SCUTTLIN’ REALM GAME 14: ORDER OF THE GREEN LADY

The US Masters tournament for the 2019 Kings of War season was held at Tioga Downs Casino in Western NY, just shy of three hours west of me. More awesomely, there was a side tournament held at the same time in the same room, conveniently called The Best of the Rest. It followed the same rules, points values and scenarios, but blessedly was only five games and not the grueling six of the Masters.

While I very much didn’t fancy my chances, I felt I owed it to the crabs to give them at least one more event before packing them away for the inevitable Clash of Kings buffs at the end of the year (Wyrmriders, I’m looking at you guys!) This also meant I would finish painting more of the army’s stockpile instead of, you know, never getting back to it.

Trident Realm 2300

Water Elemental Horde
Gigas Horde – Chalice of Wrath
Gigas Horde – Staying Stone
Naiad Heartpiercer Regiment
Naiad Heartpiercer Regiment
Naiad Heartpiercer Regiment
Naiad Heartpiercer Regiment
Kraken
Kraken
Kraken
Depth Horror Eternal – Inspiring Talisman
Naiad Envoy – Lute of Insatiable Darkness
Naiad Envoy – Bastion (2)

Despite proving scientifically that Kraken are speedy yet pillowfisted pseudo-anvils (aka not hammers), I still wanted to bring all three of the big guys, particularly as I had just finished painting their big little brother, the Deep Crab from Mierce (the Kraken are Mierce’s three Scuttling Nucránca). At some point in my testing I abandoned trying to make Wyrmriders work and had switched to a Water Elemental horde for my unlocks and facebeating purposes. It’s sad when 18 CS1 attaks is your hammer but, well, Trident are like that. Also being natively Def 5+ and Strider (and Regen 5+) are groovy things, as well as putting him roughly in line with the Kraken’s abilities, which is aesthetically nice as all four minis look related.

I kept all the Heartpiercers in, since I made the army around them originally, afforded some anti-wavering tech for the Gigas (being wavered is the worst, especially when you don’t have regen or heal) and grudgingly gave the Eternal true inspiring. It’s always a bad feel to upgrade self-inspo for 20 pts but I really wanted him in there – the only two games I’d won of 3E so far had been because of him – and needed the third inspiring.

I did have a bit of regret going into these games, as a couple days before I realized that I should just give the Water Elementals brew of strength, as they were the lute target 90% of the time … and spoilers, my lute didn’t work 50% of the time. Also CS2 would just fit the model better.

Anyway, while I was sorta ok with Scuttlin’ Realm 2.0, my goal for the event was just two wins. You know, doubling my record for the new edition.

Order of the Green Lady 2300

Order of the Brotherhood Regiment – Banner of the Green Lady, Blade of Slashing
Order of the Brotherhood Regiment – Sir Jesse’s Boots of Striding
Men-at-Arms Retainer Horde
Men-at-Arms Retainer Horde
Order of Redemption Regiment – Brew of Strength
Order of the Forsaken Horde – Maccwar’s Potion of the Caterpillar
Pegasus
Pegasus
Exemplar Redeemer – Winged Unicorn
Exemplar Redeemer – Winged Unicorn
Unicorn – Wings, Lightning Bolt (5), Heal (5), Shroud of the Saint
Unicorn – Wings, Lightning Bolt (5), Heal (5), Boomstick

Table #1 baby! Fun fact: I watched this army play my Round 4 opponent the night before the tournament kicked off, as I liked both armies a lot. Smart list with six extremely useful flyers. I obviously didn’t realize how great Exemplar Redeemers are, very reminiscent of pegasus vamps, which are one of the flyers I respect the most in the game. Except these regen, and headstrong, and CS2, and etc.

Round 1 was Dominate, and the Scuttlers kicked things off. Grudgingly.

BATTLE

Battlelines! Most relevant notes are the Redeemers stacked on the left flank and the ultra-hammer Order of the Redemption in the second wave on the right flank.

Headed into Order Turn 2. Turn 1 I must have advanced, without being able to shoot my 18” guns, then he advanced, lightninged some Heartpiercers, who regened and returned fire at the offending Unicorn. Worth noting that my dice were ice cold at this point and my brain extremely fuzzy from no sleep / being out of practice (I mean, check out that 10AM Monster :X)

Despite leaving a Kraken over there to intercept one of them, both Redeemers are able to hop my lines. I am well and truly fakked. (The TO walked by at this point, watched the heroes fly over the Kraken, looked at me and shook his head …) Some Brotherhood knights run over some Heartpiercers while the Unicorn zzaps that other unit more, wavering them. Pegasus either try to get in the way or prepare to later.

As it turns out, the Kraken is able to get into those rampaging Brotherhood, and combo-charges with some luted-up Gigas. Since this game has already gone sideways, I go hyper-aggressive on the right, sending 42 CS1-2 attaks into the Men-at-Arms. I know it’ll cost me the right Kraken but I want to break up his lines and start grinding. Heartpiercers pump rounds into the same Unicorn and the right Pegasus, for minimal results.

Both combats fail, despite the odds being in my favor / the best this army can muster. The knights may have wavered (then headstronged out of it) but the Men-at-Arms I couldn’t manage the rerolled rout. Bad times ahead.

The Order responds by jumping on all three Kraken: Brotherhood knights + flank Redeemer + rear Redeemer on the left, both Men-at-Arms in the center (including an ensnare-free flank), and more Brotherhood knights into a flank on the right. Heartpiercers are plowed into by Forsaken and Pegasus, while lightning wavers the central unit a second time. If there’s a silver lining, it’s that the Men-at-Arms holding has blocked the Order of the Redemption from descending.

After combat, all three Kraken drop in one turn!! But, uh, the Heartpiercers hold.

In Scuttler Turn 4, those left Gigas finish off the Brotherhood knights and turn to face the Redeemers, knowing they’re about to go rear charge somebody. The engaged Heartpiercers counter-charge, grounding the Forsaken (!) and killing the right Pegasus (!!). The free unit shoots the wounded Forsaken, praying for that waver. Finally, the Water Elementals swing at the Men-at-Arms again, who have been very healed at this point, and the right Gigas chunk some damage into the other Men-at-Arms, knowing they’re dead soon.

