GAME 43: THE HERD

*a pool of blood wells up out of a crack in the blasted earth at your feet; it begins to boil vigorously, when suddenly one blood-slick arm and then another shoots out of the pool; a figure drags itself out of the bloodfire and stands up, stretching and massaging a crick out of its neck*

Anyway, I’m back! I’ve gotten a few games of Universal Battle in during the long COVID downtime, but it really hasn’t scratched that gaming itch, in particular the feel of the dice and that sweet clatter of luck in action. With things mostly ok in my home state (New York), my clubmate and I threw down a socially distanced game of KOW last weekend, and it was delicious.

BLOODFIRE GAME 43: THE HERD

Salamanders 2000

Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Scorchwing Cavalry Horde – Fire-Oil
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Clan Lord – Effigy of Fire, Raptor
Mage-Priest – Fireball (10), Surge (8), Heal (3)
Mage-Priest – Fireball (10), Heal (6) [Shroud of the Saint]

I’ve only played two 1000 point games with Bloodfire in 3E, so I’ve been well-chuffed to try a fuller game with the red army. The only change I’d make to this list might be Blade of Slashing over Effigy on the Raptor Lord, otherwise it’s pretty much spot on for 2k. And yes, I’ll say it now: the Greater Fire is no Agnes 😔 I’m hoping to get some mileage out of her all the same, between the height and 50mm base, but the internal struggle will always be there … until her triumphant return, of course, long may she reign.

The Herd 2000

Spirit Walker Horde – Brew of Haste
Lycan Horde
Earth Elemental Horde
Lycan Regiment
Longhorn Troop
Longhorn Troop
Beast of Nature – 7 Attaks, Wings
Beast of Nature – 7 Attaks
Tree Herder
Druid – Bane Chant (2), Surge (4), Heal (2)
Druid – Lightning Bolt (2), Surge (4), Heal (2)

This is a cut down version of a 2300 point list, and I think you can tell. He explained what’s missing – Harpy troop, Forest Shambler reg, Tribal Tracker – and it seemed like the support staff to help this core do work / handle objectives while the hammers hit things. Also there’s 5 points missing but that could be any number of forgotten items.

We rolled up Smoke & Mirrors, then rerolled to Raze, a much simpler scenario! After bumbling through token placement and deployment and barely remembered scout rolls, Bloodfire won the roll off and took it.

BATTLE


Battelines!


Bloodfire Turn 1 after scouting + movement but before shooting. Scorchwings + Ember Sprites are gunning for the Lycan reg on the right (getting that fire-oil in action), despite the looming Beast.


Singed Lycan rout for first blood! And the central Longhorns cop some Sprite vomit as well. A Fire Elemental horde is surged up to pressure the center.


The Herd advance, with the flanking Lycan horde threatening as is its wont. Heal (2) fails to heal the 2 damage on the Longhorns but the other Druid’s Lightning (2) nails 2 damage on the Scorchwings.


Bloodfire Turn 2 sees the red tide rotate to bring the right hook in and prepare to receive the Herd on the left. Down the center, Fire Elementals roar into the Earth Elementals, with Ember Sprites both blocking out the walking Beast and charging the Longhorns to keep them busy.


Scorchwings + Ember Sprites burn down the Longhorns on the hill, while on the left more Sprites vomit ~5 damage into the Spirit Walkers. In combat, the hero Sprites tag a wound onto their Longhorns, and the Fire Elementals slam 8 damage into the Earth Elementals but they survive thanks to the 3E Nv buff (rolled a 9 twice!)

Fire Elementals burn the central token (1:0)


The Herd responds by sending the Spirit Walkers into some Fire Elementals (I don’t think they were more than 13” away, so minimum wild charge roll … or you know, the brew of haste they had!), the walking Beast into the Greater Fire (yep, his pathfinder means her puddle placement is pointless), the Earth Elementals + Tree Herder into the central Fire Elementals, and the Longhorns back into their Ember Sprites. The Earth Elementals are healed for 1-2 and bane-chanted, then on to murder.

The Spirit Walkers do a very statistical 10 wounds to their Fire Elementals, then botch the rerolled 7 rout (I guess statistically as well). The walking Beast punches 2 damage into the Greater Fire, beginning a slapfest for the ages. In the center, Fire Elementals take 8 damage but hold tight, although their nearby Ember Sprite buddies are blended by the Longhorns.

The Lycan horde burns the left token (1:1)


Bloodfire Turn 3 is going to get ultraviolent. The smoldering left Fire Elementals flank the Spirit Walkers, the Greater Fire countercharges her Beast of Nature, the central Fire Elementals counter the Earth Elementals (with some Ember Sprites controlling their slide to keep the Herder in their front), more Fire Elementals pound into the Longhorns, annnd the Scorchwings take a flank on the flying Beast. With the Herd being burned down or trapped in a grind to the left, the rightmost Fire Elementals abandon the token they were protecting and head towards the action. Ember Sprites take a moment to barf 1 damage on the Lycans but miss the lightning Druid. Both Mages heal the central Fire Elementals down to 5 damage.


In combat, the Scorchwings peck 6 damage onto the flying Beast, wavering it! Fire Elementals atomize the Longhorns, then more Fire Elementals pummel the Earth Elementals up to 9 damage (still no rout), and yet more Fire Elementals scatter the Spirit Walkers and char their corpses. The Greater Fire smacks 2 damage into her Beast.

Ember Sprites burn the left token (2:1)


The Herd retaliates with the Lycan horde (off a hill!) into the mangled left Fire Elementals, the walking Beast into the Greater Fire, the Earth Elementals + Herder back into the central Fire, and a cheeky Druid into the Scorchwings. The flying Beast turns to face its destroyers and backs up (which I think it couldn’t have done when disordered? Tho it didn’t matter in the least). The Earth Elementals got another 3 points of damage healed or radiance of lifed off them (down to 6).


Both wounded Fire Elementals are ended, while the walking beast glumly boops 2 more damage onto the Greater Fire. The Druid can’t hit the Scorchwings.

The Lycan horde burns another token (2:2)


Bloodfire Turn 4, a musical interlude with a dash of combat. Fire Elementals take their first swing at the Tree Herder (freshly turned to face), while the Raptor Lord finally makes contact with the flying Beast. The Scorchwings punch it 20” and nimble turn, pretty much because I’ve never done that but people do it to Bloodfire all the time 😐 And on the left a lot of shooting is brought to bear on the Lycans …


After the pyrotechnics die down, the pups are up to 10 damage but my hot dice can’t seal the deal with a single 7 to rout, let alone 5 to waver. As a consolation, the bane chant Druid takes 4! damage from the Sprites on the hill, wavering! Then the Raptor Lord cuts down the flying Beast (2 missed wounds tidily made up for by the Effigy D3), and 8 damage onto the Tree Herder is a great start to that grind. Finally, the Greater Fire pummels 5 damage into the walking Beast (7 total).

Ember Sprites burn the right token (3:2)


The Lycan horde makes me feel dumb and nimble charges the vainglorious Scorchwings. Derp. Also they regen down to 6 damage. The Tree Herder and Beast countercharge where appropriate, and the Earth Elementals have to flank some Ember Sprites blocking them. Radiance of life + healing bring both Earth Elementals and Tree Herder to 5 damage.


Fittingly, the Lycan one-round the Scorchwings, as the Earth Elementals also extinguish their Ember Sprites. The Tree Herder smacks a hearty 6 damage into its Fire Elementals, while the walking Beast tickles the Greater Fire up to 6 damage (2 a turn, like clockwork).


