Remember the Wild Warg Battle Company idea?
Well today we tried it out.
Using the prison break narrative mission, Bloodfang and his pack leapt into action.
The wargs in the pack are:
Bloodfang (Lt.) (Wild Warg Chieftain)
Snowmane (Sgt.) (Big White Fell Warg)
Blackbeard (Sgt.) (Big Black Fell Warg)
Biter (Gray, closed mouth)
Longfang (Gray, open mouth)
Ripper (Brown, closed mouth)
Chomper (Brown, open mouth)


The pack are all here - except for Longfang
, who is locked in a tower!


For the first few rounds the wargs rapidly move across the battlefield, waiting for a chance to... pounce! Snowmane, Ripper and Chomper take down a goblin archer extremely quickly.


Bloodfang leads Blackbeard and Biter to take down another goblin, ensuring that the alarm is yet to be raised.


Round 5: The wargs leap forth again! This time, however, the goblin beats Blackbeard and wounds him - but a lucky fate saves him from going down. Bloodfang has to use might to win his fight, but fails to wound... the alarm is raised!!


Round 6 - the goblins get priority! Charging into battles where possible and shooting black tipped arrows into the wargs...


The goblin archers hit... another goblin... and kill it! Oops!


Turn 7 - the goblins win priority again! Charging towards the wargs, the wargs counter attack. Arrows fly, but miss. Blackbeard, who dodged around combat to attack a spear-goblin, takes him out.


But Bloodfang loses his combat and is wounded! His fate can't help him and down he goes! Not the best start to a mission, let alone a battle company career!


Meanwhile, Snowmane has headed around the back, hoping to free Longfang as every furry body helps!


Round 8: Snowmane charges up the stairs and takes out the guard! Just one door to bust down and an extra warg can enter the fray!


In the other combats blows are traded back and forth, but no damage is done.


Round 9 - priority goes to the goblins, who charge into action, being countered by the nimble and speedy wargs! Chomper smashes his opponent. Biter and Ripper destroy their opponent as well.


Snowmane continues scratching at the door, but cannot penetrate the thick oak!


 Blackbeard loses his fight, but is unharmed.


Round 10 and the wargs win priority, charging out to try and remove some of the archers... who shoot down at the slavering wargs and remove Chomper from action! 


In round 11 the goblins win priority, the last remaining speargoblin runs towards cover with the archers, but is pounced upon and Blackbeard takes him out. Arrows fly but fail to penetrate any warg fur. The door remains firmly shut!


In round 12 the archers continue to miss, but Ripper manages to take out one of the archers!


Making some difficult terrain climbs takes a round or two, but eventually the wargs climb up to attach an archer. The archers continue to miss their shots!


And Snowmane continues to scratch ineffectually at the door!


After three rounds of combat with the goblin archer winning against two wargs, they finally get a blow in and Biter removes another archer from combat.


And several turns later Snowmane finally opens the door and a little later pounces up and takes out the last remaining goblin.


Post game: wow, those wargs are fast! Also, strength 4 is awesome, but the goblins were pretty unlucky to only take out two of them as they only have defence 4.

No injuries come in the first mission and the reward is a roll on the reinforcement table. A new Fell Warg joins the Battle Company!

With the experience gained, Snowmane gains the Leaping Charge special rule (allowing him to act like cavalry). Blackbeard gains an extra point of might. With the influence gained the wargs gain Poison Fangs and Claws. 

I'm not sure how far these wargs will go, the lack of upgradability is going to hurt in the long run, but boy it's fun how fast they move after playing dwarves for so long!