This is midway through combat in Order Turn 4. The Forsaken drop their Heartpiercers, that Redeemer in the center has just murdered some other Heartpiercers, the Water Elemental horde is vaporized by the Order of the Redemption (and a few relevant wounds from the infantry horde), but somehow the Gigas hold Men-at-Arms to the front, Redeemer to the flank and Pegasus to the rear! You can also see the Eternal on the right flank had snuck a flank charge on those Brotherhood knights, then was counter-charged here for really a lot of damage on 4+ then 3+.

Scuttler Turn 5, the Gigas turn around and eat the Pegasus in their rear, then turn back around. The Eternal nimblers out and hacks into the Order of the Redemption. And the remaining Heartpiercers try to finish off a wounded flyer (probably the Forsaken in the Gigas’ flank).

The central Gigas are torn apart, while the other Gigas hold a Forsaken charge and the Heartpiercers likewise repulse the fresh Redeemer. The Eternal is shredded by the Order of the Forsaken, while Unicorns rapidly heal the damage to the Men-at-Arms.

Turn 6 and I’m desperately trying to kill something else. The Gigas swing like champs but botch the rout roll on the Forsaken, while the Heartpiercers cutely slap two wounds on their Redeemer but whatever.

Those offending Heartpiercers are cratered by the Order of the Redemption, and I’m pretty sure the Gigas were torn down with excellent dice from the Forsaken. I end the game with just the Envoys kicking.

SCUTTLIN’ LOSS (1-20)

Amazingly I was able to kill enough to earn 1 point! Oh right: we’re playing Blackjack, which uses 14/7 for wins/loses and then modifies that based on how well you won the scenario, and then further by attrition difference.

Given all those flyers and how poorly my list handles them – if it’s a single dragon, I can just shoot it to death, but multiple smaller fliers is really difficult – I kind of felt the outcome was inevitable. Having those early combats where I applied fairly overwhelming force just peter out was sad, but my dice weren’t there for me, plus Trident simply don’t have the combat power to make any match up a sure thing.

This army would go on to win Player’s Choice, and the dude was a pleasure to finally face after seeing him around for years.

Up Next: Trident Realm Civil War

INCOMING CRABS 🦀

Or rather, they arrived a while ago, but haven’t been batrepped for unknown reasons … Bloodfire is still on hiatus while I explore fresher avenues, however I wanted to give some coverage to my current army, plus those that come after this one, and this seems like a decent, agnostic place to do it.

So welcome to the new, expanded, ad-free blood-fire.com!

CRABS (FEB 2020) – Big boys by Mierce, tiny lads by Khurasan, token Hadross dude by CMON

Late September 2019, I finished up a new crab-themed Trident Realm army, just a couple days before the Crossroads GT (which was a 2250 point KOW 2E team event). I played a practice game the night before against a team mate, crushing his new Nightstalkers with the fury of a bunch of crustaceans (GAME 1: NIGHTSTALKERS). And with practice out of the way – I had literally never played the army before! – we got a few hours sleep and headed into the event. The list I took for that first outing:

Trident Realm 2250 (2E)
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Gigas Horde*
Gigas Horde*
Kraken
Kraken
Kraken
Naiad Envoy – Aura of Heroism (2), Banner of the Griffin
Depth Horror Eternal – Inspiring Talisman
Depth Horror Eternal – Orcish Skullpole
Naiad Wyrmrider Centurion – Fire-Oil
*King Crabs

As captain of Team Cuddle Time II, I was vaguely in charge of working out which armies would go up against each other and/or what scenarios they would play, so I had some control over who and what my crabs faced. My goal for the team was to put myself into harder armies but ideally with better scenarios for my Trident … which was total conjecture since I didn’t really know what they could do! Here’s the briefest of recaps:

GAME 2: ELVES

NWC and Kraken doing terrible things to Elf Archers!

 

Couldn’t tell you what the mission was or how things broke down, but holy hell I won! Biggest revelation was that massed heartpiercers are really good at killing big monsters, as his dragon was deleted in a couple turns as it tried to harry my flanks and rear.

GAME 3: KINGDOMS OF MEN

Kraken resolutely face-tanking a charge from a Knight horde!

Knight-heavy (like 2x hordes + regiments + flying heroes) men largely controlled this game, however through the magic of ensnare + hindering the crabs were able to bog down his momentum and smash their way to an inconceivable draw.

GAME 4: BASILEANS

Another fast army, this time 2x Elohi, 2x Uh-Elohi, 1-2x Knights, token foot troops, Gnaeus Sallustis annnnnd the mega-dragon (who is now just the normal dragon). I should have gotten wrecked, however he was extremely caught up in the dance a Kraken and his dragon were having in some woods, where I kept turning or stepping into and out of wood templates and he had to keep over-analyzing LOS and what was going on over there, all while taking continual Heartpiercer damage. Preposterously I won this one too!

GAME 5: UNDEAD

Crabs busting ghosts!

Dawn of Day 2, and while Team Cuddle Time II wasn’t doing stellar (our Varangur player was getting paired up against very hard armies, and pretty consistently getting smashed for his troubles), my Trident Realm was on a real tear! Up against Undead next, a rather standard 2E affair with some hordes, some knights, some wraith troops, some barrow wights, a dragon, etc. Lowlight was a Kraken getting trapped by Wraiths and dismantled – one troop to the front, then more to the flank, then another to the rear! But otherwise the dragon was shot down and the punchy crabs punched hard, with a somewhat lucky Gigas + Gigas + Eternal charge into a fresh horde that helped me roll his flank up and maul through the rest of the Undead line. Another win!

GAME 6: UNDEAD

“Craaaaaab meeeeeeaaat”

Final round of the tournament, and another Undead grinder for me. Main difference here is the abundance of zombies and zombie trolls. I was in control of this game early on, thanks to shooting, but I still remember how, instead of waiting for Turn 3 to engage, when the zombie trolls had been shot off, I jumped the guns and sent the Kraken all in Turn 2, which got most of them killed – including one to multiple wraith troop charges, again. Once the big hammers were down, I scrabbled as best I could but was overrun, earning the armies first loss.

All told, it was a pretty heartening first six games with the scuttlers! Really quite unexpected … although a bit tarnished as the 3E changes for Trident Realm had been previewed the day before the event, and it was clear that almost all the units I was using were going to lose their COK19 bumps. I had a feeling 3E was about to get bumpy for my new army.


