There are evenings when, aware of how rare and precious gaming time is, you throw yourself into games, rolling dice like you're paid per die rolled. Other games nights just don't work out that way. Too tired from work or just enjoying the company with an eye on the brownie points available from the social secretary for an early close? Who knows, but tonight was a relaxed hour and a half of KoW slaughter.
Turn 4 in our mini campaign started with Rob wisely skipping his turn to bolster his depleted gobbo tribe with a mawbeast troop and a fleabag rider regiment.
In my turn 4 I decided between a 600 point hex or a 700 point hex and a more direct route to my goal. In keeping with my rather cautious approach (Dwarves, see) I mooched toward the 600. I rolled up undead opponents - 2 skellie regs, a werewolf troop, a wraith troop and a necromancer.
With around 100+ point advantage, I figured this would be a walk in the park.
Wary of the Werewolves (hopefully the play testers working on the next KoW edition will nerf these mofos a tad at least), I deployed to suck them into some woods where my ironclads could hold them up while the rest of my army got stuck into the skellies and wraiths.
Things went almost to plan, although my ironclads ran after 3 rounds of punishment, when I was hoping for 4 or more from them. Luckily the rest of the lads were on form, demolishing the undead in a lovely, mostly accidental, envelopment. 2 of the 3 objectives claimed (missing out on the 3rd through stupidity more than anything) gave me a nice 200 points for reinforcements, and my single broken unit pulled themselves together in the post-match roll. Smugly set up for turn 5.
Turn 5 started with Rob's gobbos taking another nap for another 150 points of reinforcements.
My turn saw the Dwarfs advance against a heavily outnumbered Orc opponent - 2 morax regiments, a giant, a troll troop and a krudgiment of orc ax - easy pickings I feel - but we decided to call it a night, so it'll have to wait for next time.