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Opponent:
Orcs & Goblins
Army Size: 1500 Points Terrain: Canyon Result: Marginal Defeat
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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:
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.
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| 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 |
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| 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 |
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| 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 |
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| 1 | Flame Cannon |   | 140 | 140 |
| 77 |   | 1499 | ||