*a pool of blood wells up out of a crack in the blasted earth at your feet; it begins to boil vigorously, when suddenly one blood-slick arm and then another shoots out of the pool; a figure drags itself out of the bloodfire and stands up, stretching and massaging a crick out of its neck*

Anyway, I’m back! I’ve gotten a few games of Universal Battle in during the long COVID downtime, but it really hasn’t scratched that gaming itch, in particular the feel of the dice and that sweet clatter of luck in action. With things mostly ok in my home state (New York), my clubmate and I threw down a socially distanced game of KOW last weekend, and it was delicious.


Salamanders 2000

Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Fire Elementals Horde
Scorchwing Cavalry Horde – Fire-Oil
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Ember Sprites Regiment
Greater Fire Elemental
Clan Lord – Effigy of Fire, Raptor
Mage-Priest – Fireball (10), Surge (8), Heal (3)
Mage-Priest – Fireball (10), Heal (6) [Shroud of the Saint]

I’ve only played two 1000 point games with Bloodfire in 3E, so I’ve been well-chuffed to try a fuller game with the red army. The only change I’d make to this list might be Blade of Slashing over Effigy on the Raptor Lord, otherwise it’s pretty much spot on for 2k. And yes, I’ll say it now: the Greater Fire is no Agnes 😔 I’m hoping to get some mileage out of her all the same, between the height and 50mm base, but the internal struggle will always be there … until her triumphant return, of course, long may she reign.

The Herd 2000

Spirit Walker Horde – Brew of Haste
Lycan Horde
Earth Elemental Horde
Lycan Regiment
Longhorn Troop
Longhorn Troop
Beast of Nature – 7 Attaks, Wings
Beast of Nature – 7 Attaks
Tree Herder
Druid – Bane Chant (2), Surge (4), Heal (2)
Druid – Lightning Bolt (2), Surge (4), Heal (2)

This is a cut down version of a 2300 point list, and I think you can tell. He explained what’s missing – Harpy troop, Forest Shambler reg, Tribal Tracker – and it seemed like the support staff to help this core do work / handle objectives while the hammers hit things. Also there’s 5 points missing but that could be any number of forgotten items.

We rolled up Smoke & Mirrors, then rerolled to Raze, a much simpler scenario! After bumbling through token placement and deployment and barely remembered scout rolls, Bloodfire won the roll off and took it.



Bloodfire Turn 1 after scouting + movement but before shooting. Scorchwings + Ember Sprites are gunning for the Lycan reg on the right (getting that fire-oil in action), despite the looming Beast.

Singed Lycan rout for first blood! And the central Longhorns cop some Sprite vomit as well. A Fire Elemental horde is surged up to pressure the center.

The Herd advance, with the flanking Lycan horde threatening as is its wont. Heal (2) fails to heal the 2 damage on the Longhorns but the other Druid’s Lightning (2) nails 2 damage on the Scorchwings.

Bloodfire Turn 2 sees the red tide rotate to bring the right hook in and prepare to receive the Herd on the left. Down the center, Fire Elementals roar into the Earth Elementals, with Ember Sprites both blocking out the walking Beast and charging the Longhorns to keep them busy.

Scorchwings + Ember Sprites burn down the Longhorns on the hill, while on the left more Sprites vomit ~5 damage into the Spirit Walkers. In combat, the hero Sprites tag a wound onto their Longhorns, and the Fire Elementals slam 8 damage into the Earth Elementals but they survive thanks to the 3E Nv buff (rolled a 9 twice!)

Fire Elementals burn the central token (1:0)

The Herd responds by sending the Spirit Walkers into some Fire Elementals (I don’t think they were more than 13” away, so minimum wild charge roll … or you know, the brew of haste they had!), the walking Beast into the Greater Fire (yep, his pathfinder means her puddle placement is pointless), the Earth Elementals + Tree Herder into the central Fire Elementals, and the Longhorns back into their Ember Sprites. The Earth Elementals are healed for 1-2 and bane-chanted, then on to murder.

