Wednesday, 11 March 2026

Battle for the East Gate - Warhammer fantasy 5th Edition Battle Report, Dwarves vs Orcs and Goblins

 The Battle for the East Gate




A Battle in the making since the early 90s. Most people will be unaware, but the Battle for the East Gate is a scenario that comes straight from the old 4th Edition Warhammer Armies Dwarves book (there was no Armies Book change for 5th). It pits Skarsnik - the traditionally cunning night goblin warlord, against the Dwarf brothers King Belegar and Duregar. Essentially, the goal of the Dwarf force is to survive an ambush and hopefully to break through the enemy occupied East Gate and escape towards Karak Eight Peaks. As the scenario progresses, both forces rely upon significant reinforcements. The orc and goblin force is split into 4 sections with one ambush group arriv8ng from the direction of Death Pass (opposite the gate and behind Dwarf forces) automatically on Orc and Goblin Turn 1. The other two forces of reinforcements would need to he rolled for. Similarly a sizeable chunk of the Dwarf force would arrive with King Belegar Alan undetermined time and from a random direction.  


The forces: 

A tabulated view of the forces is added below - Duregar's force would start on the field facing the gate directly facing Skarsnik's West force. The East force would arrive on Golin turn 1 automatically.



To do true honour to the scenario, we followed the official map as closely as possible for the layout of the battlefield. It was dominated by a pair of cliffs thay sandwiched the East Gate wall - creating a bottleneck that would form the perfect t ambush site for the beleaguered stunties.... in theory anyway.




Deployment:
Skarsnik brought his best units... in theory. Trolls, stone trolls to be exact - they were sure to put the wind up the Dwarves. Backing them up was a suitably inebriated band of the rowdiest Savage Orcs this side of Black Fire Pass and the biggest stone thrower too. Things were looking good.

Framed by the inpe impenetrable wall Skarsnik congratulated himself on another cunning plan. 




Meanwhile, the Dwarf force of Duregar consisted of a unit of elite Iron Breakers headed by Duregar (far right) l. A mob of Slayers would hold the centre with the Runesmith heading up a unit of warriors.As they were caught unawares, the Dwarf force had no access to war machines and was going to have to do its best to fight through the old fashioned way!




Skarsnik brought a chequered blade - hoping to confuse and hypnotise the stunties in a dazzling display that would last long enough for Gobbla to deal with his opponents for him. 

Spells were dealt. The level 1 Night Goblin Shaman got Brain Burstar, and the Savage Orc Shaman apparently blessed by Mork pulled "Mork Save Us" and "Mork Wants Ya!". The Savage Orc would start on the field. 

Dwarf Turn 1


With little in the way of tactical options, the Dwarves spotted the oncoming goblin horde and surged forward a mighty 6 inches. They may not be quick, but they would prove hard to shift. Battle lines got closer, but the Dwarves knew they were unlikely to manage to get a charge off - with the trolls moving at double their speed. The slayers would prove a suitable roadblock as they are immune to psychology and would no break regardless of casualties. 


With no shooting, and feeling an intense desire to move away from the encircling forces Dwarf scouts had spotted to the rear, the turn rolled on with no shooting. 

In the magic phase, the Dwarves were dealt cards, but did not have any spell casters. The Savage orc shaman pocketed a rather useful card from the deal....



Orc Turn 1:

Stifling a snort of amusement, Skarsnik watched the first of his reinforcements arrive on the battlefield from the direction of Death Pass. The East force consisting of 5 Savage Orc Boar Boys, 30 Goblin spearman, 5 orc archers and a block of 20 orcs arrived behind the Dwarf lines. It would take them a turn or two to close the gap, and they had already moved onto the field this turn so could not move any further. 


The orc unit tested for animosity, and the Savage orcs failed - apparently already anticipating a slaughter, the unit  broke out in a spectacular bout of bickering over who got first choice of Dwarf-beards to make underpants out of, and failing to do much of anything else. The Trolls - known as the Zug Zug brothers (whose names are all "Zug") somehow got over the confusion  of following orders when you all have the same name and moved forwards just enough to be able to charge on their next turn, but still wellout of reach of the Dwarf unit. 





With little else to do, the archers fired 5 shots. Needing 6s it was predictably ineffective, bit the Dwarves were feeling suitably harried. 



In the shooting phase the rock lobber lined up a perfect guess range that would be devastating, but apparently it wasn't to be and a miss Fire thankfully saved the Dwarves from certain splattercation. The missfire only cost them a turn of firing though. The magic phase passed uneventfully as the Savage orc shaman Zambo Zagzog had become embroiled in discussion over the best way to weave the Dwarf beard underpants apparently he had won the right to have first. 




