Chaos Dwarves vs. Dark Elves

Date: Tue, 19 Jan 1999 23:30:53
From: Bob Rella <[email protected]>
Reply to: [email protected]
To: [email protected]
Subject: [WHFB] [BatRep] CD's vs. DE's (long)


Chaos Dwarf General Rattzzenfrattzzan was on the look out for some easy
pickins’ to gather up some slaves for the forges. When he was told of an
Empire human force nearby he couldn’t have hoped for an easier target.
Assembling his slave gathering expedition force, he headed off to go
collect the humans. Upon arriving at the battlefield and looking over the
hummies, he noticed that way too many of them were carrying crossbows.
“How can this be, hummie soldiers usually carry bows more so than
crossbows. But their crossbows look sort of small......and what are all
those woman doing over there jumpin’ around all frenzied like?”, asked the
General to no one in particular. “Oh crap...stupid Hobgoblin scouts got it
wrong AGAIN! Those are the damn Dark Elves, not Empire soldiers! Damnit!”

Actually, my opponent, who is usually SO honorable (right) promised he’d
bring his Empire guys if I brought along the Chaos Dwarfs. Well, I did,
but he switched to his Dark Elves and “forgot” to tell me. Oh well...these
Chaos Dwarfs can lose to anybody, so on with the report.

Chaos Dwarf General Rattzzenfrattzzan’s Army:

General Rattzzenfrattzzan: Armor of Meteoric Iron, Gauntlet’s of Bhazzarak
the Cruel, Jade Amulet rides on a Great Taurus.
Chaos Dwarf Master Sorcerer: Dispel Magic Scroll, Staff of Flaming Death.
Spells: Sorcerer’s Curse, Ash Cloud.
10 Chaos Dwarf Axemasters, with Standard and Musician.
7 Hobgoblin Wolf Riders
5 Bull Centaurs with Standard (War Banner)
5 Blunderbussers
5 Blunderbussers
Hobgoblin Hero with Crown of Command and Golden Crown of Atrazar leads
29 Sneaky Gits with Standard and Musician.
3 Chaos Dwarf Death Rockets
1 Hobgoblin Bolt Thrower

Dark Elf Army of Doom:

Dark Elf General (magic items unknown) leads
19 City Guard (I hope that’s what they’re called) with Standard and
Musician, and an Assassin.
10 Witch Elfs
Witch Elf Hero (Dark Mace of Death) on a Dark Pegasus
Dark Elf Master Sorcerer (Dispel Magic Scroll) Spells: Arnold Ziffell’s
(oink, oink)Black Horror, ?
10 Dark Elf Swordsmen
10 Corsairs, with repeating crossbows
8 Repeating Crossbowmen
6 Harpies
1 Bolt Thrower
5 Scouts
5 Dark Riders

>From my point of view, the setup was as follows:

>From the left, the Dark Elfs had the Dark Riders, the bolt thrower on a
small hill, the Swordsmen screening the Witch Elfs, the City Guard, the
Corsairs, and the Crossbowmen. The Harpies huddled in the back and the
Sorcerer was near the City Guard. The Scouts setup in a woods to my near
left. Before the battle starts, the Dark Riders run up the left side of
the battlefield next to the woods with the Scouts.

Also from my left, the Chaos Dwarf setup:
Death Rocket #1, Blunderbuss #1, Hobgoblin Wolf Riders screening the Bull
Centaurs, Chaos Dwarf Warriors, Sneaky Gits, Blunderbuss #2, Death Rocket
#3. On a hill in the back off the setup area is the Hobgoblin Bolt Thrower
and Death Rocket #2. The General/Great Taurus are behind the hill.

The Dark Elfs go first....

Dark Elf Turn 1:
Harpies fly high. Dark Riders move up along the side of Death Rocket #1.
No other movement. The Dark Elf strategy this game will be to wait for the
Chaos Dwarfs to come to them (it’ll be a long wait...). The Dark Riders
shoot at the Death Rocket, and 1 brave crewman goes down. The Scouts shoot
at Blunderbuss #1 and all their little bolts plink off the finely crafted
Chaos Dwarf armor. The Bolt Thrower shoots at the Chaos Dwarf Warriors.
Only 1 bolt strikes home, but thuds harmlessly against a stout axeman. The
Dark Elf Sorcerer tries to cast the Black Horror, but the magic is
dispelled with a wave of the Chaos Dwarf Sorcerer’s stubby fingers.

