This is the top three AoS lists for Vampiro Vegano that took place in Bolivia on the 1st and 2nd of June. It saw 12 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Stormcast Eternals – Army Type: Scions of the Storm – Subfaction: Hammers of Sigmar – Grand Strategy: Spellcasting Savant – Triumph: Inspired Holy Command: Call for aid
LEADERS Ionus Cryptborn (400)* – Prayers: Translocation Knight-Judicator with Gryph-hounds (180)* – General – Command Traits: Master of Magic – Artefacts of Power: Arcane Tome Bastian Carthalos (280)*
This is the top three AoS lists for Bristol Smash ’24 that took place in the UK on the 1st and 2nd of June. It saw 10 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Soulblight Gravelords – Army Type: Legion of Blood – Grand Strategy: Lust for Domination – Triumph: Bloodthirsty
LEADERS Neferata (410) – Spells: Waste Away Vampire Lord on Zombie Dragon (480)* – General – Command Traits: Doomed Minions – Deathlance – Artefacts of Power: Cloak of Mists and Shadows – Spells: Vile Transference
BATTLELINE Deathrattle Skeletons (110)* – Skeleton Champion – Standard Bearer Deathrattle Skeletons (110)* – Skeleton Champion – Standard Bearer Dire Wolves (150)* – Doom Wolf
OTHER Grave Guard (320)* – Seneschal – Great Wight Blade – 2 x Standard Bearer – 2 x Hornblower Blood Knights (420)* – Kastellan – 2 x Standard Bearer
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 2000/2000
Army Faction: Daughters of Khaine – Army Subfaction: Zainthar Kai – Grand Strategy: Bloodthirsty Zealots – Triumphs: Inspired
LEADER 1 x Morathi-Khaine (680)* – General 1 x The Shadow Queen (680)*
BATTLELINE 5 x Blood Sisters (140)* 5 x Blood Sisters (140)* 10 x Blood Stalkers (170)*
OTHER 1 x Gotrek Gurnisson (480) 5 x Khinerai Heartrenders (100)* 5 x Khinerai Heartrenders (100)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (1980/2000)
Army Faction: Soulblight Gravelords – Army Type: Legion of Blood – Grand Strategy: Lust for Domination – Triumphs: Inspired
LEADER 1 x Vampire Lord on Zombie Dragon (480) – General – Command Traits: Doomed Minions – Deathlance – Artefacts: Cloak of Mists and Shadows – Spells: Flaming Weapon 1 x Neferata (410)* – Spells: Waste Away 1 x Necromancer (100)* – Spells: Fading Vigour
BATTLELINE 30 x Deathrattle Skeletons (110)* – Skeleton Champion – Standard Bearer 5 x Black Knights (130)* – Hellknight – Standard Bearer – Hornblower 5 x Black Knights (130)* – Hellknight – Standard Bearer – Hornblower
OTHER 5 x Blood Knights (210)* – Kastellan – Standard Bearer 5 x Blood Knights (210)* – Kastellan – Standard Bearer
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
Army Faction: Ogor Mawtribes – Subfaction: Boulderhead – Grand Strategy: Slaughter of Sorcery
LEADERS Frostlord on Stonehorn (460) – General – Command Traits: Touched by the Everwinter – Mount Traits: Rockmane Elder – Prayers: Pulverising Hailstorm – Nullstone Adornments: Hand-carved Nullstone Icon Huskard on Stonehorn (400)* – Blood Vulture – Mount Traits: Metalcruncher – Prayers: Keening Gale Tyrant (150)* – Artefacts of Power: Splatter-cleaver – Big Name: Deathcheater
Below are the Old World win rates for each faction since the release of Old World. These win rates are for every 2,000 point event that has 10 or more participants and that include legacy factions. Mirror matches have been excluded, as have matches where information is not available for both participants.
Want to view our database? Download the Excel file below. Why not come and join our friendly Discord while you’re here?
