GAME 37: VARANGUR

100+ days into 2019 and I’ve only played two games of KOW: one a couple weeks ago, where my Nurglekin swarmed all over Varangur in Loot and crushed everything under hot dice, and then this Bloodfire game back in January that was nearly lost in time. I finally got the photos sorted out and, since I’m thinking of giving the fire crew one last hurrah at Orc Town GT this summer, figured I should try to muddle through the report for posterity’s sake. My Varangur scrum-mate wanted practice for Masters, but unfortunately he got to play against the red blob!

BLOODFIRE GAME 37: VARANGUR

Salamanders 2250

Fire Elemental Horde – Brew of Courage
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Fire Elemental Horde
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Ember Sprite Regiment
Agnih-Bhanu, Greatest Fire Elemental
Herald – Banner of the Griffin
Mage-Priest – Fireball (10), Surge (8), Heal (3), Bane Chant (2), Inspiring Talisman
Mage-Priest – Fireball (10), Martyr’s Prayer (7), Bane Chant (2), Healing Brew
Clan Lord on Fire Drake – Blessing of the Gods

Went with the usual, since we were playing COK18 and Bloodfire also doesn’t change much either way.

Varangur + Goblins 2250

Bloodsworn Horde
The Fallen Horde – Brew of Strength
Mounted Sons of Korgaan Regiment – Brew of Haste
Mounted Sons of Korgaan Regiment – Potion of the Caterpillar
Direfang Riders Horde
King on Chimera – Gift of Korgan (Brutal)
Magnilde of the Fallen
+
Spitters Regiment
Spitters Regiment
Fleabag Rider Sniffs Troop
War Trombone
King on Chariot

Seems legit! If 10 points under, Direfangs might have had a gift or the King an item.

Looks like we played Loot? Varangur won initiative and took it.

BATTLE


Battlelines! Varangur L2R: Mounted Sons, Spitters, Direfangs, Magnidle, Bloodsworn, King on Chariot, Spitters, Trombone, Mounted Sons, Fleabags, King on Chimera, Fallen

Varangur roll out, with the leftmost Mounted Sons grabbing a loot marker. Spitters and Sniffs shoot some Ember Sprites but the little things stay cool.

Bloodfire oozes forward, mostly into cover or chaffing range. Ember Sprites put a point of damage on the Bloodsworn horde while the Martyr-Priest cleans off the right Sprites.

Varangur prepare to engage next turn, trying to clear some chaff in this one. The wounded Sprites are dropped by the Trombone (and I think the Goblin bows fluffed into other targets), and the King on Chimera wavers another unit with a strong breath shot, gumming up the Bloodfire right flank.

Bloodfire bows out, setting up Nv support, powering up breath weapons and anticipating next turn’s carnage. The CLOFD and leftmost Sprites hammer the Trombone, only managing a waver. The functional rightmost Sprites angle hopefully, wavering the Sniffs in the process, and Agnes rips a few points of damage into the central Mounted Sons with her heat ray.

The Varangur, who are calling the shots in this game (as they tend to do), choose their dance partners: Mounted Sons crash into Fire Elementals left and center, while Direfangs and Fallen clear some Sprites. The King on Chimera had a flank on Agnes, despite my attempts to save her, which about gave me an aneurysm, but he deigned to take it as -/20 in a wood is a tough call even for a KoC! Instead the King positions to the flank to cause the red crescent major problems in later turns, pausing to assassinate the Martyr-Priest with his breath weapon 😥 The Bloodsworn also scooped up a second loot marker.

Happily neither Fire horde breaks, despite some significant damage being tossed their way. The Sprites however are toast, and some Goblin bows slap a few wounds on the courageous Fire horde.

Having taken it on the red gooey chin, Bloodfire goes about returning the favor. Fire Elementals make contact with left Mounted Sons, with Direfangs (along with CLOFD), and double-time on the other Mounted Sons (during which one of those Fire hordes finally picked up the center loot marker). And the final Fire horde prepares for a 5-6” surge into the King on Chimera, which amazingly makes it (after Agnes lasered some damage into him). The last of the Sprites tries for the Sniffs but can’t land the wound needed to test them.

Sadly, while a lot of damage happens, only the central Mounted Sons rout. The King on Chimera actually took an impressive amount of damage (13?) between Agnes and the Fire horde, however the rerolled rout was too much to ask.

Varangur 4 and the smashing continues. The Mounted Sons and Direfangs go back into their Fire Elemental counterparts, the Fallen jump on the severely wounded central Fire horde, and the King on Chimera counter-charges his Fire horde. All the Fire Elementals in melee die except for the King’s, who take a perfect 10 of 10 damage (THIS GUY!) but hold. The CLOFD also takes 4 damage from Gobliny shooting aggression.

Bloodfire is rapidly melting, but we’ve got plenty of tools left. The King’s Fire Elementals head back in to end his reign, while everybody else prepares for the shooting phase or simply gets the hell out of the way in the CLOFD’s case. The last Sprites puke on the Sniffs, killing them, while Agnes blasts the Fallen and the Inspiring-Priest surges in the loot-bearing Fire horde …

… who smash the Fallen and prepare for more action. The other, mangled Fire horde is able to drop the King on Chimera, which is automatically a victory for me as I rarely am able to take the thing down.

