GAME 23: EMPIRE OF DUST

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

And yesterday I finally busted one out for a game 😐

BLOODFIRE GAME 23: EMPIRE OF DUST

Salamanders 2000

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

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

Empire of Dust 2000

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

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

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

BATTLE


Battlelines!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Kaiju Big Battle 2: Monster Chiropractor

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

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

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

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

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

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

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

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

And with that the game ends.

BLOODFIRE LOSS

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

GAME 22: VARANGUR

My clubmate is headed to the US Masters and wanted to get some practice with his finalized list, so I threwdown in the name of getting my teeth kicked in for a good cause ;D

BLOODFIRE GAME 22: VARANGUR + NIGHT STALKERS

Salamanders 2250

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

Quintuple Fire hordes \m/ Also went with the ABP over Agnih, almost entirely because she costs 10 more points, which messes with my items (i.e. BOTG costs 5 points more now). But also because while ABP is a doofus he’s better at grinding then she is, and the grind is pretty inevitable for my army.

Varangur + Night Stalkers 2250

Warband Regiment
Bloodsworn Regiment
Cave Troll Horde – Staying Stone
The Fallen Horde
Tundra Wolves Troop
Mounted Sons of Korgaan Regiment – Cat Potion
Direfang Horde
Magus Conclave
King on Chimera – Brew of Haste, Lifeleech (1)
Skald – Banner of the Griffin
+
Spectre Regiment
Void Lurker

Bash Bros are still horrifying, but main changes are the now defunct Herja becoming a bunch of Trolls and Direfangs squeaking their way into the list at the cost of downgrading the Sons into Bloodsworn and Fiends into Spectres. Cool to see the ‘Fangs in there, hope they work out for him. Loads of potential but slow and a big target.

We diced up good old Pillage and heavily weighted one flank with markers, as I prefer. He won first turn and took it, after some consideration.

BATTLE


Battlelines!

The Varangur show unexpected restraint and advance very cautiously, and the Conclave lands its only hit of the game (2 damage to the Sprites blocking the Akylodon). In the Sally turn the red wall slops forward at its usual pace, with the damage to the Sprites healed away.

Once again the ravenous hordes of armor and aggression barely shuffle forward, though the revving of the fast blender units to either flank is palpable. Bloodfire responds by scooting Sprites into range and liberally applying vicious breath to things – both Direfangs and Warband begin to accumulate damage. The Ankyldon yelled at things too but to little effect.

Turn 3 means carnage! Sorta! Tundra Wolves whip in from the left flank into some poor Sprites, but despite a few wounds can’t even waver them Q_Q. Fallen and Mounted Sons prepare to obliterate the right and left flanks respectively, as the big flying monstrous heroes salivate and get ready for that trademarked double charge tagteam one hit KO finisher. Also the King breaths on the rightmost Fire horde for a wound, and I have no idea how the leftmost Fire horde was wounded but that happened too (cheaty shot from the Conclave?? No LOS and a penitent for 1’s makes that hard to believe).

The Bloodfire response is … optimistic at best. No brainer stuff happens: left Fire horde punches the Wolves (wavered only!?!), Sprites wander forward to puke on things and get in the way (Direfangs absorb yet more heat), and the Iron Crown Priest + CLOFD combine to fire on the Fallen (not doing nearly as much as expected).

Then things get dicey. The Ankylodon goes aggro into the Warband, with dreams of thundering through them and facing off with the big bads behind them. Except he’s hindered (#striderdreams) and a cuddle bug so doesn’t even waver them. Then instead of surging the right Fire horde into the Fallen – out of fear of sticking and then taking the King (and possibly also Lurker) in the flank – they just straight up charge the King. Knowing that they’ll likely stick and get the Lurker in the flank, or get stuck grinding something they can’t beat.

So yes, nothing really works, and to make matters worse the charging Fire horde outstrips any hope of Inspiring. The Herald scoots herself over to sorta block the Fallen (they can nimble charge the CLOFD anyway), and falls 0.5” short of inspiring that dumb Fire horde. I don’t think it was a terrible plan, but it was certainly the least likely to succeed, even if it had the highest potential payoff – the thing about Fire Elementals is that when all you have is offense, if you can actually hit things they tend to die.

The Varangur counter across the board, as expected.

Lots of red things die: left Fire horde to Mounted Sons (13 wounds in one frontal charge), 2/4 Sprites to Trolls + Bloodsworn, right Fire horde to King front + Lurker flank. The Herald happy came away with a waver vs the Fallen, and the ABP was of course fine.