This is the top three AoS lists for GT EDETANORUM II that took place in Spain on the 8th and 9th of June. It saw 60 players in teams of 5 vying to be crowned champion in a 5-game tournament. We’re showing the individual placings.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Orruk Warclans – Army Type: Ironjawz – Army Subfaction: Ironsunz – Grand Strategy: Waaagh! – Triumphs: Inspired LEADER 1 x Orruk Weirdnob Shaman (90)* – Spells: Bash ’Em Ladz, Merciless Blizzard 1 x Orruk Weirdnob Shaman (90)* – Spells: Foot of Gork, Da Great Big Green Hand of Gork 1 x Orruk Warchanter (120)** – Warbeats: Get ’Em Beat 1 x Orruk Warchanter (120)** – Warbeats: Fixin’ Beat 1 x Megaboss on Maw-krusha (450)** – General – Command Traits: Hulking Brute – Boss Choppa and Rip-toof Fist – Artefacts: Destroyer – Mount Traits: Mean ’Un
BATTLELINE 15 x Orruk Brutes (420)*** – Brute Boss – Jagged Gore-hacka – Boss Klaw & Brute Smasha – 3 x Gore-choppa 5 x Orruk Brutes (140)*** – Brute Boss – Gore-choppa – Jagged Gore-hacka – Boss Klaw & Brute Smasha 5 x Orruk Brutes (140)*** – Brute Boss – Gore-choppa – Jagged Gore-hacka – Boss Klaw & Brute Smasha
OTHER 5 x Spider Riders (90)** – Spider Rider Boss – Bone Drummer – Spider Totem Bearer 6 x Orruk Gore-gruntas (170)*** – Gore-grunta Boss – Jagged Gore-hacka
Army Faction: Daughters of Khaine – Subfaction: Zainthar Kai – Grand Strategy: Overshadow – Triumph: Inspired
LEADERS Morathi-Khaine (680)* The Shadow Queen (680)* High Gladiatrix (90)* – General – Command Traits: Zealous Orator – Artefacts of Power: Crown of Woe
BATTLELINE Blood Sisters (420)* – Gorgai Blood Stalkers (510)* – Krone Witch Aelves (100)* – Hag – Death Pennant Bearer – Hornblower – Sciansá and Bladed Buckler
We recently announced that we had started calculating, tracking and reporting on Elo ratings for Age of Sigmar. For those unsure what elo is, see our previous post here.
We’ve gone back over 2.5 years of tournament data held on Best Coast Pairings, Stats and Ladders and Ecksen to try and attempt to show each players ratings.
We’ve highlighted below the top 16 players in each country (where there are a minimum of 16 players).
4th Edition
I should add that these ratings will be continued into 4th Edition and for the foresable future.
Missing Data
Although we have three of the main tournament coverage sites covered, we don’t yet have them all. Notable exceptions are tourneykeeper.net and newrecruit.eu, both of which will be added at some point in the future (if I can entice my pet coder to make time in her busy schedule). So countries such as France, Germany and Poland may seem a little light on match data, but we realise these countries have very active tournament scenes – we just haven’t gotten around to adding the data yet…. sorry!
You can help!
With c19,000 players across 37 countries, I’m sure you can imagine it can be hard to check everything. We’ve combined records and recalculated their elo where possible, but there may be some cases where a player has two profiles on our record. If you’re one of these players, please let me know by either contacting me through our Discord or alternatively emailing me at thewoehammer@gmail.com.
Worldwide
Australia
Austria
Belgium
Bolivia
Brazil
Canada
Chile
China
Colombia
Czech Republic
Denmark
Finland
France
Germany
Great Britain
Greece
Apologies, I realise it looks like I sneezed while typing, but I haven’t converted the Greek characters yet….
This is the top three AoS lists for Top Three AoS Lists for Wargames for Warriors 2024 that took place in the US on the 1st and 2nd of June. It saw 15 players vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Army Faction: Hedonites of Slaanesh – Army Type: Pretenders – Grand Strategy: Glutton for Depravity – Triumph: Indomitable
LEADERS Glutos Orscollion (480)* – Spells: Born of Damnation Lord of Pain (140)* – General – Command Traits: Strength of Godhood – Artefacts of Power: The Crown of Dark Secrets Shalaxi Helbane (370)** – Shining Aegis – Spells: Born of Damnation The Masque (140)** Viceleader (140)** – Spells: Merciless Blizzard
Army Faction: Flesh-eater Courts – Army Subfaction: Hollowmourne – Grand Strategy: Defend the Throne – Triumphs: Bloodthirsty
LEADER 1 x Abhorrant Gorewarden (150) – General – Command Traits: Feverish Scholar – Spells: Deranged Transformation 1 x Abhorrant Archregent (170)* – Spells: Flaming Weapon 1 x Royal Decapitator (100)* – Artefacts: Charnel Vestments – Prayers: Bless This Meal 1 x Ushoran (460)* – Spells: Crimson Victuals
BATTLELINE 6 x Morbheg Knights (150)* – Champion of Morbheg – 2 x Standard Bearer – 2 x Hornblower 6 x Morbheg Knights (150)* – Champion of Morbheg – 2 x Standard Bearer – 2 x Hornblower 3 x Morbheg Knights (150)* – Standard Bearer – Champion of Morbheg – Hornblower 3 x Morbheg Knights (150)* – Standard Bearer – Hornblower – Champion of Morbheg
