Tuesday, July 21, 2026

4th Edition: Battle #044 Free Dwarfs vs Abyssal Dwarfs in Wrack and Ruin


Intro and Lists

Scheduling has been a bit difficult over the summer months in particular, but Kings of War Wisconsin is still meeting up about once a month, which I'll count as a win. We had a decent showing for July, and my first opponent was Will, and his implacable Abyssal Dwarfs:


Will has always liked his Obsidian Golems, and for 4E, he's been implementing Golekh Skinflayer's ... uh... conscripted Ratkin and the like alongside them. The Golems lost their cannon but got a height decrease, if memory serves, so currently he's playing around with Golems and some taller Chariots as some of his heavy hitters, and because he had the points, he's proxying in a troop of Grotesques as well.


I brought the (mostly) Free Dwarfs to the meetup, looking to get some more experience with them. I wanted to avoid Warlords and focus more on units and Champions, with troops of Ironclad being the quirky take this time, instead of fancier support-slot slots. Up to experiment with and discuss is everything:

  • Flame Priests. I am bullish on the Flame Priests, so we are doubling-down on them. While they can't really drop Fireball, this does synergize nicely with any shooting units, as well as the Throwing Mastiffs from the Command Orders. I think these are a decent buy, and we'll see how they perform.
  • Warsmiths. These are really useful if you have any shooting units, as the Elite Aura can be very beneficial to boosting their damage output. We have a fair amount of shooting units, so we're taking two Warsmiths, and seeing what we can accomplish.
  • Ironclad Troops. The quirky pick for this build! I few opponents have used similar units against me, so we're trying to borrow those ideas and apply them here. The hope is that they can cheaply play scenarios, or be troublesome screens for something like the Shieldbreakers. I have four troops, so we're really committing to the idea and taking them all. 
  • Ironwatch Rifle Horde. They've done fine previously, and I want a healthy shooting component right now, so we'll keep trying them out. I tend to stick they very centrally, which has not been great, so we'll try to avoid that this time.
  • Ironwatch Crossbowmen Regiment. I had an odd 125 points left, and instead of more Ironclad, opted for some Crossbows. The Ironwatch have 4+ for Melee and Defense, so they are surprisingly sticky.
  • Shieldbreaker Regiments. I've had to eat some crow, and the regiments have done quite for me as a second-line. We'll take them out again, and see if I can have any success behind the Ironclad troops.
  • Shieldbreaker Horde, Stone. We're taking a horde, and hoping to get the charge! We're trusting in the Ironclad troops, so will try to devote two troops to protecting the horde. With some extra points, we'll give them the Staying Stone, and see if they can't brawl just a little bit longer for me.
  • Ranger Regiments. These have had some tough games previously, but have still done what I needed them to do, and performed well overall. While they haven't had any breakout performances yet, I am still bullish on them, and so we're taking them to supplement the Ironwatch picks. 
  • Berserker Brock Riders. I wanted a little bit of speed to project threat, so we're taking the Brock Riders and the Boots, as one does with cavalry regiments these days. Fearless has been amazing, and they can do good work. However, they are an obvious threat, and usually need to be traded away for something. Still, these guys have really been a good distraction for the rest of the list in other games, so we'll see how they do here.

It's some Dwarf-on-Abyssal Dwarf violence! What's not to love?

Table and Terrain

We were out at Lost Trove in New Berlin, a nerdy collectables shop. They snatched up a lot of the banquet-style folding tables and even a bunch of terrain from Gamers Realm when they closed, and have been very welcoming to us. Thanks John! Check them out if you are in the area. 

Not sure of the store's terrain situation, I had brought my own mats and terrain, which we utilized today, though probably can pare a bit in the future. We had Forests with Height 10, the blocking Buildings at Height 7, Hills with Height 3, and the battlefield as Height 1 and and shallow pond as Height 0, and Obstacles as Height 2. I will note that we should probably experiment more with higher terrain, and I'll try to do that in the future, maybe with the graveyards for my spooky board.

Overview of the battlefield.

