998YK, Spring Equinox.
It began with the earthquake. As the ruins of the old giantish city of Threnal began to shake, huge blocks of stone, crafted by giants 50,000 years ago, tumbled amidst the newer goblin settlement and the orc army encamped around it. The goblins had patched the many gaps in the old walls, but these repairs were poor quality and there were soon many breaches that would take months to repair.
As Commander Gravnok sought to maintain order among his own orcs, and among his goblin and troll allies, little did he know that the Hammerhead army were already marching up the valley to the city. The goblin scouts took one look at the vast army marching up the valley and fled into the mountains. By the time the orcs realized that the enemy were upon them, the duergar has already closed the pass south, and the orcs had no choice but to fight.
~50 point Ancients D6 battle report, orcs vs dwarves.
Introduction
This is a battle is part of my Eberron-themed solo Mighty Empires (ME) campaign, all of which is being reported on this blog. The orcs are having a terrible start to the year — the Hammerhead Clan used Quake as their equinox magic and rendered the defences at Threnal useless, and the orcs then rolled a 1 on their attempt to withdraw before the advancing duergar — so they have to fight, despite having only ~2120 points against the duergar's 2970 (in ME). Threnal is a ruined city from the Age of Giants, long abandoned and now with a rather smaller goblin city built in the centre of the giantish ruins. Due to the earthquake, the city offers no fortification bonus to its defenders.
I am using Ancients D6 to wargame the battle itself, and this will be my first really big battle with that system — I am keen to see how it performs. Let's look at the armies.
Commander Gravnok of the White Fang Tribe has over 4000 warriors at his command, mostly encamped in the outer ruins of the city. But his host is of variable quality. Over 1500 are goblins, weak fighters that dislike a fair fight. His main shock troops are a tribe of 300 trolls, and 200 orc worg riders. The rest of the host are orc infantry — mobile and aggressive, but not as reliable as the duergar.
- 6xLI Orc warrior warbands
- 1xLI superior Orc warrior warband
- 2xLI Orc archers
- 1xHC Orc worg riders
- 2xLC Goblin wolf riders
- 1xSM Trolls
- 3xMob Goblin tribes
The backbone of the Hammerhead Clan army is around 4000 duergar infantry, well armoured and fighting in close formation, mostly equipped with axes and warhammers — though some wield heavy picks, adapted from their customary mining tools. To compensate for the lack of cavalry, some of these infantry blocks are equipped with long pikes. The duergar do not favour ranged combat but there are some crossbowmen in the army.
- 8xHI Duergar warriors
- 4xHI Duergar pike warriors
- 2xHI Duergar iron fists (hammer & pick, for armour piercing)
- 2xLI Duergar crossbowmen
In charge is of the duergar is Commander Nartar, who has redeemed himself for his failure to take the city last year with his brilliant move to trap the orcs here into a battle. The Hammerhead empire has expanded well beyond their well-fortified base in the Black Anvil Mountains, and so at his disposal are some auxiliary troops drawn from subject territories of their empire: 400 Vulkoorim (drow) tribesmen, who are better missile troops than the duergar, more mobile, and more used to fighting in the plains and forests of Xen'Drik.
- 1xLI Vulkoorim hunters with longbows
- 1xSK Vulkoorim scouts with longbows
The Battle
I gave the orcs the choice to either fight in the ruins, or outside. Outside would mean more open terrain, where their cavalry and light infantry would benefit from their greater mobility — but the ruins offer a more compelling advantage I think.
Deployment
The White Fang need to make the most of the ruins, concentrating their troops in the south and expecting to hold their ground amid the ruins here. Their warbands are not as adversely affected by fighting in broken ground as the duergar will be, and as units get no support in broken ground, the duergar's greater numbers will not immediately affect the fighting. The downside is that their cavalry advantage is largely wasted — their cavalry is out in the north, unsupported, and the duergar can easily guess where it will be and counter accordingly.
So the Hammerhead Clan put their pikemen in a block on the left, shielding the flank of their main force from the cavalry. The drow scouts are on either flank, to screen against the enemy light cavalry and to cover the advance of the infantry. Most of the duergar are in a block in the centre, from where they will march up and try to push through the ruins — if they can bring their numbers to bear then they should win easily. The duergar crossbowmen will lead the way and screen the main attack.
Turns 1-4
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| End of turn 3. |
The orcs try to move their cavalry in the north wide to threaten the flank and hopefully draw off some of the enemy numbers. There were exchanges of fire between the drow hunters and the goblin wolf riders here, but casualties were light and the captains on both sides were able to maintain order.
In the south, the vulkoorim hunters were better placed to fend off the goblin horse; with the cover provided by the ruins, they were well protected and after some well-placed volleys, the goblins fled for the hills.
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| End of turn 4. |
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| Turn 5. |
Commander Nartar seized the initiative, ordering his warriors in the centre to charge. The orc archers continued to pour fire into the massed duergar as they rushed into the ruins, causing some losses, but soon the duergar were among them. On the right the archers broke and fled, but on the left they held their ground for a while and slowed the duergar advance.
Seeing the group on the right break, Commander Gravnok moved a warparty of orcs forward to meet the advancing Hammerheads. Amidst the ruins, the massed duergar were not able to bring their superior formation and numbers to bear, and were beaten back to the ferocity of the orc warriors — particularly since the orc wizards were with the orcs here in the centre, and had enchanted them into a magical frenzy.
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| Turn 6. |
On the orc right, the White Fang captain there saw an opportunity and raced his worg riders around the flank of the Hammerhead pikemen that were trying to keep them at bay. The Hammerheads had retained a unit of crossbowmen here, and the orc cavalry made for them — but they took a volley from the Hammerhead's first, and the charge failed to break the sturdy duergar, who instead cut their way into the cavalry with their hammers, driving them back.
