Fist of Isengard: 260 points
Uruk Captain with crossbow and heavy armor - 60 points
12 Uruk-Hai Warriors with shields - 120 points
8 Uruk-Hai Warriors with pikes - 80 points
21 units, 1 crossbow, 1 hero
The scenario we will be playing is a To Kill a King game. The armies will set up their units within 6" of a corner of the board and will fight until the opposing leader (the hero of each force) is slain. The winner will receive a major victory if their force is not broken when the enemy leader is slain, while a minor victory will be awarded if the force is broken. If both leaders are slain in the same turn, the game is a draw.
The Denizens of Moria: 260 points
The Denizens of Moria: 260 points
Durburz, Goblin King of Moria - 60 points
7 Goblin Warriors with Orc Bows - 35 points
8 Goblin Warriors with spears - 40 points
8 Goblin Warriors with shields - 40 points
1 Cave Troll with troll chain - 85 points
25 units, 7 bows + troll chain, 1 hero
Turn 1: Taking Ground (Priority - Uruks)
|The entire turn was spent moving towards one another...nothing interesting.|
Turn 2: The Heat of the Moment (P - Goblins)
|The armies charge towards each other and prepare for a bloody slaughter during the next round. During the Shoot phase, three Goblins and the Uruk Captain fired and none hit their marks...next turn.|
Turn 3: Crash! (P - Uruks)
|Pardon the blurry shot. During the Shoot phase, the Uruk Captain killed a Goblin spearman, but nothing else happened (the Troll missed, btw).|
|During the Fight phase, the Uruks dominate by killing 4 Goblins and not losing a single warrior (only losing 2 fights).|
Turn 4: Between a Rock and a Hard Place(P - Uruk-Hai)
|The Uruks have again received the advantage of picking the fights and have attacked most of the Goblins. While they press their advantage on the hill from last turn, they also have engaged the archers at the wall, hoping to displace them.|
|In the Fight phase, the Uruks again dominated, though they lost two units to the Troll and an angry Goblin. The other fights they won (but failed to wound the Goblin behind the wall, thanks to the barrier) and killed a total of 6 Goblins.|
Turn 5: Storming Forward (P - Uruk-Hai!)
During the Fight phase, the Uruk who charged the Troll managed to beat him (shielding on the charge). On that side of the fights, that's the only thing that went well for the Uruks, as the lone pikeman was killed by the two angry Goblins and the men assaulting the fence were beaten back. In the other fights, the battle clearly went to the Uruks, as they add 3 more Goblins to their kills.
Kill count: Uruks 15/25, Goblins 3/21. The Goblins are broken now.
Turn 6: A Slow Recovery (P - GOBLINS!)
Turn 7: The End Approaches (P - Goblins)
Turn 8: Utterly Overwhelmed (P - tied, Uruk-Hai!)
Assessment by Gaius:
The Goblins basically hit self-destruct this game: by only slightly outnumbering the Uruk-Hai, they lost their typical advantage: numbers. I also tried to send the Troll on to fight Uruk Captain at first and probably should have stuck with that plan...instead, my troll got caught in a protracted war (eventually fleeing) against the aggressors, while leaving their commander free to pot-shot my own men. Oh well...next time, things will be different.
Assessment by Tiberius:
The Uruks finally won a fight by a respectable lead - yaye! I've reached the decision that an Uruk-Hai force like mine needs to fight foes with a lower Fight value (and preferably not Strength 3 bows). That's not much good for my own armies, but against some of my friends, it may work just fine. We'll see what happens as they improve. I noticed today that Warg Riders are not actually in the "Legions of the White Hand" tech tree, so I'll need to ally them in via Sharku...so should I get the riders, you'll see a conversion attempt at Sharku. In the mean time, I've now considered adding to the ranks of these Uruks the Shadow Lord at the suggestion of one of my viewers, but since the monetary cost between these units currently slants in favor of the Wargs, I'm thinking about that one as the primary idea - no decisions made until I can play-test Warg Riders.
Stellar unit for Goblins: Goblin Warrior with shield
Though these guys didn't do much in today's fight, they did more than the other warriors. One Goblin with shield managed to kill 2 Uruks and tied down several others during the latter turns of the game (not to mention, these were the only basic Goblin troops to not be wounded on a 4+ by the Uruks). Not much glory or anything to speak of, but still a valuable unit. The archers ran a tight race by ticking off the Fate point of the Uruk Captain, but that was all they did...
Stellar unit for Uruk-Hai: Uruk-Hai Warrior with shield
These guys, as always, amaze me. They can hold their ground well against Strength 3 troops and provide a strong fight when outnumbered via shielding. They're great for pushing through arrow fire and even managed to wound the Cave Troll in today's game. I love these guys...