Some KOW-less weeks later, the new edition hit, confirming some particularly distressing developments:

  1. Heartpiercers became irregular, making my 2E list illegal and ensuring I will always hurt for unlocks
  2. Heartpiercers lost ensnare, pathfinder and 2 attaks, for the benefit of steady aim, which gutted the reason I based an army around these little, mobile tarpits happy to grab a 24 attak flank when able
  3. Gigas went up to a larger base, making them unwieldy but more importantly meaning I had to paint more of them and rebase the unit (they also lost 1 CS but gained 1 Def and kept their King Crabs Sp, so meh; the added nimble has yet to matter for me)
  4. Kraken lost 3 attaks, severely hurting their abilities as hammers, ironically at the same time as they gained +D3″ charge range

At first I added a Wyrmrider horde for a third hero unlock, but man they suck now. In my first 3E game I lost against Ogres (GAME 7: OGRES):

Then over Wintermas I leant my brother my Ratkin, who brutally beat me at dominate (GAME 8: RATKIN), but then the next day I narrowly squeaked out a win in raze (GAME 9: RATKIN):

With a 3E win under my belt at last, I took on my clubmate’s Abyssals (GAME 10: FORCES OF THE ABYSS), losing again but at least keeping it close:

Meanwhile, my buddy had finally relented to my arm twisting, picked up a load of Mantic minis and smashed through a Northern Alliance army in record time. In short order he hit 2300 points and found himself facing crabs every other week or so. While I won the first match (GAME 11: NORTHERN ALLIANCE), and his first game of full size Kings –

– Trident’s pillowy fists would come up to haunt me, as I lost both of the next two games (GAME 12: NORTHERN ALLIANCE & GAME 13: NORTHERN ALLIANCE). Including this gem:

Aye, that’s a Kraken (with 2 loot tokens) being flanked by Huscarls (with 2 loot tokens) and Half-Elf Berserkers. While the Kraken is in that predicament because I rolled double ones, the North did not repay the favor 😥 Nor did I ever get those 4 loot tokens away from the Huscarls.

Which brings us up to last week! February 22-23 was the US Masters here in New York, and there was a side GT called the Best of the Rest for, well, the rest of us who wanted to scrum and soak up that Masters vibe. I took my freshly reduxed crabs with me and ended up taking a lot of photos with the intent to blog. So strap in, tournament report inbound!

Side Note: Since I’m covering reports for different armies on this blog now, you’ll be able to use the new Category feature >> to more easily select which army you want to follow. Though I do tend to avoid bouncing between armies, it could happen!

BLOODFIRE 3E

Blogosphere! Been a hot minute, hope y’all are enjoying the new edition. I’m four games in with my crabby Trident Realms and not feeling like the army works very well in 3E, or at least doesn’t work well for me. Just so few attaks to go around, when the meta demands smashy grinding for its enjoyment (which is totally my bag … but not necessarily TR’s). So what, you ask, about my punchy grind army?

Every post should have a photo – here’s Agnes petting a krudger and making Skullface jealous.

I’ve actually played a couple 1000 point games to get a buddy up to speed on KOW and his new Northern Alliance bros. First game was pretty close, as he was able to ground my Scorchwings with Snow Foxes (lulz) and then pop them, followed by his Snow Trolls going ham before getting Fire Elemental’d. Second game I did bad things to him and regretted bringing the Scorchwings horde to a newb game, as they did work at such a small scale. Preposterously I didn’t take a single photo of these games, so that’s all you get, valiant readers!

As for my thoughts on Salamanders, the lizard half is looking great, and the flamebound half largely got better as well. I’m pretty tickled to have my sub-theme be a thing, tho the main upside is that my previous struggle for inspiring (and so hero slots) isn’t a thing any longer. My army overall lost some shooting quality and quantity, between Agnes stepping out of the list (for now!) and the CLOFD requiring wings (and a 75mm base) invalidating my version, but maybe the increased punchiness makes up for it? I’m excited to find out.

Here’s the current 3E conversion from 2E:

Army: Salamanders
Points: 2300
Unit Strength: 25

220, Fire Elemental Horde
220, Fire Elemental Horde
220, Fire Elemental Horde
220, Fire Elemental Horde
220, Fire Elemental Horde
200, Scorchwing Cavalry Horde
80, Ember Sprite Regiment
80, Ember Sprite Regiment
80, Ember Sprite Regiment
80, Ember Sprite Regiment
140, Ghekkotah Skylord on Scorchwing
— Blade of the Beast Slayer
175, Greater Fire Elemental
85, Lekelidon
140, Mage-Priest
— Shroud of the Saint
— Heal (3)
140, Mage-Priest
— Surge (8)
— Heal (3)

I’m most excited to finally get a BOTBS Skylord on the table, and looking forward to actually learning how flying works with him and the Scorchwings. Happy to see Jar go, that item wasn’t particularly well thought out and made Skyraiders into a unit I don’t think it was intended to be.

From experience, I know that the GFE is pretty junky, but it does let me keep Agnes’ model on the table, plus maybe it’s better with a 50mm base? My old ones were up-based to 75mm (helloooooo twin Fire Drakes??), and sucked. I want to give her a shot in 3E, however I’ve got an Ankylodon to rebase to 75mm, who will either be a Fire Drake (yawn but flamebound) or a Slasher (bizarrely great IMO). The latter would probably see the Lekelidon booted to have the Herald babysitter return, unless the Slasher just freeballs it with no inspiring …!

So why aren’t I playing Bloodfire already? Mostly because I just painted my TR in September, and because I know for a fact any event I go to with my red army will tank my painting and give me bad feels. It’s … difficult for me to push past that knowledge, but it does have me wondering about touching up the first four hordes (which are pretty bashed up at this point) and maybe rebasing the whole thing over to more standard desert with tufts and stuff. I’ve also got metal versions of the Bones used for the Mage-Priests. I mean, I’ll still get tanked, but will feel better about it? Maybe?

Anyway, I’m headed to the Best of the Rest tournament going on beside the US Masters in February, so if I decide to truck Bloodfire out to that you’ll hear about it. Deciding between Trident Realms (the Redux), Ratkin (OMF Brood Moms) or #flamebound.

