Haven't posted one of these in a while, but I had a really fun game tonight and thought I'd share it.
Beastmen vs Dwarves 1500
Beastmen (me)
Gen. Wargor-Heavy Armour, Gnarled Hide, Brass Cleaver
Wargor-
BSB, Heavy Armour, Enchanted Shield
Bray-Shaman-Level 2 Lore of Beasts (Wyssan’s, Spear)
30 Gors-Full Command, Shields
40 Ungors-Full Command, Spears
10 Ungor Raiders
20 Bestigors-Full Command
Razorgor
Giant 2
Dwarves (not 100% on gear)
Gen. Runelord-
GW, Gromril Armour
Runesmith-
GW, probably some runes or something
Thane-
BSB,
GW, assorted runes of enhancement
30 Warriors-Full Command,
GW
30 Warriors-Full Command,
GW
16 Thunderers
10 Thunderers
Organ Gun
Gyrocopter
We rolled up a standard 12” in battleline, and the Beastmen win the deployment roll-off. He’s got a hill in the middle of his zone with forests to my left and a few buildings to my right, and a large killing field in the center. Looking at his units I opt for a delay/bait tactical approach. I stick my Gors and Bestigors front and center, and the Giant and Razorgor off to my right, and Ungor horde to my left. The Raiders are in ambush. Dwarves deploy a warrior block to meet my Gors, and the other off to the left with the Gyrocopter to deal with the Ungors (part one of my devious plan is working). The Thunderers and Organ gun… surprise!... take the hill in the middle. His Runelord General is in the block of warriors facing down the Ungor horde, while his
BSB and Runesmith go with the other warriors near the center. My Wargors both deploy in the Gor unit, and my Bray-Shaman is right behind the Bestigors.
Beastmen Turn 1
I do not move my Gors or Ungors at all, staying outside of 24” ranges. My Giant and Razorgor sneak a bit up the flank into the cover of the small village. For Ambushers, I roll a 6 for the Raiders (!) and they deploy right behind the Organ Gun. Magic is abysmal, with the Dwarves having more dispel dice than my power dice. I decide not to risk a miscast, plus he’s out of range anyways. My Raiders shoot a few arrows into the Organ Gun, causing a wound.
Dwarves Turn 1
Warrior blocks move up as fast as they can. Gyrocopter flies just outside charge range of Ungor Horde. Shooting sees the Organ Gun turn to face the ambushing Raiders, and fire a mighty 4 shots, killing 3, but the Raiders hold their ground.
Beastmen Turn 2
Giant and Razorgor sneak deeper into the flank in the cover of the village, and patiently wait the warrior block’s advance. Ungor Horde pivots a bit to face the ‘copter. Like a doop, I forget about my Raiders and don’t charge the warmachine. Magic again sees me deciding not to risk miscasting for very little gain. Shooting sees no damage to the Gun.
Dwarves Turn 2
Warriors continue the slow trek across the battlefield, the journey unaided by a Beastmen advance

A unit of Thunderers pivots to face the stubborn Raiders. Shooting sees another 2 Raiders die to the Gun, and this time it was too much for their frail loyalties, and they ran off the table.
Beastmen Turn 3
I continue holding along the line, my Raiders failing to take out the Organ Gun, but I begin formulating another plan. Everything is in place for next turn, so I wait again. I attempt to cast the Amber Spear at the closer unit of Warriors, but the Runelord laughs at my puny attempt at magic. I have no more shooting.
Dwarves Turn 3
The ‘Copter zooms near the flank of the Ungor horde, readying into steam gun (crap) and the Warriors creep closer, opting not to march. Shooting sees the steam gun kill 9 Ungors and the Organ Gun… explode trying to kill Ungors. Apparently before the Raiders ran off they sabotaged the warmachine.
