SCUTTLIN’ REALM 28: NIGHTSTALKERS

Game two sees me hurtling down to the depths to face a really quite competent Nightstalkers player I’ve never met who must have faced a real heavy first game to get dunked down here with me. Anyway, without further ado:

Nightstalkers 1995
Fiends Horde – Mead of Madness
Butchers Horde
Butchers Horde
Butchers Horde
Soulflayers Regiment – Wind Blast (5)
Soulflayers Regiment – Wind Blast (5)
Soulflayers Regiment – Wind Blast (5)
Phantoms Troop
Planar Apparition – Heal (7), Mind Fog (2)
Mind-screech – Lightning Bolt (6), Mind Fog (6), Wind Blast (6)
Mind-screech – Lightning Bolt (6), Mind Fog (6), Wind Blast (6)
Portal of Despair

Lots to like here. Enough Soulflayers to take advantage of the new hotness without being abusive, decent mix of support monsters, bit of an old school flair with the triple Butchers, and the Portal for style points. Could certainly be tuned but its got lots of tools to work with.

Second round was Loot, and he went first either by choice or command.

BATTLE

Battlelines (ignore those Phantoms jumping the photo)! My heroes are Centurion > Hex > Bastion.
Nightstalkers 1: The Phantoms and Fiends zip forward and grab tokens, thanks to the power of being fast and having wide bases (in retrospect, can the Fiends do this, mathematically speaking? *sounds of me doing math* yep, they can make the 11.5000001″ needed to contact the token if they move straight forward and turn precisely 45°. While he obviously turned more than that, so would have been technically short, it’s also a completely moot point given his strength on that flank!) In the shooting phase, he windblasts the Placoderms on the right back (!!) as well as the Kraken looming on the left flank (!!). In the Kraken’s case I could have easily put the Centurion behind him to keep him in place :/ Speaking of inspiring, lightning strikes the hex Envoy for 1 damage but lucky wavers him.
Trident 1: So this might be even harder than expected, thanks to all the wind 😅 I vaguely threaten the left, trusting the Kraken + Centurion combo to keep things occupied and/or grounded for a while, while pushing up the right flank in a bid to grab the Phantoms and play for the center. Shooting tags 3 damage on the cover-less central Butchers and 2 on the right Soulflayers, lucky wavering the flying, windblasting menace! Bastion goes up on the right Kraken.
Nightstalkers 2: The living nightmares descend upon the well-meaning-but-perpetually-misunderstood crab people on the left, with Fiends (hindered) plus Soulflayers into the Kraken, the loot having been handed off to the left Butchers. The NS center trudges toward the fighty crabs, while the right fades, with Phantoms pulling away with the loot and wavered Soulflayers backing up. Of note is that he had to use a Mind-screech to block a rear charge into the Phantoms, as the Portal couldn’t manage it thanks to facing and stuff. Also the damaged Butchers grab the central loot.
Zero pressure, you got this, big guy! Odds are totally in your favor!
Shooting sees the Placos in the woods windblasted back (!!), plus 1 damage healed from the wounded Butchers. In combat, the hindered Fiends (24x 6+/3+) and Soulflayers (12x 4+/2+) do 9ish damage then double 10+ the rout test. Booooo.
Trident 2: Now gentle reader, I’m going to need you to quiet down. Yes, this is a lot like Game 1 but the difference is that these things are all Stealthy as well 😐 In a bid to stay in this game, I unleash the Water Elemental horde into the flank of the blocking Mind-screech, hot on the Phantoms’ tail. The surviving Kraken powers into some Butchers to start the grind, with Heartpiercers charging the other Butchers simply to buy time for the Kraken. Placos glumly plod forward, as Heartpiercers turn to face their targets. The Centurion body-blocks the Fiends while preparing to ground the Soulflayers next to them.
Hex goes up on the Planar Apparition (that brain thing behind his Butchers), bastion doesn’t happen because that Envoy ran to keep the Water Elementals company. The right Heartpiercers tag 1 damage on the wounded right Soulflayers, while the left two units can’t land any damage on the left Soulflayers. Worse still, the Centurion hits once with his trident (4+ is hard, y’all) and doesn’t wound (3+ is hard, y’all), leaving them free to do whatever they want. In combat, the Kraken boops 3 damage on his Butchers, the hero Heartpiercers do 1 damage to their Buthcers, and the Water Elementals detonate the Mind-screech, turning to menace the Phantoms et. al.
Nightstalkers 3: Chittering horrors from beyond the veil of the flesh pounce across the table. Fiends take that (hindered, ensnared) charge into the Centurion; Soulflayers from the deep left charge Heartpiercers; the ungrounded Soulflayers charge (hindered) the next Heartpiercers; Butchers counter yet more Heartpiercers as well as the Kraken, who is also flanked (hindered) by the last of the damaged right Soulflayers. The Portal blocks the Water Elementals from getting to the retreating Phantoms.
