GAME 42: SALAMANDERS

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

BLOODFIRE GAME 42: SALAMANDERS

Salamanders 2350

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

<fassbender-perfection.gif>

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

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

BATTLE

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

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

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

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

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

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

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

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

Bloodfire 4: The Primes hold on 13 damage

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

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

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

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

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

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

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

BLOODFIRE LOSS

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

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

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

GAME 41: RATKIN

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

BLOODFIRE GAME 41: RATKIN

Ratkin 2350

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

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

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

BATTLE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE LOSS

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

 

GAME 40: ABYSSAL DWARFS

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

BLOODFIRE GAME 40: ABYSSAL DWARFS

Abyssal Dwarfs + Forces of the Abyss 2350

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

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

Round 3 we played on the Town of Yahbuttia table.

BATTLE

Battlines!

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

Bloodfire 1: *limbering up*

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

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

Abyssal Dwarfs 3: The next wave hits …

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

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

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

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

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

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

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

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

Abyssal Dwarfs 6: More fast murder!

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

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

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

BLOODFIRE DRAW

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

GAME 39: ORCS

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

BLOODFIRE GAME 39: ORCS

Orcs 2350

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

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

Round 2 we played on Da Bone Yahd table.

BATTLE

Battlines!

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

Orcs 1: Left Skulks grab the loot and GTFO

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

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

Orcs 2: Mild Sprite death

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

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

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

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

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

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

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

Orcs 5: Fighting!

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

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

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

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

BLOODFIRE LOSS

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

GAME 38: ORCS

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

Salamanders 2350

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

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

BLOODFIRE GAME 38: ORCS

Orcs 2350

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

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

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

BATTLE

Battlines!

Bloodfire 1

Orcs 1

Bloodfire 2: Preparing to receive Orcy violence

Orcs 2: Impact!

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

Bloodfire 3: Counter!

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

Orcs 3: Flanks and combo-charges!

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

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

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

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

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

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

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

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

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

BLOODFIRE VICTORY

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

GAME 37: VARANGUR

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

BLOODFIRE GAME 37: VARANGUR

Salamanders 2250

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

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

Varangur + Goblins 2250

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

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

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

BATTLE


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE LOSS

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

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

GAME 36: UNDEAD

Now that Crossroads is reported, here’s a match from last weekend, when the club got some of its long-lost members – some more than others – together to get punched by KOW vets. I mean, makes sense to me. Also I feel pretty good about three dozen games with the army in 20 months. I missed out on a lot of events due to scheduling conflicts, but it’s a nice round number all the same.

BLOODFIRE GAME 36: UNDEAD

Salamanders 2250

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

Yep, same list. I have half a thought to drop a 15 point upgrade somewhere and give the CLOFD nimble, as it’s always an issue for him getting his gore cannon where it needs to be. Probably one of the bane-chants that I rarely use? The martyr Priest often has her hands full healing dudes.

Also holy crap, did you know she has a healing brew?? Pretty sure I forgot all of Crossroads, as well as this game!

Undead 2250

Soul Reaver Infantry Regiment
Wraiths Troop
Mummies Regiment
Zombies Legion – Hammer of Measured Force
Soul Reaver Cavalry Regiment – Brew of Haste
Revenant Cavalry Regiment
Revenant Cavalry Regiment
Balefire Catapult
Cursed Pharaoh – Surge (6), Wings of Honeymaze
Vampire Lord on Mount – Surge (3)
Liche King – Surge (12), Bane Chant (3)
Necromancer on Mount – Surge (8), Bane Chant (2)

Somebody had 15 points worth of items or spells that didn’t really come into play. There’s stuff I’d tweak, which we’ll get to at the end. This was John’s (of ‘John Holst Has a Posse’ fame) first game in a while, but he’s not a total newb, although he’s just begun multi-basing his old Vampire Counts hence the ocean of proxies.

Eliminate was gifted unto us, which is probably one of my favorites, as it involves punching things but also has a central marker, two things Bloodfire is pretty decent at. Undead either went first or were forced to.

