GAME 15: NIGHT-STALKERS

BLOODFIRE GAME 15: NIGHT-STALKERS

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

Night-Stalkers 2000

Blood Worm Legion
Blood Worm Legion
Shadowhounds Regiment
Shadowhounds Regiment
Nightmares Regiment
Nightmares Regiment
Fiends Horde
Fiends Horde
Void Lurker

I think this rematch against the NS was an Occupy game, apparently with me going first.

BATTLE

Red dudes slump forward, with the Stalkers more or less holding back while the Shadowhounds flank in and are eventually burned up. The Fiends over in the top left would refuse to engage until the very end of the game, despite over-threating the slow Fire hordes.

WOOOOO! While the left side of the field was largely a stand-off, the center/right involved the Magmadroth putting his D6+ to good work frustrating the Worms – who he couldn’t do anything to, thanks to being a doofus when it comes to hurting things. The turning point of the game was likely the late turn where I remember not actually breaking the hard NS targets I’d been working on for turns, especially the Lurker. Everybody wavered out, not letting me clear up the mess above as I needed to.

I honestly have no idea how this one ended up, but I’m willing to call it a Stalker win.

BLOODFIRE LOSS

GAME 14: NIGHT-STALKERS

BLOODFIRE GAME 14: NIGHT-STALKERS

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
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

Night-Stalkers 2000

Blood Worm Legion
Blood Worm Legion
Shadowhounds Regiment
Shadowhounds Regiment
Nightmares Regiment
Nightmares Regiment
Fiends Horde
Fiends Horde
Void Lurker

EOD sparring partner had begun scratching up an elite NS army at this point, which for this game was just white primed bases.

No idea what we played but I I did finally field the painted Magmadroth / ABP:

I seem to remember him meeting an ignoble end, as appears to be his fate.

As for the game itself, I had an Ember Sprite regiment hold up a Worm legion on snakes twice in a row, which allowed me to overwhelm them with Fire hordes and turn the match on its head. Flukey stuff but I’m not complaining.

BLOODFIRE VICTORY

GAME 13: EMPIRE OF DUST

I haven’t played KOW since July, when I closed on a house and instantly lost all my free time. And through a cruel twist of fate all the KOW events in the NE US happened to fall on dates I was already booked for music festivals and stuff like that. The struggle.

That said, before July I did play some games that went unreported, and in the interest of completion I wanted to share what details / pics I have of them. Also because I miss writing and reading KOW reports, which really seem to have dried up in the last months. I’ll be trying to fix that again (hopefully by playing more soon).

BLOODFIRE GAME 13: EMPIRE OF DUST

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
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

Empire of Dust 2000

Skeleton Spearmen Regiment
Skeleton Spearmen Regiment
Skeleton Crossbowmen Horde
Mummies Regiment
Mummies Regiment
Enslaved Guardians Horde
Swarm Regiment
Balefire Catapult
Balefire Catapult
Balefire Catapult
Bone Giant
Cursed High Priest on Mount – Fireball (12), Vicious
Cursed High Priest on Mount – Fireball (12), Vicious
Undead Army Standard Bearer

*Plus a bunch of items where relevant. Caskets, ASB item, crossbow booster, those sorts of things.

It looks like we played Dominate, with Sallies going first.

BATTLE

Sallies go as aggro as they can, with the Ghostdroth overextending a tidge.

Ka-surge! Ghostdroth gets nabbed by a healthy Mummy surge, they rip into him with hot dice but he stays cool. Sallies respond with some jam for the most part.

Sprites gonna sprite! But meanwhile Ghostdroth is wrecked by smoking Mummy dice.

Retaliation is swift and overwhelming. For the ‘Droth!

The Swarm is cuddled into molten bug goo too as Team Fire prepares to receive Team Dust.

The undead for the most part bounce off the wall of fire.

And are dispatched with uncharacteristic competence!

Can’t stop this elemental train!

End game looks to be a tie by my count, with eight unit strength for both sides within range of the center.

BLOODFIRE DRAW?

GAME 12: THE HERD

Threw down last Wednesday! Which also means I don’t remember a lot of the game! But completeness tho.

BLOODFIRE GAME 12: HERD

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
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

Same list for me, still with +1Sp on those fancy elementals. Still toying with BOTOK (because awesome and overextending seems bad) or Pipes of Terror (because brutal is great and keeps happening), but due to flanking being so legit in KOW I’m trying to stick with Haste.

The Herd 2000

Spirit Walkers Regiment
Spirit Walkers Regiment
Harpies Troop
Harpies Troop
Lycans Regiment
Lycans Horde – Helm of the Ram
Centaur Longmanes Regiment – Healing Brew
Beast Pack Troop – Fire-Oil
Stampede – Brew of Haste
Chimera – wings
Shaman on Mount – Heal (5)
Shaman on Mount – Heal (5)
Tribal Totem Bearer on Mount – Lute of Insatiable Darkness

Changing things up a bit: no infantry horde(s), even stronger emphasis on speed, all the bane chant.

We diced up COK #12: Eliminate! Bounties went out on my CLOFD, Ankylodon and Fast Elementals; and on his Lycan Horde, Stampede and Chimera. I won first turn (!) and took it, mostly to get closer to the center I suppose.

BATTLE


Ghostdroth!

Roll out! The Herd moves up in response, cautiously across the main battleline but with Lycan beginning to envelope the right Fire flank, as is their want. Salamanders respond by advancing Sprite Screen™ and breathing all over the enemy chaff / Stampede. Both Harpies and Beast Pack are only wavered (…), and the Stampede’s token wounds will be healed away by Shamans in the coming turn. Speaking of which:

Fighting! I intentionally positioned the Ankylodon so the Stampede could solo into him if they wanted to, but would face some stiff reprisal if they flopped (and even if they didn’t). Though frankly I just wanted to see what would happen when the Ultimate Hammer Unit smashed into a Pretty Solid Anvil Monster. While we wait for that, Ember Sprites got batted around, though only the Longmanes actually routed, with the Chimera and Spirit Walkers just wavering their obnoxious swarm friends.

Anyway, the showdown: Stampede thunders into Kylo Don, 30 dice @ 4+ becomes ~28 hits then 26-27 wounds. Holy. Hell. No snake eyes so the big beasty poofs back to the painted table. (Even discounting batshit dice, the Stampede should still do 13 wounds, which is a hard soak for any monster (also I always think it’s 24 attaks, 30 seems just too crae!))

