THE HALLOW 40-42: KING BEYOND GT DAY 1

We’ve arrived, at long last, in sunny Hamilton, Ontario for the end of my Herd’s 2023 tournament run. This was the fourth King Beyond the Wall GT (and my first), which was run at 2300 points with a free 300 point colossal titan (The Thing Beyond the Wall) built using the rules from the Legendary section of the KOW BRB. While I had thought about using this as an excuse to finally paint my Mierce Root Beast, painting time is hard to come by in the summer so I defaulted to building a better hydra …

If you’ve never built a colossal before, you start at a very minimal statblock with no special rules and pay for everything as you go. The TO had imposed some restrictions for the event’s things: no flying, no nimble, no shooting over 12″. The downside of restricting long range shooting titans and fast moving alpha strike titans is that virtually all titans defaulted to being nigh invincible tarpits loaded with auras (rally, cloak, radiance). I was honestly pretty frustrated at how many people saw the massive points saving of taking an ensnaring De 2+ titan with big shield and slammed that button … and then didn’t actually bring a titan with a shield or a shell or tentacles or spinnerets or grabby mechanical claws or whatever 2+ defense looks like. What was presumably supposed to be a hobby celebration or an adventure in unit design felt more like an exercise in min/max powergaming to half the field. Feels bad.

Then again, those of us who didn’t go the big shield exploit rout ended up often doing some version of being tough with varying potential for damage too. While there was quite a lot of true De 6+ to be had, I wanted to stick a little closer to the original hydra profile:

My large resin son survives ok, fights ok, and represents his model very well. Game-wise, he would hopefully be the anvil my Herd lack. Which is a whole lot like what I wanted the Hydra to do for me at Orc Town, on top of hoovering up tokens and carrying them around. Not the most exciting colossal, but one that I was happy to put down and felt reflected the spirit of the rules and the hobby.

HERD 2300
Lycan Horde – Brew of Strength
Guardian Brute Horde – Mead of Madness
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1], Pipes of Terror
Tribal Spears Horde – Brew of Sharpness
Tribal Spears Regiment
Tribal Spears Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Moonbeak [1]
Druid – Conjurer’s Staff; Bane Chant (2), Heal (2)
Centaur Chief – Sabre-Toothed Hunting Cat
Centaur Chief – Sabre-Toothed Hunting Cat
+
Vine Hydra
14(25)

That’s right, I finally caved and took Moonfang to a tournament. Despite being high on most people’s Herd Good Stuff lists, I’m pretty cool on her(/him/them/it). With the way I run Lycan heroes, I rarely get much from her vicious combo-charge ability, and she’s far less survivable than I expect her to be, for a 210 point De 5+ regen 4+ legend. I guess I figured if I weren’t running the Horn of Always Taken, I may as well give the other auto-include a try at my last tournament with The Hallow (for a bit). Speaking of not taking the Great Chieftain, you can see that I’ve baked brutal into the Stampede and wild charge into some Brutes (the ones with wings), both units that would have benefited from the Horn previously. Finally, I took duelist on the Centaur Chiefs for, at this point, unknown reasons. Att 4 x2 isn’t that great and we’ll find out together if it ever came up!

GAME 1: FORCES OF NATURE

Forest Shamblers Horde
Forest Shamblers Horde
Greater Earth Elemental
Greater Air Elemental
Tree Herder – Wiltfather [1], Surge (8)
Tree Herder – Surge (9)
Gladewalker Druid – Wings of Honeymaze, Ring of Harmony, Surge (8), Spell (?)
*Air Elementals Horde – Brew of Sharpness
*Air Elementals Horde – Brew of Strength
*Greater Air Elemental
+
Blocking Terrain
11(18)

The list above is 25 points shy, which must have at least partially been another spell for the flying Gladewalker Druid? That’s a lot of points to only have two surges on command, as rad as that is. All the same, this youngun’ was running a hyper elite version of the Nature list that was still plaguing us in 2023, including double pre-nerf GAE. Along with his colossal, he had quite a lot of De 6+ to hold me up with as he buffeted me with winds both strong and sharp. Which is not at all how his deployment shook out!

We played Pillage to kick things off, with the Hallow going first one way or another.

BATTLE

As it turned out, all his fast windy stuff ended up on the left and his slow tough stuff on the right, with his colossal trundling down the center unsupported. My plan was to smash into the colossal as hard as possible, splitting his line in two, while I kept the air cadre contained and knocked out a couple of the tough units (starting with the Forest Shamblers) and prepared to grind the De 6+ bastards. This was swiftly complicated in the center when I pushed his colossal to 13 damage (of 15 expected) and only wavered it, and then thoroughly borked on the right when both hordes of Brutes failed to break Forest Shamblers on the charge (thanks in part to a snake eyes). The center was less of an issue, even with him regening 10 of the 13 damage, but I was put very behind on the right, where you’ll notice most of the tokens are :/

The left wasn’t super great to begin with either. Air Elementals big and small were a real terror in 2023, especially with combat items on them, and I ended up trading my Lycans to kill both Air hordes. One of the Greaters was eventually worn down by my Vine Hydra, despite originally being flanked for a shaky 10 damage waver, and the other was indeed pummeled by the Stampede, as was the original plan. I never did kill (or possibly even fight?) any of his De 6+ dudes apart from the colossal, but all the same the Herd ended the game on 5 points to Nature’s 2, for a …

HALLOW VICTORY

My opponent piloted his handful of elementals really well, grabbing some clutch flanks with the air portion and supporting the heavy end well, with big guys poised to flank in against whatever got stuck against the Forest Shamblers. On my part, dice kerfuffles slowed my roll a bit but the Hallow was able to smash it out, plus killing my first tarpit colossal felt good. How many more would fall before my run was over??

