My run at the Unplugged GT 2022 kicked off with a rematch vs the Basilean army I was thoroughly trounced by at Dead of Winter mere weeks before. While a cute coincidence, I was all for it, as it’s one of my favorite Kings of Warmachine armies out there and it’s marshaled by a gem of a player.
Basileans 1995 Elohi Horde – Potion of the Caterpillar, Celestial Fury Ogre Palace Guard – Chalice of Wrath Ogre Palace Guard – Staying Stone Paladin Knights Regiment – Brew of Sharpness Paladin Knights Regiment – Brew of Strength Elohi Regiment Elohi Regiment Gur Panthers Troop Samacris, Mother of Phoenixes – Fireball (8), Heal (5) Priest on Horse – Conjurer’s Staff; Heal (3), Bane Chant (2)
I was super excited to see him field units I hadn’t seen, and I gather he was pushed to leave the Men-at-Arms horde at home and lean harder into speed with the cav regiments. He had misgivings, and personally I was hoping my Placoderms’ phalanx would put in work in what was otherwise a tentative match for me.
First round was Dominate, and he won the roll for initiative and gave it to me. Canny angels.
BATTLE
Battelines! The sharpness Paladin Knights are the ones toeing the hill to the right, with the ruins. My hex Envoy is to the left and bastion is in the middle, with Centurion over by the building next to the right Kraken.Trident 1: The crabs skitter forward, somewhat aimlessly. Bastion goes up on the right Placoderms but I think for height reasons it should have gone on the Water Elementals or the right Kraken. Ah well.Basileans 1: The angelic host advances, with the Knights taking up residence on their launch pad / hill. Elohi keep a watchful eye on the Kraken but otherwise demand attention.Trident 2: With the exception of the right flank, where the Centurion and Kraken inch forward, the crabs deign to move, preferring to shoot. Harpoons from three Envoy units skewer the fury Palace Guard and kill them. We’re both shocked, while I find myself glimpsing the possibility of victory. Bastion goes up on one of the central Heartpiercers.Basileans 2: The Basilean general shakes off such an early loss, but does pull back the other Palace Guard for late game work, instead punching hard on the left flank. The Elohi horde and one regiment charge the waiting Kraken, with the Paladin Knights preparing to storm in as a second wave.A flock and a half of angels fighting a big, smelly crab titan. Now that’s cinema.Ensnare be damned, the Kraken falls, and I’ve got a serious problem. (In my defense, he had about a 50/50 or better chance of living :P)Trident 3: The crabby lines rapidly redress to face the incoming flyers (and horses too I suppose), bringing plenty of guns to bear. The remaining Kraken launches himself into the Palace Guard, on the assumption that while he’s bad at fighting he’ll have a few turns to get work done before he gets flanked and smote back to the trenches he crawled out of. The Centurion accompanies him (and prepares to intercept the right Elohi), while the Water Elemental horde feels direly out of place.Heartpiercers push 7 damage on the sharpness Knights and 1 on the left Elohi regiment (8 and 2 before iron resolve), hex onto Sammy and bastion onto some Heartpiercers. The Kraken bashes 4 (5 before iron resolve) onto the Palace Guard. While nice, none of that gets anything done yet.Basileans 3: It’s a veritable crab feast as the Basileans lay into their crustaceous foes. The Elohi horde charges Heartpiercers, strength Knights thunder into more Heartpiercers, the left Elohi regiment charges some Placoderms, and Samacris flanks the Kraken as the Palace Guard counter. The Elohi on the right menace and the sharpness Knights back up, before being healed down to 3 damage by the Priest.The Elohi horde dunks their Heartpiercers, preparing for another next turn. However the strength Knights only waver theirs (luckily on <6 damage), the Placos take 1 damage from their Elohi, Sammy completely misses her 6 attaks and the Palace Guard only manage 5 to the Kraken.Trident 4: I burn my clock trying to figure out a way to save the left Placoderms, but those wavered Heartpiercers need to be able to turn to face to protect that long Placo flank and they just can’t. Those Placoderms are going to have to fight for their life against the Elohi regiment. The other Placos spot a (hindered) flank on Samacris and (foolishly) take it, banking on being able to kill her and face the sharpness Knights, where their phalanx will neuter them. The Kraken counters the Palace Guard, with the Centurion aiming to disorder the right Elohi with his trident (he could have charged and I’m 90% sure he should have). The Water Elemental horde stares at the Elohi as well for next turn when they’re on the ground …
… except there is no after photo, this is it. The Centurion fails to wound those Elohi, neither Placoderm regiment drops their target (0 on the Elohi, 3 on Sammy) ensuring their deaths, and the Kraken boops the Palace Guard to 7. Heartpiercers stick 3 damage on the strength Knights, continuing to ignore the Elohi horde which I never remembered was Def 4+ for swapping their shields out. I took a lot of risks this turn and would definitely pay for that shortly.