Wavered Sprites are annoying for me too, and my Fire Elementals are boiling for vengeance. The Fast Horde settles for beating up the Longmanes (routing them!) while the horde to their left bops into the Stampede to at least put some wounds on it / disorder it (success), and the CLOFD flanks into the Chimera and does heavy damage (wavering it). The Diadem Herald and functioning Sprites barf off the Harpies and Beasts on the left flank.

Herd reprisal sees the Spirit Walkers both kill some Sprites, the surviving Harpies on the right flank descend on the Mage-Priest and disorder her (just!), the Lycan continue to menace, and the Stampede countercharge those Fire Elementals. Freshly healed and bane-chanted, they toss out a second two handfuls of dice: 30 attaks @ 4+ @ 3+ does an astounding 17+ wounds! The Fire Horde is reduced to mist and I’m personally stunned at how good these pigs are today O_O

Much of the Sally response runs itself, as the Stampede finally has its reign of terror ended by the Fast Elementals in the flank, the CLOFD slaughters the Chimera (with legit Sprite flanker support of course), and annoying Harpies are mashed to pulp by the central Fire Horde. The real conundrum was how to handle the right flank:

To a large extent I had already written off those Fire Elementals, as I had woefully under-supported that flank in favor of a stronger left/central push (which I tend to do too much). So the fact that those fire dudes were still alive this late in the game was novel, however I also wanted to get something out of them, even if that was just to delay the Lycan. As I saw it, my choices were:

  1. Not charge and cop Spirit Walkers + Lycan Horde in the front, likely dying.
  2. Charge the Spirit Walkers and do a little damage, then take SW in the front + Lycan Horde in the flank, instantly dying.
  3. Charge the Lycan Horde and do a little damage (which would be regenerated anyway), then take the (disordered) Horde in the front and Regiment in the flank, instantly dying (if a little further away from my line and with the wolves consolidated). The Spirit Walkers charge into my central Fire Horde then get killed.

I chose #3, and entirely forgot about the 1” pushback when that beleaguered Fire Horde bounced off the Lycan Horde -_-

Yep, Stampede + Chimera are toast.

Yep, Fire Horde is toast.

The other Spirit Walkers head into the Fast Elementals, which is important because that Fire Horde is holding a bounty token (the CLOFD has the other one), and I’m currently up 2 to 1. The Walkers do good damage but bounce.

In Sally Turn 5, the Fast Horde counter-charges those Walkers, bashing them up, with a side of healing. The other remaining Fire Horde is faced with the Herd flanking force (Spirit Walkers + Lycan Horde + Lycan Reg), and can no longer rotate to keep them all in the front. It turns to face the Spirit Walkers + Lycan Horde, as I don’t have enough faith in my shooting dice. Which is a shame as the CLOFD rolls like a maniac and easily burns down the Spirit Walkers, with an assist from the Mage-Priest’s fireball.

The wolves descend in Herd 5, gorging on that poor Fire Horde. Meanwhile in the woods the Walkers smash the Fast Horde up to 10+ wounds, but can’t land the shaky rout.

Sally 6 and it’s still 2-1 on bounty markers. I get tunnel vision about keeping the Lycan away from my Fast Horde and charge the Lycan Horde with the CLOFD (who has a marker himself and isn’t that tough), who bashes them around (also disorders). The Lycan Reg gets chaffed up by the surviving Ember Sprites, who also manage to waver them with the breath assist from the Diadem Herald. Meanwhile the Fast Horde gets a die of damage removed thanks to Healing Herald + Mage-Priest, then obliterates the Spirit Walkers pestering them and prepares to weather the next turn or two.

With game end looming, the Lycan Horde bites into the CLOFD and rips him for 10 wounds (that bane-chant, so hot right now), possibly wavering him. Shaman and Totem Bearer throw themselves into the Fast Horde but can’t land a wound for that rout test.

THE GAME CONTINUES!

Turn 7 Sallies, I slam the bleeding CLOFD into reverse, chaff the Lycan Horde with the surviving Ember Sprites, waver/rout the Lycan Reg with breath attaks, and liquefy the Totem Bearer with the Fast Horde. Healing goes into the Fast Horde but isn’t great.

Turn 7 Herd and it’s literally the last gasps. Lycan Horde flanks and pulps the hero Ember Sprites (RIP), as Shamans charge the Fast Horde and the CLOFD, my two bounty holders. One Shaman lands a wound on the Fast Horde (!) but can’t manage the rout roll. The other Shaman sneaks a wound onto the CLOFD (!), then double aces the average roll to rout him, nabbing a second bounty and drawing the game! Respect, lil’ Shaman!

BLOODFIRE DRAW

GAME 11: EMPIRE OF DUST

It took a while to get back in the saddle, but Saturday night I threw down with Albanyadriel. Despite telling him I wasn’t batrepping the game, here’s a quick and dirty rundown for completeness ;D

BLOODFIRE GAME 11: EMPIRE OF DUST

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
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

Swapped the double Greater Fires for the Ankylodon and the return of the fourth Sprite base. This leaves 15 floating points, which will probably hover between +1 Sp or BOTOK on the one of the Fire hordes, as my keen analysis has told me that they most hurt for speed and actually hitting things.

Empire of Dust 2000

Skeleton Spearmen Regiment
Skeleton Spearmen Regiment
Skeleton Crossbowmen Horde – Blood of the Old King
Mummies Regiment
Mummies Regiment
Enslaved Guardians Horde
Skeleton Cavalry Regiment – Casket of the Damned
Balefire Catapult
Balefire Catapult
Cursed High Priest on Mount – Fireball (12), Vicious
Cursed High Priest on Mount – Fireball (12), Vicious
Idol of Shobik

Newly finished Guardians replaced the oft maligned Worm Riders, and the Bone Giant transmogrified into the Idol! At the cost of the third Balefire (and no doubt other stuff, that thing is pricey).

I asked to play Loot, as I don’t know if I’ve done it with Bloodfire (and screwed myself out of it during the GT, because I’m dumb). We basically went equidistant with the counters, despite confirming that you can skew them all onto one side given the 12” placement rules. Which is generally my army’s thing O_O

BATTLE

Part of what I wanted to do this game was work in three battle groups, as opposed to one to two mega clusters, which happens to be what Loot wanted as well. So to that end we formed Bloodfire Squadrons 1 (Fire Elementals + Ember Sprites + Ankylodon + Healing Herald), 2 (Fire Elementals + Ember Sprites x2 + Diadem Herald) and 3 (Fire Elementals x2, Ember Sprites, CLOFD + Mage-Priest), theoretically based on where the Empire was projecting force?

