Battlefield: Hill Land
Weather: Strong Wind
Scenario: Burn 'em Out
Defender: Johan's Beast Herd
Forces:
Valgen Maest's Dwarf Warband
LEADER / PERSONALITY:
Valgen Maest- Dwarf Commander (Sword, Shield, Chainmail).
Points: 95, Quality 2+, Combat 4, Special Rules: Leader, Fearless.
WARRIORS:
Falster Vonlyr - Elite Warrior (Heavy weapon & Shield)
Points: 46, Quality 3+, Combat 4, Special Rules: Short Move, Steadfast, Fearless
Harthic Urduum - Warrior (Hand weapon & shield)
Points: 34, Quality 3+, Combat 4, Special Rules: Short Move
Ovthur Whurdar - Crossbowman (Chainmail, crossbow)
Points: 24, Quality 4+, Combat 3, Special Rules: Short Move, Medium Shooter
Rangar Doomquarrier: Gunner (Blunderbuss)
Points: 41, Quality 4+, Combat 3, Special Rules: Short Move, Short Shooter, Blast
Glanthur Harfik - Cavalry (riding a bear)
Points: 52, Quality 3+, Combat 4, Special Rules: Mounted.
Johan's Beast Herd
LEADER / PERSONALITY:
Johan Tierpfleger - Human Leader
Points: 60, Quality 3+, Combat 3, Special Rules: Leader
WARRIORS:
Torgor (Beastman 1)
Points: , Quality 4+, Combat 3, Special Rules: Forester, Savage
Kragos (Beastman 2)
Points: , Quality 4+, Combat 3, Special Rules: Forester, Savage
Arax (Beastman 3)
Points: , Quality 4+, Combat 3, Special Rules: Forester, Savage
Sidern (Beastman 4)
Points: , Quality 4+, Combat 3, Special Rules: Forester, Savage
Jamwar (Young Minotaur)
Points: , Quality 4+, Combat 3, Special Rules: Dashing, Savage
XertonJamwar (Centaur Archer)
Points: 75, Quality 4+, Combat 3, Special Rules: Big, Savage, Long Move, Long Shooter
Setup:
The beastmen had a hut in the center of the board. The dwarves were to simply burn it down (which took one action) with one of the 3 torch bearers (marked in setup photo).
The Young Minotaur heads down to meet 2 of the torch bearers whilst the Dwarf cavalry flanks round the back to menace.
The young minotaur only manages to knock down a foe, whilst the bear rider continues to harry.The ranged beastman centaur comes down to try and ward off an Elite Dwarf.
Left and right, the dwarves close in to the outlying beasts
The beastmen try to seize the advantage, either outnumbering the foe, or engaging the torch bearers.
The beastman finally takes out a torch bearer. Meanwhile the Young Minotaur has paid his earlier lone charge out to the dwarves and they march on towards their objective. To protect them, the bear rider come up the hill and engages with a defending beastman.
The bear cavalry gruesomely kills a beastman causing half the defending hilltop force (including the leader) to flee. The remaining dwarves use the new-found space to get a torchbearer to the hut. The dwarf Elite Warrior tries to rub salt into the wounds, but only knocks back the centaur.
The beastmen desperately try to get a lin eon the torchbearer at the hut, but everyone is engaged or our of range. The Centaur uses its knocked back status to its advantage to get away from combat and back up the hill, but doesn't roll enough actions to get off a shot. The leader returns to the hill to boost any quality rolls and the final torchbearer at the foot of the hill is engaged to stop his movement and ranged fire. But all the dwarf player has to do is roll one activation for the dwarf at the hut and it's all over.
But MacSver gets a bit cocky and decides to play a bit more. The lure of his bear cavalry in range of the beastman leader with a leader bonus proves too much and he rolls 3 dice - DISASTER - 2 ones! The bear moves in base-to-base but his turn is over and the hut still stands. One more chance was what the centaur was waiting for. He charges into melee to take advatange of his big special rule and save the day, but battles poorly and is himself knocked over. With everyone else tied up in battle no-one can reach him. The torchbearer at the bottom of the hill is attacked but only knocked down, so the dwarves get a second bite at the cherry.
MacSver is a bit more canny on his activation rolls this turn. He still can't resist an attack on the leader though, but can only score a knock-back. He manages to stand his fallen dwarf back up before unleashing all his dice to torch the hut, which he manages.