The Spirit Walkers do a very statistical 10 wounds to their Fire Elementals, then botch the rerolled 7 rout (I guess statistically as well). The walking Beast punches 2 damage into the Greater Fire, beginning a slapfest for the ages. In the center, Fire Elementals take 8 damage but hold tight, although their nearby Ember Sprite buddies are blended by the Longhorns.

The Lycan horde burns the left token (1:1)

Bloodfire Turn 3 is going to get ultraviolent. The smoldering left Fire Elementals flank the Spirit Walkers, the Greater Fire countercharges her Beast of Nature, the central Fire Elementals counter the Earth Elementals (with some Ember Sprites controlling their slide to keep the Herder in their front), more Fire Elementals pound into the Longhorns, annnd the Scorchwings take a flank on the flying Beast. With the Herd being burned down or trapped in a grind to the left, the rightmost Fire Elementals abandon the token they were protecting and head towards the action. Ember Sprites take a moment to barf 1 damage on the Lycans but miss the lightning Druid. Both Mages heal the central Fire Elementals down to 5 damage.

In combat, the Scorchwings peck 6 damage onto the flying Beast, wavering it! Fire Elementals atomize the Longhorns, then more Fire Elementals pummel the Earth Elementals up to 9 damage (still no rout), and yet more Fire Elementals scatter the Spirit Walkers and char their corpses. The Greater Fire smacks 2 damage into her Beast.

Ember Sprites burn the left token (2:1)

The Herd retaliates with the Lycan horde (off a hill!) into the mangled left Fire Elementals, the walking Beast into the Greater Fire, the Earth Elementals + Herder back into the central Fire, and a cheeky Druid into the Scorchwings. The flying Beast turns to face its destroyers and backs up (which I think it couldn’t have done when disordered? Tho it didn’t matter in the least). The Earth Elementals got another 3 points of damage healed or radiance of lifed off them (down to 6).

Both wounded Fire Elementals are ended, while the walking beast glumly boops 2 more damage onto the Greater Fire. The Druid can’t hit the Scorchwings.

The Lycan horde burns another token (2:2)

Bloodfire Turn 4, a musical interlude with a dash of combat. Fire Elementals take their first swing at the Tree Herder (freshly turned to face), while the Raptor Lord finally makes contact with the flying Beast. The Scorchwings punch it 20” and nimble turn, pretty much because I’ve never done that but people do it to Bloodfire all the time 😐 And on the left a lot of shooting is brought to bear on the Lycans …

After the pyrotechnics die down, the pups are up to 10 damage but my hot dice can’t seal the deal with a single 7 to rout, let alone 5 to waver. As a consolation, the bane chant Druid takes 4! damage from the Sprites on the hill, wavering! Then the Raptor Lord cuts down the flying Beast (2 missed wounds tidily made up for by the Effigy D3), and 8 damage onto the Tree Herder is a great start to that grind. Finally, the Greater Fire pummels 5 damage into the walking Beast (7 total).

Ember Sprites burn the right token (3:2)

The Lycan horde makes me feel dumb and nimble charges the vainglorious Scorchwings. Derp. Also they regen down to 6 damage. The Tree Herder and Beast countercharge where appropriate, and the Earth Elementals have to flank some Ember Sprites blocking them. Radiance of life + healing bring both Earth Elementals and Tree Herder to 5 damage.

Fittingly, the Lycan one-round the Scorchwings, as the Earth Elementals also extinguish their Ember Sprites. The Tree Herder smacks a hearty 6 damage into its Fire Elementals, while the walking Beast tickles the Greater Fire up to 6 damage (2 a turn, like clockwork).

Bloodfire Turn 5: The Quest for More Blood. The grind continues as the far right Fire Elementals make contact with the Earth Elementals, and the Tree Herder and walking Beast prepare for another round. The Raptor Lord also charges into the bleeding bane-chant Druid. Finally, the Lycan once again find themselves in a ring of fire …

A second volley of 34 shots puts the dogs down, despite the cover of the woods. The Beast is likewise ended by the Greater Fire, but the Earth Elementals and Tree Herder hold tough, both on 10 damage now. The Druid also manages to stick around with a waver.