Shooting pushes the poor Placos in the woods back again (!!), shortly before the Planar Apparition does 10 damage to itself while healing the loot Butchers. Perfection. In combat, the Centurion takes no damage from the Fiends, the Heartpiercers near him hold on token damage, and the hindered Soulflayers one round their Heartpiercers with double hot Nv dice. Centrally, the loot Butchers devour their Heartpiercers and the Kraken, while he takes 14+ damage, only wavers. I’ll take it.
Trident 3: As I always do in these situations, I windmill slam my Placoderms into a hindered flank charge, this time on the 2 damage Soulflayers bothering my Kraken (who regens down to 7 damage). The Water Elementals charge the Portal (tho I’m not thrilled about this), the left Heartpiercers counter their Soulflayers and the Centurion prepares, once again, to trident the other Soulflayers.
Hex goes on the Mind-screech that’s been blasting the Placos around, while bastion fails to cast. Heartpiercers do 1 damage to the loot Butchers, whiiiiiiich is more than the Centurion does to those Soulflayers! 4+/3+ is apparently too hard an ask. In combat, the Heartpiercers right next to him do 2 to their Soulflayers, grounding them in the name of their crabby gods, and looks like that sweet Placoderm flank did 2? The Water Elementals smash 6 into the Portal but no break.
Nightstalkers 4: Woof. Butchers hit the Kraken in front and flank (hindered). Soulflayers hit the saucy Placoderms in front and flank (hindered). The other Soulflayers counter the left Heartpiercers, and the Portal counters the Water Elementals. The Phantoms continue to escape with the goods, as Fiends jockey for a charge next turn. The Mind-screech moves rather than casting.
In my defense, I tried to avoid this eventuality …
While the Placoderms weather the storm on 1 die of damage, and the Water Elementals take none from the Portal, the left Heartpiercers are driven off and the Kraken succumbs to the ocean of 5+/2+ attaks. Also the Planar Apparition heals itself down to 6 damage.
Trident 4: The Placoderms holding allows the Water Elementals to flank one of those Soulflayers, letting the Placos counter the other unit. Speaking of Placo violence, the other unit charges (hindered) the loot Butchers, exposing their rear to the left Soulflayers but the Centurion is over there and can surely sit them down at last. My only other unit is the last of the Heartpiercers, who realize they can see the Planar Apparition if they sidestep to the right …
… which they do, managing to land a couple 6+ hits and popping it! Hex goes back on the Mind-screech and bastion fails to cast once more. Finally, the Centurion does cause a single damage to those Soulflayers, disordering them. Thank the drowned sea! Combat isn’t amazing, with Placos doing 3 damage to the Butchers and 6 to the Soulflayers, although the Water Elementals do dunk their Soulflayers.
Nightstalkers 5: With the Phantoms sailing into the distance and nothing around to threaten the left Butchers, the game is well and truly lost, though I at least have points to scrape out of this, if the NS leave me anything to work with … One Placoderm regiment is countered by Butchers and flanked by the Mind-screech, the other is countered by Soulflayers and flanked by Butchers (hindered). The Water Elementals are charged by the Portal. Fiends position to either take the Centurion’s attention or rear some Placoderms.
Yep, Butcher flank does work! Those Placoderms die, and the other unit wavers. The Portal does nothing to the Water Elementals.
Trident 5: The Centurion does another damage to those Soulflayers, sitting them down on 4 damage, while Heartpiercers shoot the other Soulflayers point blank up to 8 damage. The Water Elementals enjoy bastion shortly before tearing the Portal down. Hex must have failed.
Nightstalkers 6: With like 3 minutes left on his clock, Soulflayers flank the Placoderms (hindered) with Butchers in the front (hindered). Other Soulflayers charge (hindered) the Heartpiercers, and other Butchers charge (hindered) the Water Elementals. (The Fiends were out on the Placoderms’ rear and he must have decided all that rolling wasn’t worth hindering into the Centurion again.) On the other side of combat, nobody died! Shockingly the central Placoderms simply wavered, thanks to a total fluff from the Butchers. The Heartpiercers also wavered on hot dice, while the Water Elementals took token damage.
Trident 6: The Centurion has a go at the Soulflayers (0 damage on 3+/3+ *facepalm*), the Water Elementals chunk the Butchers up to 10 damage, and despite their best efforts both Envoys can’t get a single wound on the Soulflayers to roll Nv 😦
Nightstalkers 7: He has enough time to kill the Placoderms and do some damage to the Water Elementals, then clocks.
Trident 7: I luxuriate in my 5 minutes of clock, using it to tear down the Butchers with the Water Elementals and merc the Soulflayers with the Heartpiercers in combat. Hell yea. Also the Centurion tries to pop the other Soulflayers (on 4 damage) but who knows if he even hit. Despite sealing these last couple combats, this was a foregone …