Bloodfire Turn 5: The Quest for More Blood. The grind continues as the far right Fire Elementals make contact with the Earth Elementals, and the Tree Herder and walking Beast prepare for another round. The Raptor Lord also charges into the bleeding bane-chant Druid. Finally, the Lycan once again find themselves in a ring of fire …


A second volley of 34 shots puts the dogs down, despite the cover of the woods. The Beast is likewise ended by the Greater Fire, but the Earth Elementals and Tree Herder hold tough, both on 10 damage now. The Druid also manages to stick around with a waver.


C-c-c-c-c-countercharge! Healing and radiance brings the Earth Elementals and Tree Herder to 9 and 8 damage, respectively (and the Druid to whatever). In combat, the Elementals’ Fire horde holds at 4 damage and the Herder’s somehow clings on at 11 damage!


Bloodfire Turn 6, time to end it. The Earth Elementals are mobbed by Fire Elementals in the front, Greater Fire in the flank, and Ember Sprites (hindered!) in the rear. The Tree Herder receives the exclusive attention of its rapidly-dissolving Fire horde. Also the Raptor Lord heads back into the Druid and Ember Sprites turn to spit at the other Druid, but miss. Healing brings the Herder’s Fire Elementals back to 7 damage.


But it’s a moot point, as both Earth Elementals and Tree Herder are detonated. That damn Druid sticks around tho!

Herd Turn 6 sees a token lightning bolt miss some Fire Elementals, and there’s no Turn 7. With the center token held, that brings it up to (4:2) in the Salamanders’ favor.

BLOODFIRE VICTORY

It was great to push some models around and roll actual dice, and even better to do it with Bloodfire – and yes, even better to do it when my dice were scaldingly hot. Those red dice haven’t been rolled since 2019, so so so bloodthirsty 🩸

We’ve got a 2300 point rematch tentatively scheduled for this weekend / sometime this month, so stay tuned gentle readers. Here’s hoping y’all can safely get a game or two in as well.

GAME 25: FORCES OF NATURE

The lads are getting ready for the Unplugged GT this weekend, so I escaped the house and headed over for some much needed hang-and-game. Albanyadriel had just finished up his vanguard-happy 2k Forces of Nature for the event, and I was excited to burn it to cinders.

BLOODFIRE GAME 25: FORCES OF NATURE

Salamanders 2000

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 – Lute of Insatiable Darkness
Mage-Priest – Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Martyr’s Prayer (7)
Clan Lord on Fire Drake – Banner of the Griffin

This might be where the army sits for 2000 points, really happy with it. I’ve admitted that bane-chant is still useful in an army of CS(2+), embraced the martyrdom uber-heal, and come to terms with Agnes fitting too well to swap out for the ABP right now. Excited to add Jarraiders for 2250, and still working on a fifth fire horde to push the army past 2500, with two Komodons chilling in their boxes, but dig where COK18 has shaken out for the Bloodfire.

Forces of Nature + Herd 2000

Naiad Ensnarers Horde – Hammer of Measured Force
Hunters of the Wild Regiment
Hunters of the Wild Regiment
Hunters of the Wild Troop
Forest Shamblers Horde
Forest Shamblers Horde
Woodland Critters Regiment
Druid – Alchemist’s Curse (6), Bane-chant (2)
Druid – Aura of Heroism (3), Bane-chant (2)
Tree Herder
Forest Warden
+
Lycans Horde

A Nature army without the usual lightning storm and not a single Beast in sight! And also an army that approaches speed from a different angle, for the most part relying on vanguard instead of flying to get a jump on things. I can dig. But asking for a friend: What’s a Forest Warden??


Also OMF Woodland Critters @_@

We rolled up Eliminate, then didn’t read the part about putting a token down in the center. So we were going to beat each other up and try to take some tokens. Checks out! Sallies won the roll off and took it.

BATTLE


All the vanguards!


Ok, all the vanguards!

Bloodfire heaves off the starting line. Worth noting that I had bungled my deployment a bit, having deployed my Sprites behind the Fire hordes, which is typically my anti-shooting tactic, not my anti-melee play. This meant my Sprites couldn’t stroll into range and breath on things, and also kept the entire line from advancing very far, as I needed the Sprites up front to chaff things. Not game breaking but certainly kept me from punishing the vanguarders as is my want. I had also kinda screwed the leftmost, token-baring Fire bois by deploying them last and unsupported on a wide open flank, rather than nestled somewhere closer where they were less likely to be flanked. Bleh.

Anyway, the leftmost Ember Sprites breathed on the left Forest Shamblers, for a first wound.

Nature largely shores up the line in response, healing the Shambler wound as they go. The Hunter troop ranges out and pounces on the rightmost Sprites, awkwardly hitting a lot despite being hindered and accidently routing them. Works for me

Meanwhile the flanking Hunters rip across the table!

Speaking of Sprites, the lil’ dudes shuffle into the line of fire while a lot of breath attaks come online and the Forest Warden (?!) cops a Fire Elemental horde to the face thanks to the untimely death of their Sprites last turn. I hesitate on sending the token Fire horde into the Woodland Critters on the left – honestly I didn’t trust that a) they could kill them, b) the Forest Shamblers next to them wouldn’t be ashes, and c) the Fire horde could take a Shambler horde in a grind. Honestly still feeling dumb about that, I should have embraced the fury and gone for it, but you’ll see how that flank turns out.

12 Ember Sprite breaths + 20 Mage-Priest fireballs nukes the left Forest Shamblers! Lots of spikey wound rolls ftw. The Hunters troop also ceases to exist under the attention of Agnes’ doom ray, the CLOFD’s gore cannon and the other Sprites flame spitter. Then the Forest Warden gets whomped by the (bane-chanted) Fire horde. Rest in Pepperonis, cool little un-inspiring hero.

Nature gets angry! Critters flank some Sprites, Naiads power into some other Sprites, Shamblers tackle yet more Sprites, Lycans trip over that annoying obstacle on the way into Agnes and Hunters likewise stumble into the Fire horde that mauled the Warden (RIP). The flanking Hunters of the Wild regiment meanwhile angles in and complicates things for Bloodfire next turn …. . .

Druids kick Rallying (2) onto the Forest Shamblers with Aura of Heroism and rip 4 damage into a Fire horde thanks to Alchemist’s Curse (COK18 in the house!), then fighting happens. Critters scatter their Sprites, Naiads awkwardly Hammer of Measured Force theirs to death, the Shamblers only manage to waver theirs, the Lycan caress Agnes for 3 damage, and the Hunters do 7? to their Fire horde. A mixed bag all told.

The Bloodfire Supreme Bloodstoker thinks for a long time about that left flank, and ultimately chooses poorly, deciding to surge the token Fire horde into the Hunters and either break through or hope to weather the Hunter-Critter sandwich for a turn. Spoiler: They needed 4”, the Mage-Priest only managed 2 out of 8 with elite. Frowny face.

There was still carnage aplenty, if somewhat mediocre dice to accompany it. A Fire horde resignedly charges the Naiads, punching a few but knowing they’re doomed without help. Another Fire horde counter-charges their Hunters, doing decent damage but failing the double rout rolls. Agnes and a cheeky Fire horde flank obliterate the Lycan, grabbing their token, shortly after the CLOFD manages a single damage on the Forest Shamblers, despite a lucky double bane-chant, and the little Mage-Priest syphons off 3 damage from the rightmost Fire horde with Martyr’s Prayer.

Sallies score 2 points [2:0]

Turn 3 continues to be violent with lots of Nature charges and counter-charges: rapidly regenerating Naiad into Fire horde, Shamblers into annoying leftover Sprites, Tree Herder tripping over that obstacle and tackling Agnes, Hunters back into that right Fire horde. Also the token Fire horde met their destroyers:


This looks …. . . bad? I mean, we are a roiling semi-sentient mass of molten bloodfire, right?

