Posts tonen met het label chaos dwarf. Alle posts tonen
Posts tonen met het label chaos dwarf. Alle posts tonen

woensdag 9 september 2026

Chaos Dwarf Sorcerer on Lamassu

 And so my general for the 750pts Battlemarch tournament in september is completed!
 

What better way to lead a small expedition then a Sorcerer on their faithfull mount, if only for the visual aspect in such a small force.
 

The model, a 3d print from the Fabelzel line, is a nice size to use on the tabletop, the wings not overhanging to much on the base while the whole body remains in those confines perfectly.  Spell wise, I guess I'm going to go for the Dark lore of Magic, aiming to get Doombolt must imporantly onto the table.  
 

With a force consisting for the rest of two infantry blocks and some support, but more on that in a later post, this adds some mobile redeployment possibilities.
 

So with that paintgoal now completed, let's move on into Age of Sigmar some more and get that army ready as well by november... 

 

zaterdag 5 september 2026

Helsmiths of Hashut Bull Centaurs

 The army of Hashut for the Mortal Realms keeps groing!
 

And this time, we finished the first of a few models of the heavy hitters: the Bull Centaurs.
 
While this unit will become a reinforced unit later down the line, for now that means I have the first base sized unit of them ready to deal some impact mortals!
 
Like in their Old World ancient version, the Bull Centaurs are the fast moving, heavy hitting unit of your force.  But compared to their older version, they are heavier armoured as well and not wielding slow doublehanded weapons.  Instead, they come with two heavy maces.
 

The unit doesn't have a dedicated command group though, so no banners or musicians if you buy these for rank and file systems unless you convert them.
 
But they are pretty awesome and impressive models for sure, ready to bring the fight to the enemy... whom your infantry hopefully have locked up already.
 
Now to the next unit! 

donderdag 20 augustus 2026

Casual Underworlds games 19th of august 2026

 So, this has been a while, but I managed to get to the Outpost for the first time in months (yay holidays) and get some causal games of Underworlds in.
 
And I took my Chaos Dwarfs along with the deck I played in Halle consisting of Pillage and Plunder with Emberstone Sentinels, as I haven't touched the game since then.  Still need to see what to filter in that one, so best to give it some mileage first... 
 

My first game of the night was against Peter and his Kanandora's Blades, running Wrack and Ruin together with Deadly Synergies.  I hate this match up, as I am forced to take stagger tokens in order to get my demon dice and inspire, while also needing to delve for my Pillage and Plunder.  And this gives his Bleed effect a field day!
 

Both warbands deployed, and we got ready for the battle. 
 

Morudok and Tokkor led the charge, in order to score a quick Carefull Survey as we went off, and damaging his big guy a little as he drank his healing potion.
 

The Dawi Zharr started their desolation works, inspirng some along the way as a result.  
  

 Morudok canny sapper'ed away, but Tokkor could not hold against the enemy and fell to the Bleed effect of the knife wielding barbarians as a result, while Imnidrin saw them close up on her.
 

But at the end of round 1, it still was a nice 6-4 lead for the Blood of the Bull, though it started to look warm under their feet with the horde of enemies approaching.
 

Imnidrin was the next to fall as slash after slash came her way as she was the chosen skull of the savages, her defences overwhelmed.
 

Soon after, Zuldrakka also fell as she missed her attacks to take down Throkk, and in return her armour was cleaved through by Kamandora herself in a battle of the ladies.
 

Morudok now tried to take down his leader as a result and the score stood now at the end of turn 2 at 11-15 for the Blades, but also failed to cause any significant damage on her, she was truly smiled upon by Khorne.  But the Blades took initiative and before long he fell to the return blows of the Blades' leader.
 

This meant Grisk's moment had come, using Hidden Paths he appeared on the other side of the board and managed to score some surges along the way in doing so.
 

He was pushed back all the way to the edge of the board, staggered and very, very afraid but had scored maybe just enough with his shennanigans in the opposing side.
 