Basileans 4: Well, uh, there it is. Placoderms are flanked by terrible things, where their phalanx counts for nothing, and the Kraken is likewise neutralized by an Elohi flank I didn’t see coming. (IF the Centurion had managed to stick his 1 damage, they could have still made this charge, albeit hindered, unless he had charged them. Hence why charging was the answer – if a moot one knowing the dice result.) The strength Knights hit their Heartpiercers again. I believe the Priest healed the sharpness Knights (down to 4).It’s super effective!Trident 5: At this point I’m digging for attrition and hoping I can salvage 1 point (this tournament isn’t using blackjack scoring). Heartpiercers shoot the sharpness Knights back to 5 damage (6 before IR), while the Centurion begins harassing the Palace Guard, bringing them to 8 (9 before IR). The Water Elemental horde really wants to fight once this game, so swings for an Elohi regiment, doing 5 (6 before IR) but no lucky break. The bastion Envoy does its best to be in the way of the sharpness Knights, forgetting that Samacris can fly – tho thanks to hex she can’t cast if she does.Oh sweet baby crablings!Basileans 5: The Water Elementals evaporate thanks to a sharpness Knight flank. Elohi also cleave the bastion Envoy and a Heartpiercer reg in twain, such is their righteous fury. The strength Knights get stuck wavering the last of the Heartpiercers but no biggy.Trident 6: The Centurion orbits the Palace Guard, stabbing with his trident in the hope of a break … but he once again does no wounds, so no test. Samacris is finally left unhexed due to positioning woes on my part.Basileans 6: The last of the Heartpiercers are decimated. The Palace Guard turn to face the Centurion and are healed down to 3 damage.Trident 7: Choosing petulance over hiding 210 points in characters, the wand Envoy hexes the Priest and the Centurion jukes the Palace Guard for a chance to spike an Elohi reg off the table. It doesn’t work.Basileans 7: Oops, all out of crabs! Knights ride down the last of the Trident forces for a very convincing …
BASILEAN VICTORY (20-0)
Zero points, ouch! I’m a big proponent of blackjack for this very reason, getting zero’d is rough, kids. Chris played great and had great dice throughout, while I had that early shooting result and had my errors compounded by cold dice. Even deploying the Water Elementals that far to the right was a mistake, but they tend to cause me trouble in deployment, as I want them to clean things up but the base is big and my line is full of Heartpiercers who want to shoot Unfortunately for the Basileans, this win catapulted them up into the winners bracket, where they were slapped around by stronger armies game after game. Sorry, bud.
Sunday morning and I’m the least hungover I’ve ever been on the second day of a tournament, which is a good thing because I’ve got some work ahead of me. I’m matched up against Chris, a good player with a smart, aggressive army (and one of my favorites kicking around the Northeast – I’m a sucker for a Kings of Warmachine armies, even if his is sharing the bill with Warhammer minis :P) In my head I’ve already lost, but getting 6 points would be rad, maybe even a draw with some luck??
Basileans 2100 Elohi Horde – Brew of Strength Elohi Horde – Helm of the Drunken Ram Ogre Palace Guard Horde – Chalice of Wrath Ogre Palace Guard Horde – Dwarven Ale Men-at-Arms Spearmen Horde Gur Panthers Troop Gur Panthers Troop
High Paladin on Dragon – Aegis Fragment Samacris, Mother of Phoenixes – Fireball (8), Heal (5) Dictator – Iron Discipline, Lute of Insatiable Darkness
An anemic 10 drops but packed with some serious beef. Flying elite hammers are my kryptonite, especially in such volume, and he’s also rocking one of the other mega dragons of the game. Blessedly no longer fearless but demanding of respect to be sure.