Druids Bane-chanted the right Hunters and Alchemist Cursed another 2 wounds into the same Fire horde as last turn, putting them to 6 damage.

The Naiads roll amazing and pile 9 damage on their Fire horde, the Shamblers pulp their Sprites, the Tree Herder bops a single wound on Agnes (bye bye death ray), the Hunters damage their Fire bros to no avail, annnnd the Woodland Critters eviscerate the token Fire horde with 45 attaks, vicious and some stunning dice (the Hunters + not having any inspiring helped :P). They died.

Nature scores 2 points [2:2]

Sallies Turn 4 and the boiling punches intensify. The cursed Fire horde and Agnes team up on the Shambler horde (Agnes trips on the damn obstacle this time on her way into the flank), tagging in the CLOFD on the Tree Herder. Hunters and Naiads are counter-charged by their fiery dancing partners.

When the punching stops the right Hunters are dead, but despite decent damage, rout tests on everybody else are not kind.

With a cry, the flanking Hunters of the Wild leap into the flank of the Naiad’s Fire Elementals, as the Woodland Critters cavort deep into the Bloodfire backfield. The Naiad lend their measured tridents with a counter-charge, accompanied by counter-charges into the CLOFD by the Tree Herder and Agnes by the Shambler horde, with bane-chant help courtesy a Druid. The other Druid Curses the central Fire horde a third time, spiking a rerolled 10+ rout test to banish them! Damn, hippy chick, damn.

The Hunters + Naiad dismember the wounded left Fire Elementals, but the big Bloodfire monsters hold tight (Agnes to 10 damage, CLOFD to 3).

Heading into the late game and currently tied, Bloodfire is out for, well, blood. Agnes rounds on the Forest Shamblers and the last of the Fire Elementals flanks the Tree Herder to support the CLOFD’s counter-charge. The Herald bane-chants the Fire horde, the big Priest body blocking the Naiads nukes the Woodland Critters with a fireball (*cue that scene from Bambi*) and the little Priest Martyr’s Prayers 6 damage off of Agnes ❤

Both Nature units turn to ash under the fiery ministrations.

Sallies score 2 points [4:2]

The waiting Mage-Priest is swarmed by Naiads and a Druid charges Agnes in hopes of disabling her death ray (she fails), and the other Druid Curses the CLOFD for 3 damage (9 total), but no other result. Happily the Priest takes only 3 damage and holds the Nature line back (though she’s wavered).

Sallies Turn 6 sees that upstart Druid charged by Fire Elementals (over the obstacle woooo) and engulfed in flaming fists, then a lot of powering up short range weaponry. Between Agnes’ death ray, the CLOFD’s bane-chanted gore cannon and the little Priest’s fireball, the Naiad’s go up to 14 damage… . . . and nothing. In retrospect that did mean the Hunters weren’t unleashed, which is a thing.

Nature’s potentially final play is to hit the Mage-Priest again and try to Alchemist Curse the CLOFD. The Priest caves under the pressure and the Naiads roll forward, however the Druid can only waver the CLOFD on 9 total damage.

The roll for Turn 7 is a dud, leaving the score 4:2 and a . . .

BLOODFIRE VICTORY

As played, if we had remembered the central objective this would have been a draw, but then again we would have played more centrally as well, so who knows. Fun bloody game with some poor decisions on my part that cost me momentum, however in the end big zappy token-hugging monsters pulled it out. The Lute and Martyr’s Prayer were both cool to have, happy to have a little dice manipulation instead of just complaining about 4+ to hit (5+ against Naiad OMF), and 12 wounds worth of healing over a few turns from one mini is pretty cool. I got a little cagey about the deer coming to eat that Priest late game, although I also multiple times this game didn’t really rely on ranged parts of my army to protect other parts of it. What can I say, I just don’t trust dice :/

GAME 24: DWARFS

We gathered together a solid handful of the club together for some Sunday scrums. Nature vs Herd on the far table, as I took on Dwarfs. Coincidentally both tables diced up Scenario 11: Take & Hold!

Fun Fact: Up until 30 min before this match I thought I was bringing my rats back – nope! Bloodfire can’t be stopped!

BLOODFIRE GAME 24: DWARFS

Salamanders 2000

Fire Elemental Horde – Blade of Slashing
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 – Healing Charm
Mage-Priest – Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

I’m having trouble building 2000 point lists with this army, which I suppose shows the growing depth of my red fire thing collection. Dropped the second surge – which I’ve never taken advantage of – to free up some points. Was originally going to try Martyr’s Prayer out, but chickened out and went with the old Heal (9) setup. Really left the lil’ Priest feeling sort of underutilized, so next time I’mma get my Martyr on for real.

Oh right: Agnes is back \m/

Dwarfs 2000

*Bulwarkers Horde – Brew of Strength
*Ironclad Regiment
*Ironclad Regiment
Earth Elementals Horde
Berserker Brock Riders Regiment – Maccwar’s Cat Potion
Greater Earth Elemental
Steel Behemoth
Steel Behemoth
Army Standard Bearer – Diadem of Dragon-kind
*King – Wings of Honeymaze
Stone Priest – Drain Life (6), Inspiring Talisman
*Wall of Iron [Iron Resolve]

Our club’s fearless leader tooled his previous 18 drop Dwarf list (!) down into this more compact, COK-ed up version, complete with double updated Behemoths and a shiny formation! He had his doubts about no shooting beyond 12”, but as that’s basically the name of my game we were well matched at least.

As noted, we diced up Take & Hold (COK18), another new mission for me. Markers went down center and clustered on one flank, ensuring we’d by rocking a 4×4 board at most.

BATTLE


Blurry battlelines!

Dwarfs grab the initiative and waddle forward across the line. Bloodfire shambles up in similar fashion, except for Ember Sprites on the flanks gaining range to some stunties. Brocks take no damage but the right Ironclads soak a couple wounds.

The slightly faster Dwarf flank is brought into charge range, while Behemoths unload into the exposed Fire Elemental horde. 9 damage is no joke but the BOTG keeps them safe (barely!)

Bloodfire enters the danger zone, advancing Sprites into the teeth of the Dwarf hitty flank. The Priests pull 4 damage off the exposed Fire horde, as the CLOFD splashes a single wound on the Greater Earth Elemental and Ember Sprites sear 9 wounds into the Brocks and 2 more into the right Ironclad. Then Agnes hits the right Behemoth with her heat ray, doing a stunning 7 damage out of 12 shots. Rout tests are fine across the board but the Dwarf general is visibly shook

Turn 3, which means time for fighting (and scoring)! The left Sprites are charged by their dancing partners, while the right Ironclad at the double to jam the right flank and the King flies into Agnes to shut down her laser whatever the cost.

Another double dose of Behemoth cannon finishes off that wounded Fire horde, with an assist from the ASB’s diadem, then onto combat. The Brocks evaporate their Sprites, however the Earth Elementals and Greater buddy both manage 4 damage against their chaff and can’t waver either. And the King bops Agnes for 2 wounds, officially drawing her ire.

Dwarfs score 2 points [2:0]

The Bloodfire Supreme Bloodstoker thinks for a very long time about surge options . . . and there basically aren’t any, these Sprites have seriously gummed things up. We go with obvious charges: Fire horde into waiting Brocks, both Sprites into Earth Bros, Agnes into King, Fire horde + Sprites into Ironclad.

The Herald grudgingly heals some Sprites for a couple wounds, and a Priest pulls one off of Agnes. The other Priest combines her fireball with the CLOFD’s gore cannon to do 2 more damage to the wounded Behemoth, bringing it to 9 but no lucky rout. In combat, the left Fire horde obliterates the wounded Brocks, Sprites bounce off of Earth Bros (1 damage to horde, nothing to Greater), Agnes slams the King for 4 damage, and the Fire horde + Sprites combo only gets the Ironclad to 9 but fail the easy rout.