C-c-c-c-c-countercharge! Healing and radiance brings the Earth Elementals and Tree Herder to 9 and 8 damage, respectively (and the Druid to whatever). In combat, the Elementals’ Fire horde holds at 4 damage and the Herder’s somehow clings on at 11 damage!

Bloodfire Turn 6, time to end it. The Earth Elementals are mobbed by Fire Elementals in the front, Greater Fire in the flank, and Ember Sprites (hindered!) in the rear. The Tree Herder receives the exclusive attention of its rapidly-dissolving Fire horde. Also the Raptor Lord heads back into the Druid and Ember Sprites turn to spit at the other Druid, but miss. Healing brings the Herder’s Fire Elementals back to 7 damage.

But it’s a moot point, as both Earth Elementals and Tree Herder are detonated. That damn Druid sticks around tho!

Herd Turn 6 sees a token lightning bolt miss some Fire Elementals, and there’s no Turn 7. With the center token held, that brings it up to (4:2) in the Salamanders’ favor.


It was great to push some models around and roll actual dice, and even better to do it with Bloodfire – and yes, even better to do it when my dice were scaldingly hot. Those red dice haven’t been rolled since 2019, so so so bloodthirsty 🩸

We’ve got a 2300 point rematch tentatively scheduled for this weekend / sometime this month, so stay tuned gentle readers. Here’s hoping y’all can safely get a game or two in as well.


Threw down last Wednesday! Which also means I don’t remember a lot of the game! But completeness tho.


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
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

Same list for me, still with +1Sp on those fancy elementals. Still toying with BOTOK (because awesome and overextending seems bad) or Pipes of Terror (because brutal is great and keeps happening), but due to flanking being so legit in KOW I’m trying to stick with Haste.

The Herd 2000

Spirit Walkers Regiment
Spirit Walkers Regiment
Harpies Troop
Harpies Troop
Lycans Regiment
Lycans Horde – Helm of the Ram
Centaur Longmanes Regiment – Healing Brew
Beast Pack Troop – Fire-Oil
Stampede – Brew of Haste
Chimera – wings
Shaman on Mount – Heal (5)
Shaman on Mount – Heal (5)
Tribal Totem Bearer on Mount – Lute of Insatiable Darkness

Changing things up a bit: no infantry horde(s), even stronger emphasis on speed, all the bane chant.

We diced up COK #12: Eliminate! Bounties went out on my CLOFD, Ankylodon and Fast Elementals; and on his Lycan Horde, Stampede and Chimera. I won first turn (!) and took it, mostly to get closer to the center I suppose.



Roll out! The Herd moves up in response, cautiously across the main battleline but with Lycan beginning to envelope the right Fire flank, as is their want. Salamanders respond by advancing Sprite Screen™ and breathing all over the enemy chaff / Stampede. Both Harpies and Beast Pack are only wavered (…), and the Stampede’s token wounds will be healed away by Shamans in the coming turn. Speaking of which:

Fighting! I intentionally positioned the Ankylodon so the Stampede could solo into him if they wanted to, but would face some stiff reprisal if they flopped (and even if they didn’t). Though frankly I just wanted to see what would happen when the Ultimate Hammer Unit smashed into a Pretty Solid Anvil Monster. While we wait for that, Ember Sprites got batted around, though only the Longmanes actually routed, with the Chimera and Spirit Walkers just wavering their obnoxious swarm friends.

Anyway, the showdown: Stampede thunders into Kylo Don, 30 dice @ 4+ becomes ~28 hits then 26-27 wounds. Holy. Hell. No snake eyes so the big beasty poofs back to the painted table. (Even discounting batshit dice, the Stampede should still do 13 wounds, which is a hard soak for any monster (also I always think it’s 24 attaks, 30 seems just too crae!))