We got Wrack and Ruin for the scenario, which is a messy one, and also uses progressive scoring, which is neat, but complicated... There are two "objectives" with 12" radius scoring zones on the center line. Starting in Round 3, at the end of the Round, we check to see who controls each, using majority footprint for calculating unit strength, and thus control of the zone. The victor gets a VP for each zone held. This scoring happens at the end of Round 3, 4, and 5. These zones do not score in Round 6 or beyond. At the end of the game, (maybe in Round 6, maybe in Round 7) there is an basic Objective Marker with a 3" radius scoring zone in the exact center of the battlefield. If a player controls this at the very end of the game, again with majority footprint and unit strength, one more VP will be up for grabs.

View from the left.

Left-to-right for the deployment of the Abyssal Dwarfs we have Ratkin and Raktin on the line, with Blacksouls in reserve, and an Iron Caster with Heal, Bane Chant, and the Crown of the Wizard King overseeing things. 

View from the assorted Crossbows, to the left of center.

The center had Golems with Liliana's Tear, perpendicular Gargoyles and a Death Engine Chariot behind, then the Golems with the Blessing of the Gods with the Surging Iron Caster behind, then the Golems with the Brew of Strength, and another perpendicular Gargoyle with another Death Engine Chariot, and another angled Gargoyle. I believe he was wary of shooting, with regards to the slightly-wider Gargoyles. On the right, wary of my Brocks ending up out here, he dropped the Grotesques, as well as Golekh himself.

View on the right.

I won the roll for sides, and was lazy, as things looked very fair with the table. Left to right for the Free Dwarfs is a troop of Ironclad, Rifles on the line, a Warsmith supporting and Shieldbreakers in reserve. The center had Crossbowmen with a supporting Warsmith, and then both Ranger units. 

We then have an Ironclad Troop with Shieldbreakers behind, more Ironclad blocking for a Flame Priest and the Ironclad Horde, more Ironclad, the second Flame Priest, and finally, the Brocks were my last drop. I considered putting the Brocks behind the pond but, with the Grotesques down, opted to try and bully them with my longer charge range. 

Scout moves!

I remembered my Scout moves for the Rangers, and moved up those 4 inches, ready to take some early shoots into the Ratkin. I then luck out, winning the turn roll. Given how the scenario scores, having the bottom of the round can be very beneficial, as you can react and potentially fight your opponent off the objectives before things calculate and score. Waiting should also net me some better shots, but I was eager to fight, and went with the first turn.

Top of Round 1: Free Dwarfs

On the left, the Ironclad move ahead at the double, positioning to intercept the opposing hordes, and the Shieldbreakers do the same. The Ironwatch Rifles move up, pivot, and continue on until they are touching the obstacle, and can ignore it for determining Cover in future turns. With Reload though, they cannot fire this turn.

The Free Dwarfs grab ground while they can.

On the other side of the building, The Crossbowmen move up to join the Rangers. The need 6’s to hit the Ratkin nearer the middle of the table, but do land 2, which converts into 2 damage. The Rangers hold and take aim, though one has a cover penalty. They land a combined 8 damage, taking the Ratkin up to 10 damage.

A cautious center. We don't want to fight the Golems.

Elsewhere, the Dwarf line moves up, but only slightly. We can’t score until Round 3, and I don’t fancy my chances grinding against three Def6 regiments, so we’ll try and be patient.

The Brocks attempt to encourage the Grotesques to leave.

On the far right, the Brocks move their eight inches up and then pivot. Since we’re measuring from the nearest points for distance calculations, I am threatening a charge into the Grotesques, while being safe from the slower unit.

I think if I angled the other way I could still zone things out effectively, but this isn’t bad. I’m trying to force a decision from my opponent, and pressure him into cutting and running.

Bottom of Round 1: Abyssal Dwarfs

My opponent decides to commit on the right, tossing up Gargoyles to complicate things. I’ll need a pivot to get around them, so he then hides the Grotesques in a spot I can’t reach, while keeping Golek back and safe.

Gargoyles come to the aid of the Grotesques.