Fourth scenario is Raze, which happily I was able to practice with my crabs before the tournament. He went first, either by choice or because I made him.
BATTLE: GAME 4
Battlelines! The Depth Horror Eternal is hard left, inspiring the Kraken and aiming to contest the third Basilean token, which is also hard left.Basileans 1: The angelic host sidles forward, staying out of saucy Kraken charges but angling for flanks and generalized violence. The headstrong Palace Guard do toe into the central woods.Trident 1: The crabs do a menace, with the Eternal pressuring the Panthers off his leftmost token, the left Kraken threatening a play for the other left token, and the Water Elementals and right Kraken watching their flanks but glowering at the Basilean anvils and right hook. Heartpiercers stick 1 damage on the headstrong Palace Guard and 3 on the right drunken ram Elohi (after iron resolves), while the Centurion tags the HPOD for 2 damage, reduced to 0 with the aegis frament but still disordering her. Bastion on the left Placoderms fails.Basileans 2: Chris knows that he’s got plenty of time to burn his objectives, and he knows my shooting is the biggest potential threat to his ability to burn objectives late game, so all the Heartpiercers receive angelic attention. Strength Elohi, Samacris, drunken Elohi and the High Paladin slam into my tiny shooty crabs across the board. The heavy center trudges forward and the left Panthers get away from their crabby oppressors.Both Elohi drive off their Heartpiercers, as Sammy shuts hers down (2 damage) and the High Paladin struggles but manages to waver her unit (~5 damage).Trident 2: I try to rest the momentum back from the angels by driving hard into the Basilean anvils: Placoderms and Water Elementals hit the headstrong Palace Guard, and the right Kraken begins grinding the Men-at-Arms since he couldn’t triple the Palace Guard but also somebody’s gotta. In order for this to work, I need to ground those Elohi units, so Sammy’s Heartpiercers corkscrew the strength horde and the other Placoderms scuttle into the drunken horde. The Kraken on the left looms, while the Eternal rounds the house on the left.Bastion fails on the Water Elementals, but the Centurion does disorder the dragon with his laser trident (1 damage sticks too). In combat, the headstrong Palace Guard waver on 9 damage, the Kraken chunks 5 damage into the Men-at-Arms, and thankfully the Heartpiercers and Placoderms do sit both Elohi down. Wheeeew.Behold, the fury of the lowly crab unleashed!Basilean 3: The next turn starts with the headstrong Palace Guard failing their headstrong test 🦀 The fury Palace Guard flank the Placoderms (off the hill for maximum shell-cracking power) but the Water Elementals are safe to swing again. The Men-at-Arms counter the Kraken, the Elohi counter their annoying disorder buddies, and the High Paladin charges her Heartpiercers again. Sammy flits over to heal the Men-at-Arms, who are also iron disciplined by the Dictator. And the left Gur Panthers nimble around to burn a token once the Kraken leaves, walk forward and burn another the following turn.The strength Elohi dunk their Heartpiercers, spinning to face the Kraken looming to the left. The central Placoderms are shattered by the fury Palace Guard, who overrun to touch the Water Elementals’ flank. The Men-at-Arms stab a ferocious 10 damage into their Kraken, the High Paladin wavers her Heartpiercers with 10 damage, and the drunken Elohi do a mere 1 damage to their Placoderms. Sammy burns a token, starting the scoring.Trident 3: I unleash the left Kraken into the strength Elohi (on 1 damage), charge the Water Elemental horde into the headstrong Palace Guard to fight for its life, the Kraken back into the Men-at-Arms, and the Placoderms back into the Elohi for another grounding if not murder. The Eternal books it for my leftmost token.Bastion goes up on the Water Elementals, shortly before they rout the headstrong Palace Guard and turn to face the fury Palace Guard. The right Kraken lucky wavers the Men-at-Arms on 9 damage, while the left Kraken can only get the strength Elohi to 4 damage. On the right, the Centurion tridents the High Paladin again, keeping her sat down (and on 2 damage), and the Placoderms at least disorder the drunken Elohi [can’t see the damage die]. The Eternal burns a token, tying the score 1-1.Basilean 4: The angelic host strikes