Sallies score 1 point [2:1]

Dwarfs grind on, sending left Ironclad into the Fire horde (hindered by the puddle they’re busily evaporating), Earth Bros back into annoying Sprites, King back into Agnes to keep her distracted, and wounded Behemoth and smoldering Ironclad into the right Fire horde. The other Behemoth unloads into the little healing Priest for no damage (!),the Stone Priest life drains a Fire horde for 1, healing up the Earth horde with that pip, and the ASB wavers the rightmost Sprites with his diadem.

Combats don’t really go as hoped: left Fire horde takes 4 damage but doesn’t care, the Earth horde scatters their Sprites but the Greater Earth double ones on his, leaving them disordered but unwavered. The King boops Agnes again for 2 damage, as the Behemoth + Ironclad only manage 6 wounds on their Fire horde, which isn’t enough to force a rout through.

Dwarfs score 2 points [4:1]

Bloodfire lines up to deliver some serious jabs to the Dwarfs in preparation for a late game points bonanza. Fire hordes jump on the left Ironclad and wounded Behemoth, as the third horde prepares to surge into the flank of the Earth Elementals (who couldn’t protect both flanks and chose the one that required the attention of a Priest, pulling resources from the right at least). Agnes flames up and descends once more upon the Dwarven King.

The CLOFD forgets that he was supposed to snipe the Stone Priest (. . .) and instead tags a couple wounds onto the Greater Earth Elemental (3 total). Some healing happens (the surging horde is topped off and the right horde goes down to 5) and then the other Priest pulls off the 1” surge needed to propel the Fire horde into the flank of the Earth horde.

Things get off to a slow start in the combat phase. The right Fire horde does 2 wounds to their Behemoth, wavering it, and the left Fire horde tickles 4 into their Ironclad, doing nothing. Agnes swings next, obliterating the King with another 4-5 damage, and that momentum carries into the flanking Fire horde, who roll like the molten blood elementals they are, gouging 15 wounds into the Earth Elementals! The horde dissolves under such a furious display.

Sallies score 1 point [4:2]

Dwarfs return the pain in Turn 5. Greater Earth Elemental + Steel Behemoth thunder into the marauding Fire horde, laying on the hurt but not breaking the elementals. Which is not the case to either flank: left Ironclads swing hard and break their Fire horde on the countercharge, as the right Ironclads team up with the smoking Behemoth to dispel theirs. The central Sprites are also scattered by the ASB’s diadem.

Dwarfs score 1 point [5:2]

Monster mash! Agnes and the CLOFD see an opening and storm into the fresh Behemoth’s flank.

It’s super effective! The Behemoth takes 9 wounds from both of the big beasties, detonating spectacularly on 18 damage. The other Behemoth meets a scalding death as well, pummeled by 20 fireballs from the Mage-Priests and finally succumbing to all the abuse. Less epicly, the last Fire horde beats 4 wounds into the Greater Earth (who doesn’t care), the last of the Sprites can’t wound the right Ironclad for a lucky rout test, and the Herald blocks the left Ironclad from flanking the Fire horde (whom she also heals for a couple points). After all the smashing is done, the CLOFD backs up 1” into range of a token, and with a metric ton of deliberation, Agnes turns to face the Bulwarkers, assuming they want to leave the safety of their token.

Sallies score 2 points [5:4]

Dwarf Turn 6 and the stunties go for it! Ironclads charge the Herald and Sprites respectively, while the Greater Earth Elemental decides to clean up the Fire horde rather than surging into Agnes’ flank, leaving her to the Bulwarkers (hindered though they may be by the forest). The ASB breaths a wound on the inspiring Mage-Priest and the Stone Priest attempts a life drain, but really it’s going to come down to fighting.

Whiiiiich is unfortunate because nothing works! The Ironclad don’t even waver their targets, the Greater Earth gently bats 3 wounds into the Fire horde, and Agnes is just too damn huge for the Bulwarkers, who manage just 2 wounds. Nobody cares . . . and no Dwarf scores 😛

Dwarfs score 0 points [5:4]

Sally Turn 6 and things are looking great for Bloodfire. Everybody countercharges, there’s a brief musical interlude as the Dwarf Army Standard is fragged by the CLOFD’s gore cannon (and maybe some Priest fireballs, but I have a feeling they healed Agnes or the Fire horde as the CLOFD rolled strong) and pops, then fighting happens. Stuff got wounded, stuff hung around, but only red stuff was near tokens.

Sallies score 2 points [6:5]

The roll for Turn 7 is a 2, making this a . . .

BLOODFIRE VICTORY

GAME 23: EMPIRE OF DUST

During Black Friday I caved and bought not one but two neoprene game mats – I ended up going with FLG Mats because USA + decent quality + sick discount.

And yesterday I finally busted one out for a game 😐

BLOODFIRE GAME 23: EMPIRE OF DUST

Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald – Banner of the Griffin
Mage-Priest – Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Dwarven Ale

Gotta say, 2k is bit awkward with the new item costs, compounded by my new double priest list taking up more hero points. Came down to BOTG or Healing Charm, and I had to go with Rally. Just makes too much sense in general, but especially when you’re running high defense / low nerve (relatively) monstrous things. Dwarven Ale because I had an awkward 10 points and the CLOFD wavers way more than I’d like, especially in an army of fearless things.

Empire of Dust 2000

Skeleton Spearmen Regiment
Skeleton Spearmen Regiment
Skeleton Crossbowmen Horde – Banner of the Griffin
Mummy Regiment
Mummy Regiment
Enslaved Guardian Horde
Swarm Regiment
Revenant Chariot Regiment – casket
Balefire Catapult
Balefire Catapult
Balefire Catapult
Bone Giant
Cursed High Priest – fireball & vicious, mount
Cursed High Priest – fireball & vicious, mount

Bones are as tuned up as they’ve been, with lots of tried and true choices, including the horrific possibilities offered by triple catapults. Chariots were the new inclusion, pretty sweet package or 125 points with casket, and rally on the Crossbows instead of a mediocre shooty item is a neat choice.

We diced up Scavenge (COK17), a mission I’d not even heard of until the last week or so. Markers went down center and 12” to either side. On the terrain, my home collection isn’t great, so the books are hills.

BATTLE


Battlelines!

Bloodfire seizes the initiative and rolls out, not keen to weather more catapult fire than needed. Fire Elementals hard right are surged forward 4”.

The wall of bone shambles forward, Mummies cresting the facing hill as all the undead firepower targets one of the central Fire hordes.

Double catapult hits (8 + 7 blasts X_X) and a smattering of crossbow bolts slam into the elementals, but they hold thanks to the Griffin Banner! Meanwhile, the Ankylodon is shoved a few inches backwards by the Enslaved Guardians.

Salamanders count their blessings / Ember Sprites and jam the center with chaff, as the Ankylodon crashes through the forest into the Chariots and the CLOFD likewise uproots some trees on his way into the Swarm:

The Fire hordes all trudge forward, getting off the hill and slooooowly hooking in from the right.

The hindered CLOFD and ABP manage to trip and cause a few wounds to their targets, neither of which care. Combined with the lesser Mage-Priest healing a single wound from the battered Fire horde and that was a pretty lackluster turn.

The Empire responds by pouncing all over the poor central Sprites (spoiler: they die) and hammering down into the mangled Fire horde (6 blast catapult hit gets them up to snakes) and the Ankylodon (combo of crossbows + catapult puts 5 (-1 for Iron Resolve) wounds on him). The towering ABP is also shoved like 5” back by the Guardians.

