Wiatry Magii

A chronicle of our Warhammer journey - painting, battles, and hobby adventures.


Warcry Battle Report: Chasing the Objective with Slow Dwarfs

Warcry Battle Report: Chasing the Objective with Slow Dwarfs

Our latest Warcry game turned into exactly the kind of match we like talking about afterwards: messy, funny, a bit chaotic, and decided as much by scenario pressure as by raw damage output.

This time, the big story of the game was running after a key objective across the board. And, well… that is not exactly the ideal situation when one side is bringing dwarfs with a glorious movement of 3”.

A lot of running, not always in the right boots

As end3r summed it up after the game, it was interesting — mostly because so much of the battle revolved around chasing that crucial element around the battlefield. For the dwarfs, that was a problem from the start. Slow, sturdy, and happy to shoot, yes. Good at sprinting after a moving objective? Not so much.

That said, this wasn’t just a story about plodding infantry being left behind. The dwarf warband had plenty of shooting, and it also had access to fast flying units. The catch, of course, is that the flying options are expensive, so fitting them in comes with real trade-offs.

That tension made the whole game more interesting: on one hand, solid ranged pressure; on the other, a scenario that kept demanding speed and repositioning.

The heroic solo charge that maybe should not have happened

Every game has that one moment.

This one belonged to a single dwarf with a hammer, who launched himself solo into the enemy hussars. It was bold. It was cinematic. It… did not go especially well.

Still, these are exactly the moments we remember. Not every charge has to be correct to be glorious.

Warband building and learning as we go

One of the nice things in Warcry is that you can mix your warband more freely and bring the units you want. That flexibility is great, but it also means list-building decisions matter a lot. As end3r admitted, this time the additions to the roster were only so-so.

But that’s part of the fun too. Sometimes a game is less about proving a perfect build and more about figuring out what works on the table, what only looks good on paper, and what ends up being a very expensive flying distraction.

In the end: a draw

The final result was, generally speaking, a draw.

And honestly, that felt right. As Stas pointed out after the game, we realized we had forgotten one rule that would have completely changed the shape of the last turn. By the time we noticed, we were already too deep into that turn to sensibly rewind movements and replay it all.

So we called it a draw — and that felt like the fairest ending.

Because really, that’s what these games are about. We want tense moments, weird plays, lessons for next time, and a good laugh when a lone hammer dwarf decides he can absolutely handle cavalry on his own.

Final thoughts

A game full of movement pressure is always a good reminder that in Warcry, raw toughness and shooting are only part of the puzzle. Scenarios matter. Mobility matters. And remembering all the rules definitely matters too.

Even so, this one was a fun match, and a draw was a perfectly good way to end it.

Sometimes that really is the best result: nobody leaves salty, everyone leaves with a story.


Have you had a game where one forgotten rule changed everything at the very end? We definitely know the feeling.