Thursday, April 30, 2015

Don't Forget: Dwarfs Love Gold

Another Warhammer battle for me, this time a game of Triumph and Treachery with three players. Faced off against Roger's Wood Elves and Tom's Lizardmen. But first, I got some considerable painting done! Not only did I manage to add a second Grudge Thrower to my army (not pictured as complete, because I'm still working on the crew), but I also painted up six Irondrakes to add to the force. 

 The six new models. My rule with the dwarfs still stands: each model must be different. You can see it on one of them, the little braid of his orange hair. The others are more divided by what they're carrying on their backs and waists: different odds and ends like a beard comb, a pipe, etc. 

 I'm also pleased because it completes my full unit of twelve Irondrakes (pictured above). They're one of my favorite units, and I'm glad that I have them painted up. They're a defensive marvel, between standing and shooting at charging foes and their tough armor and ward saves. 

The battle proved to be a clash over six objective markers, one in each quadrant. We used small tokes that looked like enormous golden nuggets--a good sign for the Dwarfs and their love of all that glitters. The game was victory points as normal for Triumph and Treachery, plus 100 points for each of the six objective markers at the end of the game awarded to the force with the unit closest to that marker. 

 My Dwarf Throng

I fielded a somewhat generalist force that was inclined to hang back a bit from fighting and discourage units assaulting it--supporting their already strong units with magic phase effects from the Anvil and Lore of Metal to make their armored units even harder to slay. The center of the force was a block of Warriors with great weapons in horde formation, supported by Ironbreakers on their left and my shooting elements (Irondrakes and Quarrelers) on their right. Behind was my general on his Anvil of Doom, supported by two Grudge Throwers. For my mercenaries, I used my Dwarf Ancestor Statue (also known as a Daemon Prince of Tzeentch with Chaos Armor and Level 3 Lore of Metal spells). 

On to my foes and the description of the battle:

 The Lizardmen Host: led by Kroq-gar, a Lizardman Oldblood on his Carnosaur Grimloq, the force had three nasty big units: a Skink Cohort packed with Kroxigors, a block of Saurus Warriors, and the now-dreaded Saurus Cavalry containing an Oldblood on a Cold One. Some skinks and a block of Dwarf Ironbreakers as mercenaries rounded out this force. My Dwarfs were puzzled by the appearance of their fellows, but then they remembered: "Oh right, the Gold." They know that any reasonable Dwarf could side with Lizardmen if there was gold to be had from it. 

 The Host of the Eternity King: led by Alarielle, Incarnate of Life, this force was all Wood Elves but using the new End Times rules for them. May as well be called the "Give all the Elves every special rule" list, not that I'm bitter or anything. It was Alarielle in a block of Eternal Guard, two units of bowmen, a unit of Wildriders, and unit of Waywatchers, and a rather short Treeman (more like Stump-Man!). For mercenaries, the children of the forest had recruited a Tomb Prince mounted upon a massive War Sphinx. I utterly love the conversion that Roger did with this model!

 The opposing generals before the battle began. They were both sitting there grinning eagerly at the forces, I had to take a shot. 

 The battle began with the War Sphinx rushing forward, getting right up to the Skink Skirmishers. The beast towered over them, it's sun-bleached tusks shaking in fury. The charging War Sphinx was injured by blowpipe fire, but it ultimately decimated the Skinks under the weight of its attacks. It struck and they fled before it, being run down as it crashed deeper into the Lizardmen battle line. 

 At the same time the Wild Riders rushed forward and engaged with the Ironbreakers. Alarielle used her magic to increase their toughness by four--allowing them to be nearly impervious to the attacks of the Ironbreakers. Yet, that's only if the Wild Riders remembered. Everyone at the table forgot the buff spell was in place, and the Wild Riders died in droves. The fight took three turns to resolve total, with significant losses on both sides. The riders were finally slain, but eleven Dwarfs had perished as well. 

 The Lizardmen responded to the assault of the Wood Elves with counter-charges of their own. The Saurus Cavalry surged forward and crashed into the Treeman. The rather short and squat Stumpman managed to kill one of their number with his stand-and-shoot reaction of strangling animated vines, but was quickly slain by the Oldblood and his supporting cavalry. The Oldblood had endeavored to use the Egg of Quango: a magic item egg about to hatch into a beast that randomly does something between a single minuscule strength three hit and twelve strength five hits. This time the young Quango proved to be rather listless--the Oldblood probably placed the egg into a bird's nest in the Treeman. 

