of a massive boulder fired from the Grudge Thrower. Sicklifta was too busy hurling gutteral Black Orc curses at the stunties to hear the warning, however, and the heavy stone landed square on him. The banner dipped… but did not fall. Miraculously, he was still alive!

Yes, my opponent had a S8 hit but rolled a 1 to wound…

This was surely a sign from Mork (or possibly Gork) himself!, With a mighty warcry, Bloodcurdle and and Sticklifta led the Orc Boyz in a charge against the Longbeards. The Black Orc heroes and Orc Bozy alike wielded double choppas, and above them Nogg’s Banner of Butchery was unfurled. A slaughter resulted: the entire unit of was cut down, with the single exception of Thane Retrograde Hammertongs.

Meanwhile, the Night Goblins charged up the hill, to aid Boombottom With their spears added to the fray, the Gun Crew were defeated. The Redoubt was now in greenskin hands!

Finally, there was the pesky unit of Warriors well behind the Greenskin flank. As Slarkfug Boarmuncher led the Spider Riders against it, Boo the Troll fell upon their rear. Yet another Dwarven unit had fallen. Boo used their standard to pick matted beard and bloodied armour out of his ugly, misshapen teeth.

* * *

TURN 5

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The Dwarven position was now desperate: with the Longbeards slaughtered, Peak Pass was now held only by two brave warriors: Thane Hammertongs and Daemonslayer Klazak Axecrazed. As the former valiantly battled the Orc Boyz to his front, the latter charged the approaching Black Orcs. The Miners started to march toward the greenskins, with Ironbreakers, warriors, and Slayers now following to their rear.

Thane Hammertongs proved little match for the Orc Boyz, and was quickly felled with a flurry of choppa blows. The Daemonslayer was a much tougher nut to crack, however—and the Black Orcs faltered. The Spider Riders and Slarkfug Boarmuncher advanced quickly, hoping to take up flanking positions before the Dwarven reinforcements could attack. The Night Goblin Spear and Bow moved to consolidate their position on the ridge.

* * *

TURN 6

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Combat continued between Klazak Axecrazed and the Black Orcs. The Miners held their position awaiting the reinforcements. As the Ironbreakers edged around the Brewhouse, however, Spideysense Boombottom saw his chance, and charged them frontally. With a sneer, the Dwarven Battle Standard-bearer, Loftus Ironfist, cut down the goblin.. only for his suicidal adversary to explode in his face. The Dwarven banner fell, in flames. So too did Loftus. It was a bad omen.dwindle.jpg

Moments later, the Orc Byz charged the Miners. Once again, the combination of double choppas and two heroes inflicted grievous casualties. The Miners broke, and the pursuing Orcs slammed into the Ironbreakers next. These were a much harder foe, however, with their Gromril armour deflecting blows that would have felled any other warrior. (Picture, right: The dwindling band of Orc Boyz prepare to charge the Miners.)

* * *

TURN 7

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As the sky darkened and storm clouds began to gather, both sides were aware that bad weather might force an end to the battle at any moment. With Peak Pass still very much contested, it was far from clear who might emerge victorious.

The Quarrelers and the Grudge Thrower both concentrated fire on the smaller of the Spider Rider units. The casualties were enough to panic them. Moreover, their flight was enough to carry away a second, larger units of Spiders–despite the protestations of Slarkfug Boarmuncher. Both units raced in fear towards the sheer cliff walls of the pass, the former rather faster than the latter.Fortunately–and almost miraculously–for the greenskins, the Night Goblin Spear on the hill stood firm despite the sight of two Goblin units racing past them in full flight.

Thane Redbeard looked out from The Lookout to the pass below, and realized how critical the situation now was. With no concern for his safety, he charged down the ridge and into the Black Orcs, joining his Daemonslayer friend in combat. Their fierce determination and skilled axes proved too much for the Black Orcs: for the first time since the campaign began, the greenskin elite turned and fled.

Outside the Brewhouse, the Ironbreakers and Orcs fought, the former down to a mere fraction of their original number. Hoping to tip the balance, the Dwarven General, Zareth Ironfist charged into the fray, directly challenging his Orcish counterpart. His blows missed, with at least one deflected by Bloodcurdle’s Best Boss ‘At. The mighty Black Orc laughed, raised his own choppa… and killed the Dwarf Lord with a single (killing) blow.