Wavered Sprites are annoying for me too, and my Fire Elementals are boiling for vengeance. The Fast Horde settles for beating up the Longmanes (routing them!) while the horde to their left bops into the Stampede to at least put some wounds on it / disorder it (success), and the CLOFD flanks into the Chimera and does heavy damage (wavering it). The Diadem Herald and functioning Sprites barf off the Harpies and Beasts on the left flank.

Herd reprisal sees the Spirit Walkers both kill some Sprites, the surviving Harpies on the right flank descend on the Mage-Priest and disorder her (just!), the Lycan continue to menace, and the Stampede countercharge those Fire Elementals. Freshly healed and bane-chanted, they toss out a second two handfuls of dice: 30 attaks @ 4+ @ 3+ does an astounding 17+ wounds! The Fire Horde is reduced to mist and I’m personally stunned at how good these pigs are today O_O

Much of the Sally response runs itself, as the Stampede finally has its reign of terror ended by the Fast Elementals in the flank, the CLOFD slaughters the Chimera (with legit Sprite flanker support of course), and annoying Harpies are mashed to pulp by the central Fire Horde. The real conundrum was how to handle the right flank:

To a large extent I had already written off those Fire Elementals, as I had woefully under-supported that flank in favor of a stronger left/central push (which I tend to do too much). So the fact that those fire dudes were still alive this late in the game was novel, however I also wanted to get something out of them, even if that was just to delay the Lycan. As I saw it, my choices were:

  1. Not charge and cop Spirit Walkers + Lycan Horde in the front, likely dying.
  2. Charge the Spirit Walkers and do a little damage, then take SW in the front + Lycan Horde in the flank, instantly dying.
  3. Charge the Lycan Horde and do a little damage (which would be regenerated anyway), then take the (disordered) Horde in the front and Regiment in the flank, instantly dying (if a little further away from my line and with the wolves consolidated). The Spirit Walkers charge into my central Fire Horde then get killed.

I chose #3, and entirely forgot about the 1” pushback when that beleaguered Fire Horde bounced off the Lycan Horde -_-

Yep, Stampede + Chimera are toast.

Yep, Fire Horde is toast.

The other Spirit Walkers head into the Fast Elementals, which is important because that Fire Horde is holding a bounty token (the CLOFD has the other one), and I’m currently up 2 to 1. The Walkers do good damage but bounce.

In Sally Turn 5, the Fast Horde counter-charges those Walkers, bashing them up, with a side of healing. The other remaining Fire Horde is faced with the Herd flanking force (Spirit Walkers + Lycan Horde + Lycan Reg), and can no longer rotate to keep them all in the front. It turns to face the Spirit Walkers + Lycan Horde, as I don’t have enough faith in my shooting dice. Which is a shame as the CLOFD rolls like a maniac and easily burns down the Spirit Walkers, with an assist from the Mage-Priest’s fireball.

The wolves descend in Herd 5, gorging on that poor Fire Horde. Meanwhile in the woods the Walkers smash the Fast Horde up to 10+ wounds, but can’t land the shaky rout.

Sally 6 and it’s still 2-1 on bounty markers. I get tunnel vision about keeping the Lycan away from my Fast Horde and charge the Lycan Horde with the CLOFD (who has a marker himself and isn’t that tough), who bashes them around (also disorders). The Lycan Reg gets chaffed up by the surviving Ember Sprites, who also manage to waver them with the breath assist from the Diadem Herald. Meanwhile the Fast Horde gets a die of damage removed thanks to Healing Herald + Mage-Priest, then obliterates the Spirit Walkers pestering them and prepares to weather the next turn or two.

With game end looming, the Lycan Horde bites into the CLOFD and rips him for 10 wounds (that bane-chant, so hot right now), possibly wavering him. Shaman and Totem Bearer throw themselves into the Fast Horde but can’t land a wound for that rout test.


Turn 7 Sallies, I slam the bleeding CLOFD into reverse, chaff the Lycan Horde with the surviving Ember Sprites, waver/rout the Lycan Reg with breath attaks, and liquefy the Totem Bearer with the Fast Horde. Healing goes into the Fast Horde but isn’t great.