 At the same time, Kroq-gar and his Carnosaur had charged the War Sphinx. While the War Sphinx was certainly a match in damage, it was sadly not a match in speed, and it was torn apart by the Oldblood's magic spear and the Carnorsaur's gnashing teeth before it could damage them. 

Kroq-gar proved to have even more surprises in store, as on his next turn he faced the solitary Wood Elf Battle Standard Bearer. A Skink Priest cast a strong spell--Wyssan's Wildform--on the advancing Saurus Cavalry, which would have helped them make mincemeat of the remaining Wood Elves. Seeing that the Lizardmen were out of spells and wizards with that casting, the Wood Elves scooped up all their dispel dice and crushed it. With a triumphant laugh, the Lizardmen player then revealed the Hand of the Gods on Kroq-gor, a bound item containing the spell Shem's Burning Gaze. With an unstoppable blast of flame, a line of fire appeared from Kroq-gar's fist and damaged the Wood Elf character. 

 At this point, you might be wondering: where were the Dwarfs? They were there and advancing, but as often happens in Triumph and Treachery, the other generals were focusing on each other. The first big sweep for the Dwarfs was cleaning up after the sneaky casting of the Lizardmen general. They sent a shot from one of their massed Grudge Throwers high into the air, which came down with unbelievable accuracy directly on the head of the Wood Elf rider, killing him instantly. 

However, the Dwarven participation proved continually limited. In some cases, like this one, even my mercenary Daemon Prince found himself out of action even before he could fight due to a sizable bribe paid to him by the Wood Elf commander. With points being tight, I couldn't answer the bribe from my own paychest and combat was nullified. The archers were safe for at least one more round, as was the rest of their line. 

 Finally the Dwarfs found a quarry to attack: the remnants of the Skink Cohort that had been subject to all the brutal gunfire and war machines from the Dwarf lines thus far. The Thane carrying the battle standard killed two himself, but then the great weapons of the rest of the unit proved faulty--not a single other wound. However, the massed ranks helped the Dwarfs win the day and run down the remnant unit. 

 The clash of the titans from the match: Alarielle, Incarnate of Light (she's the floating one with the pink hair) versus the Old Blood on Cold One and his humble Berzerker Sword. This fight lasted for round after round, even to the point where the Eternal Guard around her was down to just a few models and were brought back to life with her Regrowth spell. Her regeneration ability proved enough to keep the force present, and their Stubborn leadership kept them in the battle (they did need to use their Gleaming Pennant to re-roll once). And so the Oldblood won the combat about five or six times in a row, each time the Wood Elves hung around and continued the battle. Even the closing Dwarfs and their Ancestor Statue never got involved enough to settle the fight before the end of the sixth turn. 

It had seemed like the Dwarfs didn't do much in the battle: a few shots here or there, and a couple of under-strength units mopped up with shooting or desultory charges. Yet their Runelord had a plan. Those formations of purest gold, the objectives of the battle. The Dwarf units had hung back at first, then moved into position to capture each of them. Like the patience of working with metal, the Dwarf leader knew that sometimes things had to cool down a bit before moving into position. And thus, the battle ended with five of the six gold deposits controlled by the Dwarfs. Quickly producing their shovels and picks, they extracted the resources at the end of the game and returned to their army center with minimal casualties: I only lost three Dwarf models during the whole game. 

The final tally was very close. I won with 1650 points, with the Lizardmen in second place with 1350, and the Wood Elves scoring a respectable 1050. The control over the objectives proved to be the entire difference, as that accounted for 500 of my victory points (the Wood Elves got the sixth objective marker with their board-edge slinking Waywatchers). It was clear, the Dwarfs don't forget when there's gold to be had. They kept their eyes on the prize, and managed to sneak out a victory accordingly--as for most of the game it had appeared clear to all of us that Tom's Lizardmen were going to win the game.


