Alright, so here's a basic plan idea. Happy to add additional stuff if it seems viable, but the idea here is to try and feel him out while showing as few of our cards as we can arrange while presenting an actual threat if he just ignores us.
[X] Plan Feeling Him Out
-[X] Invest 3 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
-[X] 81d6 Attack (81d6 tricks)
-[X] 48d6 Defense (48d6 tricks)
-[X] 0d6 Intercept
-[X] Switch out Solar Flare for Stoked Body
-[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins(-4 Orthstirr) and add an instance of Explosive Reactive Armor (-9 Orthstirr, +3 Stoked Dice)
-[X] Activate Stoker State 3 (-9 Orthstirr), Slipstream adding 1 Odr to the effect (-8 Orthstirr, -1 Odr), and Heated Shroud (-5 Orthstirr), as combat begins. Activate Sundersight to get a read on him.
-[X] Take to the air with Ember-Wing Cloak (No cost) immediately, switching to using Emberwind to fuel it as necessary and using Veto Motion (-3 Orthstirr, +3 Stoked Dice) if we must to allow greater precision. All subsequent attacks and defenses have +1d6 from the Skyfire Kenning.
-[X] Put up a 60d6+15 (w/Hugareida) Sword Guard, adding 2 Odr to it (-64 Orthstirr, -2 Odr)
-[X] If he doesn't have any Guards up (if he does, see below about Devouring Blaze), start by using a 70d6+6 Sharpenedx26 Lightning Charged Flashfire Cleave w/Puncture and +6 Damage from Odr (-42 Orthstirr, -6 Odr +3 Stoked Dice) to close the distance and follow up with a total of two 70d6+6 Sharpenedx20 Lightning-Charged Firebomb Strike attacks w/Puncture and +6 Damage from Odr (-30 Orthstirr, -6 Odr, and +3 Stoked Dice each), interspersed with six 5d6+6 Sharpened Lightning-Charged Firebomb Strikes (-2 Orthstirr and +3 Stoked Dice each).
-[X] In response to him putting Guards up or more than one other construct, use up to three 5d6 Devouring Blazes (-8 Orthstirr, -3 Stoker State dice) as necessary to clear the way for our attacks, not using other attacks if possible while he has Guards up. This includes using one before our first attack if he already has some up.
-[X] The first melee attack he makes against us, use Contested Movement adding 5 Odr to the effect and one use of Fight of Your Life (-3 Orthstirr, -5 Odr, +3 Stoked Dice, 18d6+6,) to counterattack with a Sharpened Lightning-Charged Firebomb Strike (-2 Orthstirr), and do the same again and again if we get multiple counterattacks from the Odr (unlikely but not impossible)
-[X] Use Kindle Spinners to disrupt any Folded ranged attacks (No cost)
-[X] If he uses Contested Movement or some similar Trick against us, we will add our Stoked Pool to the roll.
-[X] If he uses a Standstill Trick on us and our Standstill is greater than his, pretend to be effected by it and disperse it only once he moves to take advantage, hopefully surprising him.
-[X] If we are ever captured by something like Inertia-Arresting Throw and cannot disperse it with greater Standstill then stoke an Aspect to escape (we will try and do the same 'surprise him' plan as if we could disperse it when doing this if possible). Likewise, stoke an Aspect if we fall below 200 Orthstirr. If he uses Time Stands Still we will likewise stoke an Aspect to join him in that state. Preferentially stoke Saemd rather than Virthing. If both are spent and these events occur we will start using Calm Charges to re-stoke things.
-[X] After that first melee attack (and against all non-folded ranged ones), by default use Sword Guard to defend against most attacks (other than fleinns). In response to anything not a Fleinn or without Puncture or some other obvious ability to ignore Perfect defenses that gets through those use Halting Vortex (-2 Orthstirr), and if facing a fleinn or something with Puncture that gets through instead use up to three quick-drawn Shield Sacrifices (-1 Shield) and/or two 64d6+15 Fortified and Reinforcedx36 Hefty Halter-Chop defenses (-40 Orthstirr each) as seems appropriate (always going with the shield on anything that beats the Sword Guard easily).
-[X] Tactics – The idea here is to try and get a better read on him without expending too much in the way of resources. We make attacks he knows about already (plus Firebomb Strikes...I don't think that needs to be kept a secret) at solidly high dice amounts and try and get a feel for what he can take and what he's trying to dish out. The rest is contingencies. Lots of them.
Leaving off Slowing Slog this turn because as mentioned, Reinforce Shield tends to invalidate it as long as it stays active...the combination of that and wanting to pull it out as a surprise seems worthwhile.
EDIT: Upped dice on the attacks quite a lot. Added Sundersight. Added a bunch of Odr stuff. Added contingencies for Contested Movement, IAT, and TSS use by Hooknails, as well as other Standstill usages.