 Because he was killed by Throkk, but as the lumbering brute didn't delve, it allowed me to score Strip the Realm and Torn Landscape, grabbing a further 5 glory and taking a last moment 19-18 win even after being tabled by the Blades. Nice going you brave Hobgrot!
 
And that means I will need to paint up a bare chested marauder for the slave regiment somewhere soonish!
 

My second game put me against Wouter, who brought the Gnarlspirit Pack with Pillage and Plunder and Wrack and Ruin.  That's a lot of and's in that deck description...
 

The warbands deployed, ready to fight each other over tokens to be flipped!
 

Morudok was assaulted on all sides, and he quickly was taken down by the enemy marauders, being the first to fall as even his inspired defences couldn't save him.
 

 The Gnarlspirit Pack celebrated with a little dance around the token he had charged on though, allowing him to at least score two surges before his demise...
 

 He was avenged though, as Zuldrakka took down Lupan, but sadly none of her three successes had a crit to allow her to slide onto the objective.  The first round as such ended on a 6-5 for the Blood of the Bull.
  

 In the second round, Zuldrakka continued her wrecking job, taking down Kheira.
 

 Before being a Canny Sapper and return to her side of the board.
  

 Grisk however was not so lucky, and he was taken out by a superspeedy Sarrakkar.
 

 And then I made a mistake that would cost me the game in all probability.  Sarrakkar, on one wound left, was in range of Tokkor and he fired on her instead of charging adjacent.  He saved the damage so he didn't die, but if I had charged him, I would have been charged out and Zuldrakka could have moved on, and delved, the objective in the centre to allow me to score Supremacy.  Now, I needed to charge with him in his final activation at Gorl on the Aqua token, and he didn't even get him off in the end... resulting in a 10-11 lead for the Pack instead...
 

In the third turn, Sarrakkar did fall though to the flamethrower, but this would prove to little to late.
 

Zuldrakka now did turn the objective she needed to have flipped previous turn.
 

But Gorl in turn used Canny Sapper, appearing before Imnidrin and taking down my last hope for Supremacy.  With no chance of getting Tokkor to move anymore due to not being able to charge out, I couldn't score that anymore.  My final chance was to focus, with 4 objectives left in my deck, and if Strip the Realm popped up, I would still be able to steal the win on tiebreakers.  But alas, it was the other two that came to my hand, and as such the Blood of the Bull tasted defeat with 15-18.
 
So, a good evening, and I now what I must do with my deck now to have it run a little bit less clunky, so that's a good thing.  The playmistake was purely due to not having played for months now (since Halle in June) so I can sort of live with that as well.
 
Now to see if somehow, sometime I can try out the changed deck before the next event... 
 
 
 
 
 

zondag 26 juli 2026

Helsmiths of Hashut Infernal Razers with Blunderbuss

 Aaaah, the Blunderbuss, the weapon that has always been my typical and favorite Chaos Dwarf one.
 

Who remembers that spooky square you've put in front of your unit back in 6th edition of Warhammer Fantasy Battles, shredding all that had come to close?
 
But, they are back in the Age of Sigmar incarnation of the Dawi'Zharr, where they are fielded in small units of five with a champion.  In this version, they are medium ranged, easy hitting and wounding guns who do two damage, and in addition for every Daemon point they get a point of rend.  In addition, if they all fire at the same unit, on a 6+ (plus any potential casualties), the target gets Strike-Last.  
 

Yep, that are some nasty stats and abilities once again for the Blunderbusses, and I will definitly be painting up more then one small unit for the forces I field.  Probably two fully reinforced ones actually...
 

Now on to the next unit in the building of an army for november! 

zaterdag 25 juli 2026

Age of Fantasy Skirmish 250 points Havoc Dwarfs vs Beastmen

 Time for another game of AoF Skirmish this friday at the club, and facing me was Andy.
 
He fielded a very pig themed army of Beastmen, meaning my flamethrower is out to make a barbeque!
 