Battles
Total 2015: 14 (Win/Loss/Tie: 8/4/2)
Total 2014: 15 (Win/Loss/Tie: 8/6/1)

Skaven:
7 Wins (Undead 2, Empire 1, T&T Daemons and Dwarfs, Siege Dwarfs and Bretonnians, T&T Daemons and Empire, T&T Dual Undead)
8 Losses (Lizadmen 1, Skaven 1, Empire 1, Dwarfs 1, Daemons 1, T&T Daemons 1, T&T Dwarfs 1, Special Game Nurgle)
1 Tie (Empire 1)

Dwarfs:
7 Wins (Lizardmen 1, Dwarfs 2, Wood Elves 2, T&T Undead and Dwarfs, T&T Lizardmen and Wood Elves)
1 Loss (Dark Elves 1)
1 Tie (T&T Dual Undead)

Saturday, April 25, 2015

Tale of Nezahualpilli, Timeless Lord of Contemplation

[Note: as in some prior blog posts, I was inspired to write this battle report from the point of view of an enemy character]

Tale of Nezahualpilli: Timeless Lord of Contemplation

Nezahualpilli had seen this in the stars. He had watched for generations, knowing that the short ones would eventually arrive on their shores. The smaller manlings, with their axes and spades, were destined to dig deeply and unearth too much. Their lust for gold was insatiable, and only Nezahualpilli's small force could push them back to the sea before they tore at the land and further disrupted the lines of power that informed his thoughts and linked land, sky, and stars. 


Nezahualpilli had watched and contemplated, until the signs were right. Finally, the alignment of the stars and the swirls in the scrying pools had told him it was time. Two of his attendant Skink Priests--one white and one green--raised cohorts of Skink warriors, along with the sturdier Saurus that served his seat of power. One of the priests mounted a great Trogolodon, while the other led one of the Cohorts. They amassed near the Tetloc'thuanil River, awaiting their prey. Nezahualpilli hovered behind them, his body so ancient and absorbed with magic that his essence was nearly ethereal. The whole time, he hadn't moved a muscle. His palanquin floated with the power of his mind, with the directions telepathically conveyed. To the nearby Saurus warriors the Slann may have well been a statue for all they could see. 


Nezahualpilli had been correct. The short ones had indeed arrived. Their squat forms and heavy boots had trudged up from the beach onto the plains of the river delta. He could feel the weight of their trudging, the creak of their heavy instruments of war, and the slow progression of the baggage train behind them bearing all the tools of excavation and ruin that he had dreaded since the stars showed him this moment hundreds of years ago. 


The force that faced him aligned with blocks of infantry on the lizardmen's right flank, and thin lines of warriors bearing odd contraptions on the left. The blocks of infantry were clear to Nezahualpilli's mind: stout, strong, and determined--like his own forces. The groups on the left however, were less clear: what those tubes of metal were remained incomprehensible to him. The other line carried smaller versions of the great bow that was mounted on Stegadons, but surely such small instruments could barely harm his forces. And of the three wheeled items--a large tube, a set of small tubes, and a larger bow--only the bow was known to him. The rest left him with bafflement. They must serve some purpose, and Nezahualpilli began to contemplate the method that such items might be used for warfare.



Nezahualpilli was lost in contemplation, his mind constructing various theories for how the strange weapons might function. With him so distracted, his forces were left without direction--and decided to rush at the short foes who dared set foot on their lands. A Skink Cohort and the Jungle Swarms rushed forward into the small line of armored foes carrying the small tubes. Then, with a sudden burst of thunder, a number of Skinks and one Kroxigor were slain by gouts of flame issuing from each of the tubes. 



The battle was quick, and decisive for the short ones. They inflicted horrendous casualties upon Nezahualpilli's Jungle Swarms, decimating them by simply stomping on them with their iron-shod boots. Their armor protected them from all but the most savage strikes, and while a few were left crumpled from the remaining Kroxigor, the casualties for Nezahualpilli's forces were far too great and they fled. 

Now Nezahualpilli's great mind was racing. Should he advise his forces about encircling the tubes of death, advise them how and when to strike the blocks of infantry, caution them about the great might of the warriors that was far stronger than their size suggested? He reached out in his mind to the Skink Priests, relaying instructions as well as manifesting his magical power. However, the call of magic seemed slow--his mind was too rooted into the events of the battle. Nezahualpilli forced himself to forget, to concentrate, to leave thoughts of the now behind and focus on the magical energies.

However, it seemed like these short manlings were interfering with his magical prowess. He sensed one of their number who seemed rooted in the real, channeling power through symbols of sealing and negation. Nezahualpilli reached into the mind of one of his Skink Priests, and channeled a burst of flame into the leading group of manlings--the ones who wore no armor yet were racing toward his lines. A fair number of them fell, but the others were left undaunted. 



