Background

See here for the intro, here for year 1, and here for year 2.

The Undead were conquered by the Green tide, and then the High Elves fell to Tzeentch. For the this year’s campaign, and got all 6’s for aggression, so to recap:

  • Night Goblins have Aggression 2 + D6 roll of 2 = 4
  • Chaos Dwarfs have Aggression 2 + D6 roll of 5 = 7
  • Tzeentch have Aggression 3 + D6 roll of 3 = 6

This means the Chaos Dwarfs are on the warpath, attacking the Night Goblins!

Night Goblins led by Shaman Makarev assembled outside their fungal grove:

The Chaos Dwarfs march forth from their metalled road as invaders, let by Lord Ashurburnipal and assisted by Sorcerer Hapshetsut.

Both armies advance towards, exchanging ranged magic and bowfire:

One slight blunder was forgetting to test for Stupidity on the Trolls, as a result they were more effective than they should have been, the goblin left flank being devastatingly effective:

A flank charge from the Wolfriders with the Dread Banner broke the Bull Centaurs who were run down, the Goblins victorious:

In the centre, the devastating Blunderbuss fire caused horrific casualties on the Night Goblin spearmen unit, while the Giant roamed into combat with the general, stamping him into the mud as a bloody pulp:

The Wolfriders ran down fleeing Hobgoblins and continued to roll up the Chaos Dwarf flank, but the servants of Hashut were not to be taken lightly, chopping the Giant to pieces with their heavy axes before crashing into the flank of the Shaman’s unit of prized Spearmen

As the dust cleared, the goblins were fleeing – only Makarev the Shaman was able to stand in resistance – but with his final Fire Blast was able to fry the blunderbusses and the Chaos Sorcerer:

As the dust and ash settled, the Night Goblins had (just!) been Victorious in turning back the tide of the Chaos Dwarf onslaught into their fungal realm – partly due to the Trolls (which I removed and counted as a casualty for the CD as a result of the stupidity test bungling), but also the effectiveness of the Wolf Riders as a light cavalry unit to harass and drive away low leadership targets with their Dread Banner.

This was my first proper time using the 6th Edition magic system and I must say I was very dissapointed – despite three rolls on two different magic lore charts, I ended up with two identical magic missiles, and one path-based magic missile. Hardly “Hand of Gork” or “Vanhel’s Danse Macabre”, is it? I have ordered the 4th Edition Battle Magic set so I can play some proper games of fantasy with all the magic as it was intended!

2 responses to “Herohammer Campaign Pt. 3”

  1. […] here for the intro, here for year 1, and here for year 2, here for year […]

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  2. […] Undead fall to the Night Goblins, then the High Elves to the Daemons of Tzeentch. The Chaos Dwarfs attacked, were repulsed and then defeated by the Night Goblins. This leaves only one match-up remaining to determine the […]

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