GAME 2: NORTHERN ALLIANCE

Ice Elementals Horde – Blessing of the Gods
Ice Elementals Horde – Chant of Hate
Snow Trolls Horde – Dwarven Ale
Dwarf Clan Warriors Regiment
Dwarf Clan Warriors Regiment
Cavern Dweller
Cavern Dweller
Cavern Dweller
Lord on Frostfang – Snow Fox, Blade of Slashing
Lord on Frostfang – Snow Fox, Mace of Crushing
Ice Blade – Wings of Honeymaze, Snow Fox
Ice-Queen – Surge (8), Spell (?)
+
Crazy As Frost Giant
13(21)

Was this using the updated NA rules? I know Crossroads did a few months later but I suspect this was the old rules – so no Ordered March on the Dwarfs, no Tundra Fighters to worry about, no Chilling Presence, but +1 attak on the Frostlords. As above, there are 50 unaccounted for points, which must be at least one more spell on the Ice-Queen? I feel like she had blizzard … Serakina would make the points work out but I’m not 100% that I was ever windblasted. Regardless, it’s the pre-Tribesfolk core of large infantry and short range shooting with some great squares scooting around threatening to punch holes in things. Including triple Cavern Dwellers! Man that is cool, and a lot to keep track of.

Note that his colossal, who is not Hrimm, definitely has shambling. Because I certainly did not. Minor spoilers.

We played Push, specifically the pre-COK version. He put all three on his Snow Trolls, as was the fashion of the time, and I put two on my Vine Hydra and one on some Tribal Spears on the left. The Herd went first, by choice or otherwise.

BATTLE

All told, my plan for the left half of the board went swimmingly. Lycans and a Centaur Chief escorted my Tribal Spears reg with one token up the flank, combo-charging some Dwarfs to death and then trapping and killing the Frostlord who had aspirations of doing a flank. This went quickly enough that the Tribal Spears and the Lycan were able to help envelop the Snow Trolls, who I had planned on at least delaying on his side of the board if not outright killing once hammers could be brought to bear. Low and behold, we did them a murder and stole their tokens, giving them all to the Tribal Spears horde who had also grabbed the center token, for a great many Push points.

Rewind to the right half of the game. All those Cavern Dwellers and their Frostlord pack leader were always going to be tricky to contain, and they certainly did work, with only one Dweller dying by game end! Thankfully I was able to mostly pen them in early with one Centaur troop, as they had advanced in a line, which gave me the space to Brute off some Ice Elementals and the other Dwarfs before all his squares descended upon me. And descend they did, including a very surprising surge flank from his colossal into Moonfang, that I felt stupid about as I watched the legendary werewolf get stomped into paste. We did kill the colossal in return but bad feels. Despite that, I enjoyed some low rout checks from the NA side that kept my hammers on the right hammering a bit longer than maybe they should have, and ended the game with the Vine Hydra endlessly chomping on a Cavern Dweller, which was entirely copacetic as he had two of my Push tokens and was across the center line. With 14 points to 0, this was a decisive …

HALLOW VICTORY

I’m pretty sure this was my opponent’s first time facing Herd? And he was a little shook by how aggressively I came at him. We had a bit of a discussion about that Moonfang flank that I can’t remember the details of, compounded by it being an 18″ nimble flank charge which seemed to come out of nowhere, but whatever bruised feelings we had dissipated when Moonfang was surge-flanked and I got to feel dumb too :/ All the same, he took his beasting like a champ and was a total gent at Crossroads soon after. And another round of props on the triple (Mantic!) Cavern Dwellers, very cool flex.

Saber-Toothed Hunting Cat Count: 1 (Ice-Queen)

GAME 3: RIFTFORGED ORCS

Fight Wagons Legion – Brew of Sharpness
Fight Wagons Legion – Brew of Strength
Helstrikers Regiment – Boots of Striding
Tundra Wolves Troop
Tundra Wolves Troop
Ambarox
Ambarox
Ambarox
Thonaar [1]
Stormcaller – Sacred Horn, Lightning Bolt (4), Veil of Shadows (3)
Riftforger on Manticore – Blade of Slashing
*Riftforged Legionaries Regiment
*Riftforged Legionaries Regiment
*Reborn Legionaries Regiment – (10 Point Item?)
+
Riftforged Orcling
14(24)

Is this really my first battle report against Riftforged?? Madness. I’ve played them in a couple practice games (usually UB) and have extensively tinkered with them myself, but I guess never bumped into them at an event. Probably checks out, given their scarcity. All the same, I knew what plenty of his list did or wanted to do, tho I’d be lying if I said double tooled up Fight Wagon legions wasn’t horrifying. What I didn’t know, however, was how good Ambarox are, or how much trouble a single regiment of Helstrikers could cause.

Mathew’s colossal was more like what I expected to face. Big shield means you save points on De, headstrong means you save points on Nv, ensnare means you’re doubly great to the front, cloak of death is always tasty, regen 4+ forever (and is cheaper on De 2+), and brutal 3 is very cool (and what I was looking at for my Root Beast too). The most noteworthy thing is going to Sp 8 at the cost of having more attaks, which if you’re leaning on brutal 3 is less of an issue. The model is the big purple troll, keep an eye on him in the slideshow as he gets around.

We played Dominate, with the Riftforged going first. Boo.

BATTLE

This is a tough game to summarize, so let’s focus on Mathew’s four problem units: the Helstriker regiment, the Riftforged Orcling colossal, and the two Fight Wagon legions. It is crazy-making to see how much effort I put into failing to contain those Helstrikers … So Mat holds the Helstrikers back for his last deployment, then pushes up first turn to neuter my Lycan’s speed advantage, as well as the Stampede’s really. I advance my fast flanking hammers a little bit, getting into range of some Tundra Wolves too but I’m not sure I care. Mat surprises me by double-charging my Lycan with Wolves and Helstrikers, which is mathematically a little shaky but on the whole ok? They do 10 damage and waver my ultra-hammer. The Stampede flanks and evaporates the Wolves, and I kneejerk a Centaur Chief into the Helstrikers to sit them down, which is what these heroes are there for. Except on the counter-charge Mat kills the Centaur Chief (not the most likely result but s’ok) … and overruns into the flank of the Lycan horde. He commiserates with me that it’s a bad rule before removing the Lycans and turning to face the rest of my line with what amounts to a piece of thicc chaff. The Stampede roll out of their mind in coming turns to one round some Riftforged Legionaries but are also killed by the freakin’ Helstrikers (after accumulating lots of shooting damage on the way in). I finally smash the Helstrikers with my Spear horde but what a mess that caused.