Chaos Dwarf Turn 1:
The Hobgoblin Wolf Riders, forgetting their mission to screen the Bull
Centaurs, charge the Dark Riders. General Rattzzenfrattzzan spurs the Great
Taurus to the skies above and launches an attack against the Harpies. The
rest of the army, except Blunderbuss #1, who have the Scouts in range, all
move forward, the Bull Centaurs keeping pace with the other units so as to
not get too far ahead. As the Wolf Riders charge forward, the Dark Rider
leader calls for a fire and flee tactic. The air fills with little
crossbow bolts and two brave (but stupid) Hobgoblins die. Having lost a
good percentage of their number, the rest of the Hobgoblins panic and flee
back the way they came. The General had taken off by this time on his
Harpie chase, and could not lend his leadership. Blunderbuss Unit #1 shot
its load of grapeshot at the Dark Elf Scouts, two of whom fall dead. The
rest are unimpressed and stay put. The lone remaining Crewman of Death
Rocket #1 spins his war machine to take aim on the fleeing Dark Riders who
killed his crewmate. In his haste, he rams the Death Rocket in a little
too hard and the whole thing explodes, destroying the machine and him in
the process. The Hobgoblins fire their bolt at the City Guard and kill one
Dark Elf (yeahhhh). Death Rocket #2 takes aim at the City Guard as well.
After seeing what happened to Death Rocket #1, the crew carefully packs
their missile into the cannon and lights the fuse. They, of course, also
explode their machine, destroying it, and themselves. Death Rocket #3 is
understandably wary at this point, takes aim at the City Guard, and with a
long, long, long taper, lights the fuse. The Rocket takes off and lands
miserably short, but the crew LIVES! The General and his mount, in the
meantime, made quick work of two Harpies, whose lifeless bodies plummeted
earthward, ending their journey in a squishy splash. The Chaos Dwarf
Sorcerer attempted to cast the Sorcerer’s Curse on his counterpart, but a
Dispel Scroll ended that hope. The Staff of Flaming Death is shot at the
Crossbowmen unit, killing 2, but they do not panic.

Dark Elf Turn 2:
The Witch Elf Hero on her Pegasus takes to the skies to attack the Chaos
Dwarf General. The Harpies fly down and attack the remaining Death
Rocket’s crew. The Dark Riders rally. The skies fill with repeating
crossbow bolts. The Sneaky Gits are targeted, as are the Bull Centaurs. A
few Sneaky Gits are killed, and the Bull Centaurs are unscathed. A large
Bolt then shoots into the Bull Centaurs, who nimbly dodge it, and it passes
through their unit harmlessly. The Scouts shoot at the Blunderbusses,
killing one. The Harpies attack the Death Rocket crew, killing one. The
remaining crew member strikes back for one wound on the Harpies, tying the
combat. The frothing Witch Elf Hero strikes out against the Chaos Dwarf
General. After 6 attacks, one wound is caused. The Pegasus strikes vainly
at the General, doing nothing. The General’s Jade Amulet glows brightly,
absorbs the wound, and turns to dust. The General laughs in the face of
the Witch Elf, who screams a command at her mace. Suddenly the General
doubles over in pain, taking two wounds from the magical burst from the
weapon. The Dark Elf Sorcerer again tries to cast the Black Horror, but a
dispel scroll ends his casting attempt.

Chaos Dwarf Turn 2:
General Rattzzenfrattzzan charges the Dark Elf Bolt Thrower crew from on
high. The Hobgoblin Bolt Thrower crew panics at the sight of the Wolf
Riders fleeing by and they stumble to run home, running not very far. The
Wolf Riders cause no further panic, and actually rally themselves. Most of
the rest of the army, except Blunderbuss #1, moves forward. Blunderbuss #2
turns around to get a bead on the Harpies. Rather than take General
Rattzzenfrattzzan’s charge, the Dark Elf crew flees. Blunderbuss #1 shoots
at the Scouts again, killing 1; the rest are nonplused. The Great Taurus
exhales its “mighty” breath Weapon on the Witch Elfs, who suffer two
casualties! The Harpies kill the last of the Death Rocket crew members.
The Chaos Dwarf Sorcerer gets the Sorcerer’s Curse spell off and the Dark
Elf Sorcerer begins to turn to stone. The Staff of Flaming Death is shot
at the City Guard, but does no wounds.