BATTLE


Battlelines! Undead L2R: Rev Cav + Necro, Soul Reavers + Vampire, Mummies + Liche King, Zombies + Balefire, Wraiths + Pharaoh, Soul Reaver Cav (5 green bases), Rev Cav

Undead, ho! The Balefire tags a Fire Elemental horde for a solid 5 damage.

Bloodfire, ho! Ember Sprites breath 1 damage onto left Revenant Cavalry and the Wraiths, then Agnes punches an embarrassing 4 more damage into the Wraiths and can’t manage the double 7 to kill. Shake it off big gal, s’ok. Mage-Priest heals the catapulted Fire horde for 1 and Martyr Priest prays off another 3.

Deadites pounce across the line: Rev Cav into Sprites (wavered), Soul Reavers into Sprites (dead), Mummies surged into Sprites (dead), Wraiths + Rev Cav into Fire Elementals (11 damage but whatev). Balefire misses and *spoiler* will never hit again.

The red tide gets right to working that short game, with some obvious Fire Elemental counter-charges (into Soul Reavers, Mummies and Revenant Cav). The Soul Reavers cop a surged flank charge from a second Fire horde that plowed up through the woods and the rightmost Fire horde has 6 damage prayed off for grinding purposes. Meanwhile the CLOFD chunders 5 damage into the left Rev Cav and Agnes heat rays the Wraiths off the table. In combat, the Soul Reavers are turned to jelly, the Mummies take 6 damage, and the Rev Cav stick around with a healthy 7 damage taken.

SCORE: 2 | 0 (Soul Reavers +2)

The grind continues in Undead Turn 3 as the left Revenant Cav run down their Ember Sprites, the Mummies faff against their Fire horde (2 damage done, 2 damage regened as well), the Zombie legion eats the last of the Sprites, and the bane-chanted right Revenant Cav roll hot and remove their Fire horde.

The Bloodfire Herald only regrets that she can’t command all 3 central Fire Elementals to punch the Mummies at once 😐 Fire in the front and the flank puts paid to the Mummies, while a bane-chanted Fire horde to the front of the right Rev Cav shatters them as well. The CLOFD charges the left Rev Cav himself, dispensing a solid 5 damage (to no effect), and Agnes body blocks for the Martyr Priest (being hunted by the Pharaoh on the right flank) as she lasers the lurking Soul Reaver Cavalry for 4 damage #hittingishard #saideveryfireelementalever

The Zombie legion lends its considerable weight to the Soul Reaver Cav by combo-charging the fresh Fire Elementals on the right, overcoming their considerable -/18 Nv in one go. The CLOFD is counter-charged by his Revenant Cav, who punch 4 damage through with the help of bane-chant. The Pharaoh jumps on the Herald, doing just 2 wounds for not even a waver, and the Vampire blocks / charges the courageous Fire horde, doing 4 damage in the meantime. I’m reminded how pimp Vampire’s stats are, damn.

As Bloodfire closes out Turn 4, the game does still hang in the balance, but the deadites are rapidly running out of pieces, and the redementals aim to grind more away as fast as possible. The CLOFD counter-charges and smashes the Revenant Cav himself (bravo, big guy), the courageous Fire horde counter-charges the blocking Vamp for 5 damage, two Fire hordes hit the Zombie legion (thanks to surge for the upper one, hence the weird alignment) for 18 solid damage, and Agnes wades into the Soul Reaver Cav for 5 damage – and a disorder. As her last will and testament, the Martyr Priest cleans the damage off the Herald and makes herself very available for the Pharaoh.

Undead take what they can where they can. The Necro – let’s be real, his pony is the real combat power – tries to get a lucky bop on the CLOFD but can’t cut it, the Vampire counter-charges his Fire horde for some more damage, the Zombies rip 7 damage into a Fire horde (HOMF doing work!), and the Soul Reaver Cav do 4 damage to Agnes, bane-chanted but suffering from terrible dice. The Pharaoh does charge the Martyr Priest and pops her like the bloodfire blister she is.