Additionally, in their cozy nook, the Grotesques gained a few inches, and being so tall, can see the Brocks and are them with a charge now, which is a good play.

The line of Golems scooch ahead.

Centrally, the Golems all scoot forward, keeping a tidy line. The Death Engines stay close behind, peering above them, and the Iron Caster keeps pace, and casts no spells.

The Ratkin are let loose in the general direction of the Free Dwarf lines.

Out on the right, my opponent opts to blitz. Both Ratkin hordes scamper out, stopping just shy of their max move, so that they can line up their front corners and prevent any larger units from getting any flanks.

The Blacksouls are hesitant to fully commit to the hill with all the shooting, and so while they have a bit of their front facing on the hill to see, their center point is not on the hill, so they’ll have cover.

Top of Round 2: Free Dwarfs

We have multiple hordes of Ratkin Slaves staring us down, but I think we have the tools to deal with this.

The Ironguard move to block-

From the far left, the Ironclad troop sprints ahead, stopping just short of the Rats and bracing themselves. The Shieldbreakers move up, and the Warsmith grants them a throwing Mastiff, which is soon tossed at the blocked horde.

The Mastiff chomps 2 damage onto the Rats, and the Warsmith’s takes aim with his Pistol, contributing 2 damage as well. The Rifles unload, and do ridiculously, landing 10 damage (6ish is expected from them, even with Elite). The Rats are fine, but suddenly, this horde is on 14 damage.

-and shooting does its thing.

The other horde starts on 10 damage. The Rangers loose, and actually underperform, landing just 8 damage instead of the expected ~11, but the Crossbowmen contribute 4, and cumulatively, this is enough to break the Ratkin horde. I was expecting a waver, but their nerve is pretty low, and the early damage from the Rangers really paid off here.

The Golems scooch ahead again, keeping a tight line.

Centrally, the Free Dwarfs continue scooching up, staying well out of charge range of the Golems. I am happy to play things slow here.

On the right, the Brocks back up and pivot a bit, getting out of charge range of the Grotesques, and trusting their brothers in arms to deal with the Gargoyles. Unfortunately, since the Ironclad only moved up 4” last turn, we are just barely out of charge range to get them in the flank. Shooting is called for.

The Brocks fall back while dogs are distributed.

Dogs are granted to the Ironclad on the hill, and the Ironclad that cannot charge. The Flame Priest in the woods holds, and has their center point in the forest. They lob a strong Fireball, landing 5 damage, and the Mastiff from the nearby troop gnaws a 2 onto them, and a waver is looking strong.

More Gargoyles dispatched.

The second Flame Priest is not actually in range, which I think is just how short dwarf legs work. I don’t think there was a way to get them in to cast. However, the Ironclad on the hill toss their Mastiff, and it’s apparently death from above, with the Mastiffs rolling blisteringly hot with 4 more damage onto the Gargoyles, devastating them, and routing them at range.

Bottom of Round 2: Abyssal Dwarfs

My opponent is on the back foot. He needs to move up to have a chance at scoring the scenario, but the early shooting has been hot.

The Grotesques try to maximize their changes here.

On the right, the Grotesques do their best, getting up by the obstacle. The Ironclad can’t reach, and the Brocks will be hindered unless they pop their boots. Golekh also stays safe, while granting the Grotesques the Last Breath Command, meaning if I break them in melee, my units will take damage.

The Golems continue trudging forward. The Iron Caster grants a Mutated Mastiff to the Death Engine, and the Ratkin eagerly fling it over the Golems and into a troop of Ironclad, landing 2 damage.

Gargoyles fly up to try to distract the shooters for a turn.

Gargoyles now fly up to gum up my Rangers, though since it kept it’s perpendicular alignment on approach, this is not a charge.

The Ironclad hold the line against the Rats.

The left is messy. Originally, the Ratkin get the Last Breath command and charge. The rule was updated, and instead of needing to survive, the unit can alternatively immediately sacrifice themselves to blow up. In the end, my opponent winds this back, choosing to Bane Chant them instead, and stick them in combat.