Bloodcurdle chuckled, and he marked a second notch on the haft of his weapon. Killing Dwarven generals was becoming something of a habit.

With this, the Ironbreakers broke. The pursuing Orcs surged forward, clipping the Warriors. They too broke.

* * *

TURN 8

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It all came down to this: could the Slayers throw back the greenskin horde before the battle ended?

Any other unit might have been intimidated: after all, these Orcs and the fearsome General leading them had now slaughtered the Longbeards, a Thane, the Miners, the Ironbreakers, Lord Ironfist, and had broken the Warriors. Slayers, however, do not care for anything: they seek victory or death.

And so, axes in hand, and orange-stained beards blowing in the wind, the charged the Orcs…

And broke them!

A pale shadow of its once formidable self, the Orc unit ran–taking with them both their General and Battle Standard-bearer. Oh the shame of it!

The Dwarf Warriors rallied at the news. To the Orcs’ rear, Klazak Axecrazed saw his chance. If the wounded Daemonslayer could kill that lumbering troll now approaching his position, he might be able to then block the fleeing Orcs, seize the pass, and win the battle! He rushed at Boo, wounding him.

The huge Troll looked down… that hurt! Nasty Orange stunty had cut him! That not nice! And so, with a powerful blow from his scaly hand, Boo hammered the unfortunate Daemonslayer into the ground. “I wonder what orange beard tastes like?” he thought, licking his lips…

The smaller unit of Spider Riders raced towards the cliffs in flight.. and then straight up them. At least the Spiders did: those Goblins who couldn’t hang on fell with a chilling screams to their deaths below. The unit was destroyed.

Slarkfug Boarmuncher viewed this with alarm, as he and the second unit of Spiders fled towards the same sheer cliff. His Ironback Boar, for one thing, couldn’t climb mountain walls. Instead, he was likely to smack straight into the rocks, which looked none-too-healthy.

Fortunately, he managed to get his unit under control, and the Goblins rallied. To his left, the Night Goblin spears started to move down the ridge towards the Dwarves, while the bows took up position in The Redoubt. The shattered Orcish core of the army was in full flight. Could the Goblins hold the position against the surviving Slayers and Warriors in the valley below them?

They would never be tested. With a mighty crack, lightning coursed through the darkening sky above. The wind picked up, and a wet snow began to fall.

The battle was over. Although Peak Pass and The Redoubt were under greenskin control, the position wasn’t strong enough for the remaining Goblins to hold. Quietly, under cover of darkness, they retreated.

Karak Kadrin was safe–for now.

* * *

Epilogue

This was perhaps the most closely fought wargame I’ve ever been involved, of any type, ever. Right until the end it was not clear who would win. It still wasn’t clear until we added up the points.

In the end, it was a marginal greenskin victory. However, the victory conditions required a substantial victory to move on to a siege of Karak Kadrin… and so the greenskins retreated.

Had the Orc Boyz held against the Slayers for a single turn–and they had a very good chance of doing so–it would have been a solid victory (indeed, nearly a massacre, since the Boyz were holding several captured unit banners at that point), and the way to the Dwarven city would be clear.

However, at the critical last moment, Glarsnot Bloodcurdle’s luck had run out.

The Battle of Peak Pass (and so it begins)

Posted in Boo the Troll, Glarsnot Bloodcurdle, Karak Kadrin, Karn Steelaxe, Klazak Axecrazed, Peak Pass, Retrograde Hammertongs, Rufus Redbeard, Spidysense Boombottom, Ungrim Ironfist, Zareth Ironfist on February 12, 2008 by the scribe

Spidysense Boombottom chuckled, and turned to the army commander. “Dats dat.. you got nuttin to worry ‘bout. De stumpy messengers nevva made it to da peak. Me and da spideyboyzs got ‘em.”

