Two Warhammer 40000 miniatures clash with chained weapons in a ruined cathedral setting banner reads The Siege of Death Mire

Death Mire Week 2 Results Revealed and Grell Firefist Blasts Onto the Scene

Warhammer’s summer campaign keeps rolling, and this week has a funny contrast.

On one side, the Imperium is tightening its grip on Hive Death Mire. Meanwhile, the Ogor Mawtribes have found a mercenary with a cannon and zero restraint. Together, these updates offer campaign stakes, a new Space Marine character, and pure Destruction energy.

The Imperium Wins Again and Reveals Kaius Konorius

The Siege of Death Mire has reached week two, and the Imperium has won again. After thousands of reported games, Imperial forces slowed the Ork attack and inflicted brutal losses. Since the winning faction earns a model reveal, Space Marine players get Kaius Konorius. He is not a fresh Primaris officer either. Kaius fought beside Marneus Calgar and Chaplain Cassius when all three were neophytes.

Blue armored Warhammer 40k Space Marine miniature posed with sword and ornate chainaxe on a rocky base Warhammer Community logo in corner

Later, during the Era Indomitus, he taught bladecraft to battle-brothers on Macragge. After Calgar’s near-fatal duel with Abaddon, Calgar summoned his old comrade as champion. Visually, Kaius wears armour reminiscent of the Victrix Honour Guard and carries Severance and Rebuke. Campaign-wise, the score now sits at 2-0 for the Imperium.

Futuristic battle map overlay with neon green and cyan zones over a ruined city showing Hive Heart and The Gallows Spaceport as labeled objectives Warhammer Community

However, the Orks can still force a draw by taking both remaining zones. The remaining battlefields are Hive Heart and Gallows Space Port. Online results decide Hive Heart, while Warhammer store games decide the spaceport. Also, online submissions still enter players into a draw for 40 new 1,000-point Ork or Space Marine armies.

Grell Firefist Gives Ogors a Cannon-Happy Mercenary

Warhammer miniature of a heavily armored orc wielding a large cannon with a skull inside standing on a rocky base with desert grass

The Ogor Mawtribes reveal introduces Grell Firefist, and she immediately feels like proper Destruction nonsense. She is a widely travelled mercenary who has killed almost everything and eaten most of it. Commanders hire her because she brings Blastbelch, her beloved cannon, and very little patience. Naturally, losing a hand to blackpowder did not make her more cautious. Instead, she kept chasing explosive mayhem, which is exactly the kind of life choice Ogors respect.

Product photo of a Warhammer orc miniature hulking warrior with heavy armor oversized sword round shield on back and a textured base for tabletop play

On the table, her Thunderous Diversion ability gives her shooting purpose beyond raw damage. If Grell wounds an enemy unit, a friendly Ogor Mawtribes unit fighting that target can retreat immediately.

Card from Your Shooting Phase titled Thunderous Diversion Flavor text about Ogors using distraction to escape foes Declares pick a friendly Ogor Mawtribes unit in combat with an enemy that damaged it this turn to be the target Effect the target may immediately use Retreat as if it were your movement phase and can still use Charge later this turn

Better yet, that Ogor unit can still charge later and avoids retreat mortal damage. That is huge, because Ogors usually want repeated charges more than grinding fights. It lets them escape bad combats, reset pressure, and go hunting for easier meat.

Ranged weapon card OGOR MADE AMMUNITION In any shooting phase pick a visible enemy unit within 6 as the target all attacks must target that unit Blastbelch uses D6+2 now instead of D3+2 range 12 to hit 4+ wound 2+ save 2

Meanwhile, Blastbelch has 12-inch range, D3+2 attacks, 4+ to hit, 2+ to wound, Rend 2, and Damage 2. If Grell uses Ogor-made Ammunition, she picks one visible enemy within 6 inches. Then all her shots must target it, but Blastbelch jumps to D6+2 attacks. That is a lovely gamble when one important target needs to disappear fast.

Summary and Final Thoughts

Overall, these updates hit two very different notes. Death Mire keeps the campaign pressure alive, although the Imperium looks firmly ahead. Meanwhile, Grell adds loud, useful weirdness to the refreshed Ogor range. If Death Mire is about control, Grell is about making control explode.

author avatar
Sam
The resident Flames of War, Historical, and narrative gaming expert. I have been playing tabletop games for 20 years with armies for 40k, Warhammer Fantasy, Horus Heresy, Age of Sigmar, Flames of War, Legions Imperialis, Battlefleet Gothic, and even Titanicus. I love narrative campaigns above all and dabble in customs missions too.

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