The Rats will cut 4 damage onto the Ironclad troop, but the troop holds. The Blacksouls stay relatively where they were, still watching and waiting, menacingly.

Top of Round 3: Free Dwarfs

On the left, we’re going with a shooting approach to try and sidestep the potential explosion from a melee. The Shieldbreakers inch up, staying more than 8” away from the Blacksouls. The Warsmith attempts to pass them a Mastiff, but fails. Ironclad troop attempt to withdraw, passes, and stagger through their comrades, wavered.

The Ironclad troop withdraws.

The Rifles fire, and land their more reasonable 6 damage into the horde, with the dogs contributing 3, and the Warsmith landing 2 damage, and the Rats are shot off.

Over here, the Rifles are actually scoring for me, as are the Crossbowmen, so it will be tough for my opponent to score this zone this round.

The Rangers prep some dogs instead.

I am measuring, and all but the golden rangers are actually safe from the Golems this round. The Rangers move back to safety, but this puts their center point outside of the terrain. The Warsmith grants them a Mastiff instead, which lands 3 damage onto the Gargoyles. The Rangers land a solid 6 damage (about as expected), and the Crossbows roll slightly hot again, landing 4 damage instead of the expected 3, and in total, this is all enough to devastate and rout the Gargoyles too.

Ironclad block in the center.

Centrally, the injured Ironclad move up, and parallel with the Shieldbreaker regiment. Against all this Def6, I really need to protect my Shieldbreakers. They are granted a Mastiff, and toss it defiantly into the Golems, but nothing lands.

On the right, I really don’t want to charge the Grotesques. Thankfully, since the Brocks have been shuffling around, they have a possible charge into the Golems near the building. Extra nice, an Ironclad troop also has a charge, and both go in, with the Brocks using their boots.

Victory for the Berserker Brocks!

The Ironclad troops should be able to block things up, so a Flame Priest approaches to grant a Bane Chant onto the Brocks.

The Shieldbreaker horde moves up, but stays out of range of the Grotesques, though there probably isn’t a way they can get in. another Ironclad troop moves up a bit, and is granted another Mastiff. We get 6 hits but only 1 damage. This Flame Priest tries to lob a Fireball into the Grotesques with a cover penalty, but lands no hits.

The charge goes well. The simple Ironclad land 1 damage, though the Bane-Chanted and Boot-wearing Brocks do the heavy-lifting, with a hot 14 damage, and we break the Golems. It’s some hot dice here – looks like the Brocks were only expected to do 10ish damage, even with the Bane-Chant, which makes sense hitting on 4’s.

In victory, I forget about the proxied chariot. The Brocks reform fine, but the Ironclad should probably be angled differently.

Bottom of Round 3: Abyssal Dwarfs

Golekh sees the time to strike, and swings around the obstacle. The Grotesques don’t like it, since the Shieldbreaker horde is right there, but they do in against the Ironclad troop, while getting another Last Breath command. They land 4 damage, and some good Nerve checks will break the troop.

The Death Engine’s cloak is active, but it will whir to life and slam into the Berserker Brocks, landing 5 damage due to some low attack dice.

The Grotesques make a charge, and win their fight.

The Golems are penned in by the Ironclad Troops, and each will charge one. The first is hindered, going into the troop trying to protect the Brocks, and will land 4 damage, and the troop will hold.

The second will make a clean charge into the troop blocking for the regiment of Shieldbreakers, though the alignment is messy due to the other combats. The screen will take 8 damage, and break, but reforms are greatly limited. Unless something got bumped, and overrun might have been possible, but they look to just change facing, wary of a rear charge from the Rangers.

The Death Engine slams in.

With the Golems lurching into combat, the other Death Engine is free to charge, and sputters ahead, slamming cleanly into the silver-helmed Rangers. Five damage lands, but we’re Inspired, and hold.

On the left, the Blacksouls can’t escape the hill, but can use it to their advantage. With their center point not on the hill, they’ll still be getting cover as they inch forward. The Iron Caster grants them a Mutated Mastiff, and it gnaws 3 more damage onto the Ironclad troop, and I believe they are wavered.

Mutated Mastiffs mangle the Ironclad troop.