The Riftforged Orcling is a simpler story but has its twists thanks to being so fast. Mat’s colossal stalked up the middle of the board, frustratingly wavered a Spear reg with the help of some Tundra Wolves (so I couldn’t use my second line to fight either unit), then murdered that regiment and spun to face my Brutes grinding up the left flank. I had become stuck on some Riftforged Legionaries, then suddenly flanked by the Orcling and exploded. The Orcling spun back to the center, stopping my Vine Hydra’s advance until finally being popped like a balloon when my (hindered) Spear horde flanked it. Turns out De 2+ big shield ensnare isn’t great side-on!

One of the upsides of the Orcling’s foray into my left flank is that I need to put my Brutes into his Fight Wagons to kill them, and thus win the game. This was successful on the right, but wow was it not on the left. I out-chaffed Mat on the left flank … until his Ambarox battered down my unit advantage. I don’t have much time to piece trade over there, when suddenly the Orcling appears and removes the Brutes entirely. Luckily my Centaur Chief over there is a boss, killing the Riftforger, finishing off the Legionaries, and eventually sealing the deal on the left Fight Wagons at the end of the game. However, at that point I’m just out of dudes and Mat’s Reforged can saunter into the scoring zone, for a 1 to 5 …

HALLOW LOSS

Credit to Mathew on the Helstriker play, and whatever the opposite of credit is for the same 😛 Looking back, I can see things I could have done differently – like reversing the Lycan and nimbling pivoting so I could at least trade the Centaur Chief for the Helstrikers – but ah well. Third games be like that and Mat played really well.

Saber-Toothed Hunting Cat Count: 2 (Riftforger)

UP NEXT: Day 2! In which we see the return of a suspiciously familiar face …

THE HALLOW 33-34: ORC TOWN PREP

Before we get to the Orc Town GT 2023 recap, I need to blast through the two prep games I played for the event. Orc Town that year was a staggering 2665 points played on a (not) nice 69 minute clock – you’ll note that we are not playing on clocks in these two games, but you should consider this foreshadowing for the event itself. Chekhov’s smoking chess clock, if you will.

Anyway, I played some bloated games of Kings with my buds. Brace for recap!

HERD 2665
Lycan Horde – Brew of Sharpness
Guardian Brute Horde
Guardian Brute Horde
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1]
Tribal Spears Horde – Chalice of Wrath
Tribal Spears Regiment
Tribal Spears Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Hydra
Lycan Alpha – Wingbane Cloak
Great Chieftain – Horn of the Great Migration [1]
Druid – Conjurer’s Staff; Bane Chant (2), Heal (2)
Centaur Chief
Forest Warden – Surge (4)
16(29)

A surprising amount changed for The Hallow between Pilgrimage and Orc Town. My Tribal bros all got spears (and would never put them down again, especially after Clash 2024), but the horde lost sharpness … because why be a hammer when there’s a third horde of Brutes to do that work? I also used the extra points to get my derpy Hydra on the table, and toss a Warden into the mix for chaff work. I love the current Clash changes to them, but even without inspiring I’ve seen potential in the weird little guy. Plus it gave me an excuse to paint up a larger mushroom dude to pal around with my myconid Great Chieftain.

Finally, take a shot every time my Lycan Alpha uses her Wingbane Cloak 😅 I totally should have kept the Lycans at brew of strength and used the 5 points to give the Alpha her hex back but I guess I wanted her to be extra annoying to the flyers she seems to always be fighting.

NATURE 2665
Air Elemental Horde – Probably Hammer
Earth Elemental Horde
Earth Elemental Horde
Scorchwings Horde
Scorchwings Horde
Scorchwings Horde
Water Elemental Regiment
Water Elemental Regiment
Woodland Critters Regiment
Greater Air Elemental
Greater Water Elemental
Tree Herder – Surge (8)
Gladewalker Druid – Ring of Harmony, Surge (8), Etc.
Druid on Steed – Surge (4), Bane Chant (2), Etc.
Unicorn – Cool Spells
15(26)

Jason ran Forces of Nature at both Dead of Winter and Pilgrimage and did surprisingly well – remember that this was 2023, so the flying elemental shitshow list was de rigueur for the meta – and figured he’d lean harder into the Scorchwing angle with the extra points. Note that this list doesn’t have enough unlocks as played, which I can’t figure out. If the Unicorn were a Pegasus this would all be good, so maybe that was the plan? But clearly that kelpie is on a cav base still. Weird.

We rolled up Push, and since it’s the old rules for Push, Jason put all his tokens on the Critters on the left, surrounded by Scorchwings, and I stacked mine on the Hydra because that’s literally his only job. I went first, one way or another.

BATTLE

Once his tokens were piled on the Critters dragging themselves down the board edge, escorted by 1000 points of flying hordes, I knew I was just playing for the center token. To that end, I loaded it into the Tribal Spear horde early, which was taken off by a gnarly Air horde flank, then pounded on by the Stampede until my plucky Forest Warden finished off the Air Elementals. The Warden was able to hide behind the Stampede’s big base and weather the storm, winning the game.

A lot of credit for this goes to the Stampede for being a bit of a brickhouse, absorbing frontal charges from Air, Earth and Scorch hordes and a flank from Scorchwings before succumbing. Jason’s extremely weighted flank was an interesting gambit that tripped over itself a little bit – triple Scorch hordes take up a lot of board space – but kept my rampage contained and nabbed some decent kills in the process. I don’t remember his shooting being too crippling but it certainly took a toll on my chaff.

HALLOW VICTORY

It’s interesting looking back on this game from the future, where Nature has been gently nerfed. The list (once you swap Unicorn for Pegasus and make it legal) is still fine? But the GAE is weaker and the Scorchwings cost more what they should. Basically it’s the same, but with fewer spells / items to add polish. More importantly, Push has been blessedly modified since this game happened, so what we did with our token carriers is legal but far less lucrative. Obviously to the detriment of flying nimble elite Nature more than Herd, tho I have felt the squeeze as my stuff is so often dead come late game.

A final note, Jason actually ended up speed painting a Morax spam army in time for Orc Town! He did quite well, and would do so again at King Beyond the Wall. Mad props. His Nature, like most Nature armies from 2023, has largely fallen by the wayside. RIP.