Turn 7 Herd and it’s literally the last gasps. Lycan Horde flanks and pulps the hero Ember Sprites (RIP), as Shamans charge the Fast Horde and the CLOFD, my two bounty holders. One Shaman lands a wound on the Fast Horde (!) but can’t manage the rout roll. The other Shaman sneaks a wound onto the CLOFD (!), then double aces the average roll to rout him, nabbing a second bounty and drawing the game! Respect, lil’ Shaman!



And we’re back with another edition of Tuesday Night Fights! My club is headed to the Unplugged GT in Hartford, CT next weekend with lists due this Friday, so this was very much a list testing affair. Also minor celebration for reaching 2000 painted points! Not bad for just about 3 months’ work from start to finish.


Salamanders 2000

Fire Elemental Horde
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, Shroud of the Saint (+2 Heal)
Clan Lord on Fire Drake – Banner of the Griffin

Dropped the fourth Sprites to afford some items on the heroes, particularly the Heralds, who didn’t seem to do much beyond stand near things, fail to disorder shooters, and valiantly delay terrible things.

Varangur + Herd 2000

Bloodsworn Regiment – Gift(Brutal), Healing Brew
Sons of Korgaan Regiment – Gift(Brutal), Blood of the Old King
Cave Troll Regiment
The Fallen Horde – Brew of Strength
Mounted Sons of Korgaan Regiment – Gift(Brutal), Brew of Haste
Horse Raider Troop – bows
Skald – Banner of the Griffin
Herja of the Fallen
Spirit Walker Regiment
Stampede Horde
Tribal Totem Bearer on Mount

#BRUTAL (he had wanted to bring Herd to Unplugged but wasn’t going to be able to get everything repainted in time, so took the best the Herd had to offer and combined with alot of nasty from the Varangrr side of the chaos coin)

We played Push, a scenario I’ve read about often in batreps but never played myself. Rolled up 3 tokens, which went on both GFE and rightmost FE for me, and Spirit Walkers, Bloodsworn and foot Sons for him (i.e. the already slow things).


Battlelines! He won and took first, making this match extra rough for my slow, red butt.

New Mage-Priest to finish the first 2k off ❤

Chaos dudes shove forward, with very fast right flank being particularly intimidating. The Horse Raiders on the left land a wound on the left Sprites and get a lucky early waver. Redementals respond by bowing their line out around the tower, being extremely cautious on the right.

Chaos inches their grindy center forward, idles the fast flanks, and lands a few wounds on the central Sprites (who are unphased). In return the red tide shuffles its breath weapons / fireballs into range, roasting the Spirit Walkers to death and lightly singing the Trolls.


As anticipated, Chaos brings it, especially on the left. Ember Sprites cop charges from the Raiders, Bloodsword and Trolls, as the Stampede bears down on the left GFE.

It’s a bounce across the line, as Sprites take wounds and either waver or don’t care (take that Trolls!), and the GFE absorbs 11 wounds but holds firm.

The GFE counter-charges the Stampede (for 3 wounds, managing to disorder it) on the left, while the right wing gently shuffles and hits the Trolls with 22 breath attaks, for no appreciable impact (these Trolls regenerated like bosses throughout the game). Although the Diadem gator fluffed against the Horse Raiders, the Mage-Priest put the Shroud to work and healed 4 wounds off of the GFE struggling against a horde of angry pigs.

Chaos finishes what it started on the left, routing both Sprites and the GFE, and leaving that flank feeling pretty dire.

Meanwhile the right flank finally starts cooking, with Herja and her Fallen slamming into the waiting FE horde, as Trolls head back into their Sprites.

Though the Sprites are wavered, the FE hold the line with 10 wounds.

After a heavy think, the Redementals see what they can salvage: FE counter-charge the Fallen with a second FE horde surged into Herja, with half a hope of pulping her and flanking in to support; as the left FE trundle into the Bloodsworn and their Diadem Herald diverts the impending Stampede. The Trolls receive another 22 breath attaks, finally wavering. It should be noted at this point that the Rally(1) Skald has been hiding behind the tower, buffing up the Bloodsworn and Trolls the whole game, and will continue to do so.