With the general slowness and short range of this army and the spread out loot counters, this also meant that the battle groups didn’t interact very much – which happily worked out in the end (spoiler).

On the left, Healing Herald kept the Fire horde fairly topped off as it advanced at the Crossbows, while the Ankylodon went aggro on the Spears over there. Despite copping a sick flank charge from the Crossbows (:P), the big lizard stomped the Spears out in two rounds, spun around and helped the Fire horde deal with the Idol, which had plowed into them earlier. 20 CS4 attaks in the flank ended the 350-point legend. Late game on the left saw the Fire horde eviscerate the Crossbows (18 attaks into 13 wounds!!!) and the Ankyldon scoop up both the left and the center markers.

The lightly-held center turned early when the Cavalry bounced off the Fire horde, batted around in return, then bounced off the Diadem Herald in a wood, and the Mummies failed to even waver the Sprites. This got the Mummies flanked by the Fire horde and the Cavalry vaporized by breath attaks and fireballs. However the grind with the Mummies would go into the late game, with the same burning out Fire Elementals finally ending them.

Meanwhile on the right, the Bloodfire was applied pretty liberally and did what it does: Spears were vaporized by 32 breath + 10 fireball, Guardians got charged in front and flank by Fire hordes (thanks +1 Sp!), and despite losing a Fire horde to flanking Mummies (I was dumb and overestimated the reach / potential of the Cavalry in the center, turning my flank to the Mummies inches away), burnt them down too.

In the end, the Empire had one Cursed Priest desperately scrambling to fireball things and one Balefire which stubbornly refused to hit anything (AA had maybe two hits all game between the two catapults?), to the red thing’s three loot counters.

BLOODFIRE VICTORY

GAME 06-10: UNPLUGGED GT 2017

The Unplugged GT went down April 22-23 and was by all accounts a really superb tournament. Well-run with great sports all around, I was very happy that I finally made it out after missing out on the last four years. That said, my fire elementals had a pretty rough run of it, which I’m going to put down to poor luck with scenarios and some bad run-ins with the dice when it mattered (or all the time). Spoilers.

I actually took a ton of photos of each game, with the intent of doing standard turn by turn reports, however I don’t think I have five full reports in me. So buckle up for five brief recaps instead!

SALAMANDERS 2000

Fire Elemental Horde – Blade of Slashing
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge, Heal, Inspiring Talisman
Clan Lord on Fire Drake – Banner of the Griffin

Only change was dropping the Shroud of the Saint on the Priest for another source of Inspiring, largely so the diadem herald could go ham. And picked up that sweet Blade of Slashing, which I forgot all of Saturday – should have gone Healing Brew, but eh.

GAME 6: FORCES OF NATURE

Naiad Ensnarer Horde
Salamander Horde – Brew of Strength
Centaur Bray-Hunter Troop
Centaur Bray-Strider Regiment
Centaur Bray-Strider Regiment
Centaur Chief
Winged Unicorn – Lightning Bolt (5)
Winged Unicorn – Lightning Bolt (5)
Pegasus
Beast of Nature – Lightning Bolt (6), Fly + Speed 10, Vicious + 7 Attaks
Beast of Nature – Lightning Bolt (6), Fly + Speed 10, Vicious + 7 Attaks

There are 50 points in items somewhere in there (if it were me it’d probably be Hammer on the Ensnarers and Bane-Chants on the Unicorns? But maybe not in this case.)

SCENARIO: LOOT (aka PILLAGE 1)

Pillage is probably the worst scenario for my derpy red shambling castle, so I was prepared to be playing for the draw or minor loss in one to two of the matches this tournament. So prepared apparently that I mistook the TO calling out Loot to mean we were in fact playing the dreaded Pillage (in my defense they’re also on the same page in the OG book, meaning when I checked the rules I picked the wrong column to verify my suspicions). Loot would definitely have been preferred, though still up against a tough fight with all that lightning and speed. I didn’t realize my mistake until like Turn 4, at which point we were well into pillaging.

I guess my plan is to dominate the right section of the board and try to smash through everything, then sit on whatever markers are left with whatever I have left?

Except, being half-asleep and a little hungover, advanced my left wing too far, letting a Beast into the flank of two of my four Fire Elementals, along with Unicorn support. One horde died, the other was crippled, we fought on the most awkward hill we could for a long time, with the Beasts devouring things until I finally burned them down.

Stupidity on the left was matched with tough luck on the right: I had caught a break when both Bray-Striders bounced off a Greater Fire Elemental, letting a Fire horde eviscerate the flank of one of the units – and then snake eyes the break. You can see that horde getting rear charged by a unicorn here (that horn HURTS). So a collapsing Nature flank became a collapsing Salamander flank. And then his hordes descended and ground my center out, leaving just my heroes standing (and unable to contest much of anything).

BLOODFIRE LOSS (4/20)

GAME 7: UNDEAD + NIGHT-STALKERS

Ghoul Troop
Ghoul Troop
Ghoul Troop
Zombie Legion – Hammer of Measured Force
Werewolf Horde
Wight Horde
Revenant Cavalry Regiment
Vampire on Undead Pegasus
Liche King
Necromancer – Undead Horse, Inspiring Talisman
+
Spectre Regiment
Spectre Regiment

Plus like 140 points in items and spells! (Brew of Strength Werewolves, Cat Potion Cavalry, Lightning Heroes, Something-something Wights?)

SCENARIO: SCOUR (aka PILLAGE 2)

And so time to more or less officially play Pillage :facepalm:

My only practice against Undead is at tournaments, and Chris was running stuff I had never faced (Wights, Revenant Cav) combined with old classics and new items (Hammer on Legion!), with a side of allied firebolts. Anyway, a great guy with a beautiful Titan Forge army. Pity about the scenario, but at least we were playing the right one!

We had an incredibly cagey game, where the first four turns (!) were spent with me advancing my line out in Reverse Death Crescent formation and burning his chaff off, as he enveloped from the left, with the Vamp on Peg pushing into my DZ to threaten rears.