At the end of the Round, there is Golekh (2), Grotesques (1), the Death Engine (2), and one unit of Golems (2) for 7 US for the Abyssal Dwarfs. The Free Dwarfs have Shieldbreakers (4), Flame Priest (1), second Flame Priest (1), Brocks (2), and Ironclad (1) for 9 US, and the Free Dwarfs score this zone.

On the left, the Abyssal Dwarfs should have the Death Engine (2) scoring, but the Free Dwarfs should have the Ironwatch Rifles (4) and Crossbows (2), so the Free Dwarfs should score this zone as well, putting me 2-0.

Top of Round 4: Free Dwarfs

On the left, I believe the Ironclad troop are wavered, but actually make a Headstrong roll to shake it off. They gather just enough of their wits to move at the double towards the dangerous Blacksouls.

The left continues to try and delay the arrival of the Blacksouls.

The Shieldbreakers are granted a Mastiff, which lands 3, with cover, the Warsmith contributes nothing, and the Rifles only land 2, taking the Blacksouls up to 5. It’s damage, but it looks like I’ll need help out here.

Everything does into the Death Engine.

Ultimately, I charge everything into the Death Engine. With the little hammer on the board, I looks like I tried a Fury of the Ancients to help the Rangers out… which would be illegal as they are keyworded for Ironcraft, and not Holdfast nor Berserker. My apologies to my opponent! This was tweaked recently, but even jumping between armies I should know better, as while the rule changed a bit, the valid targets had not. I deal 13 damage in total (looks like without the Fury, 12ish should be expected, so 4's to hold), and uninspired, the Death Engine does break. The expected outcome is still the same, but again my apologies for goofing this, as I absolutely hate making errors in my favor.

Messy reforms.

For reforms, the Crossbowmen sidestep toward the middle of the field, getting an inch. The silver-helmed Rangers sidestep towards the left to create some space, and the gold-helmed Rangers are able to change facing, to get the Golems in front arc.


Centrally, the Shieldbreakers ignore the Golems in front of them, and come to aid of the Ironclad, hitting the other unit of Golems in the Flank, with a Flame Priest landing the Bane Chant.

The Flame Priest from the far right is able to land a Fury onto the Brocks (Berserkers, a legal target!), and will also hit a Bant Chant for them too. With the command landing, the more central Flame Priest attempts and lands one on the injured Ironclad (Holdfast, also a legal target!), and lands a Bane Chant on the flanking Shieldbreakers too… Lots and lots of hot dice from me, passing a Headstrong check, three 5+ commands, and two 4+ Bane Chants.

The last positional thing is the Flame Priest on the right being able to adjust, and prevent the Shieldbreakers from sliding down and being hindered when they go in against the Grotesques.

A bit o a blurry picture, but you get the idea.

The Shieldbreakers wallop the Grotesques, and overrun, blocking Golekh out. The Berserker Brocks, with Fury and Bane Chant, land 8 damage, and will actually pick up the Death Engine, though it explores, hitting the Brocks for 6 in return.

The Ironclad are out for sweet revenge and land 3 to the Golems in front of them, and the Shieldbreakers, buffed with ancestral Fury and Bane Chant, deal 11 in the flank. On 14 damage, the Golems are found to be insane.

Bottom of Round 4: Abyssal Dwarfs

The Blacksouls get a small Heal, going down to 4, and they’ll thump an unfathomable 17 new damage onto the Ironclad troop. An overrun doesn’t do much with the table edge, so they reposition, with the Iron Caster staying safe.

The Blacksouls fell the Ironclad, and reform.

Some Golems flank the Shieldbreakers, landing a bonkers 20 damage, and will pic the regiment up and reform again, still wary of a rear charge from my Rangers, though I look super far away here. I don't know for sure what the thinking was.

The Golems smash, and then reform.

The insane Golems get a Heal 3, going down to 11, and bash the Ironclad troop away for good. They are still injured, but staring down Brocks. Still, my opponent is able to reform, and the Brocks will be forced to fight them, instead of getting a juicy rear charge into the fresh regiment.

