Hello,
On January 14, my wife and I meandered up to snowy New England for some warmaster, and scoping out some different areas of Maine. We are moving up to Maine this summer… so it was a good dual purpose trip.
Ed, and Elite Hobbies of Dover were kind enough to host the first warmaster tournament on the East Coast in a very long time. I think it might be 9-10 years since the last one…
Elite Hobbies has four tables down in the basement, a store above and a bathroom. Pretty typical for a small game store. Many food options in a walkable distance. I had pizza with the guys, about a half block uphill from the store.
It was the kind of gaming experience you want to have- people were reminding each other of different rules, possible moves, and discussing things without passion. The emphasis was on fun, not surprising your opponent.
Format was 2,000 points, three rounds.
My list was:
General with orb (new rules)
2x Runesmiths (dispel scroll and 5 pt sword)
10x warriors
3x rangers
2x cannons.
BP 8
I generally don’t take cannons with my dwarves, relying on 4 wounds and 4+ saves to be tough to kill and not giving up any units as cheap or easy kills. Ed had posted prior to the tournament that a high portion of monster heavy lists were coming. With visions of giants, dragons and greater demons, I opted for the cannons over the troll slayers. I hate the idea that to use the trollslayers effectively, you have to half break your own army.
Turns out not that many monsters. Just one giant, and I think the dry undead player had only two monsters. (not counting flyers).
Game 1: Dwarves v. Demons. (tournament list)
Objective was to pound the snot out of each other ïŠ
I had never fought against demons, but had noted the internet chatter about how good they are, and arguably one of the best armies out there right now. I was NOT looking forward to this fight.

I don’t recall who got to pick sides, but I was happy with my side. My plan was to move up my cannons (flanked with rangers) up onto the hill, put two three warrior brigades on either side and move up my four warrior brigade around one flank into a front position.
The plan was to use my cannons to force the demons to close, and hope through typical failed orders Ed would get spread out in such a fashion I could hammer him.

Black line shows intended position.
Ed had three brigades of two infantry with swarms in front, two units of flyers, two demon knight units, two chariots, three hounds and five characters- all of which were casters. Glad I brought two runesmiths!

Dwarf deployment

First turn

Hard to see, but the two ranger units escorting the cannon both have one standing facing to the rear. I was expecting flyers to hound my rear, and since you can charge at full pace even when in irregular formation, it’s a good tactic. The laminated cards are for my magic items. Helps me to remember.

Ed failed to move either flyer (failed orders) and generally moved up with everything.
Second turn, neither Ed or I could do anything. I got one order off, repositioning my left flank a little better, and Ed did 200% of my orders… moving two units. Yawn.
Turn three, I didn’t do much, but Ed moved up one unit of flyers behind my cannon; two units of hounds into some warriors frontally, and one into the flank of some defended rangers. The Rangers managed to wipe out the hounds handily, and repositioned so that they cut off the retreat of the hounds charging the front of the warriors. Warriors won the combat, and one went into brigade with the rangers, one screened one flank of the cannons while the other moved to help the rangers with the flyers.

The rangers are facing backwards. Ed did have a 50-50 shot of forcing multiple rounds of combat on the warriors, and I was positioning myself for an initiative charge. In hindsight, it was a mistake…. The rangers didn’t need the help, and the screen up front should have been deployed on the hill for defended status. The rear facing ranger brigade failed to move on orders, while the demon knights were waiting to charge down…

Four Demon units dead, no dwarf losses. I think his break point was ten.
The demon knights and chariots charge in to gain vengeance for the hounds… wiping the floor with the rangers.


However, Ed fails to break my flank decisively, and his infantry is out of support range. The dwarven warriors and rangers swarm over the regrouping demons taking Ed very close to the break point.

Needing to kill two more units, my right flank advances, hoping to break the swarms and advance into the green demons.