Dwarf Turn 2

After a close call from the rock lobber and having avoided a near certain catastrophe in the magic phase things were looking oddly good for Duregar. They made for the gate at full speed - positioning the troll slayers and warriors ahead of most of the force hopefully to take the first charge. 

A roll was made for reinforcement from King Belegar, but they needed a 6 and predictably he didnt arrive. 








A distant bonking of atonal trumpeting signalled the fact that in about 2 turns the Dwarves could expect a rear charge from the boar boys. 


The game would run for 7 turns, enough time to break through, but they needed to get moving. 


Orc Turn 2

Charges, charges and well, more animosity. No further reinforcements for Skarsnik this turn. Shockingly, the orcs managed to pass their animosity this turn and charges were declared. The Zug brothers (trolls) had a good line to the Iron Breakers and Duregar and charges into combat. 12 inches was plenty to see the gangly idiots plough straight through into the Iron Breakers. 





Now, the intelligent thing for the Savage orcs would have been to hold back another turn and wait for a rear charge from the East force. Unfortunately as they were frenzied and itching for fresh pants they piled in too in a wailing mess of swinging clubs and untreated pelts. 


In the movement phase, the orcs from the East force moved up, with the boar boys clearly lining up for a charge on their next turn and the other units trailing slightly further behind. The archers were out of range, so shifted forwards as well. 

The rock lobber fired again, but the shot scattered wide from the slayers a whopping 10 inches and struck the side of the tower it was supposed to be using as cover. Good work team... 

With no more funny business, it was time for some serious beatdowns. The Trolls made their attacks. With 9 strength 5 swings, they got 4 hits and 3 wounds. The Iron Breakers have a 3+ Save, but this was reduced to a 5. One still managed to make his Save. The Iron Breakers struck back, but didn't manage anything. Luckily they brought Duergar with them who spanked 3 mighty wounds onto the trolls. At the end of the round, it would have been enough to kill one, but they regenerated and ib the end suffered 2 wounds. Unfortunately for the trolls, with the remaining rank and standard, it was enough to break them. Being dumber than a bucket of rocks, the Zug brothers quickly gor confused over which way to run and their 2D6 inch flee move got them 4 inches. Not far enough - Duregar's unit over ran them and they were removed as casualties! 

Figuring the frenzied Orcs would do better, they laid into the clansman with abandon. Savage Orc Big Boss Running Bottom swung 6 frenzied attacks resulting in two wounds. One was saved. The other boys and Zagzog inflicted an impressive 3 further wounds, but shockingly, the Dwarf unit continued to make a combination of crappy 5 up saves and despite their frenzy, only one more Dwarf was brought low. 

In the back attack, three Savage orcs were killed! - it was mostly the rune priest, but it was enough to win the combat. The Savage orcs passed a break check, but they had lost their frenzy, and some were beginning to doubt they'd have snug warm underpants this winter. It was a harsh day for Orc kind. 

In the magic phase, Zagzog decided he had enough of Duregar and cast Mork Wants Yer! With total power. Helpless Duregar was plucked from the Iron Breaker unit by a huge green hand and was left in effectually floating above the battlefield - unable to break free and helpless to watch the carnage unfold far below...


Dwarf Turn 3: 


Having won both combats to the front in the last turn and sensing danger to the rear, the slayers reform their unit to make a full 180 degree turn and face backwards - ready for the inevitable boar boys charge. The Iron Breakers elect to remain where they are and do not abandon the floating Duregar as he drifts past in mid-air.  

In the c9mbat phase, the Dwarves push forwards against the Savage orcs, confident in another victory - only to suffer two casualties and lose the combat. They hold firm and do not flee, but their rank bonus is getting increasingly more tenuous.



In the magic phase, the Dwarves try for a dispel, but fail. Leaving their leader stranded for another turn as he is effectively removed from the fight until they can somehow bring him back to earth. 




Orc Turn 3:

More reinforcements.. .. and animosity....

The boar boys fail their animosity. Potentially a good thing. These Savage orcs sure do like squabbling, and the confusion stops them charging the slayers. It's not necessarily a bad th8ng as delaying the Dwarves making it to the gate is an advantage and there still facing the wrong way. 

The North force arrives which consists of a night goblin unit with spears abd a unit of squig herders. The night Goblins also include a night gobl8n Shaman. 