Turn 5 he pulled the trigger, and while some match-ups worked out for me (Revenant Cav, Wights), others definitely did not, especially the Hammer Zombies. Once the Werewolves and Vamp slammed in Turn 6 it was well over scenario-wise, though I had held my own in attrition, which is a thing. Plus side of such a dice-light game was finishing 15-20 minutes early and getting afternoon beverages sorted out ;D

BLOODFIRE LOSS (5/20)

GAME 8: UNDEAD

Revenant Regiment
Revenant Regiment
Zombie Legion – Hammer of Measured Force
Werewolf Horde – Brew of Strength
Wight Horde
Revenant Cavalry
Revenant Cavalry
Vampire on Undead Pegasus
Liche King
Necromancer – Inspiring Talisman
Necromancer

Plus 120 points in items and spells!

SCENARIO: CONTROL

Up against one of the Unplugged dudes in a game that isn’t Pillage! Plus Undead were pretty fresh in my mind from last game. We both refused our left flanks and prepared for a long shamble into the center …

Early action on my left saw Vamp and both Cav playing with a GFE and two FE, with stunningly bad rout rolls on both our parts keeping that engagement going for too long, even with multiple flank charges going on. Eventually the rest of the lines slammed together (though note most of the fighting is in his central section, as was my plan):

We ground for ages, over which the Werewolves showed some real prowess at putting out fires, until being surged in the rear by yet more Fire Elementals. End game saw Salamanders with an unbeatable scenario lock, thanks largely to cheeky Ember Sprites camping the NE sector the entire game, although we nearly tied on attrition (1075 vs 1080). All told a great throwdown of a game to end a rough day on. Then I drank all the vodka and played all the board games – King of New York ftw!

BLOODFIRE VICTORY (15/20)

GAME 9: GOBLINS + ORCS

Spitter Regiment
Troll Horde – (Item)
Troll Horde
Mawbeast Troop
Mawbeast Troop
Mawbeast Troop
Big Rocks Thrower
Big Rocks Thrower
King on Chariot – Blood of the Old King
Biggit on Fleabag
Wiz on Fleabag – Bane-Chant (2), Inspiring Talisman
Giant
Slasher
+
Ax Horde
Krudger on Winged Slasher

Plus a smattering of items / spells! (Greg’s army got I think Second Best Painted? Losing out to an amazing Ratkin army with stunningly smart multibasing throughout.)

SCENARIO: EXTRACT? (aka PILLAGE 3)

We played the other not-Pillage scenario from COK 2017, where counters are worth different weights. Before I start complaining about yet another round of Pillage, because our counters were all worth 1 except for two near each other that were worth 3 it dawned on me at some point that this was actually winnable for me, if I could hold out and not be dumb.

Given how hungover / exhausted I was, that was going to be a tall order 😐

Fire Elementals on the fire table! Sweet! The markers that matter are by the mausoleum and in front of my dudes. Opening turns, I bowed out, he enveloped and advanced Mawbeast chaff, then I stumbled: 1-1 to clear one Mawbeast pack in the center, followed by huge flop by a GFE to clear another (1 wound, no luck on the rout). While this stalled my line, it also screwed over the parts that were going hard:

Those two fire hordes had punched out a unit of trolls, with the intent of both turning to accept some painful frontal charges but ultimately either pound through them or set up friends to counter-charge in. Unfortunately because those Mawbeasts lived, I couldn’t rotate the two hordes back to back, so the Slasher flanked in, liquefying the left unit before it’s time. Which in turn lost the second unit, and so on – that Slasher chewed through several units, including the Mage-Priest some turns later.

And yet somehow this game hung in the balance even in later turns, as one of the last fire hordes was able to charge into the Ax horde and break them with the help of the CLOFD, giving me 6 points in counters. Until the Krudger, who I just failed to waver with a wall of breath attaks, teamed up with Slashy to shred much of what was left.

BLOODFIRE LOSS (3/20)

Despite the crushing defeat, Greg’s a pleasure to play (and probably the Unplugged guy I meet on the table the most during tournaments), and I was a lot more engaged in this not-Pillage than most, as I felt I had a chance, even after the early kerfuffles with chaff sticking around.

GAME 10: ELVES + FORCES OF NATURE

Kindred Archer Horde – Jar of the Four Winds
Forest Shambler Horde
Forest Shambler Horde
Stormwind Cavalry Regiment
Bolt Thrower
Bolt Thrower
Master Hunter – Piercing Arrow
Tree Herder – Soul Drain
Tree Herder – Soul Drain
+
Air Elemental Horde

Plus 40 points in items (the Stormwind did not have Cat Potion!)

SCENARIO: INVADE

Whew, just one game left, and it’s on the bottom tables versus a very nice dude playing an unoptimized Elementals + Shooting army. And it isn’t Pillage! And I’m going first (for the first time all GT)!

A lot of this game would come down to using the plentiful cover to advance, while keeping some dudes who could handle the Elf firebase. In the end this worked out, with Diadem Herald going ham and blowtorching Bolt Throwers down, Ember Sprites lending their breath / mobile screen powers, and generally overloading the Elves with targets.

Come game end, almost everything had been smashed apart, including the Archers thanks to a Turn 7, though the Forest Shamblers took a painfully long time to dismantle, thanks in large part to horrible rout dice. (This shot is actually not the very end, as he was able to kill the GFE with his GWE (after 5 turns of slugging it out!) and take down the CLOFD, a first for the tournament.) A great slugfest with some funny small moments – the Master Hunter vs Healing Herald support fight was particularly dramatic – and a happy way to finish the GT for me.