The rightmost Spear regiment charges a flanking Fire horde as well, doing a couple points of damage, and the Swarm nibbles a wound off of the CLOFD.

Turn 3, time to increase the grind with charges down the line: CLOFD back into Swarm, ABP (hindered) into flank of Chariots, Fire horde surged into flank of Mummies, Fire horde into Spears and more Fire into more Spears.

And you know, despite that wave of raw boiling blood smashing into the deadites … not much actually happened? The CLOFD managed to splatter the Swarm (-_-) and the Mummies died to the flank, but both Spearmen survived with average or below damage (5 + 7), and the Ankylodon continued to show how much he needs Strider. 20 attaks = 2 wounds, which happened to be the same or worse than what he did to the front (also hindered). And now he was going to get himself flanked.

Or not! The EOD piles on the central Fire horde, as Spears counter-charge their Fire bros and the Guardians make it personal and charge the Ankylodon. The Crossbows shamble towards the center to make their big rally bubble relevant …

… and a surge ensures it is. A catapult kills the right Sprites (Rest in Pepperonis, lil’ buddies), but it’s really about fighting. The besieged Fire horde survives with 9 wounds, largely thanks to the Chariot flank doing no damage and the Bone Giant fluffing hard. Neither of the Spears can make headway against their Fire hordes either, and the Ankylodon stands tall with 7 wounds (after IR).

Sallies retaliate as hard as they can. Fire hordes counter-charge Spears and Chariots (going for at least a kill in the latter case, and to free up some board real estate, though they may have been better punching the Bone Giant? Even knowing that’s a grind they won’t win), and for the first time all game the Ankylodon gets to fight something without being hindered, as he counter-charges the Guardians. The CLOFD digs up a loot token and charges through that damn forest to help his pal out.

The ABP is healed for two and a High Priest takes a fireball to the face, then all the Dust regiments are exploded. Unfortunately, 500 points of Salamander monster barely puts a handful of wounds on the Guardians, who hold with no issue. Holy hell guys.

The Empire piles on the pressure, throwing Mummies and Crossbows (!) into the smoldering central Fire horde, slamming the Bone Giant into the Ankylodon’s flank and counter-charging Guardians into CLOFD this time around.


Kaiju Big Battle 2: Monster Chiropractor

Catapult fire rains down across the board, wounding the last Sprites (on the left, looking to dig up more loot next turn) for 6 but for no waver, then slamming a Fire horde which, combined with multiple High Priest fireballs, nukes the unit. In combat, the Mummies + Crossbows manage only 2 wounds on their Fire Elementals, which can’t get through the Griffin Banner boost. The Bone Giant goes in with just 16 attaks, with which he stuffs it and only wounds the ABP 4 times (healed down to 9 with IR). Likewise the Guardians rip the CLOFD for 4 damage but he doesn’t care.

Turn 5 and it’s becoming apparent that the Bloodfire loot needs to be protected ASAP. The CLOFD and ABP (yay hindered!) head back into the Guardians looking to pop them or at least shut out the Bone Giant from the Clan Lord, while the remaining Fire hordes double team the Crossbows to remove a very big unit that’s contesting multiple markers (also rally, etc). Sadly the flanking horde had to sploosh over a barrier, so would also be hindered. Magic sees two wounds healed from the Ankylodon and a few wounds from a fireball into a catapult, for no lucky break.

After a lot of smashing, the Empire holds strong. 17 damage to the Crossbows isn’t enough to pop (I’ve really lost my ability to roll average on rout tests, especially rerolled ones), thanks in large part to the flanking horde really struggling to hit on 5+. The CLOFD + ABP again team up to do token damage at best to the Guardians. Cripes.

Oh, those last wounded Sprites totally did dig up more loot, so there’s that to manage now too.

Dust get another shot at blunting what really felt like a Bloodfire lead and happily take it. Bone Giant heads back into the Ankylodon flank, Guardians into the CLOFD, Mummies flank the rapidly dissipating Fire Elementals and the Crossbows counter-charge their buddies because reasons. High Priests fireball some wounds into the lesser Mage-Priest and Herald, wavering the Herald – but catapults either missed the Sprites or didn’t have a shot. All the wounded Salamander stuff dies in combat (the horde fighting the Crossbows takes no damage), and the Guardians take the CLOFD’s loot.

Sally Turn 6 and, after the last Fire horde digs up some loot of their own, it’s 2 to 1 on markers, with the Mummies clearly set to do some of their own mining next turn.

The Fire Elementals flame out and melt the Crossbow horde, the inspiring Mage-Priest fireballs off a Catapult, and the lesser Mage-Priest and Sprites combine to finish off the Guardians, destroying their loot in the process. 2:0 loot, at least for now.

Clearly the champion of the match, the Bone Giant powers into the Sprites, shattering them and stealing their loot. Meanwhile the Mummies dig up fresh loot, swinging the score to 2:1 in favor of the undead. The last Fire Elementals take 4-5 points of damage from Catapult lovin’ but don’t pop.

And with that the game ends.

BLOODFIRE LOSS

All told this was a great game. It was a bit frustrating to see the lead I had Turn 3-4 just fall apart through incompetence on my monsters’ parts (ABP Strider plz!), but Scavenge is a really cool mission that I’m happy to have finally played. I have no idea if it’s in COK18 but here’s hoping.

GAME 21: TWILIGHT KIN

Happy 2018! This Sunday the lads and I took a brief road trip to Kirwin’s down in Catskill, NY to meet up with some other wargamers and throwdown. We used COK18 rules because we’re fancy like that (and one of the writers of the game was in attendance!)

BLOODFIRE GAME 21: TWILIGHT KIN

Salamanders 2000

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
Herald – Healing Charm
Mage-Priest – Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Staying Stone

I’m transitioning to a double Mage-Priest list instead of the double mounted Herald version I ran last year, I guess in hopes of more surge shenanigans? And the ability to double surge in a moment of desperation. All told probably a bad idea, but it seems like it could work. I also swapped the Ankylodon out for the new legendary fire elemental, Agnih-Bhanu! Whether or not she’s worth the points, she fits the army theme and fighting style frighteningly well, so will likely stick around for a bit. Also yes, mine’s a she, no idea what its official gender identity is. Also I’m going to call her Agnes because.

The other COK18 comp thing is the Staying Stone on the CLOFD, bringing his nerve to 16/17, hoping to avoid awkwardly wavering in a list that’s mostly fearless.

Twilight Kin 2000

Crossbowmen Horde – Blessing of the Gods
Reaper Guard Regiment
Blade Dancers Regiment
Blade Dancers Regiment
Dark Knights Troop – Potion of the Caterpillar
Dark Knights Troop
Ba’su’su’s Vile Spawn Troop
Twilight Bolt Thrower
Twilight Bolt Thrower
Hydra
Hydra
High Priestess of the Abyss – Bane-Chant (2), Inspiring Talisman
Ba’su’su the Vile

My opponent hadn’t played KOW in 1.5 years (!), but dipped into her pool of Dark Elves and magicked up a nice balanced list.

We diced up good old Loot and distributed the counters pretty evenly across the center line. She won first turn, loaded her crossbows and took it.

BATTLE


Battlelines!


Agnes PIP, charging up her laser hand!

The Kin mobilize, freeing themselves of terrain on the (my) right and increasing the pressure on the left. The shooty center peppers one of the Fire Elemental hordes on the left for 5 wounds, no thanks to the Priestess who failed to bane-chant them (and would fail consistently to get 2 successes throughout the game), and one bolter tags Agnes for a wound.