EDIT: Oh right, the Phoenix! Yea, she fits the list well and seems like a clear swap for the GFE / Slasher. Especially with the increase in flying units (spoiler: the models are all phoenixes too) I’ve got going on. Mantic mini is lovely too.

GAME 42: SALAMANDERS

Before the tournament began, I was joking with the other Sally player that we’d have to have a go sometime, but I assured him my money was on his meta build. Lo, as if summoned, it’s The Other Sallies in the final round.

BLOODFIRE GAME 42: SALAMANDERS

Salamanders 2350

Salamander Primes Horde – Brew of Strength
Ancients Regiment*
Ancients Regiment*
Ghekkotah Skyraiders Horde – Jar of the Four Winds
Ancients on Rhinosaurs Horde – Potion of the Caterpillar
Ancients on Rhinosaurs Horde
Agnih-Bhanu, Greater Fire Elemental
Lekelidon
Lekelidon
Clan Lord on Raptor – Banner of the Griffin*
Mage-Priest – Fireball (10), Critter’s Call (8), Heal (3), Shroud of the Saint
Mage-Priest – Fireball (10), Martyr’s Prayer (7), Bane Chant (2)
*Inspiration of the Ancients Formation

<fassbender-perfection.gif>

Gentle readers, this is peak lizard performance. Given how poorly he did to face me in the middle-ish of the pack should also say how much trouble even this has – and he said as much, as a new player to KOW who picked the army he liked the look of but was feeling the low ceiling to the faction. All the same, real smart player who is far more practiced then me, so I knew my sleep-deprived generalship was going to hold me back even more than my derpy list. We played OG Loot, and Bloodfire went first again (4 of 5 games!)

Round 5 we played on The Glade of the Gryphicorn table.

BATTLE

Battlines! Real Talk: I can’t stop the Rhinosaurs, so my goal is to delay them as long as possible and try to punch the center out of the list, then grind the Rhinos and end the game with 2 tokens. No pressure.

Bloodfire 1: I control the right flank, so look to lock that down; sadly, my Jarraiders can’t waver a Lekelidon

Salamanders 1: His two Leklidons lucky waver my Jarraiders on the right; Rhinos envelop

Bloodfire 2: The Ancients at the center his line take significant abuse but hold (Clan Lord’s Rally(2) is real)

Salamanders 2: Wounded Ancients bounce off my Courage Fire Elementals, his Jarraiders + Agnih mangle the CLOFD, somebody hurts my Agnes, and the Clan Lord shoots into my Lekidon and wavers it

Bloodfire 3: Central Ancients die to Fire Elementals + Agnes, CLOFD is Martyr’d down and focuses the Prime horde, one of his Lekelidons is dropped by Jarraiders (two turns late)

Salamanders 3: Because I didn’t rotate my lower left Fire Elementals, they cop Rhinodons in the front and flank, evaporating and putting the Rhinos into me a turn ahead of schedule (I am totally screwed now); Primes tear apart the Courage Fire Elementals, the CLOFD is torn into by his Clan Lord, and Agnes begins to absorb fire from his Agnih + possibly Jarraiders

Bloodfire 4: My Lekidon + Fire Elementals charge into the Primes, CLOFD counters the Clan Lord, Agnes removes his Martyr Priest and the right is thoroughly chaffed up with Sprites breathing on the remaining Lekidon with poor results; my Jarraiders shove some damage on his other Priest

Bloodfire 4: The Primes hold on 13 damage

Salamanders 4: Rhinodons + Primes remove the blocking Lekidon, shooting brings the central Fire Elementals to 9 and Agnes to 11 and kills my Martyr-Priest, the Clan Lord smacks the CLOFD around and on the right his Ancients waver some Sprites

Bloodfire 5: My Jarraiders murder his other Mage-Priest, the CLOFD swings again at the Clan Lord, Agnes chunks 5 damage off his Agnih and the smoldering Fire Elementals swing into the Primes … for only 4 damage (17 total), which is enough to waver them

Salamanders 5: Rhinodons flank the CLOFD, Agnih evaporates the Fire Elementals, his Jarraiders roll hot fire and drop my Jarraiders, and his Clan Lord shoots the 1″ gap between Primes and Fire Elementals to charge and kill Agnes; also those Ancients killed their Sprites *golf claps* (Agnih has both of his tokens at this point)

Bloodfire 6: Fuuuuuuuuuu— The last of the Fire Elementals run over his Lekidon on their way outta here (with a token), as Sprites and characters scramble for safety

Salamanders 6: Clan Lord charges my Mage Priest, shots are lined up …

Salamanders 6: … and the Herald dies one last time, but Jarraiders can’t stop my scoring Fire Elementals and the De 5+ Priest holds

While I didn’t think I would win this one, I didn’t think it would be quite so crushing of a

BLOODFIRE LOSS

All the same, this was a stunningly fitting way to end the event, after slogging through four evil armies helmed by great dudes to play the other Salamander and have them hand me my fiery butt. Also note that this is the first and last time Bloodfire has played against Salamanders. So damn narrative it gives me chills.

I’m not sure what my final record was (2-1-2 or 1-2-2) but as always for me, all but my last games were quite close, which meant low scores either way. I ended up with 44/105 battle, although I’m sad to see I was tanked on painting, tying with a partially painted army for worst paint. That’s … really frustrating, however I guess all the more reason to move on from this army. People either get it or they don’t, and more often than not paint judges don’t (7 points here isn’t as bad as what I got at Unplugged 2017!) Crunching the numbers, it wouldn’t have changed my placing much either way, still putting me in the bottom third.

Anyhoo, that’s Orc Town GT done and finally dusted! Good time in a far away ocean-side land, and officially the end of the road for Bloodfire. I’ll do a retrospective when I get the chance to take some lightbox photos of the army, but I won’t be playing them for a while, or if I do it’s mostly to mess around with KOW 3E when somebody needs a loaner army.