UNDEAD 2665
Soul Reaver Cavalry Regiment – Brew of Sharpness
Soul Reaver Cavalry Regiment – Boots of Striding
Soul Reaver Infantry Regiment – Chalice of Wrath
Soul Reaver Infantry Regiment – Staying Stone
Revenant Horde – Undead Giant Rats
Wraith Regiment
Wraith Troop
Wraith Troop
Wraith Troop
Wraith Troop
Vampire Lord on Horse – Blade of Slashing, Knowledgeable, Host Shadowbeast (3)
Necromancer – Inspiring Talisman, Surge (6), Bane Chant (2)
Lykanis
Lykanis
Lykanis
15(26)

Summer 2023 was peak Wraiths for Jeff. He had figured out how to use them, and all he wanted to do was use more and more of them. I had convinced him to try out a regiment instead of just six (!) troops of ghosts, but as much as I insisted he give them sharpness so they could do something in combat, I’m pretty sure he continued to resist and put sharpness on an SRC reg instead. Talk about putting a hat on a hat, m’right? I’ve guessed on the rest of the list but it features plenty of classic Jeff Undead-isms. The triple Lykanis is a cool thing that I really don’t think he took to Orc Town, or ever ran again for that matter. Which is too bad, I think it has potential, even if it requires more work / clock to get the most from.

We rolled up Loot, taking a break from the Plundering that Jeff and I are usually up to. I scouted my Warden up and went first, possibly because Jeff made me.

BATTLE

Jeff and I play a lot, as you’re well aware, so I think it’s telling that the units that made the most difference here were the new things he had added. The Wraith regiment held me up forever, which let his vamp hammers on the right sort through my blockers and smash into my hammers once they were free. Only my Lycans, as the second wave hammer, survived out of all the units on that flank! On the left, he aggroed my Brutes with two Lykanis and a Wraith troop, which unexpectedly killed my horde in two turns (at the cost of one Lykanis). I had to divert my Tribal horde (loot in hand) over to deal with the SRC over there, except without sharpness it wasn’t to be and that flank collapsed.

In the center, my Hydra scooped a loot then plowed into some Soul Reaver Infantry. Big guy should hold a turn, right? Probably have a bitching counter assault thanks to all the damage? Math said yes, Jeff’s dice said no! Hydra bit it and I had a problem … which I applied Brutes to. Unfortunately his Revenant horde, always utter chads, started eating my Brute hordes and didn’t stop until it got Lycan’d in the end game. With two of the tokens, things were still rosy for me except that the damn left flank Lykanis pounced on the last of my Tribal Spear regs and tore them apart over two turns, grabbing my token and giving Jeff that rare W against me.

HALLOW LOSS

Credit to Jeff, he had some strong plays (that he thought were dumb, like yeeting the Lykanis into the Brutes) that combined with his trademark Great Vampire Dice and Wraith’s insane value worked out once the swirling chaos of melee had ended. I’m quite sure he didn’t actually take all these wolf heroes to Orc Town, instead taking 2x Wraith regs + 4x Wraith troops, which to date is maximum ghost for him.

UP NEXT: Orc Town GT, baby!

THE HALLOW 21-23: DEAD OF WINTER DAY 1

Gentle readers! I’m sorry to keep you waiting for that sweet, sweet Dead of Winter GT report you were promised a month ago. With the Pilgrimage GT this weekend (!), I find I’m once again up against the wall on my writing duties and well behind on batreps. To that end, I’m going to do full day recaps for this event but hopefully maintain some of the gravitas of what turned out to be a much more successful run than I expected going in.

Dead of Winter was a two day, 2150 point event held here in Albany, NY from January 29-30, 2023, and put on by my very own club, The Shambling Horde. For the second year of this tournament, our club overlords set an added comp twist that no triplicates were allowed, including units of the same size. While you could take 2x Ogre Warrior regiments and 1x Ogre Warrior horde, you couldn’t take 3x Ogre Warrior regiments, for example. I’m not a huge fan of this restriction, as I don’t find triples of units to be bad, but I do think raising it to ban unit quadruplets is cool and good and curtails spam in a more meaningful way, especially when combined with 1995+X style points comp. Regardless, I did appreciate being forced into a little more variety than I would usually run, and was very happy where my list landed. Also note that we used Blackjack Scoring (aka best scoring).

Herd 2150

Lycan Horde – Brew of Strength
Guardian Brute Horde
Guardian Brute Horde
Minotaur Chariot Regiment – The Stampede [1]
Tribal Warrior Horde – Brew of Sharpness
Tribal Warrior Regiment
Tribal Warrior Regiment
Centaur Bray Striders Troop
Centaur Bray Striders Troop
Lycan Alpha
Great Chieftain – Horn of the Great Migration [1]
Centaur Chieftain
Druid – Bane Chant (2), Heal (2)
13 (24)

I’ve talked about the list in other reports but here it is one more time! The Horn did make it into the final list, as a cool piece of tech that gives a useful aura when you want to go fast and occasionally puts dread onto somebody who isn’t being punched by Brutes. The list is basically a bunch of hammers with friends that either get them where they want to be or take care of the scenario so the hammers can focus on smashing face.

GAME ONE: ORCS

Orcs 2150

Fight Wagons Legion – Brew of Strength
Greatax Horde – Orcish Skullpole, Boots of Striding
Youngax Horde – Orcish Skullpole
Gore Riders Regiment – Staying Stone
Morax Regiment – Orcish Skullpole
Morax Regiment – Orcish Skullpole
Morax Troop
Morax Troop
War Drum
War Drum
Troll Bruiser – Orb of Towering Presence
Morax Mansplitter – Gnome-Glass Shield
Krudger – Gakamak’s Bloody Banner [1]
Krusher on Gore – Blade of Slashing
14 (27)

That’s right, we’re kicking off the tournament with Skullface! He’s brought his personal battlewagon, as many Morax as the comp allowed, a Greatax horde to hold the line, Youngax to be cheap unit strength, and support staff aplenty. My Herd are very punchy, but would I be able to out punch this Orcish warmachine??

The first round is Invade – you may notice that the scenarios are designed to tell a story of our armies moving into enemy territory, taking their stuff, fighting their way out, etc. The Herd went first, probably by choice given that it’s invade.

