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.
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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 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
Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1
===
++ Characters [212 pts] ++
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.





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 Rangers fell back in good order with the Exalted Champion pursuing.

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.

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
Limits
Units: 6
Characters: 2
Wizard Level: 1
Special: 1
Rare: 1
Monster: 0
War Machine and/or Chariot: 1
Allies: 1
Magic Items: 1
===
++ Characters [212 pts] ++
Thane [79 pts]
Fimbur Grimsson
– Hand weapon
– Great weapon
– Full plate armour
– General
– Oathstone
– 6 Renown
Runesmith [133 pts]
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
– Deadly Volley (Veteran Skill)
– 5 Renown
10 Thunderers [100 pts]
Grindir’s Raiders
– Hand weapons
– Handguns
– Heavy armour
– 1 Renown
++ Special Units [208 pts] ++
1 Gyrocopter [60 pts]
Hambir’s Flyer
– Hand weapons
– Steam guns
– Full plate armour (armoured fuselage)
– 1 Renown
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”.