Glarsnot Bloodcurdle grinned—this was good news. While the Runelords of Karak Kadrin would know of the defeat of the Dwarven army, the garrison at Peak Pass would still be in the dark. If he hurried, perhaps he could seize the strategic location before Dwarven reinforcements could arrive…

* * *

Thane Rufus Redbeard sat within the thick, stony walls of Peak Pass Lookout, and glanced at the calendar on the wall. It had been a three days since his good friend Karn Steelaxe has passed this way at the head of a Dwarven army. They had been marching eastwards to the Dark Lands, where they would crush the orc and goblin hordes that had been accosting mining expeditions. No doubt they would be back soon with tales of heroic battle and mounds of greenskin dead. Brewmaster Barleycorn had best be ready: no one could go through vats of ale like a victorious Dwarven legion!

Just then, a call sounded from the watch-post above. Perhaps this was them! Redbeard strode up the stairs to the roof of the tower..

towerview4.jpgSure enough, Dwarven warriors could be seen in the distance. But these were not returning champions, but rather survivors fleeing a pursuing greenskin horde. And the Steelaxe banner was not among them. The Thane’s heart sank as realization dawned: the punitive expedition had been crushed, their general lost, and the dwarves were now in flight. In flight! From greenskins!

Grimly, Thane Redbeard grabbed his Axe of Striking and turned to his sergeant. “Sound the alarm! I want all men at their posts. We’ve got some fighting ahead of us…”

* * *

Fizzle Tindertwig grumbled.. why was he here, polishing the organ gun for another countless time , while the rest of the crew were at Barleycorn’s enjoying honey mead? Its not like anything happened here. Ever.

redoubtview.jpgWith a start, he heard the alarm sound. He rushed to the edge of the redoubt, and looked out to the westward approaches to the pass. By Gurnisson’s axe, it was Orcs! Hordes of them, shouting foul greenskin curses as they pursued a bloodied, retreating band of Dwarves. And all of them were headed for his position!

* * *

“The problem with miners,” reflected Klazak Axecrazed, “is that they can’t hold their mead.”

Technically this wasn’t true of course—indeed, miners could imbibe quite a lot of it. However, as the array of staggering dwarves in the inn today indicated, none could really out-drink a Daemonslayer.

Just then, he heard a ringing in his ears. He shook his head: no, it wasn’t the drink. It was the alarm from the lookout…

“Up and on yer feet, lads—we’ve got company!” Quarrelers and gunners–stop yer drinkin’ and staggerin’, and get to your posts! Miners, form up outside, picks in hand! Whoever slays the least pays for the next round!

* * *

“Hurry, men! Quicken your pace! We have to get there before nightfall!”

It had been more than many years since his uncle, the Slayer King Ungrim Ironfist, had fought near this very place, to keep the Orcs from the gates of Karak Kadrin. Now, with news of the defeat of the Dwarven expedition to the Dark Lands, the task of defending the city once more fell to an Ironfist. If they could reinforce the garrison before the greenskins broke through the defences, the threat to Karak Kadrin could be averted and the foe thrown back to whence they had come.

If not… if not, the city could fall under siege for the first time in more than a century. The cost could be immense. It was far better that the enemy be stopped here, in this narrow pass through the World’s Edge.

He turned to his troops: Warriors, Ironbreakers, and even a Slayer contingent from the Shrine of Grimnir. “Pick up the pace, men! There’s not much time!”

* * *

The retreating dwarves were finally within sight of the garrison. Yet it was clear to Thane Retrograde Hammertongs that they weren’t all going to make it before their vicious green foes fell upon them.

“We can hold ‘em, Sir. There are only a few thousand. Why, back in the day, we used to slay more than that before breakfast…”

retrogradeview.jpgHammertongs smiled at the Longbeard commander. Its true that his men never shied from a fight—and had never lost one. Indeed, if it hadn’t been for their remarkable heroism at the Battle of the Foothills, the entire Dwarven Army would have been lost.

“No Greybeard. Its time for the young ‘uns to prove their mettle. I’ve ordered the Thunderers to hold here, and for the Warriors to hold our left flank. I want you and your men to make for the Lions, and make your stand there.”

“We’re not running!” The elderly longbeard spluttered in indignation. “Those young’uns couldn’t fight a snotling. Let them flee, we’ll hold the greenskins back…”

Thane Hammertongs glowered at the commander, silencing his grumbles. “No, you’ll do as ordered. You’ll march to the narrows of the pass, to the statues of the Lions of Heroism, and make your stand at the foot of the road to Karak Kadrin. And you’ll stay there until relieved, or until every last orc and gobbo is dead.. or until you are. Do you understand?”