with a vengeance, fury Palace Guard assaulting the Water Elementals (hindered) with Gur Panthers in the flank (hindered). Strength Elohi counter their Kraken, as right flank of angels large and small strike once more at the crustacean uprising.Samacris heals 2 damage from the Men-at-Arms shortly before crab blood is spilled hither and yon. The strength Elohi one round a fresh 17/19 Kraken despite ensnare (hot Nv roll and no inspiring helps), and the Palace Guard and Panther combo similarly one rounds the -/18 Water Elemental horde in the woods. The drunken Elohi enjoy some of that luck, wavering their Placoderms on 4 damage, but the High Paladin laughably can only get her Hearpiercers to 8 damage, failing to waver them this time. The left Panthers burn a token, bringing the score to 2-1.Trident 4: I’m skirting by on the skin of my mandibles at this point, but maybe all’s not totally lost? The Eternal pushes for the middle, mostly to distract the strength Elohi / threaten the anvils if he’s not dealt with. The Centurion moves to disorder the drunken Elohi this turn, hoping beyond hope that the plucky Heartpiercers can disorder the High Paladin themselves. And the Kraken revs up and prepares to fight for his life – plus, if he can pop the Men-at-Arms, he can a) turn to face his oppressors, for a -2 to hit in the woods and b) back up next turn and score another point for the Realm, for a higher scoring loss.The Centurion disorders the drunken Elohi and the Heartpiercers do the 1 damage to keep the High Paladn on mega dragon pinned in place. Yowza. In the Kraken fight, the big guy shoves the Men-at-Arms to 16 damage but the rerolled 6 to rout eludes me and the horde just wavers. I despair a bit, as I’ve spent a lot of the tournament failing very low rout rolls, but life goes on … until next turn anyway!Basilean 5: The fury Palace Guard plow into the Kraken’s flank (hindered), the central Elohi swoop down upon the Eternal, the drunken Elohi hit those Placoderm again, and the High Paladin spends a fourth turn fighting the same unit of rapidly regenerating Heartpiercers 😀Sammy heals 2 damage on the central Elohi, moments before they don’t kill the Eternal (5 damage). The Kraken however instantly crumbles to the fury Palace Guard, as was pretty likely. Both the Placoderms and Heartpiercers in the bottom right just waver 😉 Also the Gur Panthers far left score a third token (3-1).Trident 5: With the bottom right wavered out and the game drawing to a close, the Centurion voyages out to finish off the Men-at-Arms horde. Envoy scoot about and the Eternal counters the strength Elohi on the hill.A clap of thunder fills the gaming hall as the Trident of the Drowned Sea strikes the Men-at-Arms from the table! Also the Eternal fails to wound his Elohi.Basilean 6: The angels finish off the Eternal and finally drive off the crabs in the bottom right. Golf clap for those two regiments’ service to the cause. The fury Palace Guard turn about to, I think, deter the Centurion from getting froggy with the drunken Elohi if there’s a Turn 7.Trident 6: Envoys scatter and the Centurion does indeed get froggy with the drunken Elohi. The trident doesn’t claim another victim, sadly, but the heroic crustacean does receive bastion in case there’s more pain coming.Basilean 7: The fury Palace Guard plow into the ensnaring Centurion, the drunken Elohi into the bastion Envoy, and the High Paladin prepares to breath on the war-bow Envoy.Come get some!Shockingly, no crab dies this turn, with all my individuals copping 5 damage each.Trident 7: I give the war-bow Envoy and the Centurion a chance at glory each, but neither the drunken Elohi (5 damage) or the High Paladin on Dragon (2 damage) miraculously go down. With a score of 4-1, that’s a decisive …
BASILEAN VICTORY (3-18)
Wheeeew, what a match. I was a little frustrated, as I tried so hard and came close to getting the 6-15 I had set out for, but looking back it’s pretty clear that I got my fair share of breaks when a significant part of his army was mired in my deployment zone for the entire game. Thinking about it, terrain was pretty important for me getting so little use out of my shooters, along with savvy target selection from him and poor counter assault setup by me. I’m impressed it was as much of a match as it was, tho it was certainly a joy to play Chris, a player I may never have played but seen out plenty.