NIGHTSTALKER VICTORY (16-4)

While Stealthy is a royal pain for me, most of his army being De 4+ gave me hope for gaining some momentum and having a fighting chance at two tokens … but that early lucky rout of the Kraken holding down his left flank had me scrambling. Compound that by the Centurion doing a collective 1 damage all game (!), and canny use of windblast by my opponent, and I was just too many steps behind to claw back the Nightstalkers’ early lead. Fun match tho, with loads of interplay. Getting that lucky pop on the hexed Planar Apparition was a feel good moment amongst the frustration.

UP NEXT: Brothermark!

SCUTTLIN’ REALM 23: NIGHTSTALKERS

End of day one and I’ve clubbed my way up to one of the higher tables, despite my expectations. I’m up against my clubmate Jason, who wasn’t signed up until his wife made him the night before. He’s rocking his Nightstalkers army from 2019, which coincidentally is possibly the last time he’s played. Nice.

Nightstalkers 2100
Fiends Horde – Potion of the Caterpillar
Butchers Horde
Butchers Horde
Spectres Horde
Phantoms Troop
Phantoms Troop
Terror
Shadow-Hulk
Planar Apparition – Icy Breath (8), Heal (7), Mind Fog (2)
Mind-Screech – Lightning Bolt (6), Mind Fog (6), Wind Blast (6)

Dread-Fiend
Horror – Lightning Bolt (3), Bane Chant (2)

This is actually 10 points under and I can’t confirm that his Horror has bane chant, but it would make sense to take it. I know the Planar Apparition has icy breath, since he commented about giving it even more spells despite coming with some serious ones already. If somebody has an item, he didn’t put a slip out for it like he did for Maccwar’s, so I’m guessing there might be some forgettable 5 pointers he filled with? Anyway, check out that horde of Spectres! That apparently had been doing work despite being a junk unit he chose for unlock purposes.

Third scenario is Loot, with him going first either by choice or because I made him.