As the group of shirtless short manlings surged forward, they began howling. Their speed, despite the size of their small legs, proved too quick and they caught the side of the Skink Cohort where the white-scaled Skink Priest stood. With a frenzy of axes, he was cut down where he stood--instantly severing the connection to Nezahaulpilli's mind. The remainder of the Cohort, leaderless and flanked, fled and were run down. Nezahaulpilli took comfort in the fact that his Old Blood defender and Saurus Cavalry moved into position to charge the shirtless short ones from behind. 

Nezahualpilli's concentration was abruptly shocked again as the wheeled long tube released a horrendous roar on the left flank of his forces. From it issued a massive round ball, which streamed across the battlefield at great speed and collided directly into the Trogolodon. The beast didn't even have time to screech in pain, as the massive orb simply tore a hold straight through it. The shock came as the remains of the beast collapsed, crushing the Skink Priest riding the beast. Nezahualpilli caught a flickering of the Priest's consciousness before it too was gone. 



Nezahualpilli resumed his contemplation, trying to figure out a method for defeating the short ones. He was distracted with observation, deciding whether to follow the stars or learn from his foes, to observe or persevere. Meanwhile, the shirtless howling madmen had turned to face his Saurus Cavalry. Another massive blast of flame and orb from the large metal tube issued a shot that tore through the Cavalry, striking four of their number dead in an instant. 

Finally, the Saurus Cavalry was able to charge, their Cold Ones carrying them into the fray. Nezahualpilli was heartened as he felt doses of warm blood striking the ground--the shirtless short ones must be dying. Yet as his mind's eye watched, they continued fighting beyond death--recklessly pulling themselves even forward on spears in order to strike the killing blow against their foes. While a great number of the red-bearded short ones had died, they also had killed the entirety of the unit of Saurus Warriors--only the Old Blood remained. 



Nezahualpilli was now worried. His force was near decimation--and the short ones' blocks of troops had yet to reach his lines. He watched and saw that the leader of the short ones--carried on a shield lofted by two others--had stopped at a ruin of ancient danger. The massive carved skull predated even the Lizardmen empire, and was an artifact of most ancient power and evil. Yet the leader seemed to not know this, and accepted its powers anyhow. Nezahualpilli saw as the short one's aura darkened, his skin toughening with magical might. 



As Nezahualpilli turned his mind to this new danger, he tried to work out what it meant. Would this taint the short manlings as man had been tainted? Would they resist the corrupting influence? His mind cast forward scores of years, seeking the signs of this new happenstance. He was so distracted that he did not even see that the large metal tube had turned its sights on him. The tube belched flame, and a great orb sped toward him--direct on target. Almost as an afterthought, Nezahualpilli twitched a finger just as the orb reached him, causing it to drop from the sky turned to dust. His thoughts were vastly elsewhere, swimming in cosmic eternity, yet his reflexes protected him.



Yet while Nezahualpilli thought, his forces were under assault. The leader of the short ones urged his unit forward, sighting the flank of the Saurus Warriors. They crept closer, their armor and shields clanging. Yet Nezahualpilli was distracted, and his prior mental commands--to support the remaining Old Blood--remained their primary motivation. 



However, any aid would be too late as another block of the short ones crashed into the flank of the Old Blood. Their honed great axes swung in waves, while the last few remaining shirtless ones swung their axes with raw strength, striking even harder than those with two-handed axes swung theirs. 



At the same time the Lord and his metal-clad retinue managed to reach the flank of the Saurus Warriors standing in support. Their axes brought a quick end to ten of the Saurus, slaying them before they could even strike back. The strength of the charging short ones, plus magical runes that seemed to have been etched on the weapons from the foe who bore the seals of magical negation, were enough to leave the strong hides and shields of the Saurus nearly useless. With half their number cut down, the remaining Saurus fled before the advance. 

With his entire army demolished, and not a single banner yet left on the field, Nezahualpilli--Timeless Lord of Contemplation--cast his mind for why the signs had betrayed him, why his warriors armor failed to be enough, and why his leadership was so brittle and his forces so cowardly. The short ones stood back and regrouped, leaving Nezahualpilli enough time to slowly float back toward his temple city. The short ones at least were not headed there. Not yet. He still had time to cast them off his shores, but they would likely dig first, and dig deep. Their spades and shovels, their picks and drills, would leave the scars of destruction and interruption on the ley lines of his realm--leaving him less confident in the stars and less aware of the "plan". Nezahualpilli's contemplation, which had been his life for so long, had now failed him on the battlefield... and became even more clouded than before as a result. Yet somehow, as he slowly drifted back to his city, his plan remained the same: to think more, and understand. Thought would guide him out, it had to. It had to. 