OTHER 20 x Royal Beastflayers (110)*
CORE BATTALIONS: *Battle Regiment
TOTAL POINTS: (2000/2000)
Army Faction: Gloomspite Gitz – Subfaction: King’s Gitz – Grand Strategy: Chasing the Moon – Triumph: Indomitable
CORE BATTALIONS *Linebreaker **Wizard-finders of Andtor ***Battle Regiment
TOTAL POINTS: 1970/2000
Army Faction: Kharadron Overlords – Subfaction: Barak-Nar – Grand Strategy: Rule the Skies – Triumph: Inspired – Stick To The Code (Amendments): Prosecute Wars With All Haste – Stick To The Code (Artycles): Honour is Everything – Stick To The Code (Footnotes): There’s No Reward Without Risk
LEADERS Endrinmaster with Endrinharness (90)* – General – Command Traits: Stormcaller – Nullstone Adornments: Hand-carved Nullstone Icon Aetheric Navigator (110)* – Artefacts of Power: Voidstone Orb Brokk Grungsson (220)*
BATTLELINE Arkanaut Company (90)* – Aethermatic Volley Gun and Gun Butt – Light Skyhook and Gun Butt Arkanaut Company (90)* – Aethermatic Volley Gun and Gun Butt – Light Skyhook and Gun Butt Endrinriggers (390)* – Mizzenmaster
BEHEMOTH Arkanaut Frigate (310)* – Heavy Sky Cannon – Great Endrinworks: Prudency Chutes
OTHER Gotrek Gurnisson (480) Grundstok Gunhauler (180)* – Sky Cannon
So… I’m back again with another update for my tale of four warlords style article, albeit with only one warlord and weirdly I’m doing it as we change editions at the moment making my life much harder than it needed to be. May was a really productive month for me, I had a real focus on painting (helped by cutting back on PC gaming and TV). I was also feeling a little pressure to get more of my models painted up knowing that June and July are going to be pretty busy at home.
You can see part 1 here if you’ve missed it or want to recap.
More screening bodies
First up was getting more Arkanauts finished for the Slow Grow for May. Nothing really new here… a lot of these ones I’d painted before for Warcry so they all had to be stripped so that I could do my new scheme. I also realised that when I’d done the previous month, I’d mixed the cutlasses and axes but now with this unit painted up, I can field 10 of each for easy unit identification on the battlefield (what I do for the next 10… no idea :D)
Their job is to die first but I still feel a bit sorry for them
The first big one!
I also pushed through these Arkanauts because I knew I wanted to get my Frigate done and get it on the table for 3rd edition. It was a lot of fun to tackle the Frigate. I had a few “what should I do” moments as I was painting, similar to the Gunhauler for where to use which colours but especially when it came to the windows. I scoured the internets for windows which were in a style that a) I liked, and b) that I though I could reproduce. In the end, I happened to see Bair from Goonhammer’s Frigate in their Spearhead Article and reached out to him for the scheme. I then did it a little differently (of course) and went with a dark metal underneath with Akhelian Green over the top and a layer of Ardcoat to give it that window shine.
Oh how I wish I’d done more subassemblies… Still painted every dial and knob!
I’m really happy with how this looks on the table!
Finishing off my Spearhead
Then it was onto the Admiral to complete my Spearhead (I’m still pissy at GW that actually I’m not finished because it’s not like the cover art but instead is 3 Skywardens with a volleygun). This also finished off my card for the GW campaign to help the settlement be founded and I got a fancy Coin Malleus too! It was nice to work in more gold colours I use for heroes and also to do up the crystals on the base. I have run into a bit of a problem here with my heroes as I had a planned basing scheme for them but they mostly come on sculpted bases which mean I can’t but slate rocks underneath them… I’m still trying to figure out how I’m going to deal with that in the future.
Why not one more unit for May?
At this point, I still had a week left of May and not much left prepped ready to paint so I went through my project box and pulled out my Thunderers. These were 2nd hand ones built with 3 special weapons so I’m short a fumigator unfortunately and still trying to figure out a good solution for that.
Getting in some gaming!
We kicked off the Path to Glory campaign at the start of May and I had my first two games against FEC and Cities, along with some nice cocktails for the kick off event!
Off to a flying start 😉
Over May, I got quite a few games in to sort of wind down with 3rd Edition. It was fun to focus on the narrative side of things and to build up the Kharadron Port around an old abandoned mine. A combination of winning my early games and some good luck with the dice meant that the Aetherdogs quickly built up a serious amount of Aethergold and started to work towards “repairing the damaged frigate” (adding Barracks and buying the Frigate for the army).