Bloodfire scoots forward, bringing Ember Sprites to bear where able. Sprite vomit burns the Gargoyles and the pathfinding Death Knights but rout tests can’t even pull a waver (missed Gargs by 1 :P). Heal is cast down the line, bringing the wounded Fire horde to 3 but doing nothing for Agnes’ wound.

Kin respond with some dancing on the right flank, not wanting to dive into the Bloodfire heavies, but sufficient aggression on the weaker redemental left. Dark Knights and regenerated Gargoyles slam into the Ember Sprite screens as shooters reload …

… and put some serious hurt on the wounded Fire horde. They somehow survive on 13 wounds, though the Sprites either pop or are frustratingly wavered.

Hot reprisal is swift, maybe too much so. I thought about combo-charging both Fire hordes into the Dark Knights, to ensure their demise and get the wounded dudes up the board, but decided one would be enough and the other unit should be able to wreck Basusu (who I really underestimated). So one Fire horde charges into the Dark Knights and the other surges into the uber-gargoyle. Unfortunately the Dark Knights escape with a wavering, despite decent damage (8), and Basusu cops some wounds (5) but doesn’t care.

On the right flank, the red tide slops into shooting distance, tossing some Ember Sprite breath into the Blade Dancers and then eradicating the Hydra. Props to Agnes and her hate ray for like 8+ of those 14 wounds it took.

The Kin retaliate for the Hydra’s death by descending upon the Ember screen, liquifying them as expected. Agnes is also slammed by Twilight firepower (for 5 wounds), towering as she is above the melee.

Combat snaps to life on the left as well. Wavered Dark Knights cycle out for a fresh unit, along with a Hydra in the flank; Gargoyles head back into the Sprites; and Basusu counter-charges the rapidly dissipating Fire horde.

With the exception of the obnoxious Sprites, who waver again, everything dies -_-

Sally Turn 3 sees the right flank pulverize the Kin regiments, melting both units (a healed Agnes obliterates a few Blade Dancers personally – Crushing 4 in action y’all!). The Mage-Priest on the left jukes the Dark Knights in her grill and nukes their wounded compatriots holding the loot token, burning them down with a proper fireball. The CLOFD also reaches over the heads of the Fire Elementals on the right and slams 4 wounds into the Priestess, but can’t land the waver/rout.

Basusu jumps on her in return, scoring a couple wounds and disordering her, as the Hydra begins his long trek back to the action and the Gargoyles finish squishing the last of the Sprites.

Meanwhile, the Blade Dancers hurl themselves into the Fire horde that killed their sisters, ripping off 4 wounds thanks to a rare successful bane-chant. Agnes also takes a punishing volley of fire, going up to 11 wounds and popping even with the reroll.

As the Bloodfire mourns the death of their living legend, the Blade Dancers detonate spectacularly under 54 Fire Elemental attaks. And far away on the left, the Mage-Priest counter-charges Basusu but can’t land a wound.

Kin Turn 5 mostly means repositioning the flanking force from the left and shooting red things. The closer of the remaining Fire hordes is ventilated by insane crossbow fire + high explosive bolter rounds, popping it in one go @_@ Also Basusu makes good and routs his Priest quarry.

Very low on options, the Redementals shove on, hoping for some kind of long breath attak or surge charge. The last Fire horde is healed for 3 and the CLOFD chunks some damage on the right Bolt Thrower, routing it.

Turn 6 opens with those plucky Gargoyles charging the Fire horde (for 1 wound), plus another withering round of fire, this time into the CLOFD for a very plucky waver (7 wounds shooting for 16/17 and landed the 10).

The Gargoyles die in the counter-charge and the CLOFD turns to keep its front to the Hydra if we go into Turn 7. The ladies combine their powers and heal him for 2 :/

THE GAME CONTINUES!

With a final sneer, the Twilight Kin send the Hydra into the Fire horde’s front, where it flubs pretty spectacularly. Shooting stays locked on the CLOFD, ending him with a total of 16+ wounds.

Finally, the Fire Elemental horde burns the Hydra down, but that leaves Salamanders with 1 token to the Twilight Kin’s 2.

BLOODFIRE LOSS

GAME 20: OGRES

Final round up against our TO Jesse, a dude I knew from Master Crafted Gaming batreps (https://www.youtube.com/channel/UCpUodTbAv0XfqvwwG2cBHuA/videos?disable_polymer=1) and who my clubmates ran into at Keystone GT not too long ago. All around great/funny guy playing a balanced and unexpectedly strong Ogre list.

BLOODFIRE GAME 20: OGRES

Salamanders 2000

Fire Elemental Horde – Brew of Haste
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

Ogres 2000

Warriors Horde
Warriors Horde
Siege Breakers Horde – Cat Potion
Siege Breakers Horde
Boomers Horde
Boomers Horde
Red Goblin Scouts Troop
Red Goblin Scouts Troop
Army Standard – Banner of the Griffin
Army Standard
Army Standard
Sweaty Gigante

Third round was Occupy, with Sallies once more going first! Shamble army says yes please! (Admittedly going first wasn’t the best idea in 2/3 of these matchups, but as they all involved moving I was happy to oblige.)

BATTLE

Deployment is central-right, with the left objective ignored. I thought about sending some Sprites to grab it late game, but decided I’d rather they did something in the game itself. Griffin Bearer is the double flag behind the Siege Breakers.

The red wall trundles forward. I expected him to clear chaff next turn, plus was curious what he’d do with his Scouts on the right.

The flesh wall trundles forward. Boomers chunk into the central Sprites, wavering both units and stalling the fire’s advance. The Scouts double charge the speedy right Fire horde, doing appreciable damage but for naught.

Largely stuck in the center, the only real action is on the right, where one unit of Scouts is baked to death by the speedy Fire horde and the other is wavered by Sprite shooting. The speedy horde is healed a bunch, and the left Boomers suffer the CLOFD’s breath, though without even being wavered.

The Ogres continue to press the issue, getting the Boomers closer while setting up traps should the red hordes get stuck. The Giant goes aggro and bops a couple wounds on the speedy Fire horde but whatever. Shortly before which one unit of Boomers clears out the left Sprites, and the other rips into the central Fire horde, shredding 11 damage into them (with 18 shots!). Thankfully they can’t land the rerolled 7 to break them. Whew!

Suffering under the Boomer barrage and needing to act, the left Fire hordes power into Warriors and Boomers respectively, as the right Fire horde countercharges the Giant and Sprites get in the way of Siege Breakers. The Goblin Scouts were purposefully left alone this turn, so they would remain in the way of the Siege Breakers.

While damage is spread around – including breath attaks into the right Boomers – nothing results save for wavering the left Boomers.

The Ogres keep the mayhem going: Warriors countercharge the left Fire horde, more Warriors flank the deeply-wounded central horde, Scouts pounce on the third horde and the Giant countercharges the speedy horde. While the central Fire horde predictably goes down, damage is otherwise relatively light, with the Giant completely fluffing. The CLOFD cops a couple wounds from the right Boomers as well.

More fighting! The left and right Fire hordes countercharge their dance partners, though the third horde chooses not to countercharge the Scouts, to keep them in between the Breakers for another turn (this was an overthinking mistake on my part). The riskiest move was sending the Ankylodon into the wounded Boomers, as I was relying on 8 hindered attaks to land at least one wound and pop the Boomers, allowing the ABP to reform and not be flanked by things with CS that hit good. The plan also required at least wavering the other Boomer horde with shooting, which thankfully the CLOFD + Sprites were able to do, despite hitting on 5+. Combats work out, with the Boomers and Warrior both dying. The Giant is wavered but Fury don’t care. And the Scouts gumming up the right flank are wavered from shooting (I guess I hoped to clear and charge in my next turn? However charging now and charging then would have worked too).

