Old World: Conquest – The Dwarfs of Bhurali-Dwar

I’ve my first game for my Dwarfs this evening using our new Old World:Conquest narrative system. For those who aren’t aware, Conquest is a loft and shift (with a few changes) of the Age of Sigmar narrative system, Path to Glory.

In Conquest, players can start with a small force and build it up over the course of many battles while adding stories along the way.

THE ARMY

Being a new army, I wanted to find some lore to build upon. So, first off, I was selecting a starting location and army. I chose Dwarfs because, as many long-term readers will know, I have a great love of the grumpy Dawi.

But what to pick as a starting location? I did a quick Google search on Dwarf holds and found a name without much background. Bhurali-Dwar.

BHURALI-DWAR

All that’s mentioned about this hold is:

Bhurali-Dwar is said to be a haunted Dwarf hold dedicated to mining, located somewhere in the depths of the Grey Mountains.

This, for some reason, really appealed to me. So I decided that my small Dwarf force could be a Thane mounting an expedition to both find and reclaim this Dwarf hold. Starting out from Karak-Norn, these Dwarfs would make the journey towards the supposed location of Bhurali-Dwar, no doubt meeting many friendly locals along the way.

I’m hoping that as the campaign progresses, I can add my own narrative to their search and (hopefully) reclamation of this fabled hold.

FIMBUR GRIMSSON

First of all, I needed a stalwart Dwarf to lead this force. After much deliberation, I settled on Fumbur Grimsson, son Grim Fimbursson, a well-known and particular affluent Dwarf of Karak-Norn.

Grim, funding his son’s expedition, is too old to journey himself now but has pledged his wealth to his son in support.

Fimbur, for his own part, wishes to make a name of his own and not be tied to his father’s name. Seeing the reclamation of Bhurali-Dwar as the perfect opportunity.

THE ARMY

So, starting at 500 points means that I have the limitation of no more than 6 units.

I’ve not played too much Old World as yet, but I am well aware of the shortcomings with using Dwarfs. Poor movement and nothing that can deal with any major damage to big beasties. Not that I expect to face any particular big beasties just yet!

With that in mind, I knew that my one special choice would be used by a Gyrocopter so that I can project at least some movement threat.

For my core, I decided that Grim Fimbursson would only hire the very best and experienced of Dwarfs to accompany his son as a guard. So that made Longbeards a great choice. A unit of ten with hand weapons and shields, plus full command.

I also decided to give Fimbur an Oathstone just to give some extra punch in combat.

This is primarily a force that is searching for a lost hold and so would need to both travel fast (I know Dwarfs…) and have good scouting. While Rangers are good, I could only really afford one unit of 10 if I wanted to include my next choices.

Backing up the Rangers, would a unit of Thunderers for a little bit more AP punch. I couldn’t afford either command models or shields for these, but I could always add these in a later aftermath round.

While the Gyrocopter has some threat projection, the army still lacks a certain je ne sais quoi.

No magic items, but my first quest is search for the Artefact. Once I have 3 Quest Points, I’ll be able to put some runes on Fimbur’s great axe.

I also decided to select the territory, Bazaar, so that I can increase the number of Maguc Items I have in my list.

Because I’m a numpty and forgot that Longbeards can’t be Core unless you have a Kings, I’ve had to change my territory choice! It now means I have to special units but only 1 slot. Therefore, my territory would need to be the Forgotten Mine so that I can take 2 Special choices.

Army set, it’s time to find a willing opponent! Oh, @hamsfan!!!!

FINAL LIST

===
Conquest [497 pts]
Warhammer: The Old World, Dwarfen Mountain Holds
===

Gold: 5
Stronghold: Bazaar
Quest: Search for the Artefact
Quest Points: 0
Vault: Empty

Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 50pts

===

++ Characters [79 pts] ++

Thane [79 pts]
– Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone

++ Core Units [358 pts] ++

10 Longbeards [148 pts]
– Hand weapons
– Heavy armour
– Shields
– Elder (champion)
– Standard bearer
– Musician

10 Rangers [110 pts]
– Hand weapons
– Crossbows
– Heavy armour

10 Thunderers [100 pts]
– Hand weapons
– Handguns
– Heavy armour

++ Special Units [60 pts] ++

1 Gyrocopters [60 pts]
– Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)

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