Good morning fellow megabosses. Bit of a rough Saturday for the Verdant Horde. I was meant to play against Sylvaneth, but ended up against Bloodbound. I had heard that the spiky gits posed a problem for us, so I had some trepidation going in. My list was 2 megabosses, a warchanter, a weirdnob, 6 pigs, 10 brutes, a 20 man ardboyz unit and two tens. We rolled up gift from the heavens and I got my stuff down first due to the ironfist formation. I let my Khornate opponent have first turn, and he predictably didn't budge. He had his army in a kind of meat grinder set up, a line of blood warriors sat in front of his characters with two fives of skull reapers crouching behind to either side and wrath mongers spread behind the blood warriors to buff them. He had two twenty man reaver units on either end as well. When it came time for my turn, I threw caution to the wind. I figured that his army placement would mean that if I get the double turn and interfere with his objective turn two, it becomes a game of survival for the remaining three turns and his forces are slow enough that he wouldn't get to me. This would have been perfect, but I got excited by the 2" weapons on the Brutes and Pigs and decided to have a go at surprising him and killing his characters where he thought I couldn't reach. Sadly, Khorne smiled upon him and in that first push he made 8 out of 12 5+ armor saves, and the sixes just kept coming after that. He managed to kill my warboss with the skullgrinder, which meant that almost the entire army suddenly gets two rolls to wound on a 4+ to hit for the rest of the game and that clinched it. I tried to hold out with the twenty man squad of ardboyz, but his lord on juggernaut and skull crushers made short work of them. I realize that the right move would have been to just sit on the three places where his objectives might fall and make him fight me. Another option would have been to hit the squishy reavers on the end and ignore the middle of his forces. They would be forced to leave formation and I wouldn't have had to suffer the embarrassment of losing all but the weirdnob, chanter and twenty ardboyz by turn two. Still, the gambit almost worked, if one of my ardboyz closest to his objective had survived, the game might have turned out different. But I have learned to rely on superior maneuverability to pick apart my opponents when I know they fight better than I do and I should have had the chanter and weirdnob drop back to hold the objective behind the ablative line of ardboyz. This would have at least meant a draw. A great game overall that taught me much about how the Ironjawz need to be played. Probably won't hear from me on here for a week or two, moving this weekend, but the move puts me closer to our gaming club, so there should be plenty of battle reports to come and I'm sure that will keep the hobby fires lit. Perhaps in the lull I'll figure out some fluff for my army. I have already decided to name the chanter in honor of a friend who passed away right as I was starting the army. It was perfect as he was a huge fan of raves, so hopefully some of his spirit will infuse the chanter's magic glow sticks. I figured that perhaps the green armor indicates that the weirdnob has convinced them that their destiny is to find a land of green and destroy it, as they are clearly on desert basing. Perhaps they will find Gordrak there? Depends on my finances in the next few weeks, I suppose. Till then, get out there and smash something!