BATTLE: GAME 3

Battlelines! The ghostly thing is the Planar Apparition, snake girls on the left are Fiends of various sizes. I’ll admit that I immediately felt like I really misdeployed those Heartpiercers on the left. They were sort of a bait drop but with the heal and the Fiends’ speed and stealthy, they were unlikely to do anything of note beyond die. At least the Depth Horror Eternal could make a solid delaying act or even hack his way to the loot with the power of ensnare.
Nightstalkers 1: The shadowy horrors shove up the field, especially on the left unopposed field. I’m terrified of the Me 3+ Shadow-Hulk with its new slayer (D6), and my general approach to Terrors is to never touch them at all ever beyond delaying them or grabbing a lucky flank. So consider me shook. His Phantoms do advance just a smidge too far, and toe the woods in the middle … The Horror lightnings the rightmost Heartpiercers for 1 damage.
Trident 1: Release the Kraken! I burn clock deciding how little my shooting is going to do on 5 or 6+ at best, confirm that the Phantoms are in, and punch it way too early. Bastion goes up on the central Kraken and I can’t guarantee that the right Kraken is even inspired.
But after rampaging those Phantoms I think he is on the rotate. The central Kraken pounds 7 damage into his Phantoms but fails the double 5 rout. Heartpiercers put 6 damage into the Spectres and 1 into the right Butchers.
Nightstalkers 2: The living nightmares descend, with Fiends already hitting those left Heartpiercers and Butchers joining the dance with the right Kraken. Phantoms counter the central Kraken. The Dread-Fiend picks up the left loot token.
I’m sorry my crabby children!
Once all the sizzling and crunching has subsided, the crabs have taken damage but weathered the first wave. Fiend’s deal 8 damage to Heartpiercers, Spectres pour 7 damage into the central Hearpiercers, the Mind-Screech and Horror lightning the Centurion for 3 damage, and the Kraken take 1 and 5 respectively. Everybody keeps their cool, placidly blinking in crab. The Planar Apparition heals a couple damage off the Spectres.
Trident 2: I decimate my clock figuring out what to do in the center, and end up sidestepping the Placoderms against the building so they can’t be triple charged, offering up the wounded Heartpiercers, and preparing the Water Elementals to go to work against anything that engages. The other Placoderms flank the Butchers fighting the Kraken, the central Kraken prepares to clear out some Phantoms and prepare for incoming terrors, and the Eternal on the left helps out with the Fiends, tho he contemplates leaving them to their fate and sprinting for the Dread-Fiend (and loot) on the hill. Oh, and the Centurion jukes forward to shut down the Mind-Screech.
The Trident of the Drowned Sea, plus a bunch of Heartpiercer shots, bleeds the Mind-Screech to 7 damage (and disorders it). Bastion goes on the Placoderms by the house. In combat, the Eternal (and maybe some Heartpiercers) chunk 5 damage on the Fiends on the left. The Kraken and Placo flank on the right does 2 damage to those Butchers because they’re all hindered and/or idiots. The central Kraken does wreck those Phantoms at last and turn to face his new cuddle buddies.
Nightstalkers 3: The monstrous center ends up seeing the Shadow-Hulk and Butchers combo-charge the Placoderms, the Terror wades into the wounded Heartpiercers (picking up the central loot token in the process), and the Mind-Screech float into the Centurion. It only occurs to me now that he might have been angling to pop him and overrun into the Placoderm flank? The Centurion is a brick, but he is on 3 damage … The Fiends counter the Heartpiercers on the left and the Butchers hit the Kraken on the right.
Both Heartpiercers are devoured, as are the Placoderms. RIP lads. The central Kraken takes 7 damage from shooting (and is frozen by the Planar Apparition’s breath), shortly before the right Kraken is pushed to 4 damage by his Butchers. The Mind-Screech successfully bops the Centurion, turning his laser trident off 😦
Trident 3: I really do not want to fight the Terror if I can help it, so the Water Elemental horde goes into the central Butchers and the Kraken sees how fast he can tear down the Spectre horde – rampage don’t fail me now! On the left, the Dread-Fiend has wandered into charge range of the Eternal, so he absolutely leaps on the chance to carve that loot out of her talons. Otherwise stuff counter-charges on the right, including the Centurion into the Mind-Screech for murder purposes but also to disorder it.