My army was the same as the one used in the previous game against the Wood Elves, meaning a Caster 2 Abyssal Leader, a Flamethrower weapon team, 2 Sentinel Centaurs, 2 units of 3 warriors and a unit of 3 cultists.
 

On Andy's force, we had a Ndoli Beast Lord with the Bestial Boost Aura, 3 Ndoli elites, 2 units of 3 Ndoli warriors and a Kemba Brute.
 
So the leader and the brute hit like a train, so my focus will be on taking out the Ndoli warriors as soon as possible and start forcing morale checks on his force as a result.  Let's hope the blast of the weapons team does some good things, while the Cultists will be used to sneak around and draw some of his forces hopefully away.
 

Game 1 
 
He also brought his newest purchase, a set from Tenfold Terrain boxes, along to try out on the field of battle.  And so both sides deployed on the sparkling new terrain, ready to face off.  Fate had dealt four objectives to the table, so the battle was on.
 

 The Cultists had deployed close to the objective on my right, and so I was posing threats to all the ones on my side as a result.
 

 The Beastmen moved forward to confront the Cultists, but those where soon joined by the Sentinel Centaurs to try and push the attack off.
 

In the meantime, the Flamethrower weapon team, who would become known as the "Bacon Burner" over the evening, took down the first of the advancing Beastmen on that flank.
 

This all resulted after the first turn in a standoff, as the Beastmen prepared to pounce on a variety of objectives, while the Havoc Dwarfs battered down to defend them to the end.
 

While the Beastmen Elites came in, the last of the regular warriors was pummeled to dead by a pile of thrown rocks from the Cultists. 
 

But soon they where charged by his leader, resulting in one of the Cultists nearly immediatly biting the dust. 
 

In the meantime, more of his warriors assaulted the Havoc Dwarfs objective at the building, but the Havoc Dwarfs charged them taking one of the pigfaced beasts out. 
 

And then in a counterattack of being so called fatigued, the Havoc Dwarfs caught their second wind and with two sixes and failed saves and wound checks on his side, smashed the rest of the unit into the dust and under the iron boot! 
 

With the round closing, the Havoc Dwarfs still had solid control over two objectives, compared to a single one for the Beastmen.  The one on the right flank though was starting to become a real heatpoint in the fight, with multiple units exchanging blows!
 

The Cultists there kept holding out for some reason, as one of the Sentinel Centaurs took down an elite.
 

Eventually though, the last of the Cultists fell to the Beastial blows, while one of his elites just refused to die after taking a serious pounding and magical barrage hits... 
 

On the other side of the board, his injured Brute was beset by both units of Havoc Dwarf warriors, as the score remained status quo with two objectives for the Havoc Dwarfs and a single one for the Beastmen. 
 

Over on the contested one though, the round started with the armoured bulk of the Sentinel Centaur crashing into his leader, and trampling the big beast underneath it's iron-shod hooves. 
 

One of his elites tried to take revenge, but missed the Sentinel Centaur.  Fatigued, he swung his huge hammer back at the wild warrior... and duly crushed it's skull in... 
 

The other Sentinel Centaur wasn't as lucky though however, and was swiftly cut down by the last of his elite warriors, leaving the objective contested. 
 

 The warriors did away though with his Brute in the center of the table, as the Bacon Burner shot down the final elite.
 

And so this left the field of battle to the Havoc Dwarfs, with the enemy totally annihilated, and three out of the four objectives under their control.  Victory for Hashut!
 
Game 2 
 

Now, as the first game had only taken about 40 minutes, we went in for a re-match, this time with five objectives being generated.  Once again, the Cultists appeared right next to an objective on my far right, as the Beastmen took a more grouped together approach. 
 

Soon though, forces started swarming left and right to contest various points, barely any casualties caused bar two of his warriors from a flamethrower burst.  The Havoc Dwarfs controlled three objectives after the first turn, compared to a single one for the Beastmen, while on the left a battle began for the fifth. 
 