GAME 41: RATKIN

There’s a magical thing that happens at most tournaments for me, where I’ll chat a person up a whole lot on Day 1, typically about how much I like their army’s models or because it does something cool or whatever, and then get to play them on Day 2. Enter the rat army made entirely out of metal Skaven …

BLOODFIRE GAME 41: RATKIN

Ratkin 2350

Tunnel Slaves Regiment
Tunnel Slaves Regiment
Tunnel Slaves Regiment
Tunnel Slaves Horde
Shock Troops Horde
Shock Troops Horde
Blight Horde
Blight Horde
Clawshots Troop
Clawshots Troop
Clawshots Troop
Tunnel Runners Horde*
Tunnel Runners Horde*
Weapon Team – Storm of Lead
Weapon Team – Storm of Lead
Weapon Team – Storm of Lead
Night Terror*
Night Terror
*Turbo Runners Formation

First game of Orc Town Day 2 was against a great Canadian dude with a legit horde of rats – and yep, no inspiring at all. Whoa. I think we played Ransack, but spoilers, it’s all going to come down to the middle three-point objective. Bloodfire grabbed the initiative again.

Round 4 we played on … a table I forgot to take a photo of and then lost the photo of when I went back. Ah well.

BATTLE

Battlines! Worth noting that his horde order (L2R) is blight, blight, shock (behind blight), shock, slaves (behind stormies), as his blight are nightmares for me (ensnare is horrific for 4+ Me, and my CS2+ means nothing)

Bloodfire 1: *squishing sounds* Red markers are 2 points, green are 1, blue is 3 (I think)

Ratkin 1: His Clawshots all hammered Agnes whenever possible, with this 5 damage opening salvo giving me some fear for her safety!

Bloodfire 2: Lots of fire loiters in that field, ready to grind for the center; Agnes and Sprites start breathing on the right Shock Troops as combat approaches (Agnes gets Martyred up and will continue to be so all game long); Jarraiders and Lekelidon shooting goes into uninspired Weapon Teams with medicore results o_o

Ratkin 2: Sprite death, Night Terrors outflank, Agnes gets shot

Bloodfire 3: Lekelidon shoots + delays, Fire Elementals brace for the Blight grind, right Shock Troops die to I think combat not shooting; two Weapon Teams eat it

Ratkin 3: Lekelidon is mobbed by double Blight hordes, Agnes is pushed to 10 damage but big girl don’t care (-/20!)

Ratkin 3: Blight reform thusly, as the rat general laments some of his Shock Troop / Blight layering, as the Shock are left out of the action

Bloodfire 4: The only way I can deal with Blight to the front is overwhelming force, so two Fire Elemental hordes it is (it doesn’t work); Slaves also hold against Fire Elementals + commando Sprites; Agnes nukes the last Weapon Team as the CLOFD + Jarraiders slam the Shock Troops – you’ll notice Agnes was healed for 6 but the Martyr-Priest didn’t take any, that die appears later when I caught the mistake (she was never targeted anyway)

Ratkin 4: Shock Troops and Blight combo a Fire horde, leveling it; Sprites are also merc’d by Slaves :'[

Ratkin 4: Thick brown line with Runners idling behind it!

Bloodfire 5: Fire Elementals end the Blight and the Shock Troops, the latter with Agnes’ help, while the CLOFD + Jarraiders burn down the Slave horde

Ratkin 5: Tunnel Runners hinder-charge into Agnes (and bounce), Slave regiments start to stream down the field (including booping some Fire Elementals for 1 damage), Blight tear into the central Fire Elementals, left Night Terror finally starts making a play for the left objective

Bloodfire 6: Fire Elementals burn into the Blight (and get Martyred down), Agnes + the backline Fire Elementals break the Tunnel Runners, other Fire Elementals smoke the Slave regiment, CLOFD cooks the Night Terror lurking on the right flank, the Jarraiders grab 2 VP and tickle some Tunnel Runners, annnd the left Ember Sprites shoot and waver the left Night Terror (!)

Ratkin 6: It’s in the rats’ paws now, and the only moves that matter are Slaves grabbing 2 VP and the second Tunnel Runners + Blight combo-ing the Nv -/19 Fire Elementals

Ratkin 6: The Fire Elementals crumble on 15 damage, snatching victory from a game that felt firmly in the Salamanders’ claws

BLOODFIRE LOSS

Awesome grind of a game against a very cool army and great opponent. Look forward to seeing him at upcoming events!

 

GAME 40: ABYSSAL DWARFS

End of Orc Town Day 1 and it’s a familiar face:

BLOODFIRE GAME 40: ABYSSAL DWARFS

Abyssal Dwarfs + Forces of the Abyss 2350

Blacksouls Horde
Slave Orcs Horde
Gargoyles Troop
Gargoyles Troop
Abyssal Halfbreeds Regiment – Staying Stone*
Abyssal Halfbreeds Regiment – Pipes of Terror*
Abyssal Halfbreeds Regiment – Chalice of Wrath
Abyssal Halfbreeds Regiment – Orcish Skullpole
Abyssal Grotesques Horde – Brew of Haste
Slavedriver
Brakki Barka*
Ba’su’su the Vile
*Bhardoom! Formation
+
Tortured Souls Regiment
Abyssal Temptress with Wings

Third game of Orc Town Day 1 was against one of my favorite opponents (also from our sister club), with the upgunned version of an army I faced at Crossroads last year. I barely understood what Barka and Ba’su’s are capable of, but as it turned out, super-individuals are indeed pretty annoying. I couldn’t tell you what we played – frankly, it may have been Kill! Whatever we were doing, it involved violence and the Dwarfs going first.

Round 3 we played on the Town of Yahbuttia table.

BATTLE

Battlines!

Abyssal Dwarfs 1: The formation Halfbreeds are the rightmost two, in flying V’s near Barka

Bloodfire 1: *limbering up*

Abyssal Dwarfs 2: That was fast! Sprites die, wound dice go everywhere

Bloodfire 2: Gargoyles die, as does a formation Halfbreed I’m guessing because I hosed it with shooting and then surge-charged in, AND the left-flanking Halfbreeds thanks to hot Jarraider dice

Abyssal Dwarfs 3: The next wave hits …

Abyssal Dwarfs 3: … taking down the Jarraiders and the Martyr Priest (sorry Agnes!), and otherwise bouncing

Bloodfire 3: Agnes tries to deliver some pain before her imminent death, the Tortured Souls are burnt down, Grots get punched, and in a surprise move, the leftmost Fire Elementals flank the Blacksouls, shattering them

Abyssal Dwarfs 4: Violence! You can see Ba’su’su bouncing around across my deployment zone all game, combo-charging everything

Abyssal Dwarfs 4: Agnes dies (curse you Barka!), as do the Grots’ Fire Elementals

Bloodfire 4: The Slave Orcs get shot to hell, surge-charged and routed; meanwhile the Herald tries to boop a formation Halfbreed regiment, for that lucky pop (no dice)

Abyssal Dwarfs 5: Murder! Including the Slave Driver charging some Fire Elementals, his charges all dead

Abyssal Dwarfs 5: It’s mostly effective! Bloodfire right flank is run down, also Ba’su’su did 7! wounds to the CLOFD in one go O_O

Bloodfire 5: Lots of counter-charges, which mostly work (CLOFD should have just run forward and not even tried to deal with Ba’su’su … which is kind of messed up, given how big and expensive my monster is)

Abyssal Dwarfs 6: More fast murder!