Around this time the Diadem Herald had worked his way around the left flank, incinerating the leftmost Army Standard ❤

Hindered Warriors and Army Standard hit the Ankylodon, doing two points of damage, of which the big beastie heals one from Iron Resolve. On the right the Giant figures out how clubs work and hammers the speedy Horde but no lucky rout.

The Sallies turn the heat up and brutalize the Ogre army, with the left Warriors disappearing under a Fire horde flank attak (the Ankylodon helped), the Giant burned to cinders and the Scouts finally ended, forcing the Breakers over there to make a choice. Happily the Boomers are also routed, thanks to a sterling round of vomit from the CLOFD.

At this point things feel pretty great. It’s Turn 5, with just two Siege Breaker hordes and two Army Standards left up against a lot more red than I’m used to. Clearly I didn’t know what Siege Breakers are capable of O_O

Cat Siege Breakers charge the Ankylodon and the less-wounded Fire horde on the right, with their Army Standards flanking the Ankylodon and blocking the rightmost Fire horde. While the ABP takes 7 wounds, he’s able to survive the rout test. This is not the case for the Fire horde, which is absolutely jellied in one go.

Sally 6 is a scramble that has the left Siege Breakers slammed by Ankylodon + Fire while the right Siege Breakers are fed some Sprites to keep them occupied (and available to be shot). The Diadem Herald is only able to waver the left Breaker’s Army Standard, meaning that despite taking 11 points of damage the central Breakers don’t go down. On the right, breath from the CLOFD + Sprites is unable to dent the other Breakers, and the Fire horde only wavers their Army Standard in combat.

The right Siege Breakers obliterate the last of the Sprites, securing a secondary objective, as the left Siege Breakers erase their Fire horde, securing another secondary objective. With no Turn 7, the Ankylodon contented himself with securing the primary objective and calling it a draw.

BLOODFIRE DRAW

All told three good games, and I’m always happy to go 50%. Mantic provided prizes for the top three, which included me! I walked away with a Forge Father Sturnhammer, which I’m actually very excited to use as an APC in Necromunda. Though that’s a topic for another batrep thread . . .

GAME 19: DWARFS

Another round, another clubmate. In this case Senator Rossi, who I haven’t played in over a year I’d reckon?

BLOODFIRE GAME 19: DWARFS

Salamanders 2000

Fire Elemental Horde – Brew of Haste
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

Dwarfs 2000

Berserkers Troop
Ironclad Horde – [Magic Item?]
Ironguard Regiment – CS1/D5
Ironguard Regiment – CS1/D5
Earth Elemental Horde
Berserker Brock Riders Regiment – [Magic Item?]
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Army Standard Bearer – Diadem of Dragon-king
Army Standard Bearer – Lute of Insatiable Darkness
King – Wings of Honeymaze
Stone Priest – Bane Chant (2), Banner of the Griffin?
Battle Driller
Battle Driller
Greater Earth Elemental

There are 45 spare points, which I’m guessing were items on the Ironclad and the Brock Riders, as there are plenty of good ones they might have had. Anyway props to Rossi on sticking with Dwarfs and trying to make mostly-infantry work – in the past he’s done the gyrocopters as Elohi thing, and I know he’s fighting against going back to that.

Second round was Push, with Sallies going first again.

BATTLE

Deployment sees a flank denied, as the Bloodfire does. Wondering how often it’s the left flank I ignore, because it seems like most of the time. Push tokens are on the left Ironguard, the Earth Elementals and the Ironclad; and the Ankylodon, central Earth Sprites, and rightmost Fire Elementals.

Roll out! Redementals scoot forward, trying to stick to cover where able. The central Fire horde is surged forward a few inches, because I already know they’re a target.

Dwarfs shuffle forward a bit, knowing they’re outpaced nearly across the board. And the Brocks hold still, not wanting to start absorbing breath damage when they don’t need to. Organ Gun fire plinks off a couple wounds from the leading Fire hordes.


Sallies reach that 12” standoff band with the Dwarfs. Exploratory breath attaks can’t get much purchase in D6 rockementals 😐

With a resounding cry of YOLO! the Dwarf line slams forward, with the Earth Elementals hitting the bait Sprites and the Brocks thundering off their hill into the token-bearing Fire horde, plus the flying King bopping the Healing Herald.

The Sprites evaporate, as do the Fire Elementals (which was a bit surprising to me, given the 4+ and 4+ they needed per wound, although the Dwarven rout dice were definitely hot all game). The Herald also wavers, on a rerolled 11! The central Fire horde also copped more shooting damage from the Organ Guns.

With the battleline getting cramped and not enough Dwarfs dying, things get a big drastic for the Sallies. The Ankylodon flanks the Greater Earth along with Fire Elementals in the front, with the understanding that he’s screwed if this doesn’t work. Meanwhile Fire hordes go into the Ironclad to begin the grind and the right Ironguard to hopefully break through next round. To protect their flank the Diadem Herald tosses himself in front of the Brocks, offset to pull them to the side when they align. Breath attaks lay a little damage into the Brocks but their nerve is far higher than I remember.

The Ankylodon’s gambit pays off and the GGE is reduced to rubble, and happily the Ironguard fall to the speedy Fire horde as well, letting them scoot past the arc of the Brocks. Even more unexpectedly, the central Fire horde is able to waver the Ironclad! Headstrong or not, that’s pretty sweet.

[We then went into his turn and forgot the lucky waver on the Ironclad, which resulted in a lot of carnage and so on until I went and spotted his headstrong token. He failed the headstrong roll and, being an absolutely gent, we reset the game based on my photos …]

Despite these setbacks the Dwarfs shoulder on, as they do. Earth Elementals piled into the waiting Ankylodon (for little result) and the Brocks ran over the poor Diadem Herald. A battle driller had a shot at the hasty Fire horde for a lark and the King continued to harass the Healing Herald. The Dwarven left flank crept closer and Guns tried for 6+ to hit vs something red.

That failed headstrong on the Ironclad is punished to the full extent when the Dwarven horde receives Fire Elementals in the front and the flank, as the speedy Fire horde smashes through a Battle Driller and follows into the Ironclad. They die. The Ankylodon faffs away at the Earth Elementals (his 4+ to hit being way harder to deal with then their D6) and the Brocks take another breath bath from the CLOFD, but likewise don’t care.

The Dwarf answer by hitting the speedy Fire horde with Brocks (tons of damage but no rout); flanking the Ankylodon with bane chanted Berserkers + Earth Elementals in the front (the ‘Serkers roll insanity and the ABP is toppled); and shooting the hell out of the central Fire horde (popping it). Brutal stuff. Also note that the King has been chasing the Healing Herald around all this time, bopping him for a single wound to disorder him.

Sally 5 sees the flanking Ironguard finally engaged by a Fire horde, the Earth Elementals receive some breath loving (for all the good it did), and the speedy Fire horde punch the Brocks, who still refuse to rout.

The Dwarfs drop the hammer once more, double teaming the left Fire horde, running over some Sprites and dispersing the speedy right Fire horde. Somehow the left Fire horde survives the (hindered) Berserker blender in the flank! And the CLOFD is wavered after suffering focused Organ Gun shelling.

Sally 6, the last Fire horde pounds into the Ironguard, triumphantly claiming their token.

Dwarf 6 sees the Fire horde extinguished by the Berserkers and a lot of stuff made dead – I think the King killed the Mage-Priest this turn, after a lucky 10 reroll on the Healing Herald the turn before. Well ahead on tokens, Turn 7 would have simply given the Dwarfs a chance to table the Sallies by shooting the CLOFD to death, but the extra turn die said no.

