The Dwarven Forces
(as deployed from the Dwarves' left to right)
Cannon w/ Ro Forging
20 Hammerers w/ Ro Courage w/ Thane General on Oathstone (GW, Ro Preservation, Ro Stone)
24 Longbeards w/ Thane BSB (Mro Gromril, Ro Preservation, Ro Resistance)
10 Thunderers
Organ Gun
23 Warriors w/ Runesmith (shield, GW, MRo Balance)
10 Thunderers
Grudge Thrower w/ Ro Accuracy
The Forces of Chaos
(as deployed from the Dwarves' left to right)
5 Mounted Marauders w/flails
5 Knights of Chaos w/Ensorcelled Weapons
Giant
5 Warhounds
12 Warriors of Chaos w/ Mark of Nurgle w/ Nurgle Sorcerer (level 2)
20 Marauders w/ Mark of Nurgle w/ HW+Sh w/Mounted Chaos Hero (general)
4 Trolls
5 Warhounds
12 Warriors of Chaos w/ Mark of Nurgle w/Nurgle Sorcerer (level 2)
The Battle
I deployed on the right-hand side of the 4x6 table. My plan was to use my elites troops to hold my left flank (at about the center of the table) while my shooting held off the other side, supported by my warriors in case anything got across the table. He effectively deployed right into my tactic, by putting all his cavalry on the wide flank trying to sweep in and roll my up - my Hammerers and Oathstone would have none of that. The terrain even favored that tactic for him, as a long hill protruded in from the left of the table, giving his cavalry and giant cover to advance. The forest against the right side of the table helped to limit how much he could send against my shooters.
He rolled an amazing dwarf-killing spell which I knew I couldn't let him get off - make a initiative test, if you fail, make an armor save, if you pass the armor save, you die - eeeew. He also had a spell that gave his unit regen for a turn , and two of the first spell that just does a single no-armor-save wound against any target. His power familiar brought and extra die for my Master rune of Balance to steal, leaving us at 6 dice each.
I got choice of first turn and even though only my cannon and Grudge Thrower were in range I took it and took some shots. I guessed a bit short with both but got lucky rolls and cleaned out a bunch of Marauders. He advanced full ahead.
My second turn I brought a lot of shooting to bear on the trolls, and also pegged his general with a cannonball - failed his lookout sir and so the trolls failed their panic without the general's leadership. I also took out the hounds on the right with my thunderers. He advanced full again.
This turn I started to work on the warriors on the right side of the table. The organ gun was rolling high and made a mess of them, the thunderers helped as well. Cannon could now see the giant, he had regen on him but it was still the best shot - short shot and bounce meant I missed him altogether.
Now he was in range for some charges - the giant charges the longbeards, and the marauders charge my cannon. The rest of his units move into position to charge next turn, except for his unit of warriors and hounds which are essentially stuck behind the giant with not much to do. he moved his sorcerer from the unit of warriors that was getting destroyed by shooting over to the other unit, which also limited their movement somewhat. The giant swings a few with his club, I make an armor save and only two die! My champion fights back and does a wound - the BSB is not in the fight yet. The Marauder Horsemen can't quite kill the entire cannon crew, and they of course hold.
The next turn of shooting the organ gun decimates the Warriors on the right side, with the help of the thunderers they are down to two models. The Marauders are reduced to 8 models, and the Grudge Thrower can't see anything now because of it's position. My BSB moves into combat with the Giant and does two wounds - the giant tries to pick him up and the BSB does another wound, saving himself and bringing the giant near death. The Marauder Horsemen finish off the cannon crew.
The moment of truth comes for Chaos with the Knights and Mounted Marauders charging the Hammerers, who set their oathstone and hold. The hammerers pull out their shields and choke up on their hammers, pulling off a few armor saves leaves 2 dead from each flank, including my unit champion. In reprisal my general and his unit take out 4 marauders but can't hurt the Knights. They win combat and everything runs. The lone Marauder can't rally. The foot Marauders also charged into my thunderers, who fail to wound them on their stand and shoot. No wounds are done in this combat and the result is a tie with the thunderers outnumbering and the Marauders with a banner.
There is not a lot of shooting left to be had in my turn. I charge the remaining pair of warriors with my warrior unit and they flee. I move my one unit of thunderers into better position for the final turn of shooting. My Hammerers are stuck (having dropped their stone) and I fear they may be ignored now but there is nothing I can do.
He rallies his knights and turns them around, the giant dies to my BSB, the marauders/thunderers tie combat again with no damage done, and his two warriors can't rally. I turn my warriors to face the flank of his marauders fighting my thunderers, get a few shots on his warriors that aren't really sure what to do with themselves. The final turn he charges his knights in against my hammerers and loses combat again, and flees. His warriors are too wide to charge in on my longbeards after the giant was killed.
The result is a massacre for the Dwarves!
Lessons Learned
My battle plan worked out perfectly. Killing his general was lucky and was a good part of what made the victory so solid. Some mis-management of the chaos troops caused the one unit of warriors to basically sit around doing nothing (a bunker for the wizards). There was also no reason to charge the hammerers after they dropped their oathstone, which as it turned out wasn't even necessary since no marauders were left to score the flank and negate ranks. Still I think I will try the same tactic in some more games, seems like a good way to make the dwarves work.