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!

GAME 38: ORCS

Hail, ever faithful batrep readers! Salvage here, back to just shove a stake through this tournament report and put a bow on this blog. Sorry it’s been so long, but frankly my phone shuffles the order on all these photos, making my turn by turn documentation super hard to sort through. Combine that with how long ago this event was (June 1-2 in Cape Cod, MA) and there really aren’t that many details I can add to the photos. So strap in!

Salamanders 2350

Fire Elemental Horde – Brew of Courage
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ghekkotah Skyraiders – Jar of the Four Winds
Lekelidon
Herald – Banner of the Griffin
Mage-Priest – Fireball (10), Surge (8), Heal (3), Inspiring Talisman
Mage-Priest – Fireball (10), Martyr’s Prayer (7)
Clan Lord on Fire Drake – Heart-seeking Chant
Agnih-Bhanu, Greatest Fire Elemental

With 100 more points than usual and duplicates capped at four, I was finally pushed to paint up my Jarraiders and Lekelidon, two units I avoided simply because they’re actually in-meta and pretty great. Dropped the bane chant on the Priests, helping them stay focused, and picked up piercing for the CLOFD’s breath (16) – which was pretty sweet!

BLOODFIRE GAME 38: ORCS

Orcs 2350

Ax Horde – Brew of Sharpness
Ax Horde – Brew of Strength
Orclings Regiment
Orclings Regiment
Gore Riders Regiment – Staying Stone
Gore Chariots Horde
Krudger on Gore – Blade of Slashing
Krudger on Ancient Winged Slasher – Critter’s Call (8), Healing Brew
Godspeaker on Gore – Fireball (9), Heal (2), Weakness (2)
Wip the Half-Cast – Lightning Bolt (3)
Wip’s Playmates Horde
Colossal Giant
Colossal Giant
War Drum

First game of Orc Town and I’m up against the legendary Skull Face of the titular Orc Town army! Pretty rad way to start the event, and Orcs are always fun to scrum against. The first match was Invade, and Bloodfire got the jump on the greenskins, which is always helpful in movement-based scenarios (lulz, like all of them m’right?)

Every table at Orc Town was themed and had a bit of background and explained what the terrain was. Round 1 saw us on the War Kings National Cemetery.

BATTLE

Battlines!

Bloodfire 1

Orcs 1

Bloodfire 2: Preparing to receive Orcy violence

Orcs 2: Impact!

Orcs 2: So much Ember Sprite death; Agnes takes it on the chin (and then gets cleaned up next turn)

Bloodfire 3: Counter!

Bloodfire 3: Skull Face over the right took a hiding from those Fire Elementals, like very almost one-shotted him. Chariots have been taking focused fire from the Jarraiders and aren’t doing great

Orcs 3: Flanks and combo-charges!

Orcs 3: That hindered flank from the Ax doesn’t work out as planned (I don’t think it was double 1’s either, just horrible dice), but the fast Orc flank is free now … and the CLOFD got one-rounded by a Colossal Giant

Bloodfire 4: Yep, that’s a rear charge from Fire Elementals into that Ax horde ;D Bad times, also the Chariots are finished off by the Jarraider lords of dakka

Orcs 4: Agnes is flanked by Skull Face on Ancient Winged Slasher

Orcs 4: Even at zero damage, she can’t whether that brutality and folds; the Colossal Giant that a Fire horde has been fighting all game finally finishes them off

Bloodfire 5: Fire Elementals kill the wounded Giant and the mounted Krudger, Jarraiders flank Skull Face and drop him as well

Orcs 5: Late game grind continues; the Martyr Priest is finally popped

Bloodfire 6: Hordes push north of the line, Fire Elementals swing at the fresh Colossal because damages

Orcs 6: Wip’s Playmates have a go at the Fire horde as the Colossal sidesteps for the enemy half

After some finagling and measuring stuff, this ended up a …

BLOODFIRE VICTORY

Great violent game to start the tournament. Learned that Jarraiders are pretty awesome, didn’t learn a lot about Lekelidons tho since mine just fought Orclings for 5 turns -_-

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.