^ I do make a bit of a mistake here, as I made sure the Mage-Priest is out of range of the Mounted Sons but didn’t really check the Direfangs, which it turns out she’s within 12” of by about 0.5”. She couldn’t have moved further, as she needed to cast surge, but she could have accepted her fate and run out into the open to the South, avoiding any chance of an overrun by the toads (and setting them up for counter-charges). This was dumb, and I felt even worse when I saw I had left the flank of the CLOFD open, even if there wasn’t a lot I could have done without nimble.

The Varangur left hook continues powering in. The CLOFD cops an unexpected flank from the Mounted Sons (who had given their loot to some Spitters), as does the Mage-Priest, with a potential overrun into Agnes’ flank? CLOFD and Mage-Priest eat it, although there’s no punishing overrun into Agnes / Fire Elementals. The loot Fire horde takes a damage from Goblins in the meantime.

Even less Bloodfire left now! The loot Fire horde charges the Mounted Sons (for vengeance), as does the other Fire horde tackle the Direfangs (more vengeance).

Agnes frags the War-Trombone but the Fire Elementals waver both of the units they’re fighting.

Varangur 6 mostly involves increasing the pressure and shooting Goblin bows at Ember Sprites, who die. It’s unclear what the King on Chariot is up to, he may have tried for shot on the heavily wounded Fire Elementals while blocking Bloodfire charges.

Dramatic lighting for a brutal turn! The Fire Elementals shatter the Mounted Sons and Direfangs, ending their long campaign of terror. Agnes evaporates the King on Chimera under her molten gaze.

With the game 2:1 in the Varangur favor, he rolls and there is indeed a Turn 7!

The mostly-fresh Fire Elementals carrying loot are mobbed by Bloodsworn and Spitters, as Magnilde makes an appearance and charges the other, smoldering Fire horde.

Preposterously Magnilde fluffs, doing a single point of damage, and the loot horde survives on 6 damage. Whoa. The Spitters with loot tag Agnes for a wound, after a long trek into relevance.

Agnes and the looted Fire Elementals crash into the Bloodsworn, pummeling them for admirable damage but they can’t hit that high Varangur nerve. As fun as that last burst of violence was, it’s still a …

BLOODFIRE LOSS

This game turned out much more fun than I expected – I was very tired, up against a Masters-level list piloted by a dude who knows what he’s doing, and me with an army I know is weak and I tend to get frustrated with. There were some dumb positioning things that reminded me how out of practice I am, and I freaked out about that early Agnes flank a lot, as I direly overvalue the King on Chimera and figured she was dead already. But the match turned out closer than things usually are against Varangur.

I should be back with at least one 2350 practice game (I hope!) before Orc Town, then it’ll be a 5-game tourney report and Bloodfire goes into retirement until third edition I’m guessing.

GAME 28: VARANGUR

Last game of day one is against Tim, a dude I’ve seen at tournaments for approaching a decade but somehow never played. At long last, it’s wrasslin’ time!

BLOODFIRE GAME 28: VARANGUR

Varangur 2250

Thralls Regiment
Thralls Regiment
Thralls Legion
Fallen Horde
Fallen Horde
Tundra Wolves Troop
Tundra Wolves Troop
Direfang Riders Horde – Fury, Brew of Haste
Cavern Dweller
Magus Conclave – Famulus
Magus Conclave – Famulus
King on Chimera – Fury, Chant of Hate
Magnilde of the Fallen

I just realized how short on inspiring this list is :/ I’d say it’s probably worth swapping a conclave or two for a Magus with inspiring talisman, but ranged support is conceivably a thing.

Third round was Dominate, one of my favorite scenarios since it ensures a grind and benefits brick armies, like Bloodfire here. And sorta Varangur too. Bloodfire won initiative and got the party started.

BATTLE


Battlelines!


Forward, to glory!

Varangur sally forth in response, a Conclave tagging a wound onto the rightmost Fire Elementals. In Bloodfire 2, the red tide creeps up further, incinerating the Tundra Wolves on the right, flambéing a Thrall regiment that had wandered onto the central hill (where the die is), toasting the Cavern Dweller for 2 damage and gently singeing the right Fallen, who iron resolve the wound away.

In classic Varangur style, it’s turn two and time to party! King + Direfangs slam into the leftmost Fire horde, the Cavern Dweller starts grinding on the Diadem horde to their right, Magnilde burns her fly to pounce on one of the right Fire horde and the right Fallen tackle the rightmost Fire horde. A Conclave tags a couple wounds onto a Sprite regiment gunning for them, and it’s on to fighting.

The King + Direfangs splatter their horde, however the other Varangur can’t seal the deal with their solo charges. Lots of damage happens but they all backup – Fallen got particularly close with 10 wounds but no lucky double 7.