BLOODFIRE VICTORY (15/20)

Those game photos are finally uploaded, but rather then blowing this thread up with 600+ MB of eerily similar pics you can check them out in slideshow mode here: http://s1213.photobucket.com/user/bo…PLUGGED%202017

I promised some concluding thoughts from the GT, so here are some bullets where I try to do that:

  • The Unplugged GT was as successful an event as it could be (great players, very well run, lunch included and on site, nice hotel, etc) and it was great to see so many familiar faces again
  • Painting was judged hard but I knew it would be (because the Unplugged Gamers made their rubric clear as well as their intent to judge hard in an effort to raise the overall level of painting in the scene)
  • I expected to have a rough time of some of my games, due to my skewed list, but I guess I didn’t expect to play the worst scenario for me three times (even if we ignore that the first time was my fault!) and lose so badly at it three times
  • On the flipside, I heartily won versus the lower tier dudes who I played non-Pillage games with, so I guess that says the army / me does have some ability
  • Whatever my successes or failures strategically and however bad my dice felt the whole time, I made tactical mistakes that could have been avoided with more careful movement, particularly in regards to giving easy flank charges to fast, flanking monsters
  • I’m pretty up on the competitive KOW meta, but this GT really showed how important units that are both fast and reliably fighty are over all other factors (spoiler: I feel like my army has 0 of these)
  • An army of fearless D5 NV17-18 dudes continues to feel nowhere near as tough as it seems on paper, especially when it comes to grinding (CS is everywhere / NV is everything)
  • Throwing 18 attaks @ 4+/3+ or 4+/2+ continues to underwhelm
  • Despite only having a game within 18″, this army’s 66 breath/fireball still makes for some fun and effective tactical play

Despite Unplugged being super legit, I ended up leaving the weekend exhausted beyond measure (having hardly slept) and fairly frustrated with all the pillaging and with the limits of the Bloodfire skew in general. But then I remember that I’ve played like 11 games with this army? And that it’s a skewed theme list, and that pillage was always going to suck, but even then I had a chance in the weighted pillage, and I made several cataclysmic-yet-derpy mistakes and had some atrocious luck when I needed the opposite.

GAME 05: VARANGUR

And we’re back with another edition of Tuesday Night Fights! My club is headed to the Unplugged GT in Hartford, CT next weekend with lists due this Friday, so this was very much a list testing affair. Also minor celebration for reaching 2000 painted points! Not bad for just about 3 months’ work from start to finish.

BLOODFIRE GAME 5: VARANGUR + HERD

Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor – Diadem of Dragonkind
Herald on Raptor – Healing Charm
Mage-Priest – Surge, Heal, Shroud of the Saint (+2 Heal)
Clan Lord on Fire Drake – Banner of the Griffin

Dropped the fourth Sprites to afford some items on the heroes, particularly the Heralds, who didn’t seem to do much beyond stand near things, fail to disorder shooters, and valiantly delay terrible things.

Varangur + Herd 2000

Bloodsworn Regiment – Gift(Brutal), Healing Brew
Sons of Korgaan Regiment – Gift(Brutal), Blood of the Old King
Cave Troll Regiment
The Fallen Horde – Brew of Strength
Mounted Sons of Korgaan Regiment – Gift(Brutal), Brew of Haste
Horse Raider Troop – bows
Skald – Banner of the Griffin
Herja of the Fallen
+
Spirit Walker Regiment
Stampede Horde
Tribal Totem Bearer on Mount

#BRUTAL (he had wanted to bring Herd to Unplugged but wasn’t going to be able to get everything repainted in time, so took the best the Herd had to offer and combined with alot of nasty from the Varangrr side of the chaos coin)

We played Push, a scenario I’ve read about often in batreps but never played myself. Rolled up 3 tokens, which went on both GFE and rightmost FE for me, and Spirit Walkers, Bloodsworn and foot Sons for him (i.e. the already slow things).

BATTLE

Battlelines! He won and took first, making this match extra rough for my slow, red butt.

New Mage-Priest to finish the first 2k off ❤

Chaos dudes shove forward, with very fast right flank being particularly intimidating. The Horse Raiders on the left land a wound on the left Sprites and get a lucky early waver. Redementals respond by bowing their line out around the tower, being extremely cautious on the right.

Chaos inches their grindy center forward, idles the fast flanks, and lands a few wounds on the central Sprites (who are unphased). In return the red tide shuffles its breath weapons / fireballs into range, roasting the Spirit Walkers to death and lightly singing the Trolls.

Fwooosh!

As anticipated, Chaos brings it, especially on the left. Ember Sprites cop charges from the Raiders, Bloodsword and Trolls, as the Stampede bears down on the left GFE.

It’s a bounce across the line, as Sprites take wounds and either waver or don’t care (take that Trolls!), and the GFE absorbs 11 wounds but holds firm.

The GFE counter-charges the Stampede (for 3 wounds, managing to disorder it) on the left, while the right wing gently shuffles and hits the Trolls with 22 breath attaks, for no appreciable impact (these Trolls regenerated like bosses throughout the game). Although the Diadem gator fluffed against the Horse Raiders, the Mage-Priest put the Shroud to work and healed 4 wounds off of the GFE struggling against a horde of angry pigs.

Chaos finishes what it started on the left, routing both Sprites and the GFE, and leaving that flank feeling pretty dire.

Meanwhile the right flank finally starts cooking, with Herja and her Fallen slamming into the waiting FE horde, as Trolls head back into their Sprites.

Though the Sprites are wavered, the FE hold the line with 10 wounds.

After a heavy think, the Redementals see what they can salvage: FE counter-charge the Fallen with a second FE horde surged into Herja, with half a hope of pulping her and flanking in to support; as the left FE trundle into the Bloodsworn and their Diadem Herald diverts the impending Stampede. The Trolls receive another 22 breath attaks, finally wavering. It should be noted at this point that the Rally(1) Skald has been hiding behind the tower, buffing up the Bloodsworn and Trolls the whole game, and will continue to do so.

All of those combats bounce, although the Fallen are wavered.

The Stampede plows into the Diadem Herald, the Bloodsworn counter-charge their FE horde, and Herja charges the wounded right FE horde, who are no longer benefitting from that little smidge of woods they were keeping between them and Varangur death. The rest of the Chaos dudes smash forward, making sure they’re on the red side of the board. Also the foot Sons pick up the central Push marker.

It’s super effective! Herald dies, Bloodsworn bop some bloodfire dudes, and Herja dissolves some other bloodfire dudes.

Sallies continue the late game panic with more desperation plays: left FE horde corkscrews into the Stampede (calculating that a flank from the Bloodsworn is only about 6 wounds), the Push FE charge Herja, and more FE flank the Fallen. The CLOFD and the Mage-Priest hit the Bloodsworn with 26 elite or vicious shots but can’t waver them (though they get close).

Herja is a rock, Stampede are wavered (and *just* fall short of routing), and the Fallen are obliterated.