Abyssal Dwarfs 6: Barka kills some Sprites, Halfbreeds kill the CLOFD

Bloodfire 6: Fire Elementals kill those Halfbreeds, other Fire Elementals face south for who knows why!

I kind of think this one came down to a right tidy …

BLOODFIRE DRAW

Which was a totally copacetic way to end Day 1, at more or less 50% against some great dudes. I’ll have Day 2 either late this week or next.

GAME 39: ORCS

Woooo keeping up that reporting momentum! Here’s the next one:

BLOODFIRE GAME 39: ORCS

Orcs 2350

Greatax Horde
Longax Horde
Longax Horde
Skulks Troop*
Skulks Troop*
Skulks Troop*
Trolls Horde – Staying Stone
Gore Chariots Horde – Brew of Courage
Krudger on Ancient Winged Slasher – Blizzard (2), Blessing of the Gods
Godspeaker – Fireball (9), Drain Life (6), Bane Chant (2), Inspiring Talisman
Krusher on Gore*
Colossal Giant
War Drum
War Drum
*Skulk Stalkers Formation

Second game of Orc Town, and it’s Orcs again! I was pretty thrilled to be keeping it green, and against another great guy and sweet army – his was actually my favorite army, really awesome presence and I love the Shieldwolf orcs + Mierce monsters he used. The second round was Loot or a variant thereof, Bloodfire took the lead again.

Round 2 we played on Da Bone Yahd table.

BATTLE

Battlines!

Bloodfire 1: Central Skulks get cooked for vanguarding too far forward

Orcs 1: Left Skulks grab the loot and GTFO

Bloodfire 2: Right Skulks burn up, thin red line prepares for violence

Orcs 2: Sprites get jumped, Agnes takes a horde on the chin

Orcs 2: Mild Sprite death

Bloodfire 3: Triple charge on the central horde evaporates it; to the right, the Krusher gets punched by Fire Elementals while Sprites gum up everything and the Colossal Giant takes significant breath damage; Jarraiders continue to put 100% of their fire into the Ancient Slasher

Orcs 3: Wall of green crashes into central Fire Elementals; Trolls and Giant forced to deal with Ember Sprites

Orcs 3: All Sprites die, as do those Fire Elementals

Bloodfire 4: Agnes holds back one horde while Fire Elementals surge-flank the other (it goes poorly!); Giant falls to Fire Elementals + CLOFD, Trolls are held up by more Fire Elementals

Orcs 4: I prepare to lose my mind, as the Ancient Slasher charges the Martyr Priest, with a 2” overrun into the Herald and a 3” overrun into the rear of the Troll’s Fire Elementals

Orcs 4: Amazingly, the Ancient Slasher doesn’t swing the game, thanks to a 2” second overrun instead of 3” – still a terrible turn of events (and something I line up once every tournament) but I haven’t lost all my momentum (and my mind), just critical support staff

Bloodfire 5: Agnes tanks one more turn, but without healing she’s going down; the Lekelidon stalls the other horde, the Trolls get flanked and die, and the Ancient Slasher gest shot a lot, then surge-charged and murdered

Orcs 5: Fighting!

Orcs 5: It’s super effective! Agnes and Lekelidon bite it

Bloodfire 6: One Orc horde is killed by Fire Elementals, the other is wavered from all the shooting (it couldn’t be charged by the other Fire horde because of the blocking War Drum)

Orcs 6: The Chariots have a go at some Fire Elementals but I don’t think they get lucky, especially hindered

I don’t really remember how this ended up, but I sort of think it was a …

BLOODFIRE LOSS

Apart from the idiocy with the line of characters (…), this was a really satisfying game against an army I really like and a dude I’ve never played but seen around plenty of times (also he’s in our sister club). Yea Orcs!

GAME 38: ORCS

Hail, ever faithful batrep readers! Salvage here, back to just shove a stake through this tournament report and put a bow on this blog. Sorry it’s been so long, but frankly my phone shuffles the order on all these photos, making my turn by turn documentation super hard to sort through. Combine that with how long ago this event was (June 1-2 in Cape Cod, MA) and there really aren’t that many details I can add to the photos. So strap in!

Salamanders 2350

Fire Elemental Horde – Brew of Courage
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ghekkotah Skyraiders – Jar of the Four Winds
Lekelidon
Herald – Banner of the Griffin
Mage-Priest – Fireball (10), Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Fireball (10), Martyr’s Prayer (7)
Clan Lord on Fire Drake – Heart-seeking Chant
Agnih-Bhanu, Greatest Fire Elemental

With 100 more points than usual and duplicates capped at four, I was finally pushed to paint up my Jarraiders and Lekelidon, two units I avoided simply because they’re actually in-meta and pretty great. Dropped the bane chant on the Priests, helping them stay focused, and picked up piercing for the CLOFD’s breath (16) – which was pretty sweet!

BLOODFIRE GAME 38: ORCS

Orcs 2350

Ax Horde – Brew of Sharpness
Ax Horde – Brew of Strength
Orclings Regiment
Orclings Regiment
Gore Riders Regiment – Staying Stone
Gore Chariots Horde
Krudger on Gore – Blade of Slashing
Krudger on Ancient Winged Slasher – Critter’s Call (8), Healing Brew
Godspeaker on Gore – Fireball (9), Heal (2), Weakness (2)
Wip the Half-Cast – Lightning Bolt (3)
Wip’s Playmates Horde
Colossal Giant
Colossal Giant
War Drum

First game of Orc Town and I’m up against the legendary Skull Face of the titular Orc Town army! Pretty rad way to start the event, and Orcs are always fun to scrum against. The first match was Invade, and Bloodfire got the jump on the greenskins, which is always helpful in movement-based scenarios (lulz, like all of them m’right?)