Bastion goes up on the Water Elemental horde, what shooting there is misses the Horror and just tickles the Planar Apparition. In combat, the Eternal gets started on the Dread-Fiend, the Water Elemental does a sizable 6 to the Butchers, the central Kraken gentle cuddles the Spectres to 6 damage, the Centurion routs the Mind-Screech, and the right Butchers succumb to their crustacean executioners.
Nightstalkers 4: The Terror ejects its loot and oozes through the woods into a fresh batch of Heartpiercers as the Butchers counter-charge the Water Elementals. The Fiends round the house and the Shadow-Hulk prepares to slayer the Kraken if he can’t carve through these damn Spectres first (who also counter the Kraken this turn). The Dread-Fiend counters the Eternal, and the Planar Apparition picks up the central loot.
The Spectres are healed down to 1 damage by the Planar Apparition (!), and then a lot of damage is spread around. The Eternal takes 2, the Water Elemental horde takes 8, the central Kraken takes 5 (!), and the Terror chomps 7 into the Heartpiercers. What a grind y’all.
Trident 4: The Nightstalkers have left some flanks open, which I capitalize on: Kraken into the flank of the Spectres, Placoderm into the flank of the Terror (hindered but picking up the token). The other Kraken disengages and faces the Shadow-Hulk, less because I trust the other Kraken and more because I expect the Krakens to flub and I want to point ensnare at the monster killing titan. Water Elementals and Eternal counter-charge their dancing partners.
The Centurion spikes 1 damage into the Planar Apparition, sitting it down, and the bastion Envoy bastions himself for great straddling justice. The highlight of combat is the Water Elemental horde ending the Butchers; it stays where it is to face the oncoming Fiends. The Kraken flank into the Spectres yields 14 damage and I think a waver, while the Terror wears its 6 damage without concern, and the Eternal fails to waver/rout the Dread-Fiend.
Nightstalkers 5: Even. More. Fighting. The Fiends make crabfall with the Water Elementals (who are on 6 damage with Rally (1)), the Shadow-Hulk does front charge the waiting Kraken, with Planar Apparition in the flank, and the Dread-Fiend and Terror counter-charge.
The Shadow-Hulk and Planar Apparition drop an 18/20 Kraken on 3 damage! And the Fiends likewise slam right through the -/18 Water Elementals. The Terror finishes off its second unit of Heartpiercers, turning to face the Placoderms, and the Dread-Fiend wavers the Eternal. But he’s got fury, everyone, we still got this.
Trident 5: The surviving Kraken charges the Planar Apparition to end its reign of terror / steal its loot, moments after the Centurion charged the Shadow-Hulk to hold it in place mere inches from the Kraken’s flank. The Placoderms charge the Terror (hindered :X) and the Eternal fury counter-charges the Dread-Fiend. Bastion goes on the Kraken.
The last of the Heartpiercers shoot down the Spectre horde, putting the MVP to bed at last. The Kraken enjoys some bastion, before completely whiffing on the Planar Apparition (listen, ensnare sucks). The Centurion however beasts 4 damage into the Shadow-Hulk. The Eternal likewise chunks the Dread-Fiend but again even a waver eludes me. The Placoderms somehow get the Terror to 4 damage, despite 6+ to hit, but that thing has been regening like a thing that regens (4+). Rude.
Nightstalkers 6: The game is drawing to a close but the slaughter is sill raging. The pathfinding Fiends flank the Placoderms with the Terror in the front, the Planar Apparition counters the Kraken, the Shadow-Hulk the Centurion, and the Dread-Fiend the Eternal.
The Placoderms shatter, with their loot absorbed into the Terror’s gooey folds. Looks like everybody else pulled through tho.
Trident 6: With 4 minutes left on my clock, I’m desperately hoping the last of my smashy dudes can fight their way out of this mess.
I furiously roll dice for 3 minutes but I just can’t drop the Planar Apparition or the Dread-Fiend, tho the latter finally wavers. With no turn 7 and with 3 tokens to 0, that’s a …