Violence continues! The CLOFD rounds on the Necro but despite a great 7 damage (from 8 attaks) can’t land the rout. The courageous Fire Elementals hammer 7 damage into the Vampire and waver him, and Agnes likewise slams the Soul Reaver Cav and wavers them. Finally the combined might of the central Fire Elementals cremates the Zombie legion.

SCORE: 4 | 0 (Zombies +2)

Undead Turn 6 is all out desperation from the deadites. The Necro(‘s pony) takes another swing at the CLOFD but no luck, the Pharaoh and Liche King rush Agnes for 2 more damage (6 total on -/20), and the Vampire individuals his way out of any Fire Elemental’s LOS.

Bloodfire goes full on vampirehunter in Turn 6, surge-charging the Vampire and flank-charging the Soul Reavers with Fire Elementals and front-charging with an Agnes. Bloodsuckers get redeaded. The Necromancer gets turned into old man paste too.

SCORE: 6 | 0 (Soul Reaver Cav +2)

Of course there’s a Turn 7! The Pharaoh and Liche King go back into Agnes but score no wounds. I don’t think we rolled for Agnes’ CS4 return attaks :/

SCORE: 7 | 0 (Center +1)

BLOODFIRE VICTORY

Wooooooo! Fun to roll dice and push the Bloodfire around, as well as face Undead outside of a tournament. It’s an interesting faction that wants similar things to me, except is generally faster and doesn’t have the same chaff or shooting game I have. I tend to get owned by Vampires on Pegasus and Werewolves, as they’re fast and can easily get to my flanks or even behind my lines. This list I guess relies on the cav for that sort of pressure? But with shambling Rev Cav can’t do it and the Soul Reaver Cav is such a pure hammer that I’m not sure you can be as cavalier as smaller, more maneuverable units.

Anyway, I did some thinking about where I would take the list, maybe some light tweaks like this:

Soul Reaver Infantry Regiment
Wraiths Regiment
Mummies Regiment
Zombies Legion – Hammer of Measured Force
Soul Reaver Cavalry Regiment – Cat Potion
Revenant Cavalry Regiment
Revenant Cavalry Regiment
Cursed Pharaoh – Surge (6), Wings of Honeymaze
Vampire Lord on Mount – Surge (3)
Liche King – Surge (12), Bane Chant (3)
Lykanis

With 20 points left over for whatever tastiness COK19 brings, or most likely +1Nv on the Mummies or Lykanis and then 5 points of whatever functional thing COK19 brings for the Vamp or the pup. There are some nice 20 pointers as well but I really like the simple nerve bump, especially for regenerating things.

GAME 35: FORCES OF NATURE

Team Cuddle Time finally slumps its way to the final round, beaten and bruised but still kicking. Team MERC greets us with open arms and one last fist to the gut. I end up paired vs a Nature player who I’’ve played three times now at each GT Bloodfire has gone to. In that time he’s learned a lot about target prioritization, scenario play, and so on, and his list is much more tuned now than it was a mostly Wood Elves legacy force.

And let’s admit it, I just wanted to put Fire up against Water ;D

CROSSROADS GAME 5: TEAM MERC

– Forces of Nature vs Salamanders
– The Herd vs Orcs
– Ratkin vs Night-Stalkers
– Orcs vs Ogres

BLOODFIRE GAME 35: FORCES OF NATURE

Forces of Nature 2250

Salamanders Horde – Scrying Gem
Water Elemental Horde
Water Elemental Horde
Water Elemental Horde
Winged Unicorn – Heal (7), Lightning Bolt (5), Bane Chant (2)
Winged Unicorn – Heal (7), Lightning Bolt (5), Bane Chant (2)
The Green Lady – Heal (8)
Beast of Nature – Lightning Bolt (6), Fly + Sp 7, Vicious + At 7
Beast of Nature – Lightning Bolt (6), Fly + Sp 7, Vicious + At 7
Beast of Nature – Lightning Bolt (6), Fly + Sp 7, Vicious + At 7

Yep, spammy min/max Nature, but I can’t fault him. I can fault Mantic for not nerfing Beasts yet (COK19 plz!), there’s something wrong about a unit that can literally do anything it wants and is always fielded in pairs or trios. I have fought a lot of Beasts, and I guess my suggestion would be -1 De if you select lightning (ala the shooty Death Engine) or flatout only being able to select two upgrades. Flying laser turret? Awesome, you don’t get to flank the living hell out of things too. Rampaging combat missile? Fantastic, you don’t get to also have amazing shooting on demand. Plodding laser turret looking for late game beatdowns? I love it, but you’re not gonna see that until flying is really nerfed.