Or rather, they arrived a while ago, but haven’t been batrepped for unknown reasons … Bloodfire is still on hiatus while I explore fresher avenues, however I wanted to give some coverage to my current army, plus those that come after this one, and this seems like a decent, agnostic place to do it.
So welcome to the new, expanded, ad-free blood-fire.com!
CRABS (FEB 2020) – Big boys by Mierce, tiny lads by Khurasan, token Hadross dude by CMON
Late September 2019, I finished up a new crab-themed Trident Realm army, just a couple days before the Crossroads GT (which was a 2250 point KOW 2E team event). I played a practice game the night before against a team mate, crushing his new Nightstalkers with the fury of a bunch of crustaceans (GAME 1: NIGHTSTALKERS). And with practice out of the way – I had literally never played the army before! – we got a few hours sleep and headed into the event. The list I took for that first outing:
As captain of Team Cuddle Time II, I was vaguely in charge of working out which armies would go up against each other and/or what scenarios they would play, so I had some control over who and what my crabs faced. My goal for the team was to put myself into harder armies but ideally with better scenarios for my Trident … which was total conjecture since I didn’t really know what they could do! Here’s the briefest of recaps:
GAME 2: ELVES
NWC and Kraken doing terrible things to Elf Archers!
Couldn’t tell you what the mission was or how things broke down, but holy hell I won! Biggest revelation was that massed heartpiercers are really good at killing big monsters, as his dragon was deleted in a couple turns as it tried to harry my flanks and rear.
GAME 3: KINGDOMS OF MEN
Kraken resolutely face-tanking a charge from a Knight horde!
Knight-heavy (like 2x hordes + regiments + flying heroes) men largely controlled this game, however through the magic of ensnare + hindering the crabs were able to bog down his momentum and smash their way to an inconceivable draw.
GAME 4: BASILEANS
Another fast army, this time 2x Elohi, 2x Uh-Elohi, 1-2x Knights, token foot troops, Gnaeus Sallustis annnnnd the mega-dragon (who is now just the normal dragon). I should have gotten wrecked, however he was extremely caught up in the dance a Kraken and his dragon were having in some woods, where I kept turning or stepping into and out of wood templates and he had to keep over-analyzing LOS and what was going on over there, all while taking continual Heartpiercer damage. Preposterously I won this one too!
GAME 5: UNDEAD
Crabs busting ghosts!
Dawn of Day 2, and while Team Cuddle Time II wasn’t doing stellar (our Varangur player was getting paired up against very hard armies, and pretty consistently getting smashed for his troubles), my Trident Realm was on a real tear! Up against Undead next, a rather standard 2E affair with some hordes, some knights, some wraith troops, some barrow wights, a dragon, etc. Lowlight was a Kraken getting trapped by Wraiths and dismantled – one troop to the front, then more to the flank, then another to the rear! But otherwise the dragon was shot down and the punchy crabs punched hard, with a somewhat lucky Gigas + Gigas + Eternal charge into a fresh horde that helped me roll his flank up and maul through the rest of the Undead line. Another win!
GAME 6: UNDEAD
“Craaaaaab meeeeeeaaat”
Final round of the tournament, and another Undead grinder for me. Main difference here is the abundance of zombies and zombie trolls. I was in control of this game early on, thanks to shooting, but I still remember how, instead of waiting for Turn 3 to engage, when the zombie trolls had been shot off, I jumped the guns and sent the Kraken all in Turn 2, which got most of them killed – including one to multiple wraith troop charges, again. Once the big hammers were down, I scrabbled as best I could but was overrun, earning the armies first loss.
All told, it was a pretty heartening first six games with the scuttlers! Really quite unexpected … although a bit tarnished as the 3E changes for Trident Realm had been previewed the day before the event, and it was clear that almost all the units I was using were going to lose their COK19 bumps. I had a feeling 3E was about to get bumpy for my new army.