Dark Elf Turn 3:
The Witch Elf Hero charges the Chaos Dwarf General again. The Great Taurus
breathes at her as she approaches to no avail. The Dark Elf Swordsmen
panic at the sight of the Terror causing creature in their midst and run
behind the Witch Elfs they were supposed to shield. The DE Bolt Thrower
crew rallies. The Harpies fly high. The Dark Riders move over to threaten
Blunderbuss #1. Again, bolts from repeating crossbows fill the skies. One
of the Blunderbussers from unit #1 falls from the combined fire of the
Scouts/ Dark Riders. A bunch of Sneaky Gits also fall dead. The Dark Elf
Sorcerer fails to remove the curse and is powerless to do anything. The
Witch Elf hero, who had lost an attack due to her frenzy, attacks the
General 4 times, but can’t get through his armor. The Pegasus can’t seem
to hurt anything. The General then proceeds to kill the Witch Elf and the
Great Taurus kills the Pegasus. The nearby Dark Elf Sorcerer may want to
panic, but his feet are turned to stone, so he just wets himself instead.

Chaos Dwarf Turn 3:
General Rattzzenfrattzzan, with his one wound left, decides its probably
not a good idea to charge any units unsupported, so he flies behind the
Dark Elf lines, hoping to cause panic. The Hobgoblin bolt thrower crew
continue to flee and are at the battles edge. The Bull Centaurs, CD
Warriors, and Sneaky Gits move forward in a threatening line. The
Hobgoblin Wolf Riders march forward to get back into the fray. Blunderbuss
#2 again turns around and tries to catch up with the rest of the army.
Blunderbuss #1 shoots at the Scouts yet again, killing another. The last
Scout bravely stays. The Great Taurus breathes over the City Guard and
kills three (woo-hoo!). The Chaos Dwarf Sorcerer casts Ash Cloud over the
City Guard unit. The Staff of Flaming Death is shot at the City Guard, does
one wound, but does not cause panic.

Dark Elf Turn 4:
Taking multiple panic tests because of fleeing units and a Terror causing
creature, the Dark Elfs make them all, EXCEPT for the General’s City Guard
unit, who turn tail and flee! With the Bull Centaurs close by, the Witch
Elfs have no choice but to charge them. The Dark Riders run up behind the
Chaos Dwarf lines, threatening their rear flank. The Harpies fly down,
interposing themselves between the Chaos Dwarf Warriors and the Dark Elf
City Guard. The bolt thrower crew moves back to their machine. The
Crossbowmen wheel to get more units in their field of fire. Crossbow bolts
fly at the Sneaky Gits, cutting down a few more. The Dark Riders forget to
shoot. The Witch Elfs launch their attack on the Bull Centaurs. They cut
one of the big brutes down, and cause a wound on another. The Bull
Centaurs hack down three of the Witch Elfs in return. Each side has a
banner, but the Bull Centaur’s is the War Banner, so they win the combat by
one. The Witch Elfs make their break test but are no longer frenzied. The
Dark Elf Sorcerer shakes off the effect of the Sorcerer’s Curse, and casts
the Black Horror. The Chaos Dwarf Sorcerer, in his surprise at the Dark
Elf shaking off the curse, can’t dispel. It starts off going through the
DE Swordsmen, then slows down before it hits any Chaos Dwarfs!