Anyway, fifth round ended up Control, which is rough against those flying US1 shooting things. I think I chose to go first, out of a burning desire to get shot less and get into his zone at some point.

BATTLE

The Bloodfire rolls out over hill and dale!

Nature virtually doesn’t move, content to gather the lightning and let the fire come. Lasers blast away the rightmost Ember Sprites and singe the central regiment.

The red tide flows forward, with the charred Sprites enjoying a martyr’s prayer and tossing some chip damage on the central Water Elementals. Meanwhile a misdeployed Fire Elemental horde surges across the backfield to be relevant later.

Nature again barely moves at all, with just the Beasts working some angles. The Green Lady knows what the Bloodfire wants, and that her troops outrange them in both combat and shooting. With a contemptuous flick of her wrist, the Lady has her pets direct all their lightning at the towering Fire Drake on the hill. He explodes in a shower of molten gore!

Gritting her teeth, the Herald of the Bloodfire has her charges force the issue, moving into charge range across the line. Ember Sprites vomit on the central Water Elementals or secure the field for the late game score.

Suddenly released, two of the Water hordes crash into one Fire horde, as the pack of Beasts hop the Salamanders and enter the danger zone.

Lightning pounds into the Fire horde on the left flank, but 5 damage isn’’t enough to stop their advance. In combat the Water hordes pummel 10 damage into the Fire Elementals however they retain their forms.

Already in Turn 4, Bloodfire can finally strike back, but will it be enough? The flanking Fire horde makes it into its watery counterpart (and is prayed down to 1 damage and bane-chanted as this is a tough ask of them), with Sprites providing flanking support (lulz). One of the central Water hordes is hit in flank and front by Fire hordes, while the courageous Fire Elementals tackle the other Water horde.

Bloodfire dice roll cold and all of the Nature targets stand. Agnes speared some damage onto a Beast but likewise to no great effect. This is especially disheartening knowing the level of regen and heal available to the enemy . . .

The Forces of Nature properly tighten the noose with a bevy of charges: Water + 2 flanking Beasts into the leftmost Fire horde (!), Unicorn into their Sprites’ flank, Water hordes into the undamaged central Fire hordes.

The Beasts smash apart the flanking Fire Elementals and the Unicorn scatters the Sprites (*golf clap*), however the center holds better than expected, including the damaged Fire horde holding despite the lightning barrage of the central Beast. Unfortunately a lot of damage is pulled off of the previously damaged Water horde.

Bloodfire 5 is as violent as ever, with the grind continuing in board center and an overwhelming amount of firepower aimed at the undamaged Beast on the left . . .

That Beast is decimated with extreme prejudice by Agnes’ death ray and 20 elite fireballs, followed by both central Water hordes being boiled off. There’s a whole hell of lightning still on the board, but fakk if that didn’’t feel good.

The Green Lady sends her horde of Salamanders into the courageous Fire horde, as the Unicorns swoop into the flank of a smoldering Fire horde (*double golf clap*) and Beasts prepare to exorcise the mangled Fire Elementals.

It’s super effective! Or at least the Unicorn hooves and Beast lightning is. The Sallies bounce.

Bloodfire Turn 6 feels like the redementals are well out of this one, yet there’s violence to be had. Agnes and the tall Priest cook a Unicorn for reasons and the Fire Elementals bash 10 damage into the Salamanders.

The winged elements of the Forces of Nature scatter to their designated scoring zones as the Salamanders bounce off the fresh Fire Elementals. With no Turn 7 it’’s a solid . . .

