October 4th Battle

Opponent: Orcs & Goblins

(commanded by Scott MacNaughton)

Army Size: 1500 Points

Terrain: Canyon

Result: Marginal Defeat

This army is, as you can guess, designed for a battle set in a canyon. Basically what I've done is taken my generic 1500 Anti Orcs and Goblins army and tweaked it so it has a few more ranged attacks. I've swapped the Slayers out for a regular Cannon to compliment my Flame Cannon, which turned out to be a really good idea, in the end. Then I reduced the numbers in both my Longbeards and Ironbreakers on order to accomodate two units of Thunderers, which I figured would be great protection for my cannons.

The terrain turned out to compliment this army list. It just so happened that there was a ruined building on my starting side, complete with two stories - perfect for my cannons to perch, one on top of the other. Then I was able to flank either side of the building with the two groups of Thunderers, and have them in turn flanked by core troops. Thus, I presented a solid wall of Dwarves with which to contend! Here's sort of what it looked like:

Warriors----Ironbreakers----Thunderers----{Building}----Thunderers----Longbeards

I know it's a simple representation - I hope to actually be posted battle pictures at some point! Of course, this necessitates a digital camera, so it might be later rather than sooner that I have battle pictures. Anyhow, on to the battle...

For the most part, I stuck with this battle line of defense. My Thunderers never moved from their position, protecting the building with the cannons. I'm not sure if this was the best idea in the end, given one unit of my Thunderers didn't have shields, which makes them easy fodder for shooting attacks. What I would *like* to have had was room for more troops to back up the Thunderers, but there I run into the problem of having to move my battle line to shuffle troops along.

Defense against shooting attacks and magic were actually my weaks points in this battle. Since I never moved my units more than an inch or so from their orginal position, Scott was able to consistently guess the correct ranges for both his Doomdiver and Spearchukka. Even though the Artillary dice made it less accurate, both weapons still managed to do a fair bit of damage before the troops came in. Another advantage Scott had was the number of power dice (due to two Goblin Shamans) he held (6), versus my 4, which constantly left me open to at least one or two magical attacks. Fortunately, the dice weren't in his favor, so I didn't sustain too much damage from those.

I think what I might do to fix at least the problem of magical attacks is give the Thane some different Runes. He really doesn't need all the upgrades I've given him, seeing as he's not likely to challenge another champion or hero to another fight - they really only count when engaged in close combat, and then it's just the +1 Strength and +1 Attack that give a tiny advantage.

Or I could re-direct those runic points towards giving the other group of Thunderes shields as well for extra protection. I think having two units worked well for this battle as it covered more of the battlefield with ranged attacks.

Heroes
Number Unit Type Upgrades Subtotal Points Total
1 Thane
(General)
(attached to Warriors)

Gromril Armour
Shield
Rune of Fury
Rune of Cleaving
Rune of Speed
55
8
2
25
20
5
115
Core Units
19 Warriors
Heavy Armour
Great Weapons
Shields
Veteran
Musician
Standard Bearer
133
19
38
19
10
5
10
234
10 Thunderers Shields 140
10
150
10 Thunderers   140 140
Special Units
20 Longbeards



-1D6" to opponents' charge

Greatbeard
Musician
Standard Bearer
Rune of Slowness
280
12
6
12
50
360
15 Ironbreakers
Ironbeard
Musician
Standard Bearer<
195
12
6
12
225
1 Dwarven Cannon
Re-roll misfires

Rune of Forging
100
35
135
Rare Units
1 Flame Cannon   140 140
77   1499