BATTLE

Battlelines! I don’t have a strong plan for the Youngax and US2 Troll Bruiser pushing down the right flank, but I assign some Brutes to keep them occupied. On the whole, sending just the Brutes that way is a mistake, I should have used them to break the center harder and then spin to face the US6 worth of invaders late game. Spoilers.

Turn 1: The Hallow moves up, flexing its charge ranges across the board. The Orcs present a unified front across the line, with the exception of the Gore Riders jamming the Stampede on the left and the Krusher venturing out on the right. First blood goes to the Mansplitter, who picks up his ONE throwing axe then hits and wounds a Tribal Warrior. Game on.

Herd 2: I know from experience that the Greatax need to be killed in one shot, so Lycans and Brutes both pound into them. The Stampede should easily kill the Gore Riders, especially with a little nudge from the Centaur Chief, and the Tribal Warrior horde can very likely one round some Morax, then take the retaliation on the chin. The rest of the Orc line is held in place to buy time.

After a flurry of dice, the Greatax are indeed dismembered, but the Gore Riders hold on snake eyes and the Morax regiment takes 14 damage and may have snaked as well. I try my best to shake it off but the momentum is already slipping.

Orcs 2: Thrilled to be fighting already, the Orcs counter-charge across the line, with both Morax regiments hitting the Tribal Warrior horde. A War Drum blocks the Lycan horde as Orc individuals lend their axes to the fights. The saddest note, however, was the Gore Riders charging the Centaur Chief and overrunning into the Stampede. I hate when I do this 😦

Thankfully it’s all up from there, with the Tribal Warriors holding on 13 damage and the units keeping the Morax troops back only wavering. The Centaurs thrown into the Fight Wagon legion do indeed die tho. RIP to those heroes.

Herd 3: The Hallow plunges its sharpened wooden appendage deeper into the Orcs this turn, as Brutes flank Morax on the left and Tribal Warriors flank more Morax on the right, with a lot of counter-charging happening elsewhere. In a bit of a throwaway move, the Great Chieftain charges the Krudger with the bloody banner, but amazingly he one-rounds him! This removes the inspiring from the left flank, leading to the death of the Gore Riders and War Drum. All the Morax except for the troop with Centaurs in their face are torn apart as well.

You can see I don’t know what to do about the right flank. The Brutes once again deign to charge, not trusting that they can one round the horde or the troll, but knowing they’ll die in return, thanks to either unit getting a flank (and no inspiring to be had!)

Orcs 3: The Fight Wagon careens into the Lycan horde lurking in the pond, crushing it despite the negative to hit. It turns to face the Stampede, letting the Brutes have its flank. The surviving Morax blend the Centaurs at last and prepare to die. On the right, the Youngax take the hindered charge into the stranded Brutes, with Troll Bruiser in the front and Krusher in the back. The green hammer wavers but holds.

Herd 4: The Fight Wagon is dismantled by the Stampede and Brutes on the left, and on the right the other Brutes counter-charge the Troll Bruiser and manage to one round him through weight of dice. In the center, the Tribal Warrior horde chooses to counter-charge the Mansplitter rather than dropping the War Drum (??), but at least they kill the punchy hero. This leaves a Tribal Warrior regiment and Lycan Alpha to deal with the wounded Morax – a shocking 2 damage later and the troop of blenders is totally fine. Yikes.

Orcs 4: Those Morax counter-charge and blend the Tribal Warrior regiment (and their US3), while the Krusher and Youngax finish off the right Brutes. The War Drum tries to clean up the mangled Tribal Warrior horde but can’t land a hit.

Turn 5: The Tribal Warrior horde shreds the War Drum and the Lycan Alpha savages the Morax troop. For the Orcs, the Youngax face their oppressors and the Krusher either launches himself into the Tribal Warriors horde, fails to hit, and is killed next turn, or readies himself this turn and has a go in Turn 6. Regardless, this is a resounding …

HALLOW VICTORY (20-1)

What a smashfest! Slugging it out with Skullface is always a pleasure, and this match was probably destined to come down to whoever hit first and hardest. Snake eyes notwithstanding.

GAME TWO: SYLVAN KIN

Sylvan Kin 2150

Forest Shamblers Horde
Sylvan Gladestalkers Regiment
Sylvan Gladestalkers Regiment
Silverbreeze Cavalry Regiment
Silverbreeze Cavalry Regiment
Hunters of the Wild Regiment
Hunters of the Wild Regiment
Greater Air Elemental
Greater Air Elemental
Tree Herder – Wiltfather [1]; Surge (8)
Nimue Waydancer [1] – Fireball (10), Wind Blast (5), Heal (4), Surge (4)
Elven Archmage – Inspiring Talisman; Surge (8), Bane Chant (2)
12 (22)

After dunking Orcs, I’m catapulted to Table 2 to face off against Sylvan Kin and my first two Greater Air Elementals. This also may be the first time I’ve ever faced Sylvan Kin? Thankfully no matter what happens, Darek is exceedingly nice and has a very pretty Warhammer army that is satisfyingly FMC.

The second round is Plunder (2 point tokens in green, 1 pointers in black). Sylvan Kin take the first turn, because shooting.

BATTLE

Battlelines! Scouting phase! The Sylvan Kin inch forward, mostly just putting Gladestalkers into range.

Turn 1: The Sylvan Kin deign to move much, knowing I’m headed to them. Some Tribal Warriors cop 3 damage from arrows. In return, the Hallow punches it forward, grabbing a 1 point token on the left and 2 pointer on the right. I’m a little freaked out by the Greater Air Elementals but I give them obvious charges as bait and prepare some redundancy if they get squirrely.

Sylvan Kin 2: Let’s just start with the boogeymen. The left Greater Air hops the wood and is surged 5″ into the Lycan Alpha by the Archmage, bopping her for 6 damage and wavering the beast. Nice! The right Greater Air plows directly into the 2 token Tribal Warrior regiment, doing them 6 damage (5 + Nimue’s cloak of death). Also on the right, Silverbreeze decide to charge the Lycan Horde, doing a respectable 7 damage (6 + cloak). Before all this happened, shooting drops the Centaurs with the loot and puts 2 damage on the Stampede. Not so bad.