The rock lobber finally rolls a nice hit after a good guess. The troll slayers take a respectable 4 hits but i roll up 2 1s to wound and only two of the orange haired Dwarves are squished. 


In the magic phase,  my spell is still in effect holding Duregar in place and the newly arrived goblin shaman doesn't have lign of sight for his Brain Bursta to be used. Skarsnik  fried an Iron Breaker with his Prodda. A rune of Spell breaking is used to finally bring Duregar back to earth and the waiting unit of iron breakers below.

Dwarf Turn 4:


The Dwarfs fail another roll for reinforcements. It was about 50/50 this turn, but they are beginning to look a little outnumbered. The Iron Breakers wheel towards rhe gate for a possible flank charge on the Savage orcs. 

In the combat phase, the runesmith challenges Big Boss Running Bottom and the combat continues. It's a good choice as the runesmith is T5 and has a double handed weapon which will be hard for Boss Running to Hurt at S4. Despite the seeming advantage, the runesmith takes one wound to nil and the units Duke it out and the Dwarves suffer another wound. A leadership check is taken again and rolling up an 11 the Dwarves finally break and flee with the Savage orcs in hot pursuit. 


Nothing happens in the magic phase, but heading into orc turn 4 it's all to play for. 


Orc Turn 4:


The final set of reinforcements ride in from the West! Wolf riders and night goblin archers move into the canyon ready to get stuck in. Animosity kicks in again and for a second turn the boar boys fail and keep squabbling, apparently distracted by the slow advance of the slayers. The Dwarf army is now very heavily outnumbered on all sides. 

The Savage orcs declare a charge on the fleeing clansman in an attempt to overrun them. Due to the slowness of the boars, the orc warriors overtake them and head in the direction of the slayers.  



The fleeing dwarf clansmen fail to escape the Savage orcs and are cut down 8n the middle field. 




In the shooting phase, the night Goblins need 6s to hit and fail to injure the heavily armoured Iron Breakers. The stone thrower cranks up another spicy missfire and throws a dud - missing a turn, but at least it hasn't exploded. 



In the magic phase, Zagzog fires off that same spell again and with a failed dispel attempt Duregar goes back in in the sky for another cosmic wedgie from the greenskin gods. Skarsnik fires the prodda aga8n, but fails to wound. 

With only two units of Dwarves remaining, things were looking hairy... and not just because of all the beards....


Dwarf Turn 5:

Reinforcements! Gloriously late to the battle and with a chance to appear at a random table.edge, the force of Belegar bursts forth from the ancient tombs and from hidden caves on the cliff face just behind the wolf riders. 


Thunderes and crossbowmen man the cliffs at the edge of the canyon and prepare to loose a volley into the back of the wold riders. 



A further 10 thunderers and Belegar with his Long Beards appear on the other side of the grave site behind the advancing units of orcs and Goblins. 

Bugman's Rangers dig in and prepare to fire down on the exposed greenskins. 
In the shooting phase, the Dwarves open up. The Bugmen snipe a straggling boar boy and reduce the number of the deadly frenzied warriors to 4.

Withering fire rains fown on the wolf riders. Immediately after with the thunderes and crossbowmen on the cliffs killing four of them in a withering volley that forces the wolf riders to take a break check. They pass the test, but the shoe is being shoved onto the other foot quite resoundingly. 



To give the orcs some solace, and much to Belegar's chagrin, Duregar is still floating around the sky with no sign of coming down after another failed dispel attempt. 

"Oi put me down yer bloody git!" - this one is going in the Book of Grudges for sure...

Orc Turn 5 - the turn where it all went wrong...


Yes - that photo really is what it looks like. Apparently in the confusion of the Dwarf ambush, animosity runs riot through the Orc force. Both units of Savage Orcs fail and the bowmen fail too. Chief Running Bottom decides to argue over beard-based itching again and freezes up. Possibly mystified by this, the archers do nothing. The boar boys however, perhaps mistaking the crossbow bolt that killed one of them for something thrown from the nearby orc unit decide to charge! - straight into the flank!



Attacks are struck... 8 attacks from the riders, 4 from the boars, but almost miraculously almost no orcs are killed. One orc warrior is gored to death by a boar, but Skarsnik sighs in relief as the units hold together. Despite the lack of casualties, the units are way out of position and will clearly be charged by the slayers next turn...



With little else to do to protect themselves, the goblin spearmen re-form to face the rear anticipating a charge from Bellegar. The wold riders make their way to the gate and other units continue to advance slowly. 



An expert guess from the stone thrower sees the template square on the Iron Breakers, but the shot scatters 4 inches and lands short. The magic phase sees an attempted ead-banger that is dispelled. 