Some KOW-less weeks later, the new edition hit, confirming some particularly distressing developments:
Heartpiercers became irregular, making my 2E list illegal and ensuring I will always hurt for unlocks
Heartpiercers lost ensnare, pathfinder and 2 attaks, for the benefit of steady aim, which gutted the reason I based an army around these little, mobile tarpits happy to grab a 24 attak flank when able
Gigas went up to a larger base, making them unwieldy but more importantly meaning I had to paint more of them and rebase the unit (they also lost 1 CS but gained 1 Def and kept their King Crabs Sp, so meh; the added nimble has yet to matter for me)
Kraken lost 3 attaks, severely hurting their abilities as hammers, ironically at the same time as they gained +D3″ charge range
At first I added a Wyrmrider horde for a third hero unlock, but man they suck now. In my first 3E game I lost against Ogres (GAME 7: OGRES):
Then over Wintermas I leant my brother my Ratkin, who brutally beat me at dominate (GAME 8: RATKIN), but then the next day I narrowly squeaked out a win in raze (GAME 9: RATKIN):
With a 3E win under my belt at last, I took on my clubmate’s Abyssals (GAME 10: FORCES OF THE ABYSS), losing again but at least keeping it close:
Meanwhile, my buddy had finally relented to my arm twisting, picked up a load of Mantic minis and smashed through a Northern Alliance army in record time. In short order he hit 2300 points and found himself facing crabs every other week or so. While I won the first match (GAME 11: NORTHERN ALLIANCE), and his first game of full size Kings –
– Trident’s pillowy fists would come up to haunt me, as I lost both of the next two games (GAME 12: NORTHERN ALLIANCE & GAME 13: NORTHERN ALLIANCE). Including this gem:
Aye, that’s a Kraken (with 2 loot tokens) being flanked by Huscarls (with 2 loot tokens) and Half-Elf Berserkers. While the Kraken is in that predicament because I rolled double ones, the North did not repay the favor 😥 Nor did I ever get those 4 loot tokens away from the Huscarls.
Which brings us up to last week! February 22-23 was the US Masters here in New York, and there was a side GT called the Best of the Rest for, well, the rest of us who wanted to scrum and soak up that Masters vibe. I took my freshly reduxed crabs with me and ended up taking a lot of photos with the intent to blog. So strap in, tournament report inbound!
Side Note: Since I’m covering reports for different armies on this blog now, you’ll be able to use the new Category feature >> to more easily select which army you want to follow. Though I do tend to avoid bouncing between armies, it could happen!
Bright and early day two, Im up against Steve, another player Ive played near for years but never actually faced (also Tims team mate). An added bonus is that Steve is a very chill, very patient dude. On my part, I was very, very tired from staying up way too late playing Rising Sun and chatting the night before. As one does at tournaments.
BLOODFIRE GAME 29: DWARFS
Dwarfs + Basileans 2250
Ironclad Horde – Brew of Haste
Earth Elemental Horde
Earth Elemental Horde
Berserker Brock Riders Regiment – Potion of the Caterpillar
Berserker Brock Riders Regiment – Healing Brew
Ironbelcher Organ Gun
Ironbelcher Organ Gun
Berserker Lord on Brock – Blade of the Beast Slayer
Stone Priest – Bane Chant (2), Martyrs Prayer (7), Inspiring Talisman
Stone Priest – Bane Chant (2), Martyrs Prayer (7), Amulet of the Fire-heart
Steel Behemoth
+
Elohi Horde
Pretty standard Dwarf fare, nothing too crazy, with pairs of important stuff where able. Fun Fact: There were 5 Dwarf armies at this GT, more than any other faction! Madness
Fourth round was Push, and with 1 token each it was blessedly simple. Dwarfs won initiative and get the push going.
BATTLE
Blurry Battlelines!
Dwarfs in the midst of rolling out. Getting that speedy flank a-flanking first thing. Pretty sure his push token is in the Ironclad horde at the moment.
Bloodfire saunters forward in response, getting that battleline wheel a-wheeling. Push token is on the central Fire horde.
Dwarfs continue encircling the elemental force – Elohi are to the left of that pond, facing inwards. Organ Guns and possible the Behemoth splatter two units of Ember Sprites. Rest In Pepperonis, little dudes.
The Bloodfire battleline continues canting around. The Diadem horde on the far right and maybe the Sprites near them land some wounds on the rightmost Organ Gun. The tension is mounting!