The Longbeard nodded, quietly. Indeed he did understand. If they couldn’t hold the pass, there would be little to stop the hated foe from marching on Karak Kadrin itself…

* * *

While the Orcs and Gobbos complained at the gruelling forced march, Boo quite liked it: his long troll legs made easy work of the pace.

“Will der be stunties?” he asked of the orc beside him. The orc sighed in frustration: he had answered this question a hundred times today. But it was never wise to tell a troll to shut up.

“Yes, lots o’ stunties.”

booview.jpgBoo smiled. Stunties! He had enjoyed playing with the stunties. They made funny noises when pounded with a club, or stomped in the ground. They tasted good too, even if their beards got stuck between his ragged teeth. But they were fragile, and their parts came off easily when he pulled. His last one had broken yesterday.

Just then, a shout went up from the greenskin horde: the Dwarves had turned to fight. Boo let out a roar too, and quickened his pace. Stunt!

Preparing for the Battle of Peak Pass

Posted in Biggaboots Sticklifta, Boo the Troll, Glarsnot Bloodcurdle, Klazak Axecrazed, Loftus Ironfist, Peak Pass, Retrograde Hammertongs, Rufus Redbeard, Spidysense Boombottom, Ungrim Ironfist, Zareth Ironfist on February 1, 2008 by the scribe

pass1.jpgThe next battle in the series will take place at Peak Pass, where a Dwarven garrison guards the way to Karak Kadrin. I thought it would be fun to spice up the scenario with a number of special rules.

The map, by the way, is upside down… north is at the bottom, south at the top, the left edge is east, and the right edge is west. What else do you expect from greenskin map-makers?

The Pass

The north and south sides of the pass are sheer cliffs rising more than a thousand feet. While Spiders may flee in that direction, they are impassable to all other units (who instead will flee east or west after their initial compulsory move).

The Orcish Horde

The Greenskins must deploy all of their forces within 15” of the eastern table edge. This force is led by Glarsnot Bloodcurdle, and consists of Orc Boyz (32), Night Goblin spears (40), Night Goblin bows (20), three units of Goblin Spider Riders (9, 5, and 5), Black Orcs (20), Snotlings (4), Boo the Rock Troll (1), a Speak Chuck and a Rock Lobba. The heroes Biggaboots Sticklifta (Black Orc BSB), Slarkfug Boarmuncher, and Spidysense Boombottom (another of the famed exploding Night Goblin clan) round out the force.

The Rearguard Remnants

The survivors of the Dwarven army must deploy within 24-30” of the eastern table edge, facing in any direction. This group consists of the three units from the previous battle: Warriors (15), Longbeards (13), and Thunderers (14), led by Thane Retrograde Hammertongs.

The Garrison

The Pike Peak garrison consists of a unit of Quarrelers (18), an Organ Gun, a Cannon, Thane Rufus Redbeard (the garrison commander), and Klazak Axecrazed (a Demonslayer). These are normally deployed in the Peak Pass Lookout and The Redoubt. Up to 200 points may be spent on runes for the Lookout (standard), heroes, and/or artillery.

The Lookout can accommodate up to 25 figures, but no artillery. Figures may fire from the embrasures and/or the roof. Those inside are impervious to all missiles, but have limited fields of fire. Those on the roof have clearer fields of fire, but are treated as having hard cover. Units may engage up to two targets (rather than the usual one). A magic standard of up to 100 points may fly from the top, and its effects will apply to all defenders in the building.

The only entrance to the Lookout is via the single door on the west side. This is considered T6 W3, and must be destroyed before an enemy may attack those within. Units within may fire missiles at an an enemy attacking the door.

Once the door is broken, use the normal rules for fighting in buildings. The defenders count as uphill, and gain the effect of a battle standard, however (including any magical effects).

The Redoubt is considered as hard cover by all within its walls. It may be entered at any point on its perimeter, however. It is considered a defended, uphill obstacle and not a building for fighting purposes.