Dwarf Turn 6:





The troll slayers charge and begin hacking away chunks of the orc unit.the side charge allows them to catch both the animosity ridden boar boys - who at this stage are caught 3 turns I to failed animosity checks. The giant slayer engages the boars and the other slayers lay into the orc unit. To make matters worse, the 5 rangers charge out of their cover and slam I to the flank of the orcs. In 5th, this negates their rank bonus, leaving the orcs horribly vulnerable. 

The orcs kill two slayers, but between the slayers and the double handed axes of the rangers, they take 4 casualties and without their ranks to protect them they lose the combat by a horr8ble margin. The boar boys also run, and the Dwarf unit catch both of them due to some horribly slow running from the orcs. Apparently they tied their shoelaces together before the battle or something because this is just getting silly - turbo charged Dwarfs! 


 


King Belegar sizes the moment and a combined charge of thunderes and longbeards hit the goblin block. There are 30 Goblins, but Belegar's runic axe doesn't seem to care and he lands a total of 5 hits which translate to 5 wounds. The thunderers and longbeards manage another 5 wounds, decimating the unit and the goblins break only to be run down yet again. The bloodbath is real this turn.

Somewhere else on the battlefield the crossbowmen continue to shoot at the wolf riders and the thunderes on the cliff turn and start a descent to head over the wall and beyond the gate - planning to score a point for passing into the far part of the field. 

Orc Turn 6:

After berating the boar boys that I'd painted up specifically for this historic occasion, I consoled myself by giving the levitation Duergar a good shake... in theory...


The pictures are slightly out of order for this one. In the movement phase, the goblin archers rear charged the expensive unit of Iron Breakers who were being encircled by the remaining wolves. While they were doing this, the second unit of night Goblins continued advancing while orc bowmen loosed a volley and the Savage orcs reformed and faced the slayers - creating a new offensive line ready for one last push in the final turn. 




The horror of the night goblin assault was real as they rear charged the Iron Breakers. So real in fact that although the goblins did no damage, the haken Iron Breakers fled due to having no rank bonus from being rear-charged and they were overrun by the night Goblins and destroyed. Thankfully the Dwarf leader Duregar was in the air at the time and out of the combat still which actually saved his life. 


Shooting saw a direct hit from the stone thrower on one very unlucky thunderer who was splatted flat like so many before him.



In the magic phase, Brain Bursta was used with total power to try to kill the orc lord, but to no avail as his toughness (like his body...) was simply too high to be defeated. 

Dwarf Turn 7 (Final turn)

The dwarf units re-formed again to face the approaching orcs and goblins at the front of the graveyard. A volley from the crossbowmen on the cliff killed another two wolf riders, while a volley from the thunderes who had been engaged in support of Belegar the previous turn cut down a pair of Savage orcs.



On the other side of the map, 5 thunderers discretely snuck over the cliff and onto the other side of the gate.


Orc Turn 7 (Final Final Turn):


Wondering just what Skarsnik had been up to all battle, bur equally glad to not be suffering with animosity or from loss of their warlord, the Orcs charged again. It just seemed like the orcy thing to do. The night goblin spearmen advanced as well and released a wave of fanatics. Two fell short, but the third inflicted 6 S5 hits on the rangers and the unit was wiped off the field in one hit. 




Combat with Big Boss Running Bottom and the slayers was somewhat less successful for the orcs and they were beaten resoundingly- and wiped off the field. So much got those dwarf beard underpants they wanted! 

In the final shooting phase the st9ne thrower lobbed wide and detonated on the side of the graveyard. The magic phase saw Duergar continue to be held in the sky by Mork, basically where he'd been for about 5 turns of the game. Brainbusta was used again, but to no effect again and the game drew to a close. 



Post game Thoughts:
A marginal Dwarf victory in the end with just slightly more scenario points going to the Dwarf force. The Orcs actually did quite well at a number of points in the game, but rolled horribly for their fleeing moves and I think they were caught every single time they ran throughout the whole game. That said, two Dwarf units perished the same way, and that included the elite Iron Breakers. A really good hit from the Stone Thrower could have honestly swung the whole game. Despite quite a low body count, in other games it has been devastating. There was also another point where the Dwarf reinforcements arrived and actually drew the fanatics from the goblin archer unit straight I to the graveyard wall which killed them instantly. It could have gone a different way at any on a number of points. 

In true 90s Warhammer fashion, we ruminate on the results and many more things over a game on the PS1 Classic RC Stunt Copter.... delightful... 




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