The Bloodfire return jab has its moments. The Cavern Dweller falls to a Fire horde in the front and the flank, Magnilde is one-rounded by her Fire horde (hot rout checks ftw) and the Fallen on the right get beat up but no other result. In shooting, the Sprites on the right burn down a Conclave, the Thrall legion starts taking chip damage, the little Mage-Priest prays a few wounds off the Cavern Dweller’s Fire horde, and the tall Mage-Priest heals the right Fire horde to 8.

Blurry rage-filled photo is blurry, rage-filled. The Direfangs charge the 3 damage Fire horde, the King + left Fallen take on the fresh Fire horde next to them, and the right Fallen head back into their half-dead Fire horde. The surviving Conclave tags some Sprites for 2 more damage but they hold fast.

Combat is a mixed, largely painful affair. The Direfangs steamroll through a second Fire horde, really putting that strider to work, as do the King + Fallen, evaporating the Bloodfire flank save for Agnes and support staff. On the right, the Fallen do admirable damage (16 total) but double ones it ;D

Bloodfire 4 is a whole hell of shooting with a side dish of punching Fallen. Agnes + CLOFD + Sprites + the little Mage-Priest unload into the King on Chimera, erasing him from existence. The Fallen next to him cop a couple wounds in the process, once the King hit 18 damage 😛 The other Conclave is killed by marauding Ember Sprites shortly before the right Fallen are wavered by their Fire horde.

Thralls shuffle about in the absence of their King, whilst the Fallen on the hill kick some Sprites and the Direfang lawnmower charges Agnes, Tundra Wolves supporting in her flank (hindered).

Hill Sprites are punted and the Fallen overrun, and -/20 Agnes takes 9 damage but tanks it like an enormous legendary fire creature.

Bloodfire 5 and the game feels firmly in Salamander claws, but there’s plenty of fighting left. Agnes counter-charges the Direfangs, with flanking support from the CLOFD (it came down to a dice off whether he was in). The right Fire horde goes one more round with their Fallen, and after a cheeky diadem breath, the Diadem horde is surged into the other Fallen. The Direfangs are smashed under monstrous, molten fists as are the beleaguered right Fallen, but the center Fallen hold fine. Meanwhile, the Thrall legion absorbs Sprite breath and Agnes is prayed down to 7 damage by the lil’ Mage-Priest.

Everybody fights! Tundra Wolves have a go at Agnes’ front this time (hindered), the Thrall regiment spots the flank of the towering CLOFD and charges in (I totally missed this!), the Fallen have a go at the Diadem horde and the Thrall legion prepares to feast on Ember Sprite.

Wolves can’t hurt Agnes, Thralls stab 2 wounds into the CLOFD, the Diadem horde goes up to 5 but whatever, and the Thralls have a nosh.

Bloodfire 6 in dominate means consolidating my lead and closing this one out. It’s currently 9 to 8 (nimble on the Fallen makes them -1 US). Center Fire horde charges into the last Fallen, routing them (9 to 6), and Martyr’s Prayer + heal brings them down to no damage. Agnes, not disordered, and the CLOFD turn their attention on the Thrall regiment but can only waver that Varangur nerve. The Fire horde on the right shuffles into the 12” zone, knowing that at 17 damage it’s an insta-rout, but hoping the last of the Sprites have blocked enough of the legion’s charge path.

Last gasp for the Varangur is the Wolves back into Agnes’ flank (hindered) for a couple wounds, but mostly the Thrall legion scooting past the Sprites and popping the mangled Fire Elementals. The game goes to 6 to 6 …

… and there’s no Turn 7, which would have been an easy Bloodfire victory.

BLOODFIRE DRAW

This was a fun one, with some powerhouse rolling on the Varangur part, a good display of the strength of breath weapons on hard targets on the Sallies part, and a snake eyes that tipped the game into my hands until it slipped away again. Always happy to go 1-1-1, and cool to finally play Tim.

Up Next: DWARFS IN THE AM

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 16: VARANGUR

BLOODFIRE GAME 16: VARANGUR

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

Varangur 2000

Sons of Korgaan Regiment
Sons of Korgaan Regiment
Sons of Korgaan Regiment
Tundra Wolves Troop
Tundra Wolves Troop
Mounted Sons of Korgaan Regiment
Magus Conclave – famulus
Magus – fireball (12), famulus, Inspiring Talisman
Chieftain
King on Chimera

*Plus upgrades and items

This was an intro game for an Age of Sigmar dude who had been convinced to rebase an old Warriors of Chaos army and give KOW a try. By all accounts he enjoyed it and we had a good game. Much slower list than the typical Varangrr Fallenfest ;P

We played Eliminate … and thankfully my opponent took photos because I remember very little!

“’BATTLE”’

Sprites gonna sprite!

CLOFD gonna flop! Only model in the army that ‘hits’ on a 3+

Everything dies! This came down to me winning in Turn 5, him grabbing it in Turn 6, and me not pulling off the lucky Diadem run on his King that I needed in Turn 7 to win it. Cool nailbiter ending to a real slugfest.

BLOODFIRE LOSS

GAME 05: VARANGUR

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.

BLOODFIRE GAME 5: VARANGUR + HERD

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).

BATTLE

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.

Fwooosh!

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.

BLOODFIRE LOSS