Herd 2: Limited by my huge base size, I end up punching the Stampede and Tribal Warrior horde into the left Hunters of the Wild regiment, shattering it and splitting the Sylvan Kin line. The left Greater Air holds from a Tribal Warrior flank (who grab a token in the process), while the right GAE is disintegrated by Brutes (and the 2 token Tribal Warriors). The right Silverbreeze take 10 damage from the Lycan horde, but sadly hold tight. Brutes in the center prepare to deal with the Forest Shamblers, who are chaffed up with Centaurs.

Sylvan Kin 3: Battle is joined across the board!

The Lycan Alpha is driven off thanks to a Silverbreeze flank and a distressing number of waver tokens are handed out – the Tribal Warrior horde, Lycan Horde and right Brutes all waver under a storm of very good Kin rolling.

Herd 3: The Hallow retaliates in kind. Plucky Tribal Warrior regiments remove the Greater Air on the left and the Silverbreeze on the right, while Brutes thunder down the center and rout the Forest Shamblers in one go, and the Stampede rolls out of its mind and one-rounds the Gladestalkers who bloodied it last turn. A sad trombone can be heard in the distance, however, when the other Brutes fail to dunk the Hunters of the Wild scrabbling at them.

Sylvan Kin 4: The Tribal Warrior horde is smashed down by the Wiltfather (and Gladestalkers), as the mangled Brutes on the right are routed by the Hunters of the Wild. Darek spends some time thinking about the Tribal Warriors vs Silverbreeze situation in the bottom left and decides to trust in his shooting dice. This pays off as the Tribal Warriors (with token) are wavered! The right Tribal Warriors (with 2 point token) are also wavered this turn, thanks to Nimue’s fireball.

Herd 4: The Stampede revs up and one-rounds its second regiment of Gladestalkers (!), and the Hunters of the Wild on the right are blended by the Lycan horde. In the center, the Brutes swing into the Wiltfather for 7 damage, after a failed bane chant. Fighting Wiltdad is a marathon not a race, ok? Nimue is also charged and disordered by the Centaur Chief.

Sylvan Kin 5: The Silverbreeze gallop up from the bottom left to rear charge the Stampede, wavering it on 15 damage! The Wiltfather does a perfect 11 damage to the Brutes (10 + cloak)! Nimue tries to drive off the Tribal Warriors on the right but can’t land a wound (but does land her cloak)!

Herd 5: The Brutes drop the Wiltfather, moments before the Stampede turns and slams 7 damage into the Silverbreeze, I believe wavering them. Nimue is sandwiched between Tribal Warriors and Centaur Chief but survives. The Lycan horde grabs a 1 point token and Centaurs scoop up the 2 pointer in the center, with left Tribal Warriors headed for the final token.

Turn 6: Nimue swings at the token-laden Tribal Warriors on the right once again, damaging them this time but rolling snake eyes for the break (13 damage total)! Nimue survives the retaliation, but the Silverbreeze get Stampeded. I grab all the tokens and prepare the Lycan to scoop up the Tribal Warriors’ if Nimue goes ham on them in Turn 7, but the game ends here with a very decisive …

HALLOW VICTORY (21-0)

What a game! I was certainly helped by Darek committing his Greater Airs early and in places I could easily respond to them, but then his dice rolls with low to no crushing/piercing attaks pulled him out time and again. Lots of back and forth kept the game more interesting than I thought it would be vs shooting and GAEs.

GAME THREE: FORCES OF NATURE

Forces of Nature 2150

Fire Elementals Horde – Brew of Sharpness
Scorchwings Horde – Brew of Haste
Earth Elementals Horde
Earth Elementals Horde
Water Elementals Regiment
Water Elementals Regiment
Greater Air Elemental
Greater Air Elemental
Pegasus
Tree Herder – Surge (8)
Gladewalker Druid – Crown of the Wizard King, Ring of Harmony; Surge (8), Heal (4)
Druid – Conjurer’s Staff; Surge (4), Bane Chant (2), Heal (2)
12 (20)

I’ve only played Corey three times, between him running Crossroads GT and living on the top tables at most events – so here we are at Table 1 😅 I had heard he was printing / painting a new army this winter, and obviously I should have expected Nature. Lots of great sculpts, bright colors, and a powerful toolbox of units. This is a scary list, tho also more tuned than the stereotypical Nature list using the formation (of which there was one at this GT). The anviliest of anvils, an ultra hammer, a Sp 11 hyper flexible flying scoring shooting killing unit, and amazing thicc chaff join the pure value of two GAEs, a Tree Herder, Ringwalker, and budget Druid. Lots to love.

The third round is Salt the Earth, except we mess it up and don’t deploy a central objective. We agree to have the center two objectives be un-burnable. Nature chooses to go first.

BATTLE

Battlelines! It’s worth noting that Corey chose to take the side he’s on. That giant house on the left would indeed prove to be really hard to work with.

Turn 1: Nature sallies forth, offering the Hallow nothing. The Scorchwings spike off the right Centuars with a lucky opening salvo, then burn their objective. In response, I melt my clock trying to overthink the right Greater Air’s landing places, eventually shoving the Lycan up hard and challenging him to have a go.

Nature 2: I was so concerned about surge that I missed that the right GAE could just straight charge the Lycan Alpha. Sigh. She takes 7 damage and wavers. The Scorchwings abandon the flank while the other GAE hops behind the giant building (OH NO) and the Pegasis continues lurking back there too.

Herd 2: We hammer the Tribal Warrior horde and Brutes into the right Earth Elementals, cracking them and facing as much to the left as possible. The Lycan horde tackles the right Water Elementals over a wall but can’t finish the job. In less decisive moves, nobody can sit the Greater Air in the my lines down, but Centaurs and Tribal Warriors face it anyway. I can’t figure out how to stop the left GAE either – it’s going to hop the building and flank my Stampede. Should I have just suicided the Stampede into the left Water Elementals so it at least does something? Let’s find out together.