All of those combats bounce, although the Fallen are wavered.

The Stampede plows into the Diadem Herald, the Bloodsworn counter-charge their FE horde, and Herja charges the wounded right FE horde, who are no longer benefitting from that little smidge of woods they were keeping between them and Varangur death. The rest of the Chaos dudes smash forward, making sure they’re on the red side of the board. Also the foot Sons pick up the central Push marker.

It’s super effective! Herald dies, Bloodsworn bop some bloodfire dudes, and Herja dissolves some other bloodfire dudes.

Sallies continue the late game panic with more desperation plays: left FE horde corkscrews into the Stampede (calculating that a flank from the Bloodsworn is only about 6 wounds), the Push FE charge Herja, and more FE flank the Fallen. The CLOFD and the Mage-Priest hit the Bloodsworn with 26 elite or vicious shots but can’t waver them (though they get close).

Herja is a rock, Stampede are wavered (and *just* fall short of routing), and the Fallen are obliterated.

Turn 6! The Bloodsworn flank the left Fire horde, the Horse Raiders crash through a hedge and charge the Mage-Priest, the Trolls head back into the Sprite roadblock, the Mounted Sons slam the Fallen-killing Fire horde, and Herja jumps into their flank as well. The Mage-Priest takes a single wound, disordering her (all according to plan), and everybody else dies. It helped that the flanking Bloodsworn rolled hot on wounding and routing.

Redementals don’t have a lot going for them right now, but there’s always vengeance, and Turn 7! The CLOFD dances through the gap between Bloodsworn and Raiders and punches the Stampede, ending its reign of terror. Herja is similarly finally put down by angry bloodfire things, although the pesky Trolls are left alone, to continue clogging the center in case it matters.

Spoiler: it doesn’t. The game ends here, Varangur come away with 6 points to Bloodfire’s 3.



Saturday night fight with another clubmate, who has put his Varangrr aside for the time being to give his Herd another shot.


Salamanders 2000

Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Greater Fire Elemental
Greater Fire Elemental
Herald on Raptor
Herald on Raptor
Mage-Priest – Heal, Surge, Banner of the Griffin
Clan Lord on Fire Drake – Healing Brew

Same list as last time!

Herd 2000

Spirit Walker Horde – Helm of the Ram
Spirit Walker Horde – Brew of Haste
Stampede Horde – Blood of the Old King
Lycan Horde – Brew of Strength
Tribal Chariot Regiment
Beast Pack Troop
Harpy Troop
Chimera – Wings
Shaman – Heal
Shaman – Heal
Lycan Alpha – Healing Brew

Solid troops with smart items, especially BOTOK (which was made for Stampedes) and Helm of the Ram (which feels particularly nice on beastmans). Chuffed to see chariots on the table, and impressed by the stats on Tribal Chariots in particular.

We chose to play Scour (5), as we’’ll be playing it at the Unplugged GT at the end of April, and I’’ve never played it. Herd won the initiative and took it. (Apologies for so many blurry shots – I was impatient and didn’’t let my phone accommodate for the lower light.)


The Herd rolls out! L2R = Alpha, Lycans, Spirit Walkers (+1Sp) + Beast Pack, Stampede, Spirit Walkers (+1TC) + Harpies, Chariots, Chimera

The thick red line bows forward! And the Harpies die to Ember Sprite + CLOFD breath, for first blood.

Lycans and their Alpha get the party started properly by slamming into the leftmost Fire Elemental horde, which holds despite 13 wounds. Meanwhile the Beast Pack disorders some Sprites and the Tribal Chariots plink a wound off the rightmost Fire horde.

Fiery blood things go aggro, with the left Fire horde + flank-surged GFE charging the Lycan, Beast Pack being mobbed by a Fire horde + Sprites, and Stampede getting suicide-charged by yet more Fire Elementals (through a pond no less :P). Red dudes on the right prepare to receive Chariots + Chimera, and CLOFD + Sprite screen position to vomit on Spirit Walkers.