The gunhauler was a real winner at the small scale and survived some attacks it really shouldn’t have against Morbhegs, Aleguzzler, and Gorgers. The other strong unit was the ‘Riggers who did a lot of work (so long as they didn’t get attacked first). Playing around with different Artycles and Enhancements was nice, having Grudgebearer giving my Endrinmaster 6 damage against an enemy hero was nasty in Path to Glory but fun when it worked.
This is where the Frigate is flying to! (…and being destroyed in the next turn)
The first game I really lost hard was my last one… where both the Frigate and Gunhauler both went down (and everything else). This was the first time the Gunhauler went down in a match and it went down destroyed (which I accepted since I hadn’t rolled for my frigate yet).
All in all, KO felt a little oppressive in PtG and most of my matches easily went my way but was clear with the right counterattack that the KO would go down quickly too.
Building up to 4th Edition
In June, my plan is to do more thunderers if I can find a fumigator (please let me know if you have one spare 😉) work on a couple more heroes and either do some more ‘Riggers or probably more sensibly another boat. The hype is real and I can’t wait to get some games in with the new edition!
In the first two posts of the series, I made the decision to make a fantasy tabletop wargame that players could use with any miniatures in their collection, no matter what their scale. As long as your opponent has similar models, you should be good to go!
Not wanting periods where one player is sat watching their opponent play for half an hour without doing anything, I decided to not go for the IgoUgo system (think 40k) and instead decided it would be a random draw where players acted with a single unit at a time.
This would be based on the number of orders a player had available to them from the Commanders in their army.
With the basis that the game will be based on a bolt action draw type method, players act out orders as they occur.
We’ve already established how those orders would be issued to units. But now we need to bottom out the movement mechanics for the game.
For a start, how many turns will a game take place over? How big is the battlefield? Both of these factors will determine how far units can move in their turn.
Game Length
Ideally, I’d like the game to be playable in 2 to 3 hours.
Table size would be determined on the scale of the bases being used and, in turn, the measurements that are associated with that scale.
For example, it would be unrealistic to expect a 3 hour game to be played out on a 6’x4′ table when units at 6mm tall are only moving 6 cm a turn.
With 4 feet being 48 inches, we need to take this measurement and divide it by the number of turns in the game. That tells us how much a unit needs to move to reach the other side.
Movement Orders
For example, if the game was to be 6 turns long. Then 48″ divided by 6 is 8″. That means a unit can reach the other side but has to be focused on doing so for the whole game. Which is fine. 8″ would seem like a march move rather than a standard move.
But! We have to remember that our commanders can often issue multiple move orders to the same unit or brigade. If we suggest as a starting point that units can move 4″ per order. A commander would need to issue multiple move orders to have that unit march further.
One thing that may also be needed is to limit the number of similar orders issued to the same unit or brigade. For example, having a commander issue five move orders or five shoot orders to the same unit could be tedious. Therefore, it may be best to limit the same order being issued to the same unit to 3.
Battlefield Size
A Battlefield of 6’x4′ is usually the standard in most games and is both easy to source mats and terrain for, and transport. There’s no need to break the mold here, 6’x4′ for the larger base sizes of 100mm+ wide is reasonable.
For smaller base sizes, playing on half this size keeps the maths established above still viable when using centimetres as a measurement instead of inches.
This is the top three AoS lists for the UKTC AoS Birmingham Teams that took place in the UK on the 25th and 26th of January. It saw 30 players in teams of 5 vying to be crowned champion in a 5-game tournament.
Before I jump into the Top Three AoS Lists, I wanted to remind everyone of our friendly Discord server where you can join in the conversation with the Woehammer crew and suggest articles or series for the website.
If you like what we’re doing, why not join our Patreon and help keep it going?
Also if there’s a one day or two day tournament you’d like us to cover drop us a comment on this post and we’ll have a look at it for you.