The Dwarfs refuse to engage! Organ Guns patter into the Diadem horde and the nearby Sprites, but only cause chip damage.
Turn 3 and Bloodfire has potentially disastrous charges it can declare? Here we go! Two Fire Elemental hordes slam into the right Earth Elemental horde, reducing them to slag with the help of at least one bane chant. Meanwhile, the Diadem horde on the right charges and obliterates an Organ Gun, preparing to ride the obstacle into the next one. Sprite fire and hopefully the Clan Lord chips at the Ironclad horde, while Agnes heat rays the surviving Earth Elementals.
Dwarf 4 and apart from giving a Fire horde a really bad time, the stunties for the most part continue to hold off. Elohi fly deeper into the Bloodfire DZ, with Brocks preparing to invade either side of the board as needed. Worth noting that the Brock Riders on the Bloodfire side of the table are carrying the push token at this point (and are the pathfinder Brocks).
Yep, those Fire Elementals get dead. Their buddies nearby take some damage from the Organ Gun before it gets creamed next turn.
Agnes and some Fire Elementals (bane chanted) slam into the Earth Elementals, reducing them to ash, while other Fire Elementals pound on the Behemoth and yet more Fire Elementals melt down the other Organ Gun. The CLOFD attempts to assassinate an Stone Priest but cant roll hot enough.
Post smoldering beatdown.
The Dwarfs bring the pain Turn 5. Ironclad tackle Agnes in the front, Behemoth + Brock Riders + Berserker Lord hit the Behemoths Fire horde, and the Elohi sweep into the Herald, with an easy overrun into the CLOFDs flank. Im kicking myself at this point, I always seem to have a game where I setup such a stupid individual overrun. Brocks to the south also nom up some Sprites.
Better to be lucky than good XD The mega charge against the Fire horde rolls snake eyes, leaving them at 22 damage! And the Elohi painfully fluff their hits against the Herald, dealing just 3 damage for no result. Agnes takes a pretty hearty 5 damage but seriously, Steves dice just saved my butt.
Time to capitalize on the Dwarfs misfortune. The mangled Fire horde and the Diadem horde (hindered) slam into the Brocks, the Fire horde who had grabbed the central push token when they killed the Earth Elementals heads into the Stone Priest, Agnes grumpily counter-charges the Ironclad and the original push token Fire horde flanks the Elohi. The CLOFD doesnt move (…) and preposterously neither does the Herald (SALVAGE, WHY???)
The CLOFD + inspiring Mage-Priest incinerate the Berserker Lord whilst the martyr Mage-Priest heals Agnes down to 1 damage (snacking on her healing brew in the process). And then combat goes less awesome than anticipated. The Brock Riders take 10 damage, but thats a far cry from their bravery, and the 9 damage on the Elohi is not as catastrophic as expected. Im left feeling like I really messed that one up? Or maybe just overinflated what my Fire Elementals could do
(Math Time: 36 CS2 (1/2 of that hindered) into the Brocks = 12.5 wounds, for a 9.5 rout and no chance of a waver. 36 CS2 into the Elohi = 12 wounds, for a rerolled 5 with no chance of a waver. The Brocks were always going to be a grind, especially with the hindrance, but the Elohi wasnt as foolish as I thought at the time. And there also wasnt a lot of options, apart from shooting them with the CLOFD and then surging the Fire horde in, which would have left the Berserker Lord free to rampage. Obviously moving the Herald and rotating the CLOFD where possible was a thing that should have happened.)
Dwarf 6 and we rinse and repeat. Brock + Behemoth back into the severely damaged Fire horde, Elohi back into the Herald (@_@), Ironclad back into Agnes.
The B+B Fire horde erupts into warm goo, the Herald bites it, allowing the Elohi to flank the CLOFD for significant damage (12) but a failed rout (!), and Agnes goes back up to 5 damage. Inevitable but still ouchful turn.
Bloodfire 6 and potentially the end game. The surviving Sprites are tossed a token and then the big boys and girls go to work. Agnes, her damage removed, bats around some more Ironclad (I really dont think they broke). The northern Brocks are removed by the (still hindered!) Diadem horde, while a push token Fire horde punches a meager 3 damage into the Behemoth. And the Elohi are ended, thanks to Fire flank and CLOFD front.