BLOODFIRE LOSS

GAME 18: VARANGUR

Back with another handful of quickie Salamander reports! November 18th I drove down to Philadelphia to hangout at PAX Unplugged and throwdown in the KOW tournament going on that Saturday. Originally it was supposed to be four games with a 20 person cap … but for whatever reasons it ended up just being me, two clubmates from Albany, and the TO (a great dude I’m happy to see going to more NE events). So we cut it down to just three games, which suited me fine, as I was able to get in a little vendor time and drive home early.

BLOODFIRE GAME 18: VARANGUR + NIGHT-STALKERS

Salamanders 2000

Fire Elemental Horde – Brew of Haste
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

Originally I had wanted to change things up and start running double Mage-Priests, but I wasn’t about to go into a tournament with a list I’d never played – one I hadn’t played for a few months was bad enough!

Varangur + Night-Stalkers 2000

Warband Regiment – Banner of the Griffin
Warband Regiment – Brew of Courage
The Fallen Horde – Helm of the Ram
Tundra Wolves Troop
Mounted Sons of Korgaan Regiment – Cat Potion, gift of the warrior
Horse Raiders Troop – bows
Magus Conclave – famulus
King on Chimera – Brew of Haste, gift of the warrior
Skald – Lute of Insatiable Darkness
+
Fiends Horde
Void Lurker

The two monsters I respect most in the game right now are probably Kings on Chimeras and Void Lurkers, and this list has them in a tagteam O_O I also was shocked at how mediocre Warbands are, although they are pretty cheap for their stats, so I suppose it works out.

First round was Invade, with Sallies grabbing first!

BATTLE

Deployment sees a flank denied, as is typical for the Bloodfire.


After Sally Turn 2, the red battleline prepares to receive chargers. Not counting the rightmost Sprites, who got eaten by Wolves, who then were barfed on and destroyed by more Sprites.

Boom! The Varangur elite crash into the elemental host. The Fire horde facing Mounted Sons + Void Lurker explode in a shower of fiery gore, however the King finds himself stuck after his solo venture into a neighboring horde. On the left flank the Horse Raiders begin a long grind in the woods vs some very tenacious Ember Sprites.

Retaliation is brutal, with the Void Lurker ignored in favor of hitting the Sons with CLOFD + ABP and smashing the King with a Fire countercharge to the front and surge charge to the flank. The Sons are smacked around (wavered but whatever) and the King is melted to slag under 54 CS2 cuddles.

The Varangur head in again, this time punching in their flankers – Fiends (hindered) + Fallen into a Fire horde, Warband + Raiders into their own obnoxious Sprites. The Void Lurker makes contact with the King’s Fire horde (which had been rather significantly healed at this point) and the Sons countercharge the CLOFD. Despite putting out a lot of hurt none of the Salamander targets go down, including a cheeky snake eyes on the central Sprites holding up the Warbands. Importantly the leftmost Sprites take no wounds from the Horse Raiders.

Last turn’s lucky nerve roles are particularly nasty as they let a Fire horde flank the first Warband reg, followed by countercharges on the Fallen (ignoring the Fiends to keep them hindered), the Void Lurker and the Sons. Plus the free Ember Sprites questing for the Magus Conclave’s heads. And on the deep left flank those pesky Sprites combine fire with the Diadem Herald to cook the Raiders.

After combats, the Sons have been devoured by the Bloodfire heavies, the first Warband is toast, the Fallen are wavered, and the Void Lurker remains unmoved.

As is typical for Fire Elementals, the following turn sees most of them burn out. A hindered flank from the Fiends finishes the leftmost horde and the Void Lurker ends what the King started.

It must be a Bloodfire late game with so few red things on the board. The surviving Fire horde shoots the gap into the Fallen, the CLOFD takes matters into his own hands and stomps into the Void Lurker, and the hero-mode Sprites charge the Magus Conclave. With the exception of the CLOFD, things work out great: the Conclave is devoured by Ember Sprites, the Fallen are beaten to a pulp, and, unexpectedly, the Diadem Herald manages to waver the uninjured Fiends with a ridiculous display of dice!

Varangur 5 sees the surviving Warband shove for the enemy half of the board, and the Void Lurker waver the CLOFD. The end is nigh!

Sally 6 is largely spent sending a Magmadroth into the front of the Warband (no result) and making sure unit strength is on the enemy side. Annnnd the Diadem Herald killing the Fiends with another stunner of a breath roll ❤

In Varangur 6, the Void Lurker chops down the CLOFD and the Skald powers up for what could be a game tying throw. If he can hit and wound the last Fire horde with his throwing axe the game will be a tie! He hits! He fails to wound!

BLOODFIRE VICTORY

GAME 17: ABYSSALS

BLOODFIRE GAME 17: ABYSSALS

Salamanders 2000

Fire Elemental Horde – Sparkstone
Fire Elemental Horde – Healing Brew
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

Abyssals 2000

Gargoyles Troop
Gargoyles Troop
Lower Abyssals Horde
Lower Abyssals Horde
Succubi Troop
Succubi Troop
Molochs Horde – [15 point item]
Molochs Horde
Tortured Souls Horde
Abyssal Horsemen Regiment
Abyssal Harbinger
Efreet – Inspiring Talisman
Abyssal Temptress – Bane Chant (2)

Last one of these mini reports! This was an intro game for a clubmate who used to play WHFB with us and mostly disappeared after the cataclysm, until he finally caved and bought an Abyssal megaforce late in the summer. He slammed the army out in really stunning time – although note that the list he ended up painting and bringing to the Crossroads GT 2017 was not the one above. We berated him out of using the Molochs in short order and he replaced them with a Well of Souls, more Gargoyles, etc.

Pretty sure we played Dominate, because I may as well have an advantage XD

BATTLE

Ha! I don’t remember much and my photos are terrible. I think in these intro games I was more interested in talking about KOW and its intricacies than taking board shots. That’s my excuse.

But wow are my guys red!

Eventually a lot of his things bumped into mine and were clobbered back, with the things in the list you expect to die dying – Molochs (though they did better than the internet might think, especially with multiple flank charges (!) going off), Horsemen, Succubi, Gargs all succumbing to burning love and breath attaks.

This might be the turning point:

Tortured Souls pulled off a stunner of a long distance charge into the Ankylodon’s flank, shredding him down 17 wounds … and then rolling snake eyes! A lot went sideways after this, with flank charges and surge charges bashing up the rest of the Abyssals but good.

BLOODFIRE VICTORY

GAME 16: VARANGUR

BLOODFIRE GAME 16: VARANGUR

Salamanders 2000

Fire Elemental Horde – Sparkstone
Fire Elemental Horde – Healing Brew
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ankylodon Battle Platform – firebolts
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge (8), Heal (3)
Clan Lord on Fire Drake – Banner of the Griffin

Varangur 2000

Sons of Korgaan Regiment
Sons of Korgaan Regiment
Sons of Korgaan Regiment
Tundra Wolves Troop
Tundra Wolves Troop
Mounted Sons of Korgaan Regiment
Magus Conclave – famulus
Magus – fireball (12), famulus, Inspiring Talisman
Chieftain
King on Chimera

*Plus upgrades and items

This was an intro game for an Age of Sigmar dude who had been convinced to rebase an old Warriors of Chaos army and give KOW a try. By all accounts he enjoyed it and we had a good game. Much slower list than the typical Varangrr Fallenfest ;P

We played Eliminate … and thankfully my opponent took photos because I remember very little!

“’BATTLE”’

Sprites gonna sprite!

CLOFD gonna flop! Only model in the army that ‘hits’ on a 3+

Everything dies! This came down to me winning in Turn 5, him grabbing it in Turn 6, and me not pulling off the lucky Diadem run on his King that I needed in Turn 7 to win it. Cool nailbiter ending to a real slugfest.

BLOODFIRE LOSS