The Lycan are burnt to cinders, the Stampede gently tickled (5 wounds?) but at least disordered, and the right Spirit Walkers take breath wounds but can’’t be wavered anyway. Oh, Beast Pack is turned into mist.

Terrible overview shot is terrible. TL;DR: Lots of charging, including Chariots + Chimera into right Fire horde (fire dudes hold, spoiler).

The sacrificial Fire horde receives its comeuppance. Also those TC(2) Spirit Walkers are healed some.

GFE face-tanks the other Spirit Walkers (who are bane-chanted), as the wounded Fire horde prepares to be ended by the Alpha.

Yep: GFE holds with negligible damage, while the Fire horde poofs.

HOWEVER the overextended Fire horde takes 31 wounds (!) and sticks on snake eyes (!!)

Vengeance! Haste Spirit Walkers are flanked by a Fire horde, Lycan Alpha is surge-charged by reforming GFE, Ram Spirit Walkers are counter-charged by the miraculously still burning Fire horde in the center + flank-charged by a GFE, and the Tribal Chariots are counter-charged by the right Fire horde.

Combats are a mixed bag after dice happen. The Ram Walkers and Tribal Chariots die in a literal fire, moments after the Stampede receive some sweet breath loving from Sprites + CLOFD. On the other hand, the Haste Walkers soak up 10 wounds from the flanking Fire horde (of 15 anticipated) and don’t care, and the GFE thumps the Alpha up to 7 wounds but it doesn’’t care either. Butts.

The Herd retaliates: Stampede into their rapidly dissipating Fire horde, Chimera into gently battered right Fire horde, and Haste Walkers into Mage-Priest on the way into rearing the GFE. I lament being stupid and putting her in harm’s way, as she had no business wandering into that spot … Also the Alpha shoots out to be a pain in the rear / flank next turn, regening or healing back to 1 or 2 wounds.

Boom! The Stampede gets their Fire horde up to 43 wounds, exploding them back to the Blood Fire Land Place from whence they came.

The Mage-Priest doesn’’t manage to hold the Haste Walkers, who carry on into the GFE ……

…… and tear him down too. Sad times. (Also: the Chimera managed 3 more wounds on the right Fire horde, but 9 wounds wasn’’t enough to rout them.)

Fire hordes go into the Haste Walkers (wounds happen (up to 15) but not enough to rout that -/23) and the Chimera (it gets beat up (up to 9?) and is wavered). The Stampede is bathed in 34 breath attaks, most of them with vicious, and is also wavered!

Turn 5 arrives! The left Fire horde gets sandwiched between mountains of attaks, and is dispersed handily as their Herald Chompy watches in dismay. The Haste Walkers are healed down to 12 as well.

Also the Chimera backs up, simply to pull its Fire Elementals away from markers.

The last of the Fire Elementals power back into the Chimera, as various red things make sure they’’re within 3” of markers and prepare to unleash hot breath attak action upon goat / pig / wolf dudes. And Chompy blocks the Haste Walkers in case they survive the incoming torrent.

Lol, nope D: The Haste Walkers evaporate under the CLOFD + impressive rout dice, the Stampede becomes delicious pork roast thanks to Ember Sprites + GFE breath, and the Chimera likewise is fricasseed courtesy the Fire horde. And the left Shaman took an unexpected number of wounds from the leftmost Sprites.

Turn 6 desperation! The smoldering Shaman wavers some Ember Sprites! The other Shaman disorders some other Sprites! The Lycan Alpha tackles the Clan Lord for a few wounds!

Clash of the Titans! The Clan Lord goes ham and tears the head off the Alpha (or maybe it just wavered him, I can’t remember – regardless legit pile of wounds from the CLOFD). Chompy tackles the left Shaman and whiffs, and the other Shaman may or may not have vanished under 12 breath attaks. Regardless, no Turn 7 and Salamanders sit on a lot of markers.