Beastmen Turn 4
With the Organ gun gone… I finally decide to move. The Giant charges into the front of the Warrior block, with the Razorgor flanking. The Gors and Bestigors are ready for a charge next turn. The Ungors charge the General’s unit (not expecting much here, but I want his ‘copter away from my Gors). Attempted Wyssan’s Wildform on the Gors, anticipating handgun carnage, but it too was dispelled. Combat sees the Giant and Razorgor kill 14 Warriors, with the Razorgor taking a wound and the Giant taking 2 wounds in the process. The Warriors are steadfast with the
BSB, so they’re not going anywhere. The mighty Ungors kill 3 warriors and lose 17 in return (good god) and flee, but flee fast enough to escape the tiny dwarves.
Dwarves Turn 4
Little movement (he forgot to try and charge my fleeing Ungors) but the ‘copter heads off towards the Gor blocks in the center. Thunderers unload onto the Gors, but thankfully his Warriors give my soft cover from one unit and hard cover from the other. 4 Gors die. Combat sees 4 Warriors die, along with the Runesmith, seeing as how he was shoved down the Giant's pants; with 2 wounds done on the Giant and another on the Razorgor. Dwarves still hold, but it’s looking bad for them.
Beastmen Turn 5
Gors charge in to help the nearly dead monsters. Bestigors are stuck behind the Giant (not a good place to be) and can’t get into the melee. The Ungors manage to rally and turn to face the Runelord’s Warrior block on the left flank. Magic is non-existent. Combat sees the Warrior block reduced to just the Thane
BSB left, but he managed to kill the Giant. He fails his break test and, being a
BSB, is cut down. The Thunderers exchange nervous glances.
Dwarves Turn 5
The Runelord’s Warriors charge, but fail to bridge the gap. The ‘copter pulls up next to the Bestigors and Shaman to put the hurt on. Shooting sees 6 Gors die and bullet bounce off the tough hide of the Razorgor. The ‘copter fails to perform as well, killing a single Bestigor (out of 9 hits!).
Beastmen Turn 6
Last round to do damage. The Gors charge the unit of 16 Thunderers in front of them, and are within their base movement so no Stand and Shoot. The Razorgor charges the smaller unit further back, who also are within its base movement (7) and can’t Stand and Shoot. The Ungors back up a bit while the Bestigors turn to face the ‘copter. Magic sees Wyssan’s Wildform cast on the Gors (finally, now that I didn’t really need it
lol). Combat sees the 16 Thunderers reduced to 7, and flee (but manage to escape… curses!) While the Razorgor mangles his unit and cuts them down as they try and run.
Dwarves Turn 6
The Runesmith’s Warriors charge the Ungors, who flee outside of range but stay on the table (whew… it was close). The ‘copter kills another 2 Bestigors, and then that’s that.
Victory Points:
Beastmen: 1050
Dwarves: 375
Beastmen Victory!
Man of the Match: I’ve got to hand it to my Razorgor. He killed a TON of Dwarves and chased down two units. By himself. (ok the Giant helped him break the first unit)
Chump of the Match: My army actually performed very well this game, and I was pleased with all my units. The Raiders didn’t do much, but that was mostly my fault.
Villain of the Match: The ‘copter. I just couldn’t get to it and had to accept it steam gunning me every turn.
Villain Chump of the Match: Organ Gun. Killed 5 Ungor Raiders, then exploded for good measure.
Thoughts:
My first game against Dwarves and I was glad I didn't have to deal with a cannon. I tried out a different strategy then what I usually do (see: run forward and beat face), and it actually paid off. I was a little nervous about charging the Giant and Razorgor into the Warrior horde unaided, but it managed to work out in the end. Even my goof of forgetting to charge the Organ Gun ended up not being a big deal. This was really the first army I'd played against with my Beastmen that had a lot of shooting in it, and my tactics seemed to confuse the Dwarf general and set him off his game. It did continue to verify the fact that Beastmen are a synergy army, even when that synergy is the Ungor's taking one for the team so I can gang up on the rest of his army.

Anyway, hope you guys enjoy the write up. I'll try and be a bit more regular about it.