Swarms die to fast, and the greenies are to far for a good charge. Rather than bite off more then I could chew, I set up for the next turn.
Ed manages several orders with heavy minuses, and attempts to swarm under the dwarven warriors.

And fails.

My counter attack finishes off another unit, and breaks Ed’s army.
I had two more fights to go in the last round, which were unnecessary.


Ed’s army was fantastically painted. He failed alot of command rolls, and his magic did absolutely nothing. On the flip side, the instability rolls neither helped nor hurt him. In a later game, I watch Ed have three troops kill themselves off due to instability…
Game 2
Orcs! Never have fought against Orcs and gobos… so it was a rare treat.
Objective was to end the game with the most stands near the central hill. With the army size differences, I had to break him or he would win by default.


Charlie picked his table side and deployed his infantry in columns. Against cannon. Against two cannon. My gunners didn’t do much in the first game, but striped off their shirts and brought up the gunpowder wagons for this game – it would hot work servicing the guns in this fight.

I deployed such that two infantry brigades were on one flank, and one with the cannons on the other. Hold one flank, rip up his infantry with my cannons and mop up the survivors. Each flank anchored on woods.

The odd placing of the trolls is from the giant going wild.

My first turn was spent with the infantry moving up a bit, and the cannons getting extra ammo into supply. As in not moving.

Surprisingly, Charlie opted for multiple lines of gobos to screen one flank and sent all his cav on a long flank march…

My cannons moved up to open fire on the orges. In column. 16 cannon dice are a wonderful thing… if you are tossing them down range rather than receiving them.
I blew away one unit of orges in one go, and moved up a small mixed brigade to annoy the cav. My assumption is that the minus one would slow him down enough that he could not flank me…

Which they did. I sent in the mixed brigade on a flank/rear charge to cripple or kill the fast moving chariots and boar riders.

And got stomped. I did however kill two stands of boar riders in one unit, and one in another. Losing a warrior unit for crippling his strike force was a good trade. Cannons opened up on the black orcs, killing the unit outright.
Charlie spent every turn since the orges died trying to get his infantry shook out into line formation… and failed every turn. He moved up his wolf riders, without the crippled boar riders (-2 command penalty and -1 respectively)… but only made one command roll.

Cannons shifted fire to a normal orc unit since nothing else better was in sight. Rangers initiative charged the boar riders, and a runesmith attached for a bit more combat power. After a protracted fight and advance, the rangers killed two units while dying themselves. Hard to lose a character, but it took out two pricy units.
Meanwhile, I moved up a warrior brigade to screen the cannon from the chariots, and failed to charge in.
I also intiative charged two units of warriors into the goblin screen and broke off after one round of combat. I realized his multiple goblin lines prevented his trolls and giant from hitting me. Putting some hurt on the goblins meant he had even more problems getting them out of the way. Warriors fell back into formation.

In the orc turn, the chariots go in for a frontal charge off initiative. General debates it, and decides to not join one of the chariot units.

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In hindsight, probably a bad call. While the general would be hideously exposed to a counterattack (would be unlikely that two chariots could wipe out four units of dwarves), with only being ~4 units from break point, and having 4 units of goblins in initiative charge range on my left flank, it was do or die time. His only real hop would be to wipe out those four dwarf units, and somehow advance into the cannons and crush them in one turn. Insanely unlikely, and the downside of losing the game the next turn as the warriors would probably be in a position to rape whatever unit the general was in… but if you are going to lose anyways, a low probability chance to win is better than no chance at all.
The VP spread on this one was only ~250 in my favor. So picking off one more unit might have been enough for a draw. Odd to think that you can kill 3-4x your enemy and still draw because of the VP spread… Must be the former Empire player in me. I’m used to trading 45 point crap infantry for 110 points rather than the flip side.
Don’t recall the precise way the fight ended. I think he pounded through the warriors, but ended up being pushed back… counter charge off initiative wiped out the chariots, and initiative charge into the goblins killed enough to break the greenskins.
Random pictures of other people’s game 2s