Aftermath of the brawls on the right.

Golekh considers fleeing, but moved up so close that he cannot get away from the Shieldbreakers, so he feels forced to charge in, and he’ll land 5 damage, but the horde will hold.

On the right, the Abyssal Dwarfs have Golems (2) and Golekh (2) for 4 Unit Strength The Free Dwarfs have Brocks (2), Flame Priest (1), the Shield Breakers (4), and maybe even second Flame Priest (1), easily controlling this zone.

On the left, the Abyssal Dwarfs are not contesting, but the Free Dwarfs should have Ironwatch Rifles (4), Ironwatch Crossbows (2), and maybe a Ranger unit now as well. We win this, putting the Free Dwarfs up 4-0.

The other game is still going, so we continue on as well. Unfortunately, given that the scenario has progressive scoring, and the most my opponent can possibly score now is 3, the game is out of reach for him, which sucks all around.

Top of Round 5: Free Dwarfs

On the left, we can’t really fight the Blacksouls in melee, so are forced to offer up the Shieldbreakers as more bait. They get a Mastiff, and it will happily chomp 4 damage on them. The Warsmith’s Pistol lands 2 damage, even with cover, and the Rifles land a few as well, taking the enemy horde up to 12 damage.

More shooting into the Blacksouls.

It’s ok progress, but I am almost out of delaying units. I’m going to need more help to break the horde, so Rangers book it from the center, coming to aid the left, but cannot fire this turn.

In retrospect, while this approach sorta works, I don't like it. I was really trying to focus on my shooting, but I had blinders on. I'm shooting with cover penalties here, with how I've been chaffing the horde up, the Rifles are almost out of position! I should be moving and pivoting the Rifles now, taking the turn to reform, while the fighty unit does its thing. The Shieldbreakers should not be chaff here.

The Crossbowmen move towards the center.

In the center, the Golems do have a charge into the Rangers, but I don’t think I have one into them. The Crossbowmen move up to block. The Rangers fire with a cover penalty, but land nothing into the obsidian skin of the constructs.

The Brocks take their charge into the injured but insane Golems. We fail a bane Chant, but starting on 11 damage, we’ll still pick them up, and then reform, to threaten the rear of the remaining Golems.

The Brocks break a second group of Golems.

The Shieldbreakers will punch back against Golekh. Fury of the Ancients is attempted and failed by both Flame Priests here, though Bane Chant does land from the spellcaster in the forest.

The horde will thump the expected 11 damage onto the Abyssal Dwarf Warlord, but Golekh will be found to be insanely courageous, even as the rest of his army crumbles.

Bottom of Round 5: Abyssal Dwarfs

Golekh lands another 2 damage onto the Shieldbreakers, taking them to 7 damage, but they hold, as should probably be expected.

The Free Dwarfs hold against Golekh's mighty swings.

The central Iron Caster has nothing to help the Golems right now, so flees, getting out of the way. The Golems charge the Crossbowmen, landing 8 damage, but fail to break them.

The Golems fail to break the Crossbowmen.

The Blacksouls get Bane Chant, and carve 14 damage onto the Shieldbreakers, breaking them and reforming. They continue to use the hill well, keeping their center point off it for cover, and are able to reform to keep doing that here. If I was more diligent, I might have been able to position the Shieldbreakers better to prevent this, but we’re doing better than fine.

The Blacksouls claim the Shieldbreakers, and reform.

At the end of the round, the Abyssal Dwarfs have Golekh (2) on the right, while the Free Dwarfs have the Shieldbreaker horde (4), plus plenty of other things, scoring this zone for the Free Dwarfs.

On the left, the Blacksouls are still not in a position to score this, and the Free Dwarfs have this as well, putting me at 6-0.

Top of Round 6: Free Dwarfs

On the left, the Rifles are threatened, by the Blacksouls, and I think the Abyssal Dwarfs are even lined-up for a flank charge. The Rifles move up and reposition, with the Warsmith sprinting to get to safety near the building. They cannot fire, but the Warsmith grants them a Mastiff, and the Rangers take aim, but only 1 damage lands out here.