Nature 3: The Fire Elementals charge the Tribal Warrior horde, with the Tree Herder hanging back to help surge the right GAE into the rear of the Lycan Horde, which works a treat. Water Elementals hit them in the front for good measure. The left GAE is surged into the flank of the Stampede. Water Elementals hit them in the front for good measure. The Pegasus blocks the left Brutes … and then everybody dies. Including the Tribal Warriors, which was *checks the numbers* a mathematical oddity to be sure. The Scorchwings light the right Brutes up for 4 damage because can.

Herd 3: Things are collapsing a little faster than expected, but there’s always vengeance, m’right? The right Brutes launch off the hill into the Tree Herder, one rounding the big tree despite bane chant failing at the worst time. The other Brutes splatter the Pegasus that was giving to them. I’m allowed to touch the Greater Airs, so the Tribal Warriors on the left do 6 to theirs and the Lycan Alpha does 3 to the right one.

Nature 4: Fire and Rocks crash into the left Brutes as Scorchwings and Water descend on the right Brutes. They both die. The Tribal Warriors on the left are ended by Greater Air in the front and Water surged into their flank, and the Lycan Alpha is straight clubbed to death by one hindered Greater Air. At this point I am strongly considering giving her the Wingbane Cloak 😛

Herd 4: The Tribal Warriors try and fail to kill the right Greater Air, as the Centaurs try and fail to kill the Water Elementals (who are well regenerated at this point). If you squint, you can see the Great Chieftain charge the left Greater Air out of spite. Well, that plucky mushroom man with a spear kills the bastard, pushed over by dread 😀

Nature 5: Nature’s fury is vented on the rears of the Hallow’s last remaining scoring units. They die.

Herd 5: The Great Chieftain trips over the fence and doesn’t do much to some Water Elementals but the Centaur Chief kills the other Greater Air. Get some!

Turn 6: Corey grabs five objectives and the Scorchwings whiff on the Centaur hero, who goes on to kick the Druid as spitefully as possible. My Great Chieftain keeps stabbing some Water Elementals but really whatever. There’s no Turn 6, making this a staggering …

HALLOW LOSS (1-20)

I was hoping for a few more points, but you know, I’ll take that one point in a maybe-worst Herd into maybe-best Nature match. Corey is an absolute machine who didn’t move from the top two tables. One of these days, Reynolds!

Walking away with 42 of 63 points at the end of Day One was quite the achievement for me. I celebrated by having a couple drinks with my dog, somehow getting some sleep, then racking up for Day Two.

THE HALLOW 11: FORCES OF NATURE

Day One ends with a rare treat on the bottom table, as no fewer than five Tree Herders gather to see whose grain will reign supreme 🌳

Forces of Nature 2300
Forest Shamblers Horde – Brew of Sharpness
Forest Shamblers Horde – Brew of Strength
Scorchwings Horde
Hunters of the Wild Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Tree Herder – Wiltfather, Surge (8)
Tree Herder – Surge (8)
Tree Herder – Surge (8)
Unicorn – Lute of Insatiable Darkness, Wings, Heal (5)
Kapoka, The Hidden Savior – Heal (4), Weakness (3)

It’s an interesting list, that really pays for that third Herder by not having any chaff to speak of. He’s clearly not done well either (poor trees), but the match into me is neat. Nature has shooting and dad on their side, I’ve got raw unit strength and chaff to help control the match. Which is fitting as …

Game Three is Control! We have a pretty involved scouting phase, out of which I win initiative but give it to him – because he has Heartpiercers who I want to screw over / make come closer to me, also because it’s control.

BATTLE

Nature/Herd 0: Scouting phase! I threw off his usual scouting plans for his heavy trees, thanks to my flanking force. The Wiltfather is the Herder in the middle of his lines (with a mustache, naturally).
Nature 1: The Forces of Nature move up into line, with the Scorchwings the most relevant movement as they work the left flank. (That proxy base is how far my Centaur Chief can charge.)
Scorchwing shooting slams a respectable 8 damage into my leftmost Forest Shamblers, and that’s turn.
Herd 1: Tribal Spears and Centaur Chief threaten charges on the left (the Hunters are distressingly Sp 5), Centaurs move into scoring position on the right as the Beast moves into terrorize-the-center position, and I mobilize chaff into the center. I don’t really know what to do with my mangled Forest Shamblers so I shuffle them back and hope some Tribal Spears look tastier.

The Druid whips 1 lightning bolt’s worth of damage into the Scorchwings, tho she probably should have healed the Shamblers. I don’t begrudge her.

