2012/03/31

DWARVES in the Annürien Marches

After Orcs and Goblins, here are the dwarves in the Annürien Marches...



Some time ago I made a compulsive buying on the Splintered Light Minis website.

And now my dwarf army is completed. I made my army list for Rally Round the King to match my figures.


RECRUITING ROLLS : 7
Bondi: militia mustered in dire situations
Hirddwarves: professional soldiers


BONDI



HIRDDWARVES




CROSSBOWMEN


RANGERS


 ANVIL GUARD



BERSERKS




BEAR RIDERS


THE ARMY

2012/03/22

GRISHAK’S DIVE INTO DARKNESS (scenario and Battle Report for WH:AA)

To assert his power over the orc tribes (after Gorbagh's Death), Grishak decided to find the Scepter of the Dead Wizard in the Swamp of the Undead. The Scepter is played in RRtK as the Pipes of the Dead (RRtK p.62).




GRISHAK’S TROOPS
All orcs are Frenzy: The character always passes a minimum of 2d6 on the Test of Wills and Charge Test.



GRISHAK
STAR DICES 5 - 1HW - REP 5 - AC 4 - MV6 - HARDINESS 1+1 (resilient)
Resilient: Hardiness+1.
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.

GORGOR (lance, shield)
1HW - REP 4 - AC 4 - MV6
Unlucky: If within 3 inches of a figure that is hit, has a chance (1-2 of 1d6) of taking the hit instead.

VADASH (sword, shield)
1HW - REP 4 - AC 4 - MV6
1HW Master: Adds 1d6 when in melee with this weapon. Adds 1 to impact.

RALG (axe)
1HW - REP 4 - AC 4 - MV6
Fast: Able to move two extra inches each move.

SMORT (sword)
1HW - REP 4 - AC 4 - MV6
Nerves of Steel: +1d6 for the Crisis Test.

PROG (mace, shield)
1HW - REP 4 - AC 4 - MV6
Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test.

BULG (Troll)
2HW - REP5 - AC4 - MV8 - HARD3
Dimwitted: Roll 1d6 versus Rep each turn and compare to table below. Pass 1d6 = Behave as desired. Pass 0d6 = Will not move.
Terror - Frenzy

ZORREN (Shaman)
1HW (dagger) - REP 4 - AC 2 - MV8 - Magical Staff (+1REP to cast spells) - Magical mushrooms x 2 (+1 REP to cast a spell)

UNDEAD

Units
Class
Weapons
REP
AC
Shield
Move
HARD
CV
Notes
SKULL
melee
Various
5
6
various
6
2
7
Terror, Vicious
UNDEAD THRALL
melee
Various
3
5
Y
6
0
2
Undead, Terror

- VISIBILITY IN THE SWAMP: 12’’

- REINFORCEMENT FOR THE UNDEAD: on a roll of 7 with activation dices.

- Visiting the Temple will awake...
THE GUARDIAN
2HW - REP 4 - AC6 - MV12 - HARD4
Terror - Frenzy - Vicious

- ACTIVATION
If a double is rolled with activation dices the player rolls on the Random Events Table

Dice
Events
1-3
Nothing
4-5
Draw a card (from the Random Events Cards for WHAA deck)
6
A Constrictor attacks a character.
Roll a dice under the character's REP to see how he reacts:
Pass 2 =OK
Pass 1 =REP-1 for the first round of fight 
Pass 0 =REP-2 for the first round of fight 
Constrictor
REP 4 - AC4 – pénétration 4 – MV 10 – Hardiness 2 -poison (Firing Damage Table - protected)

THE GAME...
We are near the Temple, hurry! 





A first PEF is resolved...


A Skull is no match for a Troll...

Battle for the Temple

Two new PEF are resolved...
The undead are legion
Fierce fights in the Temple
Bulg isn't  an easy opponent...
... But he was wounded

More thralls attack the Temple



Grishak has defeated a Skull
A few opponents left standing... 
VICTORY!
We have awakened the Guardian!


An opponent too powerful even for Bulg

While the Guardian devours Bulg, Grishak and Zorren flee with the Sceptre, abandoning their wounded. Grishak can now try to unite the orc tribes.

A fun solo WH:AA game... Thanks for reading.

Minis: Pathfinder Miniatures (Orc) and Rackham (Undead)