Chaos Dwarf Turn 4:
The Sneaky Gits take it upon themselves to start squabbling. The Hobgoblin
bolt thrower crew actually rallies. The Hobgoblin Wolf Riders, in another
show of bravado, charge the Harpies’ flank. The General charges the Bolt
Thrower crew again. They flee from the charge. The General redirects to
the Dark Elf Swordsmen’s flank, but doesn’t quite reach. The CD Warriors
stay put, but the Sorcerer leaves the unit which is about to be hit by the
Black Horror next turn., and Blunderbuss #2 moves to threaten the Dark
Riders. Blunderbuss #1 finally kills all the Scouts, but the Dark Riders
don’t panic about it. The Great Taurus breathes on the City Guard, killing
2. The Hobgoblins break the Harpies, but just can’t reach them to chase
them down. No Dark Elf unit seems to care that the Harpies break from
combat. The Witch Elfs/Bull Centaur fight proceeds with the Bull Centaurs
breaking and running down the frenzyless Witch Elfs. The Dark Elf Sorcerer
has seen enough, panics at the sight of the Witch Elfs fleeing, and runs
from the battle. The Chaos Dwarf Sorcerer casts the Sorcerer’s Curse on
the Dark Elf general, but is dispelled. Staff of Flaming Death also does
no wounds to the Dark Elfs.

Dark Elfs Turn 5:
The General and the City Guard rally, as do the Bolt Thrower crew. The
Harpies fail to rally and fly away from the battle for good. The Dark
Riders move up within charge range of the CD Warriors rear flank. The
Swordsmen reform to face the CD General (who is on a hill), hoping to draw
a charge. The Corsairs, Crossbowmen and Dark Riders shoot at the CD
Warriors, penetrating only two of the douty warriors’ armor. The Black
Horror continues its path of destruction through the CD army. One of the
CD warriors and 5 Sneaky Gits succumb to its effects. This is too much for
the Sneaky Gits, and even with the Crown of Command, they panic and flee.

Chaos Dwarf Turn 5:
General Rattzzenfrattzzan on his Great Taurus, and the Hobgoblin Wolf
Riders both charge the Corsairs; the Wolf Riders in the flank and the
General to the front. The Bull Centaurs charge the DE Bolt Thrower crew,
who flee from the battle. The CD Warriors turn around to face the Dark
Riders. Both Blunderbuss units move over to try to pin in the Dark Riders.
The Sneaky Gits rally. The Hobgoblin bolt thrower crew runs back to their
war machine. The Corsairs withstand the charge of the CD General/Great
Taurus and Hobgoblin Wolf Riders, taking a grand total of only 4 wounds,
their cloaks saving a majority of the wounds. With their General close by,
they pass their break test. The CD Sorcerer cast the Sorcerer’s Curse on
the Dark Elf General. The Staff of Flaming Death is cast on the Dark
Riders to no effect.

Dark Elf Turn 6:
The City Guard charge the back of the Hobgoblin Wolf Riders. The Assassin
jumps out and kills two of the Wolf Riders, the others kill 2 more. The
General and Great Taurus kill 3 Corsairs, and the Hobgoblins one. The
CD’s had lost the battle and fail the break test. The City Guard chases
the Wolf Riders and fail to catch them. The Corsairs chase the General and
also fail to catch him.

Chaos Dwarf Turn 6:
With darkness fast approaching, and the day’s battle ending, the Chaos
Dwarfs try to save the day with some hearty rallying. The General succeeds
in pulling up the Great Taurus and rallying himself and the beast. The
nearby Hobgoblin Wolf Riders, emboldened by their General’s presence, also
rally. Both Blunderbuss units fire at the Dark Riders, but are just out of
range. The Hobgoblin bolt thrower also fires at the Dark Riders, but fails
to find its target in the gloom. The Staff of Flaming Death cannot find
the elusive Dark Riders either. With that..darkness does indeed fall and
the battle ends.

Although the numbers of casualties appear even on both sides at the end,
careful examination reveals that the only Chaos Dwarf units to actually be
fully destroyed are, in fact, the three Death Rocket war machines, and two
of those blew up on their own!! On the other hand, the Dark Elfs have
lost the Witch Elfs, Witch Elf Hero/Pegasus, Bolt Thrower, Harpies, Scouts
and Master Sorcerer. A convincing Chaos Dwarf Victory!

Chaos Dwarf General Rattzzenfrattzzan looks around at the post battle
carnage and is disappointed. “These Elfs, be they Dark, High or Wood, do
not make good slaves for working in the forges. They are way too weak and
fragile. We shall not waste our time and effort bringing any back home.
Kill all the prisoners!” “Maybe we can still find that Empire force”, he
thinks to himself.....


Shinkicker- Goblin Warlord and Master of his Domain (usually),
and part-time Chaos Dwarf
    Poughkeepsie, New York