The Brocks come crashing in.

Stalled up on the Crossbows, the Golems are rear-charged by the Brocks, who hit cleanly. We fast-forward this combat, as 30ish damage is expected from the rear charge.

The Shieldbreakers end the contest on the right.

The Shieldbreakers fight on against Golekh, and will break him this round, and reform.

Bottom of Round 6: Abyssal Dwarfs

On the left, the Blacksouls are injured, but can charge the Ironwatch Rifles, getting a Bane Chant to help, from the Iron Caster. I don’t record the damage in my notes. They take a lot, but the Rifles hold, and are looking to get flanked by Rangers if there is a Round 7.

The Blacksouls fight the rifles, though the objective isn't worth anything now.

Centrally, to his credit, the Iron Caster (1) is contesting the objective, but with a small radius and just needing to touch the zone, the Brocks (2) are here as well, and will wrest control of it, should the game end here...

The Iron Caster defiantly swings his staff menacingly at the Berserker Brocks.

...and it does, making this a 7-0 win for the Free Dwarfs.

Game Conclusion

Progressive scoring is a neat idea, and in theory, can provide for a neck-and-neck game, but it can also get out of hand, and really spoil the experience if there aren’t ways to catch-up in the late game, as clearly demonstrated here. Additionally, it does create a lot of extra bookkeeping, which was a little bothersome.

My opponent absolutely played a good game. He had plans and plays for each zone, and even had a go at the center objective at the end. Blitzing with the Rats was actually a strong option, and it would have been very stressful had he gotten to go first, as he could have been threatening my scouting Rangers in Round 2! Even on the backfoot, he was able to get value out of his Blacksouls, and had good decisions and positioning calls throughout the game and across the battlefield.

My particular list, it was all about shooting and tempo. The scenario demanded movement, and the shooting definitely carried me, letting me deal with Gargoyles and such without being forced to trade units away early on. Going first was ultimately wise, and very impactful for my outcome here. It let me start to accrue damage immediately on the left, even though not everything was able to shoot; while also gaining enough ground on the right to give myself some engagement options as the game progressed. I had pretty good decisions throughout, but also better-than-average dice throughout. This plus a favorable scenario for my kind of list, led to a strong victory here.

Testing Conclusions

  • Flame Priests. A little wonky, as Fireball is so erratic, but they did great supporting the wider line, and are a nice all-rounder supporting character.
  • Warsmiths. These did well supporting all my shooters, and Elite, as-ever, was very useful. A great supporting character for the Ironwatch!
  • Ironclad Troops. I was expecting to not like these, or at least not like having four of them. With such a wide line though, all four were actually useful, and were hard for my oppoent to deal with. Shooting dealt with the opposing Gargoyles well, allowing these to really gum things up.
  • Ironwatch Rifle Horde. We had to reposition twice, and they had some cover penalties, which was not ideal. Still, they held ground, did the damage I needed from them against the Rats, and played the scenario well for me.
  • Ironwatch Crossbowmen Regiment. Surprisingly useful! A little extra shooting was very welcome against the Rats, and decent fighting stats meant they did ok all around. 
  • Shieldbreaker Horde. We got an unhindered charge off against the Grotesques, which is no easy task! They need chaff, but these were used well.
  • Shieldbreaker Regiments. They both did well, each taking up space and giving me options as the game progressed. The one on the left didn't really get to fight, but got to throw a lot of Dogs and slowed thing down for me.
  • Ranger Regiments. Still fun! Useful, but they really lucked out being against low-Nerve Rats early on.
  • Berserker Brock Riders. A charge, buffed counter-charge, and a rear charge too! They really lucked out on the first engagement, and then were able to snowball things for me. An MVP for this game, but incredibly lucky to get to that point.

It is always a pleasure to see Will. He is one of the most decisive players I have played, and I still love the look and am digging the new theme of his Abyssal Dwarfs. He’s working on a slick new Ogre army, a faction that actually doesn’t really show up too much around here. I’m looking forward to seeing those, and him again soon! Thanks for the game!