Storm of Magic for Dwarfs?

May 4, 2012

So July swings round again and it’s time for the Worcester Warlords to make their annual pilgimage to the Tides of Chaos tournament in Reading, run by the Spiky Club. Bit of a different flavour this year (having done the singles and the realm campaigns in previous years), Storm of Magic!

Hmmm, not exactly the ideal thing for my dwarfs to partake in, binding monsters to our needs? summoning Daemons or undead? this will only lead us down the same road as the lost clans. We dwarfs control magic by placing it into runes, not letting it run wild.

A thought occurs to me though about using Makaissons brilliance to create a mechanical giant, already his forges are warming up, his apprentices don their leather aprons to work the bellows.

Perhaps being anti-monster and wizard may also help, I have enough slayers clamouring at my doors, seeking an honourable end to their shame and I have no end of Runesmiths willing to tame the wildness in the air, the important thing though is to have as many great weapons available to my clan as possible, perhaps my lords hammerers may accompany me on this campaign….


Stand Forth the little men…

April 18, 2010

Is it working? just give it a thump then. There, that’s better, stop whining manling, if it was dwarf built it wouldn’t have broken in the first place.

Now where was I? ah yes…

Welcome to the saga of the Clan Ingfaer and their stoic and determined march towards victory.

First let me tell you a tale of  treachery and underhandedness by those most untrustworthy of races, elves, sure these liked to wear the darker tones, but you can’t trust them just the same.

The warriors set up on the right flank with the quarrellers holding the hill, the two units of ironbreakers on the right with the two bolt throwers and the organ gun, facing them the elves set up as far away from the quarrellers as they could, hugging trees in a truely elven fashion.

The first couple of turns saw a desultery exchange of shooting with little or no visible effect, even though the elves resorted to using magic they couldn’t gain the upper hand as the dwarves closed on their foes. The one bolt thrower was destroyed by shades which then exploded killing all but one  of them, the organ fired what turned out to be it’s only shots, virtually wiping out the harpies.

Thane Gorin shouted words of challenge to the corsairs who couldn’t fail to accept, closing in to recieve their just rewards, unfortunately they just couldn’t understand when they were outmatched and refused to flee, locking in one of the units of ironbreakers. The other unit was charged in the front by black guard and the flank by cold one knights, Lord Ingfaer set down his oathstone and vow to leave it by victory or death… thus began two of the longest combats i’ve ever had, lasting three turns, being joined by a unit of spearmen with an assassin and resulting in the deaths of two battle standards, a thane and the assassin, as well as decimating three units.

Meanwhile the organ gun was destroyed by concerntrated fire from four units, the second bolt thrower was charged and destroyed by dark riders and the hydra melted half a unit of warriors. Thhe game was sitting on a knife edge when the final combat and act of the game took place…

Lord Ingfaer and his Ironbreaker unit (reduced to 8) faced off against 4 Cold ones and 5 Black guard, the dwarfs lost by 1 and needed to roll 9 or less, the dice were thrown and came down on….. 11, the dwarfs fled and were predictably cut down, handing victory to the elves.

Lessons to be learned from this game:

1) When setting up ensure that your war machines don’t have to move.

2) Try and get units in a position to flank and not blocked by terrain

3) Don’t chase units that you don’t need to….

Hello world!

April 18, 2010

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