The Top Three AoS Lists
Allegiance: Khorne – Slaughterhost: Reapers of Vengeance – Grand Strategy: Slaughter of Sorcery – Triumphs: Indomitable
Leaders Bloodthirster of Insensate Rage (330)* – General – Command Trait: Firebrand – Artefact: Halo of Blood – Prayer: Killer Instinct – Prayer: Unholy Flames Bloodmaster, Herald of Khorne (120)* – Prayer: Blood Sacrifice – Prayer: Bloodbind – Nullstone Adornment: Pouch of Nulldust Skarr Bloodwrath (110)* Bloodthirster of Insensate Rage (330)** – Artefact: A’rgath the King of Blades Bloodsecrator (130)** Slaughterpriest (120)** -Bloodbathed Axe – Prayer: Bronzed Flesh – Prayer: Killer Instinct
Battleline 20 x Blood Warriors- Gore fists (380) Goreglaive x 2 Banner x 2 5 x Flesh Hounds (100) -Gorehound 5 x Flesh Hounds (100) -Gorehound
Units 6 x Furies (90)* – Allies 6 x Furies (90)** – Allies
Endless Spells & Invocations Wrath-Axe (70)
Terrain 1 x Skull Altar (0)
Core Battalions *Warlord **Warlord
Additional Enhancements Prayer Artefact
Total: 1970 / 2000
Allegiance: Nighthaunt – Procession: Scarlet Doom – Grand Strategy: A Soul to Claim – Triumphs: None
Leaders Nagash, Supreme Lord of the Undead (860)* Guardian of Souls (150)* – General – Command Trait: Ruler of the Spirit Hosts – Artefact: Midnight Tome – Lore of Primal Frost: Merciless Blizzard
Battleline 20 x Bladegheist Revenants (320)* – Reinforced x 1 10 x Bladegheist Revenants (160)* 10 x Bladegheist Revenants (160)*
Leaders Akhelian King (220)* – General – Bladed Polearm – Command Trait: Unstoppable Fury – Artefact: Potion of Hateful Frenzy – Mount Trait: Savage Ferocity Volturnos, High King of the Deep (220)* Isharann Soulscryer (130)** – Universal Prayer Scripture: Curse – Nullstone Adornment: Hand-carved Nullstone Icon
Battleline 3 x Akhelian Ishlaen Guard (160)* 6 x Akhelian Morrsarr Guard (320)* – Reinforced x 1 3 x Akhelian Morrsarr Guard (160)* 3 x Akhelian Morrsarr Guard (160)* 3 x Akhelian Morrsarr Guard (160)* 20 x Namarti Reavers (320)** – Reinforced x 1 10 x Namarti Thralls (110)**
Core Battalions *Battle Regiment **Wizard-Finders of Andtor
Previously, in part one, I went into detail about the lore behind my list and how I decided upon my unit choices. The result felt solid and lore accurate with enough punch to hopefully put some halt in the step of an opponent.
In part two, Fimbur faced his first challenge at the gates of Grung Gandaz, fighting the hated Grobi.
Today, Fimbur and his retinue continue their mission of finding the lost hold of Bhurali-Dwar.
We used our freshly made Triumph & Treachery ruleset that we adapted from the recent Age of Sigmar version for Old World.
I also wanted to show how flexible the Conquest rules were by showing how my Conquest army could fight against two non-Conquest armies in a three-way Triumph and Treachery game.
If you want to find out more about Old World: Conquest, our narrative system for Old World, based on the Age of Sigmar Path to Glory system, then click here.
We’ve also a friendly Discord server, where you can share your own suggestions for Conquest.
Menu
The Story So Far
(Epic American Voiceover Guy) Previously, on the Dwarfs of Bhurali-Dwar
Fimbur Grimsson had spent his entire adolescence behind his father’s beard-tails. His father, Grim Fimbursson, had amassed a large fortune and was among the wealthier Dwarfs of Karak-Norn.
Fimbur had heard tale of a lost haunted hold called Bhurali-Dwar while in the ‘Grobi’s Head’, a rather run down Tavern in the lower levels of Karak-Norn. Wanting nothing more than to make a name for himself, Fimbur began planning an expedition to find the hold and reclaim it.
Fimbur, having a good relationship with his father, ran the expedition plans past him one evening. His father, who wanted nothing more than for Fimbur to succeed in life, decided to fund the expedition.
After months of preparation, the expedition was ready to leave the gates of Karak-Norn. Bidding his father goodbye, Fimbur took his force southwards, heading towards the mine of Grung Gandaz.
After 3 days, the scouts began reporting killing the odd Night Goblin here and there who seemed to be fleeing away from the mine. As the day progressed and the army marched closer, the number of reports increased, each one the same. Night Goblins fleeing southwards in terror away from the mine.
It wasn’t long before his rangers reported a large army of Night Goblins fleeing southwards from the mine. Seeing an opportunity to cross out some Grudges from the Dammaz Kron, Fimbur deployed his force across the road, aiming to wipe these Grobi out as they fled.
These plans were good, but they didn’t take into account the sheer numbers of Grobi fleeing the mine. Trying to hold back a flood, the walls of Dwarfs gave way, and the Grobi fled southwards. Entering the mine, the Dwarfs found the crew of an organ gun sharing cups after a hard fought battle. Agreeing to join the expedition, the forces of Fimbur made their way into the depths of the underway.
The Search Continues
After a few days and with nought to show for it, the Dwarfs climbed out of the underway and descended into the foothills of the eastern Grey Mountains. Finding an imperial village called Halgerbach, the Dwarfs speak to the village leaders.