Turn 6! The Bloodsworn flank the left Fire horde, the Horse Raiders crash through a hedge and charge the Mage-Priest, the Trolls head back into the Sprite roadblock, the Mounted Sons slam the Fallen-killing Fire horde, and Herja jumps into their flank as well. The Mage-Priest takes a single wound, disordering her (all according to plan), and everybody else dies. It helped that the flanking Bloodsworn rolled hot on wounding and routing.

Redementals don’t have a lot going for them right now, but there’s always vengeance, and Turn 7! The CLOFD dances through the gap between Bloodsworn and Raiders and punches the Stampede, ending its reign of terror. Herja is similarly finally put down by angry bloodfire things, although the pesky Trolls are left alone, to continue clogging the center in case it matters.

Spoiler: it doesn’t. The game ends here, Varangur come away with 6 points to Bloodfire’s 3.

BLOODFIRE LOSS

GAME 04: THE HERD

Saturday night fight with another clubmate, who has put his Varangrr aside for the time being to give his Herd another shot.

BLOODFIRE GAME 4: HERD

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
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor
Herald on Raptor
Mage-Priest – Heal, Surge, Banner of the Griffin
Clan Lord on Fire Drake – Healing Brew

Same list as last time!

Herd 2000

Spirit Walker Horde – Helm of the Ram
Spirit Walker Horde – Brew of Haste
Stampede Horde – Blood of the Old King
Lycan Horde – Brew of Strength
Tribal Chariot Regiment
Beast Pack Troop
Harpy Troop
Chimera – Wings
Shaman – Heal
Shaman – Heal
Lycan Alpha – Healing Brew

Solid troops with smart items, especially BOTOK (which was made for Stampedes) and Helm of the Ram (which feels particularly nice on beastmans). Chuffed to see chariots on the table, and impressed by the stats on Tribal Chariots in particular.

We chose to play Scour (5), as we’’ll be playing it at the Unplugged GT at the end of April, and I’’ve never played it. Herd won the initiative and took it. (Apologies for so many blurry shots – I was impatient and didn’’t let my phone accommodate for the lower light.)

BATTLE


The Herd rolls out! L2R = Alpha, Lycans, Spirit Walkers (+1Sp) + Beast Pack, Stampede, Spirit Walkers (+1TC) + Harpies, Chariots, Chimera


The thick red line bows forward! And the Harpies die to Ember Sprite + CLOFD breath, for first blood.


Lycans and their Alpha get the party started properly by slamming into the leftmost Fire Elemental horde, which holds despite 13 wounds. Meanwhile the Beast Pack disorders some Sprites and the Tribal Chariots plink a wound off the rightmost Fire horde.



Fiery blood things go aggro, with the left Fire horde + flank-surged GFE charging the Lycan, Beast Pack being mobbed by a Fire horde + Sprites, and Stampede getting suicide-charged by yet more Fire Elementals (through a pond no less :P). Red dudes on the right prepare to receive Chariots + Chimera, and CLOFD + Sprite screen position to vomit on Spirit Walkers.


The Lycan are burnt to cinders, the Stampede gently tickled (5 wounds?) but at least disordered, and the right Spirit Walkers take breath wounds but can’’t be wavered anyway. Oh, Beast Pack is turned into mist.


Terrible overview shot is terrible. TL;DR: Lots of charging, including Chariots + Chimera into right Fire horde (fire dudes hold, spoiler).


The sacrificial Fire horde receives its comeuppance. Also those TC(2) Spirit Walkers are healed some.


GFE face-tanks the other Spirit Walkers (who are bane-chanted), as the wounded Fire horde prepares to be ended by the Alpha.


Yep: GFE holds with negligible damage, while the Fire horde poofs.


HOWEVER the overextended Fire horde takes 31 wounds (!) and sticks on snake eyes (!!)


Vengeance! Haste Spirit Walkers are flanked by a Fire horde, Lycan Alpha is surge-charged by reforming GFE, Ram Spirit Walkers are counter-charged by the miraculously still burning Fire horde in the center + flank-charged by a GFE, and the Tribal Chariots are counter-charged by the right Fire horde.


Combats are a mixed bag after dice happen. The Ram Walkers and Tribal Chariots die in a literal fire, moments after the Stampede receive some sweet breath loving from Sprites + CLOFD. On the other hand, the Haste Walkers soak up 10 wounds from the flanking Fire horde (of 15 anticipated) and don’t care, and the GFE thumps the Alpha up to 7 wounds but it doesn’’t care either. Butts.


The Herd retaliates: Stampede into their rapidly dissipating Fire horde, Chimera into gently battered right Fire horde, and Haste Walkers into Mage-Priest on the way into rearing the GFE. I lament being stupid and putting her in harm’s way, as she had no business wandering into that spot … Also the Alpha shoots out to be a pain in the rear / flank next turn, regening or healing back to 1 or 2 wounds.


Boom! The Stampede gets their Fire horde up to 43 wounds, exploding them back to the Blood Fire Land Place from whence they came.


The Mage-Priest doesn’’t manage to hold the Haste Walkers, who carry on into the GFE ……


…… and tear him down too. Sad times. (Also: the Chimera managed 3 more wounds on the right Fire horde, but 9 wounds wasn’’t enough to rout them.)


Fire hordes go into the Haste Walkers (wounds happen (up to 15) but not enough to rout that -/23) and the Chimera (it gets beat up (up to 9?) and is wavered). The Stampede is bathed in 34 breath attaks, most of them with vicious, and is also wavered!


Turn 5 arrives! The left Fire horde gets sandwiched between mountains of attaks, and is dispersed handily as their Herald Chompy watches in dismay. The Haste Walkers are healed down to 12 as well.


Also the Chimera backs up, simply to pull its Fire Elementals away from markers.


The last of the Fire Elementals power back into the Chimera, as various red things make sure they’’re within 3” of markers and prepare to unleash hot breath attak action upon goat / pig / wolf dudes. And Chompy blocks the Haste Walkers in case they survive the incoming torrent.


Lol, nope D: The Haste Walkers evaporate under the CLOFD + impressive rout dice, the Stampede becomes delicious pork roast thanks to Ember Sprites + GFE breath, and the Chimera likewise is fricasseed courtesy the Fire horde. And the left Shaman took an unexpected number of wounds from the leftmost Sprites.


Turn 6 desperation! The smoldering Shaman wavers some Ember Sprites! The other Shaman disorders some other Sprites! The Lycan Alpha tackles the Clan Lord for a few wounds!