Gaming Notes

This battle was a blood and glory match at 2,500 points per side. My force was mostly sturdy blocks of Warriors, Trollslayers, and Ironbreakers supported with some small ranged units and a few war machines. The Trollslayers were truly the warriors of the match, completely smashing one Skink Cohort and then standing up to the charge of the Saurus Cavalry admirably (their deathblow ability, allowing them to strike once after they've died, was huge in that case). The Dwarfs took out all of the Lizardmen's standards without losing a single one of their own, leaving only the Slaan Mage Priest alive--but the 2 fortitude points for the general alone was not enough to keep the game from ending.

As for painting, I got a little bit done at least. Added one humble Dwarf Clansman to my force:

From the painting table (mostly complete, pre-wash) to the riverbank

I'm trying to keep painting, but as I've said before the rumors swirling about the new edition have left my painting somewhat limited. Trying to get some more done! I'd be pleased to finish a full 2,000 points of some army right as 9th edition hits (hopefully not cursing myself to an edition that destroys the game).


Battles
Total 2015: 13 (Win/Loss/Tie: 7/4/2)
Total 2014: 15 (Win/Loss/Tie: 8/6/1)

Skaven:
7 Wins (Undead 2, Empire 1, T&T Daemons and Dwarfs, Siege Dwarfs and Bretonnians, T&T Daemons and Empire, T&T Dual Undead)
8 Losses (Lizadmen 1, Skaven 1, Empire 1, Dwarfs 1, Daemons 1, T&T Daemons 1, T&T Dwarfs 1, Special Game Nurgle)
1 Tie (Empire 1)

Dwarfs:
6 Wins (Lizardmen 1, Dwarfs 2, Wood Elves 2, T&T Undead and Dwarfs)
1 Loss (Dark Elves 1)
1 Tie (T&T Dual Undead)

Saturday, April 4, 2015

Machinations of the Hat

Another match, this time the Watchtower scenario against Tom's Lizardmen. 2,500 points for the game. I was feeling a bit bad because I didn't paint anything new for this game (which I've managed to do for nearly every other post I've done on this blog). Then I felt even worse because I forgot to bring some of my models--the unpainted back ranks of my units were all left in a set of plastic ziplocs in my apartment. Tom was kind enough to let me still play with dice to represent the missing numbers, but it was a double-bad omen for the game to come. In any case, we set up and squared up to clash for the Watchtower in the center of the board.

 The accursed Lizardmen began in the tower, filling it with their deadly Temple Guard commanded by an ancient Slaan Mage Priest. 

 On the left of the field was a Skink Cohort with their big brother Kroxigor, and a large unit of Cold One Riders led by an Oldblood. 

 On the right was another Skink Cohort, and some Ripperdactyls. The Lizardman force was finished off by a Skink Priest astride a Stegadon in the center of their lines, taking cover behind the massive Watchtower.

 On the Skaven side, the two groups of Plague Monks took up positions on the right flank of the force, facing directly at the Watchtower.

 Slightly behind them towered a great Verminlord Corruptor. While he was not the general, he was the revered leader of the nearby Plague Monks, and his deadly blades were ready to taste Lizardman blood. 

 The remainder of the Skaven force straddled a river that divided the left side of the board. The general was Warlord Ripear, nestled in the middle of a huge block of Stormvermin and wearing his Wizarding Hat--this time giving him access to some nasty Shadow Lore magic (including Pit of Shades)! With a shout to his massed ratmen warriors, Warlord Ripear commanded that they rush forward and push the Slaan and Temple Guard from the Tower.

 With a healthy charge roll, the Plague Rats did just that. They burst forward and swarmed the building. The Plague Priest lit his plague censer, and the ruinous fumes killed a number of Temple Guard before the battle even began. Conjuring the magical might of the Plague Banner, the rats combined to demolish the Temple Guard and take only a few wounds in return. While the Slaan and his bodyguard held, their numbers were dramatically and rapidly diminishing. On Lizardman turn two, the plague censer claimed more to its deadly fumes and the Plague Monks finished off all the rest of the Temple Guard with their strikes. The Slaan alone had a good chance to stand against them, but he fled from the tower--leaving it to the followers of Clan Pestilens.

