Battle Report: Dwarfen Mountain Holds take on Warriors of Chaos

On a recent gaming night my buddy and I decided to play a game of Warhammer The Old World. I was going to play the Dwarfen Mountain Holds, and I provided the troops for him to put together a Warriors of Chaos Army. We decided to play 1,500 points as we wanted to actually get a full six turns in before the shop closed up. Did we make it? Read on to find out!

The Dwarf and Chaos starting positions.

The Warriors of Chaos won first turn and began their advance across the board. Using the powers of dark magic the Chaos Hero was teleported to the far flank of the Dwarven line.

Sadly the Dwarves didn’t have much worth photographing on their first turn. The Slayers and Thunderers moved off the hill to allow the cannon crew a chance to save the flank while the rest of the units moved up to straighten the line. Unfortunately the ground must have been spongy because the cannon ball stuck in the ground and failed to bounce through!

On the Warriors second turn they launched charges across the line. The Chaos Hero charged the Thunderers, the mounted marauders charged the Slayers, and the Chaos Warriors and Flesh Hounds launched a charge against the Iron Breakers. Every unit made it in contact, except the Warriors which put the Flesh Hounds in a bad place. The mounted maruaders beat up on the Slayers but in death they managed to strike down most of their assailants, while the remaining Slayers killed off the last marauders. The Chaos Hero won his combat but the bold missile troops feel back in good order. Rather than following up he elected to stay in place to charge the cannon. The Iron Breakers managed to beat the Flesh Hounds which fell back in good order.

On the Dwarf turn the two remaining Slayers charged the Chaos Spawn, the Dwarf Warriors and Longbeards charged the Chaos Knights, and the Iron Breakers charged the Warriors of Chaos. The Slayers survived against the spawn and it made a flurry of armor and ward saves. In the same vein the Chaos Knights were on a 5+ modified armor save streak. The Chaos Sorcerer lord with his massive sword stumbled with his attacks so the Dwarfs won the combat but just enough to push the foul knights back in good order. The Iron Breakers lost their combat to the Chaos Warriors but fell back in good order.

In the third turn the forces of chaos once again charged the Dwarfen lines. The Iron Breakers and Warriors of Chaos continued their push pull with each other, with the Dwarfs getting the upper hand this turn. The Long Beards and Dwarf Warriors weathered an attack from the knights, the Blood letters and the Fleshhounds and came out victorious pushing their enemies back. In their turn the Thunderers turned and shot the Chaos Hero dead out of his saddle! The Khornate spawn continued its saving spree and finally finished off the last slayer and stumbled forward hot on the heels of the Thunderers who would be in no position to save themselves next turn!

Meanwhile the Dwarves charged back into the chaos knights and Bloodletters. This time they managed to do some damage and dropped the knight unit down to one knight and the Sorcerer lord and after combat results only one Bloodletter remained in this reality. Rather than try chasing after the remnants the Dwarven units turned to face the Chaos Warriors who were still in a push pull with the Iron Breakers.

With this it was 9:30 and the shop was closing at 10. We decided to call the game in favor of the Dwarfs as the only significant chaos unit still in good shape were the Chaos Warriors. While those Thunderers were about to lose in combat against the spawn the Iron Breakers only needed to last one turn against the Warriors of Chaos before the rest of the army charged to their rescue. The Chaos Knight and Sorcerer could have caused some damage if they rallied. We rolled to see if they would rally and they didn’t so they wouldn’t be able to do anything until turn six and thus not have any effect on the rest of the game.

This was my first one on one game of The Old World and I had a good time. I don’t think slayers are worth bringing, they are expensive and have no saves. My Rune priest wasn’t able to stop any of the sorcerers spells, being a level 1 didn’t help any. He had an anti-magic hex rune but couldn’t use it as he was in combat almost all game. I got lucky my opponent rolled up some lame spells but this could have been very bad for the dwarfs if not. I really need to work on rebasing at least my Dwarf army but it didn’t matter much this game as both armies were on old bases.

I’m looking forward to my next game, time to update my army list!

-Wachtmeister

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