Clash of the Titans! The Clan Lord goes ham and tears the head off the Alpha (or maybe it just wavered him, I can’t remember – regardless legit pile of wounds from the CLOFD). Chompy tackles the left Shaman and whiffs, and the other Shaman may or may not have vanished under 12 breath attaks. Regardless, no Turn 7 and Salamanders sit on a lot of markers.

BLOODFIRE VICTORY

GAME 03: EMPIRE OF DUST

With time to burn, Albanyadriel and I re-racked after the last match and headed back in!

BLOODFIRE GAME 3: EMPIRE OF DUST

Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor
Herald on Raptor
Mage-Priest – Heal, Surge, Banner of the Griffin
Clan Lord on Fire Drake – Healing Brew

While elite on the CLOFD sort of helped him get work done, the heart of the army is all these -/17 hordes and -/18 monsters, which the Mage-Priest is babysitting anyway. So may as well get some synergy going on with Rally (1).

Empire of Dust 2000

Skeleton Spearmen Regiment
Skeleton Spearmen Regiment
Skeleton Crossbowmen Horde – Blood of the Old King
Enslaved Guardian Archer Horde – Chant of Hate
Swarm Regiment
Scavenger Regiment
Scavenger Regiment
Skeleton Cavalry Regiment – Casket of the Damned
Revenant Worm Riders – Dragonshard Shield
Balefire Catapult
Balefire Catapult
Bone Giant
Cursed High Priest – Fireball, Vicious, Mount
Cursed High Priest – Fireball, Vicious, Mount

No change from last game, in which BOTOK was pretty neat when it came time for the Crossbows to go ham, vicious Guardians was ok, and the Dragonshard wasn’t used.

We chose to play another unit strength scenario, this time Dominate. Once again the EOD took first turn.

BATTLE


Lines are drawn! Swarm vanguards! Ominous killing field in the center is ominous!


EOD rolls out, and realizes how limited their shooting is at the moment, thanks to range and LOS blockers … which doesn’t stop a Catapult from pulping the leftmost Ember Sprites, and Guardian Archers from rolling out of their mind and putting 6 wounds on the left Fire Elementals. Also that Dineen photobomb 😐


Fire Elementals go aggro, as is their wont, jumping on the Swarm as well as some Scavengers that thought they were safe from the right GFE (which they would have been if the GFE had to wheel to clear the tower … but this is KOW, so he just pivoted in place and zipped into them). The Swarm explodes, however the other GFE fluffs hard against the Scavengers, just doing a couple wounds. He is in A Bad Place.

[No Photo]
EOD prepare for charges next turn – Bone Giant and Spearmen shuffling up, Cavalry moving to the right GFE’s flank – but largely just shoot all the things. Guardian Archers remove the wounded left Fire horde, Crossbows + Catapults pummel the central GFE (9 wounds).


Whether or not it was bait (the EOD may have been pulling the fire dudes’ frontage out of the woods and/or trying to garner a flank), the Fire Elementals and left GFE hammer the left Spearmen into ashes. The other GFE manages to finish his Scavengers, but can’t quite scoot far enough into the woods to hinder the pain that’s headed his way (needed 3+” got 2”). In shooting, the CLOFD and some Sprites combine to put a lot of hurt on the right Spearmen, however rolling a 5-7 rout is really difficult.


Post consolidation shot!


The Bone Giant ignores the wall of red in front of him and long bombs the (now) leftmost Sprites, while the Spearmen charge the right GFE in the front and Cavalry surge-charge his flank, happily unhindered. Shooting ends the left GFE and wavers the central Sprites. In combat, the Bone Giant manages to waver his Sprites as well, and the remaining GFE absorbs a lot of damage (11) but holds.


Finally, the left Fire horde makes it into the Guardian Archers for some sweet, sweet vengeance. Also the GFE counter-charges his Cavalry oppressors, leaving it to the CLOFD to end the Skeleton Spearmen. Spoiler: they get vomited off the table. Oh, and Snappy the Herald launches himself into a Cursed Priest – the other Herald has been babysitting that beleaguered GFE on the right. Combat is not great, with the GFE barely touching the Cav, Snappy failing to hit the Priest (5+ is legit hard), and worst of all, the left Fire horde doing so very little to the Guardians.


Having been patiently waiting, the left (and remaining) Scavengers flank the Guardian’s Fire Elementals, along with the Guardians counter-charging them; the Bone Giant charges back into the Sprites, and the Cavalry, who I really hope were at least disordered but I can’t promise that, head into the GFE. Shooting tries to put down a central Fire horde but Sprite screen is too stronk, although Snappy the Herald cops a couple wounds from Priest breath/fireball. In combat, the Fire horde takes a worrying amount of damage for dudes with no inspiring (Snappy was 7” away, as a calculated risk because I assumed Guardian death), but survives the rout. Unlike the Sprites or GFE (!), both of which are snuffed out.


Those leftmost Fire Elementals assault the Guardians again, bereft as they are with the stink of desperation. But Snappy is with them. Chompy, on the other hand, has no more purpose in life, so charges into the other Cursed Priest in the hopes of shutting down his nonsense. After pausing to have the Sprites vomit all over the Worm Riders (to no effect), Chompy misses his 5+ vs the Priest, and the Fire horde somehow manages to put good wounds on the Guardians. They need a 4 with no reroll to end these *******s and turn around. I roll a 3 and lose my cool, in a “it’s been a long day, this is game two, dice have been continually bad, and I’m very tired” sort of way.


The Bone Giant rears those unlucky Fire Elementals, and they are as dead as you think they are (27 CS3 red hot dice will do that). Also the Worm Riders finally sally forth into the red phalanx in the center, sensing the end of the game is looming. They charge some Ember Sprites, get them up to 13 wounds, and roll snake eyes! Which also helps lock out the Cavalry lurking to the right, as their charge space is fairly limited with Sprites gumming things up.


Last shot of the game! Sally Turn 5 sees the token surge play of the game for me, as a Fire horde spins and is nudged into the Scavengers back there, obliterating them, but otherwise is tightening the phalanx and coating the Worm Riders in breath attak. Also Snappy finally made it into a Catapult! And whiffed 3 times! Brutal!

EOD Turn 6 had all the deadites collapse towards the table center, along with a lot of Ember Sprite death. However at that point he wasn’t going to be able to touch my 7 unit strength in Fire hordes + CLOFD, and couldn’t get enough of his own US in there. With 1 min left before the store closed, I passed my turn without doing anything. We rolled for Turn 7 anyway and didn’t get one.