Barleycorn’s Smithy and Brew House

Not all of the garrison are on duty when the alarm is sounded. Instead, half of the Quarrelers and Gunners, together with the Demonslayer, are to be found in the Inn, where they’ve been enjoying a night of (many, many) ales and loud, raucous singing with a recently arrived group of Miners (10). Hearing the alarm bell, they will stumble drunkenly to their posts.

Dice each turn as follows:

  • Quarrelers: D6 stumble from the Inn and head towards the rest of their unit. They are treated as skirmishers for movement purposes, and may not initiate combat until they’ve rejoined the garrison.
  • Miners: D6 stumble from the Inn and form up outside. The formed Miners may move or attack at any time, but once they have done so no further Miners may join them (they’re assumed to be asleep under tables).
  • Gunners: D3 stumble from the Inn and head towards their guns. These too are treated as skirmishers for movement purposes, and may not initiate combat until they’ve rejoined the garrison.
  • Demonslayer: Awakes and rushes out of the Inn on a score of 4, 5, or 6. Add +1 for each successive turn after the first. Once out the inn, he may stumble as he wishes.

Stumbling

The Miners and the Demonslayer weave and stagger whenever they move. At the end of their move, roll the deviation dice for up to D3” random deviation. This does not apply in a turn in which they did not move at all. The Quarrelers and Gunners also roll for stumbling, but this ceases once they have rejoined their unit—and receive some harsh words from their angry Dwarven sergeants! (If a stumbling figure moves to within 1” of the door of the Lookout, they are assumed to have found their way in. If they arrive at the door and then stumble more than 1” away from it, they are assumed to have fallen down the steps, and suffer a single S1 hit.)

The Lions of Heroism

These twin statues commemorating the nearby Battle of Broken Leg Gully (2510), when Ungrim Ironfist defeated the greenskin hordes of Gnashrak and saved Karak Kadrin. The controlling player for each statue may consider all troops within 6” as stubborn.

The Dwarven Road

This leads directly from Peak Pass to the stronghold of Karak Kadrin. Any unit whose entire movement is on the road may add 2” to its march movement that turn.

The Relief Column

Dwarven reinforcements are en route! These consist of a unit of Warriors (12), Ironbreakers (10), Slayers (5), and a Grudgethrower. This column is lead by Lord Zareth Ironfist (grandson of the great Ungrim Ironfist), and contains a battle standard carried by his third cousin, Thane Loftus Ironfist. The relief column may spend up to 250 points on magic/runic items.

These start to arrive from Turn 1, arriving on the East edge of the board. Roll a die for each unit: on a 4, 5, or 6 it arrives. Add one in each successive turn.

Command Effects

Each of the three Dwarven contingents counts its own thane or lord as its own general. The relief column battle standard, however, affects the morale of all troops.

Game Length and Victory Conditions

Dwarves move first.

Starting on Turn 7, roll a die: on a 6, a mountain storm strikes, and all fighting must stop for the day—otherwise the battle continues. Add one to the die in each successive turn. Night falls by Turn 11.

The greenskins must score a Decisive Victory or better to secure Peak Pass and advance to Karak Kadrin. Control of the Peak Pass Lookout and Redoubt are each worth an additional 100 points. Each of the Lions of Heroism, and the Barleycorn Brewhouse, are worth an additional 50 points.

Battle of da Hills Before da Even Bigga Hills

Posted in Boo the Troll, Bootlegreen Boombottom, Glarsnot Bloodcurdle, Hevvythud Raglugger, Karak Kadrin, Karn Steelaxe, Nark Steelaxe, Peak Pass, Slarkfug Boarmuncher on January 30, 2008 by the scribe

Following my victory on the Plains of the Dark Lands, the campaign shifted to the eastern foothills of the World’s Edge Mountains. There a new Dwarf Army awaited me, under General Karn Steelaxe–brother of the recently-slain Nark Steelaxe.

For this game, we choose three hills and a couple of (impassable) rocky outcrops to reflect the rougher terrain. The armies were 2400 points. Because my opponent had just splurged on a couple of Grudge Throwers (he does like his artillery!), I let him field them even though he was over his special units quota. On the other hand, having lost his army general in the last battle, we agreed that he would have to field a Thane as general rather than fielding a Lord. Replacements, it seems, are hard to find.

