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Classic Hammer » Warhammer Fantasy » Battle Reports
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Teaching Report: Beastmen vs. Dwarfs 6th Ed. Battle Report
Just Tony
I have to add a caveat here that this Battle Report was typed up by my brother from his own notes. Normally I try to make my shorthand more flowery once I'm in here typing but I wasn't at this game so I can't actually do that here. So that said, here is my brother's bare bones extremely efficient battle report...

This was my nieceís first game with actual pint values. She was uncomfortable making a list, so I made both lists. This is basically a teaching battle where I gave her suggestions of what I would do throughout the battle. Niece is Beastmen and I am dwarfs. List by Tony Lucas, on Flickr list by Tony Lucas, on Flickr Of Battle by Tony Lucas, on Flickr

Dwarfs won choice of side and beast chose to deploy second. Beasts kept one unit in ambush and chose to go first. by Tony Lucas, on Flickr

Brayshamanís two spells are Bearís anger and Enrapturing Spasms (Slaanesh)

BT1- Everything moves forward full. Brayshaman casts irresistible force with Slaanesh spell, but out of range.

DT1- Nonshooty Dwarfs move forward about half. Slayers move full speed to the right toward the giant.

Organ gun causes four wounds on minotaur unit, killing one. Thunderers take one wound off of left minotaur unit. by Tony Lucas, on Flickr

Cannon causes two wounds on giant.

BT2- No chargers. Everything moves forward full or slows just out of dwarf charge range. Giant turns and goes back other direction of terrain (smart move as the slayers arenít as nimble).

Ambush unit emerges directly behind battle line. by Tony Lucas, on Flickr

Brayshaman casts Slaanesh spell successfully, but it is dispelled.

DT2- Slayers turn back around for Giant, but lost a lot of ground. Rangers move three inches forward to throw their axes. Rangers kill two ungors.

Cannon kills one ungor as bad artillery rolls leave shot short of giant.
Organ gun causes three wounds and kills a minotaur. Minotaurs pass Panic check.

BT3- Herd charges thunderers. Stand and shoot kills ZERO. Minotaurs charge warriors and Fear is passed. Herd charges warriors and warriors hold. Giant charges rangers. Terror failed and rangers caught and wiped out. Warriors pass panic from rangers. Minotaurs charge organ gun.

Magic- Bearís Anger with irresistible force.

Combat- Herd kills all but one thunderer. Thunderers flee off the board (basically I pulled it off the board). Herd pursues 8.

Minotaurs kill 3 warriors and BSB. Warriors still win with Musician tiebreaker. Minotaurs pass break-check.

Herd Ambush Sandwich. Wargor challenges. Thane kills Wargor. Dwarfs lose combat by 4, fail break-test and are caught and wiped out. Ambush unit passes test to restrain.
Organ gun crew killed by minotaurs.

DT3- Slayers charge giant.

Cannon grapeshot on herd, kills 4. Herd panics and flees 8.

Slayers cause 3 wounds on giant. Giant yells and bawls. Combat holds.
Warriors kill the 1 wound minotaur. Minotaurs kill 5 warriors. Dwarfs flee 2 inches and are caught.

BT4- Two herds charge into Slayer/giant combat.
Panicked herd rallies. Left Minotaurs move toward cannon. Right minotaurs move toward slayers. by Tony Lucas, on Flickr

Brayshaman miscasts. Magic phase ends on a roll of 9 on the chart.

Herds whiff 18 attacks. Kill 1 slayer. Slayers kill final wound on giant. Combat holds.

DT4- Cannon thuds into ground when trying to shoot minotaurs.

Herd kills 5 slayers. Slayers kill 2 beastmen. Combat holds.

BT5- Left Minotaurs charge cannon, flee but not caught. Right minotaurs charge slayers. Left herd moves toward slayers. by Tony Lucas, on Flickr

All Slayers killed. Game is called. Absolute massacre.
Edited by Just Tony on 01-02-2021 04:30
Father, soldier, musician, Transformers fan, masochistic junior moderator type thing.
Thank you very much for posting this.

I have learned a lot from seeing you guys post Battle Reports.

I have a question about this battle:
In BT5, did the cannon crew flee as a charge reaction? Are they allowed to do that?
Just Tony
War machine crews can abandon their machine to flee a charge. The rulebook also states in that section of war machine rules that you can choose to pursue the crew or stay and destroy the war machine.
Father, soldier, musician, Transformers fan, masochistic junior moderator type thing.
I am realizing that you guys don't play Dwarfs 6.5 of course, so my question was dumb and I retract it.

On page 39 of that dreaded 2005 tome it gives Dwarf Cannon crews "Gunners' Pride" which forbids Dwarf Crews from Fleeing as a charge response.
Just Tony
Dreaded tome?


First off, I'm not afraid of the book nor am I afraid to face it. My issues rest on imbalances, poor comp choices and unfairness. I know you don't get where I'm coming from with that, but don't mistake my disdain for certain releases for fear.
Father, soldier, musician, Transformers fan, masochistic junior moderator type thing.
No disrespect intended; I was trying to use fantasy-y language.

Accursed codex, maybe?
Just Tony
Another example of text translating tone poorly.

How about "maligned book from 2005"? I can get behind that one...
Father, soldier, musician, Transformers fan, masochistic junior moderator type thing.
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