The leaders of the village are all too aware of the tales of the lost hold and claim a Dwarf who resides in the village knows of its location, pointing the Dwarfs towards a sturdy stone building outside the village.
………..
“Aye, I know of a way to get to Bhurali-Dwar. But it isn’t for beardlings.” The Old Runesmith stated after some time talking to Fimbur.
“There’s a map in the possession of some human mage not far from here. I’ve spoken to him a few times about claiming it back for the Dawi, but the Gruznak refuses to give it up.” He continued.
“I’ll come with ye to see if we can’t get the umgi to relinquish it.”
…….
The Dwarfs marched south towards the mage’s location. However, as they neared, they saw plumes of smoke rising in the distance and heard the clamour of battle carried on the air.
Entering the valley, the Dwarfs found embattled Empire troops facing off against a Chaos warband. The mage’s home was in flames, and Fimbur realised he had to act quick to reclaim the map. Paying no heed to either army, the Dwarfs decide to march straight to the home and resolve to fight anyone who got in their way…..
The Battleplan
Once again, with only a couple of hours to spare, Ian, Dave, and I rolled our battleplan at random from those in the Old World: Triumph & Treachery battlepack, rolling the Relic.
Each turn, the player who controlled the relic at the end of the turn, would earn a number of victory points equal to the turn number. Also, for every 100 points of enemy troops destroyed a player would earn 1 victory point.
Fighting at 750 points for this game meant that I had to introduce a temporary unit into the army to match the other players. Both of whom aren’t fighting with a Conquest army in this particular game. I decided to add a Runesmith who would be useful against the potential magic that both armies could bring. To up the points to 750, I also gave the Runesmith the Master Rune of Calm.
My plan was simple. Use as many ploys as I could early doors to try and keep both Ian and Dave off me as I rushed to claim the Relic early.
The relic…
The Pregame Lists
The Dwarfs of Bhurali-Dwar
=== The Dwarfs of Bhurali-Dwar [750 pts] Warhammer: The Old World, Dwarfen Mountain Holds ===
Gold: 4 Stronghold: Bazaar Quest: Search for the Artefact Quest Points: 0 Vault: Empty
Thane [79 pts] Fimbur Grimsson – Hand weapon – Great weapon – Full plate armour – General – Oathstone – 5 Renown
Runesmith [133 pts] (Not Conquest) Grigor Makksson – Hand Weapon – Full plate armour – Oathstone – Master Rune of Calm
++ Core Units [210 pts] ++
10 Rangers [110 pts] Karak-Norn Sharpshooters – Hand weapons – Crossbows – Heavy armour – 3 Renown
10 Thunderers [100 pts] Grindir’s Raiders – Hand weapons – Handguns – Heavy armour – 2x Casualties
++ Special Units [208 pts] ++
1 Gyrocopter [60 pts] Hambir’s Flyer – Hand weapons – Steam guns – Full plate armour (armoured fuselage)
10 Longbeards [148 pts] Fimbur’s Guard – Hand weapons – Heavy armour – Shields – Elder (champion) – Standard bearer – Musician
++ Rare Units [120 pts] ++
1 Organ Gun [120pts] Helga – Organ gun – Hand weapons – Light armour
===
Dave’s Empire of Men
=== Empire 750 [747 pts] Warhammer: The Old World, Empire of Man ===
++ Characters [183 pts] ++
Master Mage [95 pts] – Hand weapon – Level 2 Wizard – General – On foot – Earthing Rod – Elementalism
Captain of the Empire [88 pts] – Hand weapon – Full plate armour – Shield – Brace of pistols – Battle Standard Bearer – On foot
++ Core Units [338 pts] ++
10 State Missile Troops [80 pts] – Hand weapons – Handguns – Detachment
5 Empire Knights [123 pts] – Hand weapons – Great weapons – Heavy armour – Preceptor (champion) – Standard bearer – Musician
20 State Troops [135 pts] – Hand weapons – Light armour – Shields – Sergeant (champion) – Standard bearer – Musician
++ Special Units [226 pts] ++
5 Outriders [101 pts] – Hand weapons – Pistols – Repeater handguns – Heavy armour – Sharpshooter (champion) [Repeater handgun]
Great Cannon [125 pts] – Great cannon – Hand weapons
===
Ian’s Warriors of Chaos
=== Warriors of Chaos [746 pts] Warhammer: The Old World, Warriors of Chaos ===
++ Characters [296 pts] ++
Exalted Sorcerer [130 pts] – Hand weapon – Light armour – Mark of Nurgle – Level 2 Wizard – On foot – Battle Magic
Exalted Champion [166 pts] – Lance – Heavy armour – Shield – Mark of Chaos Undivided – General – Daemonic Mount
++ Core Units [450 pts] ++
8 Chaos Warriors [146 pts] – Hand weapons – Heavy armour – Shields – Mark of Chaos Undivided – Mark of Nurgle – Champion – Standard bearer – Musician
4 Chaos Knights [126 pts] – Hand weapons – Shields – Heavy armour – Mark of Chaos Undivided – Champion – Standard bearer – Musician
10 Chaos Warriors [178 pts] – Additional hand weapons – Heavy armour – Mark of Khorne – Champion – Standard bearer – Musician
===
The Battle of Durnheim Pass
Deployment
With Ian to my far right and Dave ahead of me, my immediate concern was Dave and his ranged weaponry. Knowing Ian had no shooting I lined most of my ranged units up to face Dave and to try and thin out the fire coming towards me. I then placed my Longbeards with the Thane ready to march on the tower at the earliest opportunity, and the rangers slightly outside my deployment area on my left to take shots at the oncoming Chaos forces.