BLOODFIRE LOSS

It was cool to go up against this player again and see how far his skills have come, and also pretty neat to have an Elemental Off, and in fact a Reaper-minis-painted-basically-one-color-on-tan-bases off XD


RED VS BLUE

I do think Beasts of Nature are OP and really unpleasant to play against, and I sort of wish Nature armies weren’’t so often this min/maxed affair were you just take the best things, and multiples of them if they shoot lightning. But then again I’’ve also played against non-min/maxed fluffy Nature and consistently torn them to shreds, so who knows. Maybe the Beast is just the crutch of the army? And one you gradually work out? Again ala Death Engines for rats.

Anyway, while I don’t know the final standings for Crossroads 2018 I’m sure Cuddle Time was quite far down there, given our in-game performance at the very least. All the same, it continues to be a great event with great players and I’m happy I could make this year. It sounds like next year is teams again, which I’m grudgingly ok with – I totally prefer the simplicity of single player tournaments and the clarity of how matchups are done, but the increased camaraderie of team tournaments is fun, and I enjoyed making swag for our team (CUDDLE TIME t-shirts, DTC wristbands, cutesy display boards).

GAME 34: LEAGUE OF RHORDIA

After taking another full house of losses, Cuddle Time came up against another incestual team made up of the rest of our club and Unplugged’s (and named after one of our clubmates). Pairing into double Varangur was rough, especially as they put up both at once! So a couple dudes got tossed under the eevil Viking steamroller while I played one of my favorite guys and his fabulously painted Rhordia, which has been transitioning towards Halflings and away from its Empire roots for a couple years now.

CROSSROADS GAME 4: TEAM JOHN HOLST HAS A POSSE

– League of Rhordia vs Salamanders
– Varangur vs Night-Stalkers
– Abyssal Dwarfs vs Ogres
– Varangur vs Orcs

BLOODFIRE GAME 34: LEAGUE OF RHORDIA

League of Rhordia 2250

Halfling Braves Regiment – War Bow
Halfling Scouts Troop
Halfling Scouts Troop
Crossbow Regiment
Household Knights Regiment – Cat Potion
Household Knights Regiment – Mace of Crushing
Halfling Ranger Cavalry Troop
Honor Guard Horde – Brew of Haste
Halfling Volley Gun
Halfling Iron Beast
Duke on Horse – Diadem of Dragonkind
Duke on Horse – Hand Grenades
Duke on Ancient Winged Aralez – Heal (4), Blade of Slashing
Wizard on Horse – Fireball (6), Lightning Bolt (3), Bane Chant (2), Inspiring Talisman
Halfling Master Sergeant – Banner of the Griffin, Bow

Beautiful army with a lot of neat stuff going on. Not built to tear faces off but loads of tools, which I respect.

I send us into Dominate yet again, because Bloodfire? Pretty sure he made me go first, for plenty of good reasons.

BATTLE


Battlelines!

Bloodfire slops forward, burning through the forest sheltering it.

Rhordia rolls out, with small arms fire raining into the Ember Sprites and wavering the ones to the right and left of the tower. The Volley Gun realized it should have scooted up to the wall messing with its LOS but deigned to do so retroactively.

More ebbing from the red tide, with the wavered Sprites gumming things up a little bit. The little Mage-Priest prays the wounds off the Sprites to the left of the tower, and the leftmost Sprites start chipping at the Iron Beast.

Rhordia’s fierce war against short things continues, with minimal movement but lots of aggression directed towards Ember Sprites. The Duke on Aralez scatters the Sprites to the right of the tower while those to the left are shot down, the central Sprites are wavered and the leftmost regiment simply mangled a bit.

Bloodfire’s response is limited but, well, incandescent. The line moves up as much as the wavered Sprites allow, preparing as best as possible for the Aralez lurking on the right flank. The little Priest pulls the wound off of the leading Fire Elemental horde, but the real player to watch this turn is Agnes toeing into the central wood. After taking the usual token damage from the Ember Sprites, the Honor Guard are rocked by a full power death ray, taking something like 10 damage from Agnes! The rout check goes well and the Rhordian chocobo hammer is one-rounded. Damn.


Fweeeeeem!