NIGHTSTALKER VICTORY (3-18)

So close to a 6-15 if only the Eternal could ever pass that rout test and grab the Dread-Fiend’s loot! It was quite the game, where I felt weirdly in control and yet totally behind the eyeball the entire time. If I had to blame something, I’m content to blame my Nv dice, which were horrendous when I needed them to spike to keep my momentum up. Jason would go on to make an unexpected run for the top table.

UP NEXT: Basileans!

GAME 22: VARANGUR

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

BLOODFIRE GAME 22: VARANGUR + NIGHT STALKERS

Salamanders 2250

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

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

Varangur + Night Stalkers 2250

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

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

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

BATTLE


Battlelines!

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

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

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

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

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

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

The Varangur counter across the board, as expected.

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

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

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

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

Which the ABP survives?!

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

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

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

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

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

Is there a Turn 7? THERE IS.

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

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

BLOODFIRE LOSS

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

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

GAME 18: VARANGUR

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

BLOODFIRE GAME 18: VARANGUR + NIGHT-STALKERS

Salamanders 2000

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

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

Varangur + Night-Stalkers 2000

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

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

First round was Invade, with Sallies grabbing first!

BATTLE

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


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

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

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

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

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

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

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

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

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

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

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

BLOODFIRE VICTORY

GAME 15: NIGHT-STALKERS

BLOODFIRE GAME 15: NIGHT-STALKERS

Salamanders 2000

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

Night-Stalkers 2000

Blood Worm Legion
Blood Worm Legion
Shadowhounds Regiment
Shadowhounds Regiment
Nightmares Regiment
Nightmares Regiment
Fiends Horde
Fiends Horde
Void Lurker

I think this rematch against the NS was an Occupy game, apparently with me going first.

BATTLE

Red dudes slump forward, with the Stalkers more or less holding back while the Shadowhounds flank in and are eventually burned up. The Fiends over in the top left would refuse to engage until the very end of the game, despite over-threating the slow Fire hordes.

WOOOOO! While the left side of the field was largely a stand-off, the center/right involved the Magmadroth putting his D6+ to good work frustrating the Worms – who he couldn’t do anything to, thanks to being a doofus when it comes to hurting things. The turning point of the game was likely the late turn where I remember not actually breaking the hard NS targets I’d been working on for turns, especially the Lurker. Everybody wavered out, not letting me clear up the mess above as I needed to.

I honestly have no idea how this one ended up, but I’m willing to call it a Stalker win.

BLOODFIRE LOSS

GAME 14: NIGHT-STALKERS

BLOODFIRE GAME 14: NIGHT-STALKERS

Salamanders 2000

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

Night-Stalkers 2000

Blood Worm Legion
Blood Worm Legion
Shadowhounds Regiment
Shadowhounds Regiment
Nightmares Regiment
Nightmares Regiment
Fiends Horde
Fiends Horde
Void Lurker

EOD sparring partner had begun scratching up an elite NS army at this point, which for this game was just white primed bases.

No idea what we played but I I did finally field the painted Magmadroth / ABP:

I seem to remember him meeting an ignoble end, as appears to be his fate.

As for the game itself, I had an Ember Sprite regiment hold up a Worm legion on snakes twice in a row, which allowed me to overwhelm them with Fire hordes and turn the match on its head. Flukey stuff but I’m not complaining.

BLOODFIRE VICTORY

GAME 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.