The Empire troops viewed from the Dwarf lines.
The Chaos lines (right) look across the Empire and Dwarf forces
Dwarf deployment. Organ gun with Thunderers on the left, longbeards angled to the relic in the centre with the Gyrocopter behind. Rangers on the right.
Empire deployment. Handgunners near the ruins with the cannon and Outriders behind. Spearmen in the centre and knights on the left.
Turn 1
The roll off meant that Dave got to choose who went first this turn. Choosing himself, he sent most of his force forward against the Dwarfs while positioning his Outriders to protect his left flank from any Chaos cavalry. Declaring me as his enemy in the shooting phase, I played my first ploy Allies of Convenience, forcing Dave to choose Ian as his enemy instead. As a result, Dave was unable to fire any missile weapons. Ian and I then rolled off with me winning but choosing to let Ian take his turn first.
Using his first ploy of the game, Ian declared me as his enemy in the movement phase and played Suprise Attack to increase the charge range of his Exalted Champion to attack the Rangers on my right flank. The Rangers managed to take a wound off the Champion through stand and shoot.
The Champion and his mount downed three Dwarfs, who caused no wounds in reply.
The Exalted Champion charges the Dawi
The Rangers fell back in good order with the Exalted Champion pursuing.
The remaining Chaos forces, marching forwards.
In my first turn, I cast my hex from the Master Rune of Calm, with neither Dave or Ian able dispel it. I then attempted to perform a march with my Longbeards and Thane towards the relic to claim it, but Dave played Hidden Pitfalls, which disallowed them from marching.
In the shooting phase, I chose Dave as my enemy and used the ploy Target Their Blind Side to give my Organ Gun +1 on it’s hit rolls. Dave countered this by playing Sabotage, halving its range and effectively making it unable to shoot. The Thunderers had a little more luck, though, and shot one of the knights on Dave’s left flank from its horse.
Victory Points
Dwarfs of Bhurali-Dwar: 0
Empire of Men: 0
Warriors of Chaos: 0
Turn 2
Rolling off once more to determine who went first in turn 2, I was lucky enough to win the roll. Choosing to keep it this time, I once again tried to cast the Hex from the Master Rune of Calm, but Ian manages a dispel.
In the movement phase, Fimbur and the Longbeards march forward and claim the relic from the ruins of the Mage’s home.
The Dwarfs claim the jelly baby (map)
I then chose Dave (once again) as my enemy in the shooting phase, Dave used the ploy Allies of Convenience to switch this to Ian, only for Ian to play the same ploy and switch it back to Dave! (Ian couldn’t even be shot by me, but wanted to “see the carnage.”)
The Organ gun crew, drunk out of their minds, fire on the Handgunners near the Longbeards, felling 5 of their number. The Thunderers add to this tally downing a further three. However, being made of stern stuff, the last two handgunners shake it off and stare down the Dwarfs.
Having Ian and Dave both play their Allies of Convenience ploys meant that I could choose Dave as my opponent in the combat phase, resulting in the Rangers and Exalted Champion combat being a push.
Ian won the roll off to go next, he chooses Dave as his enemy who uses the Allies of Convenience to change it to me, not wanting to be charged by Ian, I use the same ploy to change it back to Dave. Dave keeps asking Ian to choose an enemy in the shooting phase and that he should choose me, so I suspect he’s up to something. So when Ian does choose me, I offer Ian one of my ploys if he chooses Dave instead, which he promptly accepts. It turned out Dave had a ploy that would allow him to shoot as a neutral. Lucky guess….