 The Verminlord Corruptor unleashed magical destruction, managing to get Total Power on a casting of Plague, which utterly decimated the Skink Cohorot before him (sad birthday for toughness 2 models). The spell even bounced to the Stegadon and caused a wound. Meanwhile, the Skinks' javelin attacks were initially stymied by the blustering winds of the Storm Banner. 

 The Skavenslaves were marshaled into a position to cut off the cavalry with a bad angle, but they instead were hit by long-ranging Skinks and Kroxigors in the side. The slaves failed to inflict a single wound, and crumbled under the assault--leaving the bridge over the river open and undefended... which might have mattered if the Skinks weren't aquatic!

 With a rumble, the Stormfiends emerged from the ground. They declared a charge on the Stegadon along with the unit of Plague Monks that had left the building. The Stegadon fled and was run down by the Plague Monks, and the Stormfiends were able to redirect their charge into the Slaan Mage Priest. While it took them two combats to kill him, they finished the bloated toad off with a flurry of buzzing and whirring gauntlets and grinding fists. With their forces plagued, all their magic gone, and their general slain, it looked as if the Skaven had things well in hand. 

 However, the Skinks were not ready to stop yet. On the Skaven right flank, they were whittling away at the Verminlord Corruptor. He took wounds from their shooting, from their stand and shoot, and in combat. Finally the last three of their number: the Skink unit standard bearer and two Kroxigors struck with fury, their heavy-handed strikes finally felling the huge rat demon. 

 On the Skaven left flank, the Rat Swarms and a unit of Giant Rats tried desperately to delay the advance of the remaining healthy Skink cohort. Desperate is the right word, as the swarms were slain in a single turn and the Giant Rats predictably turned and fled. This left the Cohort free to assault the Watchtower on their following turn. 

 The Plague Monks that had slain the Temple Guard had abandoned the Watchtower, leaving General Ripear and his unit of Stormvermin to hold the tower. As he started to peer from the window, a strange glassy expression seemed to come over him. While the Skinks were fighting at the door, and both his combat prowess and leadership was desperately needed, the Warlord instead seemed to be entranced by the whispers coming from his Wizarding Hat. I had forgotten about the lack of ranks in a building, and how much that handicapped Skaven. Especially when the General needed to take a Stupidity test. With a stupid general, and weak leadership, the Stormvermin needed to fight effectively against the marauding Skinks and Kroxigors. 

 They did not. While they survived one round thanks to the Battle Standard's presence and a lucky low roll for leadership the first time, the stupidity of the General in their turn left them woefully brittle. Losing a few too many models to the poisoned jabs of Skinks and the heavy blows of a Kroxigor, the Stormvermin panicked and fled from combat (with a massive flee roll). 

The Skink Cohort had taken the Watchtower at the bottom of the fourth turn of the game. It came time for the roll for the game to end, which happened only on a six. And of course, I rolled the six. The game ended with the Cohort in the Watchtower, and despite my two large units of Plague Monks that could have assaulted the tower and the Warpfire thrower poised to rain fire upon them, it was too late. 

Overall a great game, even though I lost. The Skaven came out guns blazing on turns one and two, and it looked like a runaway win at that point. But the brittle Skaven leadership, and the Stupidity-causing whispers of the Wizarding Hat, led to Tom's Lizardmen managing a great win against the odds. It was a really enjoyable game, with good laughs on both sides. Plus, the entire game only took 2 hours--pretty good for 2,500 points on each side. Warlord Ripear managed to escape, and will head back to his den to lick his wounds (pride only) and plot against the Lizardmen and their future ruin. 


Battles
Total 2015: 12 (Win/Loss/Tie: 6/4/2)
Total 2014: 15 (Win/Loss/Tie: 8/6/1)

Skaven:
7 Wins (Undead 2, Empire 1, T&T Daemons and Dwarfs, Siege Dwarfs and Bretonnians, T&T Daemons and Empire, T&T Dual Undead)
8 Losses (Lizadmen 1, Skaven 1, Empire 1, Dwarfs 1, Daemons 1, T&T Daemons 1, T&T Dwarfs 1, Special Game Nurgle)
1 Tie (Empire 1)

Dwarfs:
5 Wins (Dwarfs 2, Wood Elves 2, T&T Undead and Dwarfs)
1 Loss (Dark Elves 1)
1 Tie (T&T Dual Undead)