BLOODFIRE 44: VARANGUR

It feels like it’s been forever since I last played Kings of War, but in that time Clash of Kings 2022 has slammed into the game and we’ve just begun feeling the weight of that impact. Add to all the new units and armies feverishly being born all the new players starting the game and it all adds up to exciting times in Pannithor. Personally, I’m adding loads of new stuff to the Hallow right now, partially because I already had expansions in progress and partially because COK unlocked quite a few units for the faction that otherwise were just hard to justify on the tabletop – including stuff I took in the beginning and kept passing over, like the Great Chieftain. Welcome to every game going forward, bud!

Since the Hallow is on the hobby desk, I commemorated my first COK22 outing by busting out Bloodfire: The Pre-Rebuild edition:

Salamanders 1995
Fire Elementals Horde – Diadem of Dragonkind
Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Clan Lord – Effigy of Fire, Raptor
Clan Lord – Effigy of Fire, Raptor
Mage-Priest – Fireball (10), Surge (8), Scorched Earth (3)
Battle Captain on Rhinosaur – Inspiring Talisman

This doesn’t take huge advantage of COK22 – there are no Scorchwings (yet) – but the shattering on the fireballs and the Me 3+ on the GFE certainly don’t hurt. I knew I wanted to take one of the new mega spells on the Mage-Priest, so went with Scorched Earth as I rate it the most meta-warping of the library. Yes, I do happen to have two very mobile combat individuals in the list as well. We’ll talk about changes at the end 😛

Varangur 1995
The Fallen Horde
The Fallen Horde
Snow Trolls Horde – Staying Stone
Huscarls Regiment – Brew of Haste
Mounted Sons of Korgaan Regiment – Guise of the Deceiver?
Night Raiders Troop – Bows
Cavern Dweller
Lord on Frostfang – Snow Fox
Lord on Horse – Snow Fox
Magus – Host Shadowbeast (8), Lightning Bolt (4)

Speaking of juicing up combat characters, the Varangur obviously went that route, with the 7 attak base mounted Lord prepared to receive all the shadowbeast he could handle. Apart from that, business as usual, with elite fast hammers, a token chaff unit, and one beautiful beastie.

Adorable baby boy!

We rolled up Invade, which felt a little bit too lopsided for Bloodfire’s triumphant return, so we rerolled to Push and kept it. Bloodfire scouted then won and took first!

BATTLE

Salamanders 0: There’s no escaping the Scouting Phase! Trolls (the toads to the right of the Cavern Dweller) have two tokens and the Huscarls (right of tower) have one; second-from-left Fire Elementals have one token and the horde to their right has two.
Salamanders 1: The red tide rolls out, with Clan Lords on the flanks looking to intercept and Ember Sprites mobilizing to be a nuisance. I do not pick up the center token, per nuisance guidelines.
Varangur 1: The monstrous barbarians advance to outside of the worst of the Bloodfire danger zone. Night Raiders shoot a damage onto the rightmost Ember Sprites, to no avail.
Salamanders 2: Clan Lords punch out left and right, holding up Fallen on one flank and Mounted Sons on the other. Ember Sprites, diadem Fire horde and Greater Fire move up into toasting range, as the left Fire hordes prepare to avoid combo-charges and then strike back.
21 Ember shots into Fallen in cover results in 2 damage (1 after Iron Resolve), but the Huscarls take 5 non-trivial points of damage and Scorched Earth. (Of my three options, they were probably the worst of them – they’re already hindered into the Fire Elementals in the wood or will be killing Sprites regardless. Making the Trolls hit on 5+ against Sprites could have actually been pretty gnarly, and as for the Dweller, I’ll admit I thought he hit on 4+ base so discounted him as a target. Whoops.)

The Clan Lords rolled well, doing 3-4 damage each at the cost of the left one’s effigy.