In the combat phase, Ian chooses me as his enemy and finally gets to fight again with his Exalted Champion. However, only the Stomp manages to flatten one ranger, and the Dwarfs hold their nerve.
Going into Dave’s turn and he chooses me as his opponent. Wanting to hold on to the jelly baby and not get charged, I use Allies of Convenience to force him to pick Ian.In his shooting phase, Dave once more picks me as his enemy and promptly misses with everything (queue evil laughter).
With time up and the club closing, we draw the game to a close. Having the Jelly Baby means I got two victory points and scraped a small victory over the other two.
Victory Points
Dwarfs of Bhurali-Dwar: 2
Empire of Men: 0
Warriors of Chaos: 0
Post Battle Review
It was a short game, but immense fun. The addition of ploys to the game kept everyone guessing. I honestly think if the game had continued, I would have snuck the win. With the Longbeards and Thane holding the map (Jelly Baby), they would have been hard to defeat by the other two. Perhaps only with a joint effort by the two of them together would have guaranteed the victory. My organ gun and thunderers did well clearing down the handgunners, removing some of Dave’s ranged threat, just a shame they couldn’t make the last two Flee to have given me another victory point.
Either way, it was great fun, and it’s enticed Ian into collecting some Old World now….
Aftermath Sequence
With the game over, it was time to sort out my army for the campaign in the aftermath sequence as defined in Old World: Conquest.
Step 1 – Earn Gold
Nice and simple, we played a 750-point game, and so got I got 5 gold. I won a minor victory and got a further 2 gold, and my General took part and survived for yet another gold piece. This, with the 4 gold I had remaining after the last game, gave me 12 in total.
Step 2 – Resolve Injuries and Casualties
Only the four casualties in the Rangers here, and my roll saw them all come back to the unit. I spent a gold coin here so that I could try and recover the two injuries I had left in the Thunderers, which I did. This left me 11 gold.
Step 3 – Gain Renown Points
The bonus renown didn’t apply to anything in my army, but all my units survived and so each gained 1 renown. On top of this I had Favoured Warriors, which I gave to the Rangers. This was a little gamey, as I knew they already had three renown from the last game had just gained 1 from surviving and was hoping to get them over 5 so they could earn an ability! I rolled a 1….. I added this to their total on my roster.
This made them Veteran Warriors, I decided to give them Deadly Volley, which would add 1 to their ballistic skill for one turn in a battle. (Note that I can only use this against a player who is also playing a Conquest army).
Step 4 – Complete Quests.
I didn’t get any Quest Points from the game as my units had to be in Dave’s or Ian’s part of the table.
Step 5 – Manage Stronghold
With a unit cap of 6 and 5 units in my roster, I would need to buy barracks soon to increase my unit cap to 9. However for now, we’ll leave this until we’ve reached our cap.
Step 6 – Manage Your Territories
So rolling a D66, I got 14 for a Bazaar, which would increase my Allies cap to 2. I decided not to take this as with only two more slots for territory available to me at this point, I wanted to reserve them for something I really needed.
Step 7 – Manage Your Order of Battle
Here I spent 4 gold. I really liked the Runesmith in the game and especially the Master Rune of Calm, plus it makes narrative sense to have the Dwarf with possible knowledge of Bhurali-Dwar to join the expedition. This left me 7 Gold. This bought me up to my unit cap, so I’ll have to buy a barracks next time around.
Updated List
=== The Dwarfs of Bhurali-Dwar [750 pts] Warhammer: The Old World, Dwarfen Mountain Holds ===
Gold: 7 Stronghold: Bazaar Quest: Search for the Artefact Quest Points: 0 Vault: Empty
10 Longbeards [148 pts] Fimbur’s Guard – Hand weapons – Heavy armour – Shields – Elder (champion) – Standard bearer – Musician – 1 Renown
++ Rare Units [120 pts] ++
1 Organ Gun [120pts] Helga – Organ gun – Hand weapons – Light armour – 1 Renown
===
Post Battle Lore
Leaving the manlings to fight out their wars, the Dwarfs retired from the battle.
“Aye” Said Grigor “That’s the map”. The map was at least a few hundred years old by Fimbur’s reckoning and it was so worn that in places the markings were too faint to make out.
“Southwards” Said Grigor.
“How are you so certain?” Fimbur asked.
“You see this rune here” Grigor pointed at a point on the map that Fimbur could barely make out, “that shows Grung Gandaz mine, the old Hold is not far from there. Looks to be a days march in the underway west of the mine.” he continued.
“We’ve just come from there!” Fimbur cried.
“Aye, but if you’re not looking for a Kobold, then you won’t find a Kobold.”
Fimbur laughed at the old proverb. “Tell everyone to rest, we’ll break camp in the morning”.