Greetings Dakka-naughts!
This will be my 1st, so lets give this a try and remember off the top of my head what exactly occurred on that gloomy afternoon in the dwarfen town. 35 Wounds pretty self explanatory! We are fairly new so mistakes were made.
What you are looking at below is a setup for Battle of East gate. This is a side which we decided to proceed with after our previous battle.
Snoopdeville3 and
Vortimar Stark fought on the North End, I might get around uploading that summary but quite frankly I do not recall most of it.
The objective as made up on the spot, was to reach the round edges pass the INN and the storehouse (right), by end of turn 6, with a foot troop.
Shameless plug for Dave Graffam and his awesome terrain pieces! printed on plan thick paper and then hot glued + some foam-core, outstanding for low budget great looking stuff.
The setup with roll off was won by the Skaven (pictures are taken from Dwarf player perspective), whom decided to the hell pit abomination right in the center. Followed by IronBreakers (proxy) bottom right corner (14 of them), Plauge Monks came next left top corner, 10 , and Organ Gun to combat that was placed next to the INN. Skaven Stormvermin made their way into the town using the southern side of the gate and poisoned wind mortar team joined the Hellpit. Miners (13) came right after the plauge Monks, they include a mule with a harpoon, and Master Minter with a Drill
TURN 1
Skaven player won the roll off to go, hopped the fence using plague monks. In this scenario we are not taking tests for jumping over barrier, we normally take an armor save to demonstrate troop clumsiness (max 1). Moved up the mortar team, moved up the Storm-vermin and abomination as well. Not certain if we forgot about running or was it in my best interest to not have the Skaven player run, should have suggested it but oh well, mortar team whiffs on the miners.
As the dwarf player, I re-adjusted the miners to move up cohesively a bit, keeping mule intact, and moved the iron breakers to the left to open up to the objective slightly. I have never used them in battle so no idea how they would fair against the Storm Vermin and the Hell Pit.
In a previous game, with Snoop and Vort when using artillery I was frequently teased that I was not taking higher risks, so I decided the organ gun is rolling 5 barrels all game this game. So be it, it jammed in 1st turn, no shots fired.
TURN 2
Skaven player won the roll off, moved up the plague monks further!, Storm Vermin and the Hell Pit, pretty straight forward once again ,no runs.... maybe at this point or earlier we decided to NOT run ....
Dwarf player moved the Iron Breakers a bit further left, and attempted to shoot the organ gun, 5 barrels loaded , jammed. no shots fired, mule shoots monks, whiffs.
TURN 3
Dwarf player wins the roll off! Moves the Iron Breakers to the left more and more leaving the way open for Vermin, just realized, inspiring presence has been cast on the Iron Breaker Unit since the begging each turn, storm vermin are doing the same. Miners move up including the mule cart and decide to use blasting charges. As we like to use
40k rules when whatever reaches can shoot, only about 6 miners got to blast the Skaven monks, 8 of them evaporated.+4 +3 -2 rend , ouch. Organ Gun tries to load 5 barrels, jams, no shots fired. Now that I think about it, I think the Miners could have charged the plague monks... oh well
What you see on the right is the Skaven Player moving his troops towards the goal as part of his phase, no charges...
TURN 4
Skaven player wins the roll off. Moves the hell Pit Closer, and the storm Vermin as well, Monks move up cast the spell in the book of woes, Dwarfs suffer a wound , mortar team shoots and scores a big 5 for damage, ouch, 3 dwarfs left. Combat results in miners moving up and storm-vermin charging in. Standing still Iron Breakers are nice, re-roll saves resulted in 1 dwarf dying alltogether, while 5 storm-vermin in swing back had their heads cut off. Battle Shocks were passed by both, not sure how.... but we got lucky I am almost certain of it.... maybe we forgot....
Bottom of round 4, organ gun loads 5 barrels, jams, no shots fired. mule whiffs the mortar team, combat, miners do 1 damage to the plauge monks, 1 monk dies screaming under the pickaxe weight. Iron Breakers swing with their normal 2 attacks and 3 for champ and evaporate all but 3 of the Storm Vermin, battle shock, which I realized Skaven player shouldn't have taken, resulted in 3 running away.... that would have helped him.....
TURN 5
Dwarf Player wins the roll off!,
oh look at us , Iron Breakers, we killed some storm vermin now we are hot stuff, lets go attack this thing....
Miners can't move because tied up in combat, organ gun loads 5 barrels, you know what happens... it jams.
Combat, Iron Breakers swing at the abomination I want to say about 9 got to swing so 19 attacks, 8 went through ,and then I needed 3+ to wound, this is what I rolled..
So the Abomination does its 3 (waves) of damage and eats 5 dwarfs, that thing is ruthless, wish I put some wounds on it with the Organ Gun so that it didn't swing so hard or stayed put to get re-rolls on saves..... oh well... go big or go home !
TURN 6/7
Skaven Player wins the roll off!
hmmm wonder where the Iron Breakers went oh yes they got eaten alive by the Hell Pit who proceeds to charge the Dwarf artillery, they are shaking in their boots. Miners re-adjust for the charge, but 2 get blasted from the wind mortar BAH! passed battle shock! , steam drill miner goes for last stand against the monstrosity. Turn 6 Dwarf Player wins the roll off, artillery finally gets a 5 on the loaded barrels but shoots pretty bad taking away only 5 wounds. Miner gets to swing 1st and the steam drill pierces through the flesh, -3 rend 3 wounds leaving it with 4 total.
Remainder of the game was a sweep for the Abomination, she ate the Iron Breakers for dinner, including the Miner with the drill. Artillery was next they tried loading 5 barrels but the theme of the night was getting drunk in the bar next door, not shooting the Organ Gun apparently...
In the spirit of game the Skaven player allowed me to make a last stand move when abomination ate all 3 crew they had a chance to load the gun and jam it on purpose (what they do best), to make it blow up and do
D6 wounds. Boom! go the guts and puss, of course, she came back to life.
About mid game we realized no foot troops were going to make it to the edge per objective, so we agreed that the goal would be to kill all dwarfs protecting the East Gate, and so that is how Skaven player succeeded !
Hope you enjoyed this quick summary !
Looking forward to writing more bat-reps

, constructive feedback always appreciated.
Punctuation will be considered in latter installments.