Varangur 2: Welcome to Murder Town, Ember Sprites! Leftmost Fallen counter their Clan Lord, other Fallen charge Sprites, the Horse Lord solos Fire Elementals, the Cavern Dweller scoots his tiny base into more Fire Elementals (I think he was blocking the Horse Lord’s LOS so they couldn’t go in together), Trolls waddle into more Sprites, Huscarls drop their token and hit the wounded Sprites, and Mounted Sons counter their Clan Lord. The Night Raiders tag a startling 3 damage on the Rhino Captain (hard right), and then the Magus hosts 4 attaks worth of shadowbeast into the Horse Lord. 11 attaks doesn’t seem so bad, right?
The Fallen stab 5 damage into their Clan Lord, the Horse Lord blends 4 into Fire Elementals (10 hits -> 4 wounds), the Cavern Dweller pounds a tidy 6 into his horde, and the Mounted Sons likewise deliver 6 damage to their Clan Lord in the joust to the right. All the Sprites die, leaving just one that is frustratingly in my way.
Salamanders 3: I can’t get those Ember Sprites out of the way of my Fire Elementals that want to murder the Trolls, so grudgingly the Sprites take that charge. Two more Fire hordes sandwich the Cavern Dweller in the name of overkill (my opponent may have egged me into it, then talked loudly about double ones the whole time …), and the overkill continues with the banged up Huscarls copping a Fire horde, Greater Fire and Rhino Captain to the face. I was vaguely aware of not needing to go this ham and maybe keeping the Captain back, but eh! The Clan Lords counter-charge their targets.

And then I come to terms with having nothing to do with my 150 point Mage-Priest. I wanted to Scorched Earth those waiting Fallen, but she really is quite short. I find myself missing Heal, which my Priests have had for like 43 games straight. Sigh. (It’s almost nothing, but she could have surged in the Ember Sprites if they held and shot the Trolls. I’m not really used to Sprites being shambling!)

Huscarls and Cavern Dweller are both devastated then routed. Wheeeeew. Fallen, Mounted Sons and Trolls take token damage.
Varangur 3: Alright, alright, deep breaths, let’s push these eevil vikings back. Fallen charge some Fire Elementals (4 damage), the Horse Lord sneaks his base into more Fire Elementals (6 damage), the last of the Sprites prepare to be devoured by Trolls, the Rhino Captain is combo-charged by Frostlord and Night Raiders, and the Clan Lords are counter-charged. The Magus pumps 4 attaks into the Horse Lord again, bringing him back to 11 attaks.
Red goo splashes across the battlefield as everything bar the left Clan Lord falls in combat (and that Clan Lord wavers). I’m reminded how bonkers the Frost Lord is, and taught another lesson in what a shadowbeast Horse Lord can do to a real unit ™.
Salamanders 4: Wow that fell apart! But um, tokens and stuff? I rocket the diadem Fire horde into the Mounted Sons, the other Fire horde (2 tokens) into the central Fallen, and the Greater Fire chooses to murder Night Raiders rather than grind the face of the Frost Lord (she was in his front arc, by design). The Mage-Priest has several Scorched Earth targets, but chooses to try to dunk the damn Magus pumping up the Horse Lord.
Fireball (10) on 5s (elite) and 5s manages to waver the Magus, thanks to shattering! All the combats go to Bloodfire as well. The token-bearing Fire Elementals try for a hardy overrun to pressure the Fallen into grinding with them, but 3″ only gets them just into range.
Varangur 4: Unable to escape the GFE’s wrath, the Trolls decide to charge her first (hindered), as the Frost Lord blocks the diadem Fire Elementals from flanking them. The Horse Lord charges the Mage-Priest, with his puny 7 attaks, and the Fallen prepare to end their Clan Lord’s reign of terror. The Magus, meanwhile, pats out his smoldering robes.
The second Clan Lord falls! But nothing else does, tho the Mage-Priest is indeed disordered. The Fallen back up just out of a Fire Elementals charge range.
Bloodfire 5: The diadem Fire horde and the Greater Fire pound damages into the Frost Lord and Snow Trolls respectively (up to 5 and 7 each). On the left, the token horde strains forward 5″ while the Mage-Priest limps after them in the name of inspiration.
Varangur 5: The grind continues on the right, while on the left the Varangur try a new tactic – what if Fallen and blender lord at once? Said Horse Lord receives +3 attaks from the Magus, for 10 total. Pedestrian, I say.
Turns out it’s still super effective! The Fallen + Lord one-round the Fire Elementals, giving the Fallen their 2 tokens. Both fire units on the right cop a hiding but somehow cling to the mortal plane – most notably the Greater Fire on 14 damage!
Salamanders 6: The right counter-charge their targets, and as spoiled above, kill them both, with the Frost Lord going down before the Trolls (as you do). Crispest of high fives for the GFE and her 3+ to hit, which felt great. On the left, the Mage-Priest uses her last cast of the battle to … reach for the stars and nuke the Fallen, dropping their tokens and ensuring the Varangur can’t hold any to come. The odds are pretty terrible (rerolled 10+ Nv checks on slightly above average damage) but the payoff is huge. Anyway, she does 1 damage and the double box cars doesn’t happen. (Ironically, the Frost Lord died on 12 rerolled into 11, and the Trolls died on 10-11 as well.)