With a collective intake of breath, the Rhordian line backs up from the legendary fire elemental. Shooting strafes the front of the Bloodfire line, dropping the central Sprites, wounding the leading Fire horde and the last of the chaff.

Turn 4 means we stoke the fires and get aggressive. The wounded Fire horde launches out of the red crescent, intent to do some damage to the Iron Beast and bring the enemy into range of the rest of the inferno. The surviving Sprites block at least some of their flank (or something), the little Priest prays them down to 2 damage and the tall Priest heals the little Priest to 4. Agnes cooks some damage into the Knights on the left flank (who I’m pretty sure did not have pathfinder, despite the woods they’re headed into), followed by the central Fire Elementals doing a pretty terrible job of hurting the Iron Beast. Ah well.

The Duke orders a charge from the back of his Aralez, sending Rhordia’s finest crashing into both ends of the wall of living fire, including daring flank charges by Halfling infantry (https://imgur.com/Hhfj8Mk).

Damage splashes across the Bloodfire battleline, but shockingly only the last of the Ember Sprites are routed (and presumably eaten by Halfling Scouts ). Yes, the Aralez flubbed its flank charge pretty badly (I’m told they do that? Tis a weird beastie), and the triple-charged Fire horde was snake eyes’d!

Bloodfire retaliation is brutal, if somewhat intentionally short-sighted (more on that later): Agnes counters her knights, the Fire Elementals to the right take on their blocking Duke, the smoldering Fire horde and the courageous horde double-charge the other knights, the next Fire horde tackles the Volley Gun that finally set up on the wall and the final horde counters the Aralez (with the help of bane chant from the tall Priest). The CLOFD vomit-cannons the Duke near the Volley Gun, wavering him, and the little Priest pulls a tight 6 damage off of Agnes.

After a lot of pummeling, the Aralez is mangled, the Volley Gun is dead, the central Knights are embarrassingly fine (some very sad rolling), the blocking Duke is wavered, but Agnes steals the show again by hammering her Knights into molten scrap with ~8 damage off of 9 attaks. Sweet hell’s teeth, girlfriend!

It’s Rhordia Turn 5 and things are a bit of a mess, but the Halflings are in command more than it may seem. Wavered Dukes scoot around backwards as another round of mass charges is declared: Aralez + flanking Halfling Cav into the right Fire horde, surviving Knights into the courageous Fire horde, Iron Beast + flanking Halfling Braves back into the rapidly-dissipating Fire horde, and the true heroes, Halfling Scouts into Agnes.

On the whole, things don’t go super great damage-wise, but that’s almost not the point this late in the game. All the Fire hordes stick around and Agnes is not disrupted.

Turn 6, Bloodfire is light on options so chooses violence, knowing that this is going to come down to a Turn 7 roll off. The right Fire horde counters the Aralez, the obstacle-riding Fire horde hits the blocking Duke (with no angle for overrun), the CLOFD + courageous Fire horde take on the central Knights, the central Fire horde hits another blocking Duke, and Agnes deigns to charge the Halflings, preferring to shoot them [Mistake? Because of their stealthy, math suggests she does more in combat, as well as I guess disordering them if that mattered]. The little Priest pulled the 3 damage off the central Fire horde, knowing their Target #1 for scoring the zone. Tall Priest bane changed the Fire Elementals fighting the Aralez.

With the exception of Agnes, who couldn’t laser off some Halflings despite obliterating multiple heavy knight units this game, things go well: the Aralez is roasted, the Knights are baked and one of two Dukes is dispatched (the important one in the center). I possibly made another mistake here, as I didn’t even try to overrun into the Braves, which would have been a significant swing in unit strength and not preposterously far away. Although a failed overrun would have left the horde flanked by the Iron Beast and out of a Turn 7 contest.

Rhordia mobilizes for the center, double-charging the central Fire Elementals with those accursed Braves + Iron Beast.

Shooting drops the courageous Fire horde, but combat can’t put paid to the Bloodfire units in the dominate zone . . .

. . . but they’re not enough to overcome the swarm of Halflings! However, Sallies are well-placed for a Turn 7 sweep, if only the turn die had been as well. So that’s a . . .