Nature 2: Fuuuuuuu– the Scorchwings grab a tasty flank on those damaged Shamblers. I’m also reminded that 3x Tree Herders come with a total of Surge (24), as his strength Shamblers are powered into my Centaurs and the sharpness ones miss my Tree Herder by ~2″. But not before he cops 3 damage from Heartpiercers.
Nature punishes the Hallow for its impudence, devouring both the Shamblers and the Centaurs.
Herd 2: Double Tribal Spears mob the Hunters of the Wild (with some bane chant behind them), the Centaur Chief jumps on the Scorchwings to at least sit them down (as much as that will do), and Herder + flanking Shamblers hit his sharpness Shamblers. I press in with my right flank, making that Tree Herder make a decision, as the Beast hops into a shadow zone between Herders. Those central Tribal Spears turn to face the Scorchwings, in what might have been too reactive of a play.
The Hunters are ripped apart by smaller, spikier tree things and his sharpness Shamblers are smashed. The Centaur Chief gauges 3 damage into the Scorchwings, grounding them … except they’re still Sp 10 Nimble :/
Nature 3: Scorchwings rear my Tree Herder, with the Unicorn in his flank and another Tree Herder in the front. My central Forest Shamblers are combo-charged by the Wiltfather + strength Shamblers. On the right, his other Tree Herder decides to whomp my other Forest Shamblers.
Then everything changed when the Fire Owls attaked.
Heartpiercers combine to drop one of the incoming Tribal Spears, moments before the Tree Herder and Forest Shamblers are pulverized, releasing their spores into the surrounding field to regrow in time. The Herder on the right also stomped 6 damage into his Forest Shamblers. Looks like the Brutal Herder has weakness, courtesy of Kapoka, that scamp.
Herd 3: It feels like a bad trade, but I need to stop the Scorchwings’ path of destruction, so I hop the Beast into the hole where the dead Herder was, with the Centaur Chief hitting the horrible owls in the rear as well. Tribal Spears flank the first Heartpiercers, central Spears turn to face the strength Shamblers (…), and the Brutal Herder (weakened) flanks his Herder fighting my Forest Shamblers, who counter. The Druid at the doubles over to lend her inspiring.
Scorchwings and Heartpiercers rout, with the Beast facing the rears of the Herders right in front of her (she maybe should have faced the Shamblers instead, as they were clearly surgable into her flank as is). Weakness helps keep the other Herder alive on 8 damage.
Nature 4: The Unicorn hurtles into the flank of my right Shamblers, with the Herder countering them. The Wiltfather mobilizes and the free Herder prepares to mastermind a 1″ surge.
Surge (8) is enough to send the strength Shamblers into the Beast’s flank. Other shooting puts 3 damage on the Tribal Spears marauding through his Heartpiercers, and Kapoka heals his right Herder a bit (5 damage left).
The Beast and the last of my Shamblers are battered and broken. His Unicorn overruns, possibly to block for the Herder?
Herd 4: Not a lot left of the Hallow, but what I have is pretty great for the scenario, so time to flex those Tribal Spears. Spears charge the Heartpiercers, the strength Shamblers (with the Centaur Chief and bane chant), and the Unicorn’s flank. My Brutal Herder charges his right Herder again.
The Heartpiercers (7 damage) and Unicorn (6 damage) waver, but Great Doom-Owl be praised, the strength Shamblers are dropped. Whew. His Herder is also still standing, on 9 damage. (Looks like the Centaur Chief accidentally picked up the 1 damage die from the left Tribal Spears :P)
Nature 5: The Wiltfather goes to clear up this nonsense on the right next turn, as the other Herder faces the bloodthirsty Tribal Spears, and the other-other Herder charges the right Tribal Spears. He gets them to 7 and wavers. (I don’t think he rolled regen on his Heartpiercers, and admittedly they did just look like elven archers.)
Herd 5: Tribal Spears plow through the Heartpiercers, the Brutal Herder rears his right Herder and shatters it, and the Centaur Chief (bane chanted) chomps 1 damage on the left Herder, but is convincingly in the way. And after 4 turns, the Centaurs on the right turn to face the action. Thanks, me.
Nature 6: The Wiltfather charges the Brutal Herder, the Unicorn snaps out of it and charges the mangled right Tribal Spears, and the left Herder stomps on the Centaur Chief.
Literally.
The Centaur Chief is flattened, but the Brutal Herder and Tribal Spears survive (on 5 and 8 damage respectively).
Herd 6: Things are looking good for the Hallow, with 5-0 control points. Just a little light murder and we should be good. Tribal Spears charge the left Herder (bane chanted) for 4 damage, the Brutal Herder hits the Wiltfather back for 2 damage, and more Tribal Spears aim to finally drop the Unicorn but fall far short with 3 damage. Ah well, good game, nice to get a wi—
Nature 7: The left Herder fails to rout his Tribal Spears (even with the extra pip of damage the Centaur dragged away, that’d be a rerollable 9), but Wiltdad + Unicorn finally kill the Spears on the right, costing me the lower right section.
Herd 7: My ace in the hole Centaurs come ripping off their hill into the Unicorn, but fail again to drop her. Wow. The Wiltfather hangs on, thanks in part to Kapoka’s weakness, and the other Herder withstands the Tribal Spears’ bane chanted jabs. It’s hard to tell from the photo, but whether the score was 4-1 or 3-0, this was a …

HERD VICTORY (14-7)

Those Scorchwings! Doing work, and thanks to a flank I didn’t need to give them. Smart play by my opponent, with some very competent surging (Fun Game: Take a shot every time I surge a unit this tournament! Safe to play at work!). I feel like I won this in the army building phase? Even just splitting the Hunters into troops would give him more to work with, though they’re just flat out-classed by my Tribal Spears. Which is a good feel, as the reason I chose Herd and not Nature is because I really like Herd’s infantry options, while I’m really not interested in Nature’s. It was also instructive to see how little Kapoka does – my opponent admitted she wasn’t turning out great – as I’ve been interested in her if I ported sideways to Nature.

Having gone 1-1-1 on Day One, I was content to drink, play some board games, and talk about Warmahordes into the AM. What a day.

NEXT UP: Orcs!

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 25: FORCES OF NATURE

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

BLOODFIRE GAME 25: FORCES OF NATURE

Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Agnih-Bhanu, Greatest Fire Elemental
Herald – Lute of Insatiable Darkness
Mage-Priest – Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Martyr’s Prayer (7)
Clan Lord on Fire Drake – Banner of the Griffin

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

Forces of Nature + Herd 2000

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

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


Also OMF Woodland Critters @_@

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

BATTLE


All the vanguards!


Ok, all the vanguards!

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

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

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

Meanwhile the flanking Hunters rip across the table!

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

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

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

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

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

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

Sallies score 2 points [2:0]

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


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

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

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

Nature scores 2 points [2:2]

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

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

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

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

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

Both Nature units turn to ash under the fiery ministrations.

Sallies score 2 points [4:2]

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

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

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

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

BLOODFIRE VICTORY

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

GAME 06-10: UNPLUGGED GT 2017

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

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

SALAMANDERS 2000

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

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

GAME 6: FORCES OF NATURE

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

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

SCENARIO: LOOT (aka PILLAGE 1)

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

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

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

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

BLOODFIRE LOSS (4/20)

GAME 7: UNDEAD + NIGHT-STALKERS

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

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

SCENARIO: SCOUR (aka PILLAGE 2)

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

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

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

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

BLOODFIRE LOSS (5/20)

GAME 8: UNDEAD

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

Plus 120 points in items and spells!

SCENARIO: CONTROL

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

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

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

BLOODFIRE VICTORY (15/20)

GAME 9: GOBLINS + ORCS

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

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

SCENARIO: EXTRACT? (aka PILLAGE 3)

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

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

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

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

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

BLOODFIRE LOSS (3/20)

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

GAME 10: ELVES + FORCES OF NATURE

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

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

SCENARIO: INVADE

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

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

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

BLOODFIRE VICTORY (15/20)

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

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

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

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