My larger numbers of units gave me the luxury of getting a sense of the stunties’ battle-plans long before I had to commit my own. He had set up a deadly killing ground in the center of the battlefield: Crossbows (20) and Thunderers (20) interspersed with an Organ Gun and Cannon, with supporting Grudge-Throwers on the hills behind. Longbeards (20) and a small unit of Trollslayers anchored his right flank, Ironbreakers and Warriors (20) anchored his right, and one unit of Warriors was held back as a reserve to reinforce the front line if need be.

Battle 1, DeploymentI had no intention of marching straight into this potential maelstrom of lead and steel. Instead, I deployed all of my primary striking force to my right flank, where they could approach the Dwarven position behind the shelter of a long hill. As usual, my Black Orcs (20+ general), double-choppa-wielding Orc Boyz (35 + battle standard), and “Boo” the Troll would be my primary shock troops, while a largish (10) unit of Goblin Spider Riders, supported by Slarkfug Boarmuncher (a boar-mounted Orc Big Boss), would provide flanking support. By contrast, my intention was to simply hold the center, and harass on the left, knowing the slow movement of the enemy troops would delay any retaliatory blows there. Thus, two small (5) Goblin Spider Riders and a large unit of Night Goblin Spears (40 + 2 fanatics) deployed on the left, and throw-away units of Snotlings (4) and Night Goblin Bows (20) deployed to the center, along with my Spear-Chukka and Rock Lobba. A small unit of Night Goblin Spears (20 + fanatic) provided rearguard protect against any enemy Miners that might appear.

Finally, with a few points to spare, I purchased a low-cost Night Goblin Big Boss, equipped him with Maad’s Map and the Brimstone Bauble, and hid him behind a rock. From there he could harass the enemy, and when he died he would explode and do D6 S6 hits–a Goblin suicide-bomber, of sorts! Hopefully he could take a gun crew with him.

TURN 1

Battle 1, Move 1I moved first, and my forces surged forward, anxious to do battle with their Dwarven foes. Well, almost all of my forces surged forward: both Night Goblin units held their blocking positions, and one small unit of Spiders on the left squabbled rather than advance. To make up for this, the larger unit of spiders on my more important right flank decided it wanted to “show ’em” and surged forward even faster. Finally, Bootlegreen Boombottom, the heroic (or foolish) suicide goblin, headed off in search of artillery to detonate.

The Dwarves, seeing a large and angry mass of greenskins bearing down on their right, moved to reinforce that flank: the Warriors and redoubtable Ironbreakers moved forward to meet me, while the Cannon was dwarf-handled to the spur of the hill where it could see my approaching troops. A lone Dragonslayer provided an escort.The artillery fire on both sides was largely ineffectual, and a few snotlings were wounded by crossbow fire.

TURN 2

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The clash of steel was imminent! My General declared a Waaaaaaghh, and our advance hastened. On the left, my troops were almost in striking range, and my Spider Riders moved into a flanking position on his Warriors. The Night Goblin Bow mounted the the hill, moving to within (short!) bow range of the enemy. My Rock Lobba scored a bullseye on the Quarrelers. Finally, my troll charged and engaged his Dragonslayer, clearing the way for Boombottom to move even closer to his intended target. On the far left, the Spider Riders continued their harassing moves.

The Dwarves responded by starting an advance on my left towards my Night Goblin Spear, and further moving to close on the right. the Snotlings were devastated by combined fire from the Organ Gun and Quarrelers. Then again, that’s what they were there for: to die and buy time for their more competent big brothers. The newly redeployed Cannon proved what a danger it could be by blowing away two of my stalwart Black Orcs. One of the Dwarven Grudge-Throwers, however, thankfully self-destructed.

Finally, a unit of Miners showed up on my furthest right flank. This could be a problem if I didn’t burst through the enemy quickly…

TURN 3

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With bloodthirsty shouts and a hefty choppa in each hand, my Black Orcs crashed headlong into the unit of Ironbackers. My greenskin leader, Warboss Glarsnot Bloodcurdle, taunted Karn Steelaxe, recounting how his unlucky predecessor had been crushed under a stray Goblin rock just two weeks earlier. The angry Dwarf strode forward, his gleaming magical axe in hand, to revenge his fallen brother in single combat…

..and was killed. You’ve got to love Iron Gnashas and their killing blow ability.