Every table at Orc Town was themed and had a bit of background and explained what the terrain was. Round 1 saw us on the War Kings National Cemetery.

BATTLE

Battlines!

Bloodfire 1

Orcs 1

Bloodfire 2: Preparing to receive Orcy violence

Orcs 2: Impact!

Orcs 2: So much Ember Sprite death; Agnes takes it on the chin (and then gets cleaned up next turn)

Bloodfire 3: Counter!

Bloodfire 3: Skull Face over the right took a hiding from those Fire Elementals, like very almost one-shotted him. Chariots have been taking focused fire from the Jarraiders and aren’t doing great

Orcs 3: Flanks and combo-charges!

Orcs 3: That hindered flank from the Ax doesn’t work out as planned (I don’t think it was double 1’s either, just horrible dice), but the fast Orc flank is free now … and the CLOFD got one-rounded by a Colossal Giant

Bloodfire 4: Yep, that’s a rear charge from Fire Elementals into that Ax horde ;D Bad times, also the Chariots are finished off by the Jarraider lords of dakka

Orcs 4: Agnes is flanked by Skull Face on Ancient Winged Slasher

Orcs 4: Even at zero damage, she can’t whether that brutality and folds; the Colossal Giant that a Fire horde has been fighting all game finally finishes them off

Bloodfire 5: Fire Elementals kill the wounded Giant and the mounted Krudger, Jarraiders flank Skull Face and drop him as well

Orcs 5: Late game grind continues; the Martyr Priest is finally popped

Bloodfire 6: Hordes push north of the line, Fire Elementals swing at the fresh Colossal because damages

Orcs 6: Wip’s Playmates have a go at the Fire horde as the Colossal sidesteps for the enemy half

After some finagling and measuring stuff, this ended up a …

BLOODFIRE VICTORY

Great violent game to start the tournament. Learned that Jarraiders are pretty awesome, didn’t learn a lot about Lekelidons tho since mine just fought Orclings for 5 turns -_-

GAME 37: VARANGUR

100+ days into 2019 and I’ve only played two games of KOW: one a couple weeks ago, where my Nurglekin swarmed all over Varangur in Loot and crushed everything under hot dice, and then this Bloodfire game back in January that was nearly lost in time. I finally got the photos sorted out and, since I’m thinking of giving the fire crew one last hurrah at Orc Town GT this summer, figured I should try to muddle through the report for posterity’s sake. My Varangur scrum-mate wanted practice for Masters, but unfortunately he got to play against the red blob!

BLOODFIRE GAME 37: VARANGUR

Salamanders 2250

Fire Elemental Horde – Brew of Courage
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Agnih-Bhanu, Greatest Fire Elemental
Herald – Banner of the Griffin
Mage-Priest – Fireball (10), Surge (8), Heal (3), Bane Chant (2), Inspiring Talisman
Mage-Priest – Fireball (10), Martyr’s Prayer (7), Bane Chant (2), Healing Brew
Clan Lord on Fire Drake – Blessing of the Gods

Went with the usual, since we were playing COK18 and Bloodfire also doesn’t change much either way.

Varangur + Goblins 2250

Bloodsworn Horde
The Fallen Horde – Brew of Strength
Mounted Sons of Korgaan Regiment – Brew of Haste
Mounted Sons of Korgaan Regiment – Potion of the Caterpillar
Direfang Riders Horde
King on Chimera – Gift of Korgan (Brutal)
Magnilde of the Fallen
+
Spitters Regiment
Spitters Regiment
Fleabag Rider Sniffs Troop
War Trombone
King on Chariot

Seems legit! If 10 points under, Direfangs might have had a gift or the King an item.

Looks like we played Loot? Varangur won initiative and took it.

BATTLE


Battlelines! Varangur L2R: Mounted Sons, Spitters, Direfangs, Magnidle, Bloodsworn, King on Chariot, Spitters, Trombone, Mounted Sons, Fleabags, King on Chimera, Fallen

Varangur roll out, with the leftmost Mounted Sons grabbing a loot marker. Spitters and Sniffs shoot some Ember Sprites but the little things stay cool.

Bloodfire oozes forward, mostly into cover or chaffing range. Ember Sprites put a point of damage on the Bloodsworn horde while the Martyr-Priest cleans off the right Sprites.

Varangur prepare to engage next turn, trying to clear some chaff in this one. The wounded Sprites are dropped by the Trombone (and I think the Goblin bows fluffed into other targets), and the King on Chimera wavers another unit with a strong breath shot, gumming up the Bloodfire right flank.

Bloodfire bows out, setting up Nv support, powering up breath weapons and anticipating next turn’s carnage. The CLOFD and leftmost Sprites hammer the Trombone, only managing a waver. The functional rightmost Sprites angle hopefully, wavering the Sniffs in the process, and Agnes rips a few points of damage into the central Mounted Sons with her heat ray.

The Varangur, who are calling the shots in this game (as they tend to do), choose their dance partners: Mounted Sons crash into Fire Elementals left and center, while Direfangs and Fallen clear some Sprites. The King on Chimera had a flank on Agnes, despite my attempts to save her, which about gave me an aneurysm, but he deigned to take it as -/20 in a wood is a tough call even for a KoC! Instead the King positions to the flank to cause the red crescent major problems in later turns, pausing to assassinate the Martyr-Priest with his breath weapon 😥 The Bloodsworn also scooped up a second loot marker.

Happily neither Fire horde breaks, despite some significant damage being tossed their way. The Sprites however are toast, and some Goblin bows slap a few wounds on the courageous Fire horde.

Having taken it on the red gooey chin, Bloodfire goes about returning the favor. Fire Elementals make contact with left Mounted Sons, with Direfangs (along with CLOFD), and double-time on the other Mounted Sons (during which one of those Fire hordes finally picked up the center loot marker). And the final Fire horde prepares for a 5-6” surge into the King on Chimera, which amazingly makes it (after Agnes lasered some damage into him). The last of the Sprites tries for the Sniffs but can’t land the wound needed to test them.

Sadly, while a lot of damage happens, only the central Mounted Sons rout. The King on Chimera actually took an impressive amount of damage (13?) between Agnes and the Fire horde, however the rerolled rout was too much to ask.