Turn 7
The Hammerhead's have an opportunity to destroy the White Fang heavy cavalry in the north while it is reeling back from its failed charge against the crossbowmen. The crossbowmen shoot at the retreating cavalry, as a unit of pikemen charges up from the side and engages them. The worg riders' losses are heavy and they break and run.![]() |
| Turn 7. |
On the south side of the ruins, the Hammerhead warriors charge forward to meet the next body of orcs — but are countercharged in the flank by more goblins pouring in from the south. The orcs are being pushed back here, but it could go either way.
Commander Nartar sees the trolls pushing back his infantry, and commits his own unit, his reserve, to support them. They turn the tide, pushing the trolls back but not breaking them. Meanwhile, the orc captain on this side orders the goblins forward to try to get into the flank of this formation — the duergar infantry there meet the charge but are pushed back by the sheer number of goblins.
Battle status: White Fang down 13 points, Hammerheads down 6 points.
Turn 8 & 9
The Hammerhead's greater numbers are starting to tell. With most of their cavalry gone (the last unit of Goblin wolf riders is being screened away from the battle by the drow scouts and some pikemen), the White Fang's forces are engaged in an increasingly desperate holding action amidst the ruins. The Hammerhead pikemen now join the fray at the north end of the ruins; the duergar warriors already here have suffered heavy losses, with one regiment breaking up and fleeing the fight; but the orcs are nearly spent here.
The orcs charge in again at the southern side of the central ruins, but are pushed back again by the Hammerheads. Commander Gravnok bring his own bodyguard around and joins in the fight here, hitting the duergar in the flank again. The goblin flank charge is doing damage, and the Hammerheads are paying dearly for their hold here, but they are holding. The sand mephits also engage and rout the orcs at the east side of the ruins.
In the south, the Hammerhead infantry tries to surround the goblins at the edge of the ruins here. The orc captain orders forward a warband to support them, but the Hammerheads are tougher fighters and overwhelm them, routing the orcs and goblins. The trolls are still doing a lot of damage though, routing one of the duergar units facing it.
Battle status turn 8: White Fang down 17, Hammerheads down 9 points.
Battle status turn 9: White Fang down 23, Hammerheads down 13 points.
And as the White Fang have had more than half of their army routed, that is battle over.
Post-Battle Analysis
The White Fang's core plan worked out okay — they held on to the ruins in the centre, and made the blocks of Hammerhead infantry pay dearly for contesting it. The difficult terrain denied the duergar the benefit of their larger numbers and better organized troops.
But almost everything else went poorly. The orc right, badly outnumbered, tried a bold flank rush and it all went awry — the duergar crossbowmen holding against the heavy cavalry charge meant that the only powerful unit on this flank was surrounded and routed early. This left large numbers of duergar pikemen in place to sweep around and into the ruins from the north, and numbers would eventually tell against the orcs there.
On the orc's left, their tribes of goblins did poorly in the open against the drow and duergar and were broken up with minimal cost. The trolls did inflict some serious losses, and there was a race going on here for the Hammerhead troops to clear away the units on the flanks and get more troops into the side of the trolls to overwhelm them.
The way I am calculating losses in ME terms is to halve all losses (routed units) for the winner, reduce by 1/3rd all losses for the loser, plus ~5% losses for each point of disruption taken for non-routed units during the fight. This reduction represents routed units regrouping after the battle, and is similar to how ME suggests that losses in Warhammer Fantasy Battle are translated back to the ME game.
The White Fang take 733 points of losses, which is about 1/3rd of their army lost (and about 1/5th of their total armies). It was an expensive day for the orcs amid the ruins. Their armies regroup in the next tile, and will need their own reserves and the Storm Lords' reinforcements to aid them to make it an even fight next time. Of course, the Hammerheads might strike before they can concentrate their forces…
But almost everything else went poorly. The orc right, badly outnumbered, tried a bold flank rush and it all went awry — the duergar crossbowmen holding against the heavy cavalry charge meant that the only powerful unit on this flank was surrounded and routed early. This left large numbers of duergar pikemen in place to sweep around and into the ruins from the north, and numbers would eventually tell against the orcs there.
On the orc's left, their tribes of goblins did poorly in the open against the drow and duergar and were broken up with minimal cost. The trolls did inflict some serious losses, and there was a race going on here for the Hammerhead troops to clear away the units on the flanks and get more troops into the side of the trolls to overwhelm them.
Ancients D6
Ancients D6 continues to work well. I will continue to try other systems, but this is one I can certainly return to. It is an interesting half-way point between a command-point system like DBA and an 'attrition-style' accumulating damage/disorder system like Kings of War.
Consequences
The Hammerhead Clan now controls Threnal, and its armies are now encamped there. They took 390 points of losses in ME terms, so about 13% losses for these armies.The way I am calculating losses in ME terms is to halve all losses (routed units) for the winner, reduce by 1/3rd all losses for the loser, plus ~5% losses for each point of disruption taken for non-routed units during the fight. This reduction represents routed units regrouping after the battle, and is similar to how ME suggests that losses in Warhammer Fantasy Battle are translated back to the ME game.
The White Fang take 733 points of losses, which is about 1/3rd of their army lost (and about 1/5th of their total armies). It was an expensive day for the orcs amid the ruins. Their armies regroup in the next tile, and will need their own reserves and the Storm Lords' reinforcements to aid them to make it an even fight next time. Of course, the Hammerheads might strike before they can concentrate their forces…
