There’s a lot of pain collapsing in from the left, so the red tide needs to punch up and to the right and turn to face. Double Fire hordes charge the Bloodsworn, Ankyldon jumps back on the Warband, and the third Fire horde surges into the Fallen (on a sweet 7 of 8 surge from one Priest), after they take a shellacking from the CLOFD.

While the Ankylodon roflstomps the Warband, disappointment reigns on the Fire hordes. Somehow 36 CS2 attaks can’t break the Bloodsworn (13+ wounds vs 19 nerve is too hard to beat twice), who waver. And likewise the Fallen take significant damage but are only wavered, despite having no inspiring.

Varangur 5, in which everything that’s left is CS2-3 and busily wrecking red things. Mounted Sons + Trolls flank and obliterate one of the central Fire hordes (31 damage total), the Direfangs get to see combat (annoying Sprites are devoured), and the Bash Bros tussle with the Ankyldon in a proper KAIJU BIG BATTLE:

Which the ABP survives?!

Stunned that this game is still a thing, Bloodfire desperately slam into units that are far scarier than they. AND KAIJU BIG BATTLE INTENSIFIES:

Direfangs explode at a Fire horde’s caress (thanks to 8 wounds of Sprite chip damage), the Fallen are vaporized a turn too late, the Void Lurker is barely grounded by the ABP, and the King likewise takes token wounds from the hindered CLOFD, fighting way above his weight class.

Cave Trolls slam into the rampaging central Fire horde as the big boys counter-charge their targets. Loads of damage is applied to the horde and the Clan Lord, but thankfully nobody cares – and obvs the Akylodon is cool.

Oh, Inspiring Mage-Priest is run down by the mobile blender :/

Sally 6 sees the King finally fall to an ocean of Fire Elemental attaks, along with the ABP patting the Lurker and the Fire horde being well aware of having nothing on the Trolls in a grind.

Is there a Turn 7? THERE IS.

Cave Trolls pulverize their Fire horde and the Void Lurker fluffs against the ‘Don. Sitting on 3 objectives – remember those Spectres? They’ve been parked on an objective far away all game, and the Wolves who miraculously survived are claiming another – the Varangur are content to see what the Bloodfire has left.

Shot of the end. The last Fire horde again sweeps into a monster’s flank and burns it to embers, more than securing one objective, making it 3:2 in the Varangrr favor. The only way to draw at this point is to hope for ridiculous dice and pop both the Trolls and the Mounted Sons from basically no damage to 19 nerve. CLOFD + Sprites take on the Sons and the Crown Priest goes for the Trolls, but 5+ then 5+ is way too much to ask for and that’s game.

BLOODFIRE LOSS

As an aside, I’m realizing after the fact how important of a flub not killing those Wolves was. Photo shows I only did 4 wounds, which made sense that I couldn’t roll the 9 to pop them … except I should have done 7-8 wounds. Which means a 5-6 to rout, which is far more likely (72%+), and would have starved the Varangur for an objective grabber and pulled something away from the center, giving me a better shot at fighting for the draw by nuking a single target. Which in Pillage style games is all I’m trying to do in most cases.

Let’s forget how atrocious my dice were during those desperation shots at the end, which wouldn’t have done anything to a single target, let alone two :X

GAME 20: OGRES

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

BLOODFIRE GAME 20: OGRES

Salamanders 2000

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

Ogres 2000

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

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

BATTLE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE DRAW

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

GAME 19: DWARFS

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

BLOODFIRE GAME 19: DWARFS

Salamanders 2000

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

Dwarfs 2000

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

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

Second round was Push, with Sallies going first again.

BATTLE

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE LOSS

GAME 18: VARANGUR

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

BLOODFIRE GAME 18: VARANGUR + NIGHT-STALKERS

Salamanders 2000

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

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

Varangur + Night-Stalkers 2000

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

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

First round was Invade, with Sallies grabbing first!

BATTLE

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


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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE VICTORY

GAME 17: ABYSSALS

BLOODFIRE GAME 17: ABYSSALS

Salamanders 2000

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

Abyssals 2000

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

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

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

BATTLE

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

But wow are my guys red!

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

This might be the turning point:

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

BLOODFIRE VICTORY

GAME 16: VARANGUR

BLOODFIRE GAME 16: VARANGUR

Salamanders 2000

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

Varangur 2000

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

*Plus upgrades and items

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

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

“’BATTLE”’

Sprites gonna sprite!

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

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

BLOODFIRE LOSS

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?