Varangur 4 and the smashing continues. The Mounted Sons and Direfangs go back into their Fire Elemental counterparts, the Fallen jump on the severely wounded central Fire horde, and the King on Chimera counter-charges his Fire horde. All the Fire Elementals in melee die except for the King’s, who take a perfect 10 of 10 damage (THIS GUY!) but hold. The CLOFD also takes 4 damage from Gobliny shooting aggression.

Bloodfire is rapidly melting, but we’ve got plenty of tools left. The King’s Fire Elementals head back in to end his reign, while everybody else prepares for the shooting phase or simply gets the hell out of the way in the CLOFD’s case. The last Sprites puke on the Sniffs, killing them, while Agnes blasts the Fallen and the Inspiring-Priest surges in the loot-bearing Fire horde …

… who smash the Fallen and prepare for more action. The other, mangled Fire horde is able to drop the King on Chimera, which is automatically a victory for me as I rarely am able to take the thing down.

^ I do make a bit of a mistake here, as I made sure the Mage-Priest is out of range of the Mounted Sons but didn’t really check the Direfangs, which it turns out she’s within 12” of by about 0.5”. She couldn’t have moved further, as she needed to cast surge, but she could have accepted her fate and run out into the open to the South, avoiding any chance of an overrun by the toads (and setting them up for counter-charges). This was dumb, and I felt even worse when I saw I had left the flank of the CLOFD open, even if there wasn’t a lot I could have done without nimble.

The Varangur left hook continues powering in. The CLOFD cops an unexpected flank from the Mounted Sons (who had given their loot to some Spitters), as does the Mage-Priest, with a potential overrun into Agnes’ flank? CLOFD and Mage-Priest eat it, although there’s no punishing overrun into Agnes / Fire Elementals. The loot Fire horde takes a damage from Goblins in the meantime.

Even less Bloodfire left now! The loot Fire horde charges the Mounted Sons (for vengeance), as does the other Fire horde tackle the Direfangs (more vengeance).

Agnes frags the War-Trombone but the Fire Elementals waver both of the units they’re fighting.

Varangur 6 mostly involves increasing the pressure and shooting Goblin bows at Ember Sprites, who die. It’s unclear what the King on Chariot is up to, he may have tried for shot on the heavily wounded Fire Elementals while blocking Bloodfire charges.

Dramatic lighting for a brutal turn! The Fire Elementals shatter the Mounted Sons and Direfangs, ending their long campaign of terror. Agnes evaporates the King on Chimera under her molten gaze.

With the game 2:1 in the Varangur favor, he rolls and there is indeed a Turn 7!

The mostly-fresh Fire Elementals carrying loot are mobbed by Bloodsworn and Spitters, as Magnilde makes an appearance and charges the other, smoldering Fire horde.

Preposterously Magnilde fluffs, doing a single point of damage, and the loot horde survives on 6 damage. Whoa. The Spitters with loot tag Agnes for a wound, after a long trek into relevance.

Agnes and the looted Fire Elementals crash into the Bloodsworn, pummeling them for admirable damage but they can’t hit that high Varangur nerve. As fun as that last burst of violence was, it’s still a …

BLOODFIRE LOSS

This game turned out much more fun than I expected – I was very tired, up against a Masters-level list piloted by a dude who knows what he’s doing, and me with an army I know is weak and I tend to get frustrated with. There were some dumb positioning things that reminded me how out of practice I am, and I freaked out about that early Agnes flank a lot, as I direly overvalue the King on Chimera and figured she was dead already. But the match turned out closer than things usually are against Varangur.

I should be back with at least one 2350 practice game (I hope!) before Orc Town, then it’ll be a 5-game tourney report and Bloodfire goes into retirement until third edition I’m guessing.

BLOODFIRE INTO COK19

Wanted to post a quick check-in during the Wintermas season. Gaming and hobbying has been all Kill Team for me – terrorizing my buddies with Gellerpox – but I’ve done a lot of scheming and buying for my 2019 KOW army, which is officially Trident Realm! Exciting, ensnaring, regening crabman times ahead.

That said, I really do like the Bloodfire, plus don’t really want to do the blank base dance for the first several months of 2019 as my TR amass. So I’ve got one last turn of the screw for the fire crew, which sees me finally relent and take a meta unit:

Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Skyraiders Horde – Jar of the Four Winds
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Herald – Banner of the Griffin
Mage-Priest – Fireball (10), Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Fireball (10), Martyr’s Prayer (7)
Clan Lord on Fire Drake – Wine of Elven Kind
Agnih-Bhanu, Greatest Fire Elemental
2250

Yep, Jarraiders ftw. While I really like the quintuple Fire Elementals, the Jarraiders were always intended to fill their spot, I just stumbled on the execution last summer and stuck with what I knew. Playing a flying unit will be good experience, and there’s no denying that 18 vicious shots @ 24″ on a US2 frame adds a lot to the army.

I also want to finally give my CLOFD nimble, time and time again I wish he had it when choosing targets for his chunder cannon, plus it should do cool stuff when escaping combats I don’t want him to be in / flanking things. Plan is to celebrate his fancy footwork with a new, flamier model. I love the Dark Age Greater Fire Elemental, but the army as a whole has pushed out a lot of the ‘fire beast’ elements (Heralds on Raptors, the Ankylodon) in favor of Things Literally Burning:

I figure painting up two more red units isn’t particularly taxing, then puts me at a 2250 list for people to smash against that I still get something new from, while I more leisurely work on crabmen.

Oh right, the COK19 part! Funnily enough, Bloodfire really received no changes from the new Clash. Lots of new spells are cool, but my MP are pretty happy with what they do, although I guess any dreams of double Martyr’s Prayer aren’t a thing now (which is totally cool with me). If I had the points I would use a new item or two (celery whip is great when charging is the fastest way your battleline gets around), and if/when I rotate the ABP back in he’s gotten the buffs he deserved (STRIDERRRRRR and a little help with shooting lulz). Unfortunately for the big lizard Agnes is just suuuuuch a good fit 🔥 EDIT: Agnes also got strider! Unexpected but appreciated little buff to the big girl.

Sorry this isn’t a batrep, however it is a promise that more Bloodfire reports will be happening in the new year. Until then, Merry Solstice and Happy 2019!