The Mage-Priest’s other option was to choose violence and wreck the Magus out of spite. It would turn out that spite isn’t always the wrong option …

Also the GFE is holding the Trolls’ 2 tokens, tying the game 2-2.

Varangur 6: The Magus crests the hill and lightning bolts the Greater Fire Elemental back to whence she came, her loot falling in front of the feet of the Fire Elemental horde. 2-0 Varangur.

Salamanders 7: The Fire Elementals scoot forward and pick up the tokens, unable to turn and bring the Magus into their diadem’s arc. 2-2 draw.

Varangur 7: The Magus saunters forward, raises his other hand and explodes the Fire Elementals with another blast of lightning. That will teach those meddlesome eternals from scorching his robes. (Also the Fallen pick up 2 more tokens.) With a score of 4-0, that’s a convincing …

VARANGUR VICTORY

Obviously I’m smarting from not choosing to kill the damn wizard, but I feel like that’s the moral of this story (and possibly COK22): Kill. The. Wizard. You used to more or less be able to ignore casters, as they were heal bots or bane chanters or boomstick operators, but that’s going to be less and less the case. Flipside, the reward for taking these tools out is higher than before, both points and cost to the enemy, so well worth it.

Host Shadowbeast feels kind of bad to play against, as I thought it would, but I guess it’s here until 4E hits. Honestly I’m inclined to just join in, especially when it comes to the build I ran here. Lizards don’t have a 7 attak blender like a few of the factions, so I’m just juicing up 5 attak beaters and rolling dice, which hey, is the point. It largely gives combat characters more options than speedbumps or sitting down flyers, which is on the whole good. On the counter point, Scorched Earth I still think is the most important spell of the new library for the meta, however with double mounted heroes and so much chaff, it feels less necessary here. It might be best in lists that a) have ensnare, so it’s extremely punishing, but don’t necessarily have pathfinder so aren’t lurking in terrain (I’m saying Trident Realms, ok?); or b) are really elite and don’t have the usual tools to ground flyers.

Which is to say, here’s the redux for whenever somebody wants to play 1995 again:

Salamanders 1995
Fire Elementals Horde – War Bow
Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Clan Lord – Axe of the Giant Slayer, Raptor
Clan Lord – Blade of Slashing, Raptor
Mage-Priest – Crown of the Wizard King, Fireball (10), Surge (8), Host Shadowbeast (8)
Battle Captain on Rhinosaur – Inspiring Talisman

165 points seems a bit preposterous on that Mage-Priest, but 18″ surge and shadowbeast feels good for how slow she is compared to the more aggressive parts of the army. I 100% miss the healing I’ve used for basically ever, however I’m thinking leaning into aggression might be good, rather than pretending I can be a counter-attak attrition force.

Oh, also Effigy of Fire continues to feel pretty bad. More attaks or more rerolls please.

I’ll probably get another game or two in before the new year! Until then, happy Clashing!

INCOMING CRABS 🦀

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:

Trident Realm 2250 (2E)
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Naiad Heartpiercers Regiment
Gigas Horde*
Gigas Horde*
Kraken
Kraken
Kraken
Naiad Envoy – Aura of Heroism (2), Banner of the Griffin
Depth Horror Eternal – Inspiring Talisman
Depth Horror Eternal – Orcish Skullpole
Naiad Wyrmrider Centurion – Fire-Oil
*King Crabs

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:

  1. Heartpiercers became irregular, making my 2E list illegal and ensuring I will always hurt for unlocks
  2. 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
  3. 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)
  4. 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!

GAME 39: ORCS

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

BLOODFIRE GAME 39: ORCS

Orcs 2350

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

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

Round 2 we played on Da Bone Yahd table.

BATTLE

Battlines!

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

Orcs 1: Left Skulks grab the loot and GTFO

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

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

Orcs 2: Mild Sprite death

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

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

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

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

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

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

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

Orcs 5: Fighting!

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

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

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

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

BLOODFIRE LOSS

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