BLOODFIRE LOSS

This was a great game that I felt shifted firmly into my hands with that snake eyes and then fell out again when I lost all that momentum the next turn with the combo-charge into the Knights flubbing. All the same, Peyton is one of my favorite opponents, and I’d be lying if I said I didn’t love every second of Agnes being a gods damned legend.

PS: Here’s a better shot of the Aralez ‘Dirty Birdy’ (https://imgur.com/odzvXlu) and some adorable Halflings riding goats (https://imgur.com/PlhnKpF). Bless.

Up Next: MERC

GAME 33: ABYSSAL DWARFS

Coming off that big win we were up against one of our sister club’s teams, which included our club’s fearless leader by a cruel twist of fate! We were probably going to get creamed again but at least it would be at the hands of great gents with pretty armies.

CROSSROADS GAME 3: TEAM UNPLUGGED RADIO

– Abyssal Dwarfs vs Salamanders
– Night Stalkers vs Night Stalkers (YESSSSSS)
– League of Rhordia vs Orcs
– Forces of the Abyss vs Ogres

BLOODFIRE GAME 33: ABYSSAL DWARFS

Abyssal Dwarfs 2250

Blacksouls Horde – Brew of Strength
Decimators Regiment*
Decimators Regiment*
Slave Orcs Horde
Gargoyles Troop
Gargoyles Troop
Abyssal Halfbreeds Regiment – Dwarven Ale
Abyssal Grotesques Horde – Brew of Sharpness
Dragon Fire-Team
Angkor Heavy Mortar
Angkor Heavy Mortar
Angkor Heavy Mortar
Overmaster* – Wings of Honeymaze
Slavedriver – Lute of Insatiable Darkness
Ba’su’su the Vile
*Heralds of the Black Flame Formation

I put myself against Abyssal Dwarfs because a) this dude is the last of the Unplugged Gamers I haven’t played; and b) I rarely face AD and we more or less do similar things, so should be a proper grind. Also I made the Night Stalkers face each other because I could ;D

We ended up playing Eliminate. Abyssal Dwarfs took the initiative.

BATTLE

Battlelines!

Turn 3 as our flanks swirl into each other. His fast wing is pretty gummed up behind stuff, including Gargoyles that refuse to die, while my heavy right flank has little to do until it crashes into his hordes and obliterates them. Along the way I scoop up a token and he grabs one of mine and sits on the middle, currently giving him the win.

Here’s the setup as we go into my Turn 6. The Grotesques in the middle have a token and are sitting on the central objective, however Agnes is my only real active piece since my last Fire Elementals are blocked by individuals. But Agnes is one hell of a piece, and my Mage-Priests are unengaged and ready to rock as well.

As the hordes pummel the individuals, the girls descend on the Grots. Fireballs are nice and all, but it’s Agnes’ death ray that brutalizes the mega cav up to 16 damage.

Yep. Snake eyes and I’ve lost the game despite the hail mary. BUT THEN THERE’S A TURN 7!

This is after his turn – the lower Fire horde is so far forward because it ate the Overlord and overran. The Grots toppled Agnes and backed up, while the units try to mess with the Elementals for no luck.

In response the lower Fire horde murders the Halfbreeds out of spite, the upper ones faff against the Decimators and Ba’su’su absorbs the CLOFD’s aggression and continues to be a beast.* While I gained some needed points in that Turn 7 it was still a . . .

BLOODFIRE LOSS

*The reason you’re not seeing the CLOFD + surviving Priest blast the mangled Grots (12 wounds after regen) is because I stupidly corkscrewed past the Halfbreeds into the Grots with the lower Fire horde and proceeded to smash them in combat, winning the game UNTIL another Unplugged dude asked WTF I was doing and I realized Fire Elementals can’t fly :’( And were disordered if they could 😛 So we rolled that combat as against the Halfbreeds, without backing the game out to shooting, which would have given me another shot at the Grots, although if I’m remembering Eliminate scoring right it wouldn’t have mattered as I couldn’t put a model on the center point nor one-round the Halfbreeds.

Up Next: JOHN HOLST HAS A POSSE