Great stuff thanks for keeping a steady flow of dwarfish warfare coming! Also, I wonder if instead of charging the peasants in the forest, you could have sent your copters after the mages. I think I said the same thing at one stage. I think running three units each of one gyrocopter might be best. Also, remember you can drop one bomb with each regular copter.
I'm a little surprised that you didn't charge the gyrocopters into the peg-knights. Impact hits/denying them charge benefits/maybe some bombs? I also love how you consistently use your rangers to help anchor your flank (even if they miss from drinking too much ale the night before)! I'm considering running two gyrocopters and a single bomber (just for laughs). I don't think I've seen anyone use a gyro-bomber in a battle report yet.
Felt like the bretonnia player could have just picked up the rangers and the gyros (if the green knight followed up) and then just hid. Maybe not the most entertaining game though. Corner camping doesn't really give much counter play opportunities. I wonder if anvil of doom had some sort of mobility(like a teleport rune) would allow for more proactive dwarf gameplay?
Hopefully the Arcane Journal presents some new play options. Sitting back and lobbing a lot of rocks to force the enemy to engage seems to be the way to go at the moment.
Two comments on that knight comedy in the woolds. A. That’s what they get for taking that unknightly route to avoid the enemy…flank hugging. B. Ironically the remaining knight has a helm that seems to indicate that he is more familiar with woodlands. Perhaps he has been to this very copse before?
I could be wrong and will check, but I don’t believe that any charge reaction to a redirected charge…but am questioning that even as I type this. “Why type it anyway?”You might ask…excellent question.
Not sure what to make of this other than that when you spread out pretty much all the combats that ensue involve your opponents' flyers and big characters and when you castle up in a corner a bit more the same applies. Not sure that the new game is everything I'd like it to be with the lists most factions seem to be keen to run... When I saw where the rangers deployed I wasn't expecting them to be on the board for very long though I get the plan and if you rolled badly then so it goes. Did wonder if they might have done something on the other side of the board using the impassable terrain to make it difficult for the knights to get out. Maybe they'd just have got charged in the rear by some men at arms though and in any case even though they got whupped I guess they did some sort of job in taking the flying units out of the game for a little while and that's where the danger was. Were you really unlucky with the grudgethrower? Seemed like it hit more often than might be expected which sort of makes up for the wounds rolls? I guess the lack of accuracy is sort of why we're seeing lists with two of them (or none). If you take two with an engineer what will your policy be on what you reroll with the first one? I've replaced my lost Goblobber now (still had the crew and box and managed to find just the machine on Ebay) so have got one to use even though I'm still highly sceptical about it being any good.
It does seem like 1000 points of enemy forces can give a competitive game to 2000 points of Dwarfs, with the rest of the enemies just hiding to preserve their points. Because killing the enemy is the only way of scoring, weak units are just a liability. I'm hopeful that we'd see more traditional style battles with tweaks to the win conditions. If, for example, you won by holding the centre of the table... but flying units didn't count... things could change visually.
3rd and 4th of August! I will see you there mate. Love the content so hope we get a game!
What are you bringing?
Your deployment was impeccable, clever idea with the rangers 👏
Great stuff thanks for keeping a steady flow of dwarfish warfare coming!
Also, I wonder if instead of charging the peasants in the forest, you could have sent your copters after the mages. I think I said the same thing at one stage.
I think running three units each of one gyrocopter might be best. Also, remember you can drop one bomb with each regular copter.
@@farlanewhitty1149 I did remember the ward saves, yes.
I will probably try the individual Gyros in the next game.
I love how your taking us on your journey. I'm sure that you'll be able to make dwarfs competitive!!
Hopefully GW can give me a helping hand with something spicy in the Arcane Journal.
@@Andy2D6 In the meantime, may I suggest you buy new dice? It seems like you usually have bad luck with your rolls
For me running 2 single gyros with basic steam guns and using them mostly to hunt wizards or rear/flank charge has been working out great
They definitely add a new dimension to Dwarf play, so I'm looking forward to trying more combos.
I'm a little surprised that you didn't charge the gyrocopters into the peg-knights. Impact hits/denying them charge benefits/maybe some bombs? I also love how you consistently use your rangers to help anchor your flank (even if they miss from drinking too much ale the night before)! I'm considering running two gyrocopters and a single bomber (just for laughs). I don't think I've seen anyone use a gyro-bomber in a battle report yet.
The Pegasus Knights were off the table at that point, but left on the edge for convenience. I think that's the moment you're referring to.
I always put my Anvil as far forward as possible. This gives maximum effect. The Anvil can hold its own in combat, dont be afraid to lose it.
I've lost my Anvil plenty of times. I'm still searching for the perfect combo of runes to keep it alive AND not outrageously expensive.
Gyocopters look very nice sir
Nightmare to asssemble, though.
Felt like the bretonnia player could have just picked up the rangers and the gyros (if the green knight followed up) and then just hid. Maybe not the most entertaining game though.
Corner camping doesn't really give much counter play opportunities.
I wonder if anvil of doom had some sort of mobility(like a teleport rune) would allow for more proactive dwarf gameplay?
Hopefully the Arcane Journal presents some new play options. Sitting back and lobbing a lot of rocks to force the enemy to engage seems to be the way to go at the moment.
Two comments on that knight comedy in the woolds.
A. That’s what they get for taking that unknightly route to avoid the enemy…flank hugging.
B. Ironically the remaining knight has a helm that seems to indicate that he is more familiar with woodlands. Perhaps he has been to this very copse before?
I could be wrong and will check, but I don’t believe that any charge reaction to a redirected charge…but am questioning that even as I type this. “Why type it anyway?”You might ask…excellent question.
Bret turn 6: might the two units of peg knights been able to both reach the dwarf warriors? Or is the left unit too far?
I am considering something similar with my beastmen, but a counter to the pillar of fire Tom foolery, may be a dedicated gyro wizard hunter.
And just like that, you say what I just typed a moment later. The disadvantage of “talking” to a voice from the past. :)
Not sure what to make of this other than that when you spread out pretty much all the combats that ensue involve your opponents' flyers and big characters and when you castle up in a corner a bit more the same applies. Not sure that the new game is everything I'd like it to be with the lists most factions seem to be keen to run...
When I saw where the rangers deployed I wasn't expecting them to be on the board for very long though I get the plan and if you rolled badly then so it goes. Did wonder if they might have done something on the other side of the board using the impassable terrain to make it difficult for the knights to get out. Maybe they'd just have got charged in the rear by some men at arms though and in any case even though they got whupped I guess they did some sort of job in taking the flying units out of the game for a little while and that's where the danger was.
Were you really unlucky with the grudgethrower? Seemed like it hit more often than might be expected which sort of makes up for the wounds rolls? I guess the lack of accuracy is sort of why we're seeing lists with two of them (or none). If you take two with an engineer what will your policy be on what you reroll with the first one? I've replaced my lost Goblobber now (still had the crew and box and managed to find just the machine on Ebay) so have got one to use even though I'm still highly sceptical about it being any good.
It does seem like 1000 points of enemy forces can give a competitive game to 2000 points of Dwarfs, with the rest of the enemies just hiding to preserve their points. Because killing the enemy is the only way of scoring, weak units are just a liability. I'm hopeful that we'd see more traditional style battles with tweaks to the win conditions. If, for example, you won by holding the centre of the table... but flying units didn't count... things could change visually.