The second turn began over there, with a Sentinel Centaur taking down one of the Elites in a charge. 
 

His brute however charged to the far away objective, trying to take down the Sentinel Centaur guarding it,  but failed in doing so and took a wound in return as the mighty beast held.
 

In the center, his leader took down two Havoc Dwarf warriors, as my Caster and my Bacon Burner drew eyes on him to try and keep the situation in check. 
 

Away on the other flank, the second unit of Havoc Dwarf warriors and the Cultists where involved in a fight with two elites, one being taken down by the warriors, as a Cultist fell to the other elite beastman. 
 

The second Sentinel Centaur left the Brute alone, and with a lucky hit smashed the elite on that flank down to keep control of the objective. 
 

As on the right flank the Cultists (NOBODY messes with Hobgoblins) cut down the other elite, the Havoc Dwarfs remained in the lead controlling two objectives against one, but the big beastmen where seriously battered.  However, the battle had also shifted as such that it was doubtfull the Sentinel Centaurs would play any role in it anymore.  
 

The final round didn't see much action, with a Rune of Darkness disintegrating an elite as abotu the only thing happening.  However, due to damage inflicted on his forces, he had to take Morale checks, and his leader who was Shaken after being hit by a Rune of Darkness legged it to come back for a another day... 
 

And this resulted in the Beastmen only having a seriously wounded Brute on the table as the round ended, but the Havoc Dwarfs controlling all five of the objectives, claiming a very solid victory... 
 
Game 3
 

Still not giving up, and the previous game also only haven taken about half an hour, Andy challenged me to a third and final encounter.  The forces deployed once more on a table now containing four objectives. 
 

And the Bacon Burner lived up to it's name, reducing both three man units to a single model each together with the spell barrage of the caster, but not scratching the brute though. 
 

 At the end of the first round, the Havoc Dwarfs now controlled two objectives against one for the Beastmen, and looked in a solid defensive position as the Beastmen have the first activation now.
 

After causing so much grief and burnmarks, the Bacon Burner now became his center of attention though, with the Brute lumbering down on it. 
 

The score however remained unchanged, as some Cultists had fallen to his leader but one still held on to contest the central objective. 
 

But that was not to last, as he was smashed to a puddle of ooze by the big beastmen leader pretty convincingly. 
 

The warriors stepped in to occupy his leader as a result and prevent him from taking control of the objective, while on the other flank the second unit of warriors and a Sentinel Centaur kept his flanking move in check. As a result after the third turn, the score still remained at two for the Havoc Dwarfs, one for the Beastmen.  The battle with his leader would prove to be all deciding for the outcome!
 

My Caster stepped in to try and take out his leader, managing to Shake him with his Rune of Darkness as his armour started to disintegrate under the eldritch assault, as my remaining warrior had been shaken by the big guy.  This meant his leader couldn't contest the objective anymore and victory had been secured now.
 

On the other side, the Sentinel Centaur took down his elite to prevent any last moment shennanigans.
 

The Bacon Burner had fallen to the Brute, who had later also been finished off by the Rune of Darkness spell from earlier, meaning only his leader was left on the field.  And as he was shaken, he legged it for the second time in a row against the bullying violence of the Havoc Dwarfs, who took the victory by claiming two objectives to one. 
 
And so we ended three games of Skirnish in about two hours, including quite a lot of breaks as it was warm and the cool breeze outside was more then welcome.  The difference in this game was mostly due to my preference to play on morale instead of hard strikes, and paid off in all the games, scoring the Havoc Dwarfs a hattrick.  Heck even with in total 12 turns played, the Havoc Dwarfs have never even been tied or behind on objective control, so that went pretty smooth all things considered, though having two blast effects went a long way.
 

Now all that remains is to find some Hordes Farrow Minions to add three Beastmen to the trophy slaves unit and paint those ugly buggers up in the colourscheme of their not much less ugly pigfaced player...