My Orc Boyz weren’t quite within charge range yet–indeed, Hevvythud Raglugger (my Black Orc Standard bearer) had to kill a couple to stop their squabbling and keep them focused on the task at hand. In any case, Slarkfug Boarmuncher wasn’t waiting: the Orcish hero led his mechanical boar and unit of Spider Riders into the flank of the Warriors, hoping to score a quick victory (and prevent them from coming to the aid of the Ironbackers too). Boombottom charged the gun crew, rushing past the Troll and Dragonslayer still locked in combat on the hill. Despite his fervent wish to die a martyr, he killed one of the crew without suffering so much as a scratch.

On the left, the Night Goblin Spears and two Spider Rider units maneuvered to flank the approaching Longbeards. Two fanatics spun off from the latter, and smashed into the approaching Dwarves, devastating the Slayers, who also took casualties from the Spider Rider bows. The Night Goblin Spear were taking heavy casualties from missile and artillery fire, but were in a large enough unit to avoid panic tests so far.

TURN 4

Battle 1, Turn 4

This looked like it might be the decisive phase of the battle: the Warriors were charged by the Orc Boyz and Raglugger with Nogg’s banner of Butchery. The Dwarves quickly broke under the onslaught, and were overrun in pursuit. My triumphant Boyz collected their fallen banner, and whatever else they could loot from the corpses.

The Black Orcs, joined by a flanking group of Night Goblins, broke the Ironbackers, who fled and were cut down too.

Boombottom still couldn’t find his special way to the greenskin afterlife, killing the last of the cannon crew (with help from Boo) rather than detonating.

My rear unit of Night Goblins, relieved of rearguard duties by the earlier arrival of the Miners on the right, squabbled rather than hasten to their new position.The Organ Gun, thankfully, self-destructed (this was not the best of days for Dwarven artillery).

TURN 5

Battle 1, Turn 5The Dwarven left flank had crumbled. The Orc Boyz reversed direction, and headed off to deal with the pesky miners behind them. The Black Orcs, Spider Riders, Troll, and Night Goblin Bows wheeled to prepare an assault against the nearby crossbows. The reserve unit of Dwarf Warriors moved forward to support them Quarellers, and the Thunderers redeployed to better target the greenskin units on the hill.

On my right, the Night Goblin Spears and Spiders watched with approval as their distant companions on the hill waved Dwarven body parts in triumph. This would show those arrogant Orcs how vital and indespensible Gobbos were to a modern army! With high-pitched squeaky cries, they charged into their own nearby foes..Well, some did. One Spider Rider unit squabbled instead, doubtless arguing over who deserved the greatest credit for the impending massacre.

Sadly, the Longbeards had obviously fought Goblins before. Many times. Indeed, they had fought Goblins back in the day, when Goblins were tough and tall and had three arms and sharp gnashing teeth, not at all like these pesky puny modern excuses for Goblins today’s so-called Dwarf warriors complain about…

It was a slaughter. The Goblins (rolling what appeared to be cursed dice) killed one, while the Dwarves struck back killing eight. This was too much for the rank, rear, and outnumbering bonus to offset: and, the Goblins being Goblins, broke and ran, to the jeers of the pursuing Dwarves.

This was also too much for Boombottom, watching all of this from afar. He charged recklessly down the hill and into the Quarrellers, killed one, died, detonated, and killed several more. Gobbo honour had been redeemed.

TURN 6

Battle 1, Turn 6

The Black Orcs, Troll, and even the Night Goblin Bows all charged into the Quarellers at the base of the hill, crushing them. The ensuing flight of the crossbows caused panic amongst the Warriors, who decided thet they too had best flee to fight another day. The Miners couldn’t stand up to the much larger group of Orc Boyz bearing down on them–and also broke and ran.

Only the Thunderers and Longbeards were in any position to retire in good order. Clearly, the greenskin onslaught wouldn’t be stopped today. Perhaps if they withdrew to Peak Pass it might be possible to throw back the invading hordes before they reached the Dwarven strongold of Karak Kadrin…

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