Game 1: Dwarfs vs. Orcs and Goblins
Mushrooms
 

Deployment

The Dwarfs deployed in one corner in a compact gunline, whereas the Orcs and Goblins spread their battleline across the table. The Orc shaman joined the boar boyz and rolled spells Gaze of Mork and 'Eatbuttz, the Goblin warboss joined the wolf riders, and the Goblin shaman joined the archers and rolled The Foot of Gork.

Deployment Orcs and Goblins Key Dwarfs Key
Photo: Photo
 

Turn 1

The Dwarfs do not move. The anvil nukes 4 wolf riders, 1 boar boy, and takes 2 wounds off the giant. The organ guns kill 4 black Orcs. One cannon misses the chariot, the other hits the giant but fails to wound (he bat away the cannonball with his club).

The Orcs and Goblins advance quickly. The wolf riders and bowmen squabble; the squig herd and spearmen Waaagh! No magic is cast.

Turn 1 Orcs and Goblins Key Dwarfs Key
 

Turn 2

The Dwarfs do not move again. The anvil miscasts, but survives. The organ guns kill 4 more black Orcs. One cannon kills a boar boy, the other does nothing. The thunderers kill 1 squig and 2 boar boyz.

The spearmen release their fanatic towards the far unit of thunderers. The boar boyz charge the other unit of thunderers, who stand and shoot killing 2, and then break and get run down. The doom diver kills 2 dwarf warriors. Foot of Gork is targeted on the cannons, but is dispelled.

Turn 2 Orcs and Goblins Key Dwarfs Key
 

Turn 3

The Dwarfs still do not move. The anvil kills 2 squigs, 3 handlers, and 2 boar boyz. The thunderers kill another 2 squigs and 2 handlers. The organ guns kill 4 more squigs and the cannons kill 4 spearmen and destroy the chariot.

The Orcs and Goblins declare a Waaagh! The boar boyz and wolf riders squabble and suffer a wound each. The squig herb and spearmen charge the thunderers, who stand and shoot killing the remaining handler, and then break and get run down; the squigs overrun into the hammerers. The black Orcs charge into a cannon and an organ gun, killing one crewman on each. The archers shoot at the other cannon, but each arrow hits the cannon and cannot wound. The doom diver kills 3 ironbreakers.

Turn 3 Orcs and Goblins Key Dwarfs Key
Photo: Photo
 

Turn 4

The hammerers kill the 2 squigs before they can rampage. The ironbreakers charge, break, and run down the spearmen. The anvil nukes 1 wolf rider and takes 2 more wounds from the giant. The unengaged organ gun shoots 10 archers. The black Orcs are beaten in combat by the cannon and organ gun crewmen.

The giant charges the ironbreakers, swings his club killing 1, then gets killed—his corpse falls on and crushes 1 more. Gaze of Gork is dispelled by a Rune of Spellbreaking.

Turn 4 Orcs and Goblins Key Dwarfs Key
 

Turn 5

The ironbreakers declare a charge on the big boss, but are out of range. The hammerers charge the boar boyz killing 1 boy and the shaman; the remaining boar boy champion kills 1 hammerer and then runs off the board. The anvil miscasts again, and survives again. The cannons kill 3 archers and the doom diver. The organ guns kill 17 archers, who panic and run with no chance of rallying.

The big boss and wolf riders charge the ironbreakers; the boss' axe devastates the unit and they break and get run down.

Turn 5 Orcs and Goblins Key Dwarfs Key
 

Turn 6

The anvil kills 6 wolf riders, leaving the Goblin warboss alone. The organ guns kill the big boss.

The Goblin warboss charges an organ gun, kills 1 crewman, and loses 1 wound in return.

Turn 6 Orcs and Goblins Key Dwarfs Key
 

Summary

The Dwarfs won the game conclusively, leaving only one Greenskin model alive. The anvil proved deadly throughout the game, both for nuking choice targets and for helping to shut down the magic phase. The deployment of both armies was decisive, as many of the Orcs and Goblins' fighters wasted most of the game getting to the clustered Dwarf position (or died on route).

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