BLOODFIRE VICTORY

GAME 02: EMPIRE OF DUST

Albanyadriel and I got together for a rematch last Wednesday, after postponing for me getting the flu and then again next week when the snowpocalypse happened around our part of the world. Anyway, we threw down with slightly revised lists!

BLOODFIRE GAME 2: EMPIRE OF DUST

Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor
Herald on Raptor
Mage-Priest -– Heal, Surge
Clan Lord on Fire Drake -– Blessing of the Gods

Healing Herald became Raptor Herald #2 (Chompy), Mage-Priest learned Heal but isn’t inspiring any longer, and CLOFD got elite (and my only magic item!) in hopes of being more useful.

Empire of Dust 2000

Skeleton Spearmen Regiment
Skeleton Spearmen Regiment
Skeleton Crossbowmen Horde -– Blood of the Old King
Enslaved Guardian Archer Horde –- Chant of Hate
Swarm Regiment
Scavenger Regiment
Scavenger Regiment
Skeleton Cavalry Regiment -– Casket of the Damned
Revenant Worm Riders -– Dragonshard Shield
Balefire Catapult
Balefire Catapult
Bone Giant
Cursed High Priest -– Breath Attak, Vicious, Mount
Cursed High Priest -– Breath Attak, Vicious, Mount

Scorpion returned to the sands, replaced by Skeleton Cavalry, a unit that I had no respect for, going by stats and what they did in WHFB (i.e. very rarely see the table) … Also COK items up in this!

We chose to play Control (= table quarters, right?), again using COK unit strength. Pretty certain the EOD went first. (The photos + text worked pretty well for me last report, I think I’ll keep that up. Lack of notes makes turn-by-turn rough :X)

BATTLE


Battlelines form! Significantly more skeletons have risen from the sands since last game ;D


Undead shooters struggle with the amount of cover present, even if the fire dudes appear to be busily deforesting their half of the table 😛 Meanwhile the Swarm goes aggro and charges a GFE, in hopes of holding him and his derpy 8 attaks up.



Swarms are smooshed by CLOFD + GFE team up, and the rest of the red army advances into Tough, Smashy Crescent formation. The EOD move up to tempt charges across the line, while on the right Cavalry + Scavengers envelope their flank, and on the left the other Scavengers go ham into an Elemental flank. They land a wound of disrespect. Shooting hammers down on the central GFE and removes him!


Elementals flame up and charge in: GFE into rear of left Scavengers, Fire horde into Worm Riders, Fire horde into Spearmen, Sprites into other Spears (for victory, but mostly to get out of the way), Fire horde into Bone Giant, and final Fire horde reforms and is surged into the right Scavengers lurking in the Sally zone.


Big red dice roll cold: while the Scavengers were both obliterated, the Worm Riders and Bone Giant were barely scathed, and the Spearmen survived the sweet caresses of their horde despite all expectations (horrible hits and/or junk rout test). As for the Sprites vs Spearmen, maybe a Skeleton was wounded …


Reprisal is swift on the right, with Bone Giant + surged Cavalry (to avoid behind hindered on the wall) eviscerating their Fire horde. Sprites also got poked to death (Rest In Pepperonis, lil’ dudes). On the left, the Worm Riders and Spearmen counter-charge, doing quite a bit of damage in the Worms’ case (and a token wound by the Spears). Shooting rips a few wounds into the rampaging CLOFD, but thankfully the Guardian Archers had to pivot to reorient on the action and couldn’t lend their weight.


Vibrating with fury (sorry about the pic), the Elemental line strikes back: GFE + Fire horde into the Worm Riders, Fire horde back into the Spearmen, and right Fire horde into the Cavalry (hindered sadly). The CLOFD contemplates charging into the Crossbows to shut them up, knowing their existence likely means his death … but decides that being reared by the right Spearmen would be a bad thing (ED: I actually think he could have taken it, 45 @ 5+ @ 5+ is not great, even with AA’s crazy good dice, and the CLOFD wouldn’t have been shot at all in that case). CLOFD and Ember Sprites load the Crossbowmen up with breath wounds but can’t reach their -/23 nerve.

Combat sees the Spearmen vaporized by the Fire horde, but everything else sucks. The GFE + horde combo on the Worms is a flopfest, only surpassed by the other Fire horde doing a couple wounds to the Cavalry. Bad times ahead.


The Worm Riders plow into the Fire horde that has been cuddling them, and shatters them handily. The CLOFD takes the full force of the EOD shooting, including a Cursed Priest breath attak, and is vaporized.


On the right, the Bone Giant and the disordered, hindered Cavalry go into their Fire Elementals, but can only manage a few wounds.


The Worm Riders are atomized (let’s admit: those two hindered Ember Sprites are what turned the tables).


Meanwhile, the right Fire horde is healed up and heads into the Bone Giant, but sucks it up. Oh, and the cheeky backfield Sprites flank the Crossbows and pull off the single wound they wanted


Turn 6 has arrived for the Empire of Dust. Spears back up, Crossbows counter-charge Sprites (for 1 sweet wound), Bone Giant and, after some surge to avoid the obstacle, the Calvary head back into the right Fire Elementals. Shooting removes the penultimate Fire horde, moments before the Giant and Cav beat up the last Fire Elementals but leave them clinging.


Turn 6 Sallies sees the GFE and two Sprite regiments on the left back up to consolidate their positions (a mistake, as unhurt GFE wasn’t in danger of dying, but could easily have made a Turn 7 charge into the Crossbows and ended them, along with their unit strength 3 in his quarter). The third Ember Sprites bop the Crossbowmen for another wound. On the right, the Fire Elementals slam the Bone Giant one last time, finally bash him within easy break range (16 wounds) … and roll snake eyes. Ugggggh. Their raptor Herald flings himself into the Cavalry to disorder them, but can’t roll 5+ to hit.


Turn 7 happens! Crossbows mess with their Sprites, Spearmen prepare to surge into the SW quarter but fall 1-2” short, and I’m not sure if we even rolled out the combat in the SE quarter, as EOD had 2 quarters with no way to lose them, vs the Sallies’ 1. Regardless, I extended the hand rather than take my turn, whatever was left for it.

BLOODFIRE LOSS