Monday, October 19, 2015

Announcing the Glare And Hack Again Tournament of 2015

Good morning gamers,

It is my great pleasure to announce the fourth annual THRO tournament! The purpose of this tournament, like previous THROs, is to try new things and to bring fun armies (very little, if any, prestige attached). The tournament will be held at Patrick Henry College on November 21, 2015. This year's tournament, occurring in November, is going under a different name: the "Glare And Hack Again" Tournament (shorthand GAHA, a play off Bilbo Baggins' classic work, There and Back Again). Without further ado, here are (in my typical style) the Ten Commandments of the Tournament (Rules):

1) Thou Shalt Understand The Canon

The ruleset from the One Rulebook (ORB) and warbands sourcebooks will preside over this tournament, as well as the "House Rules" section on the TMAT website. Errata and FAQs on the GW website for the sourcebooks and rulebooks (both the ORB and the new Hobbit rulebook) will apply, so far as they explain the sources above or explain scenario scoring rules. When in doubt, the ORB reigns supreme.

2) Thou Shalt Honor Thy Lists

All armies shall be worth no more than 600 points (with a 3-point grace limit) and a maximum of 60 units. Any army using the adapted Legions of Middle Earth rules (instead of the new Warband schema) must include at least two heroes cumulatively worth at least 200 points.
    Once a list is submitted on this blog, it may not be edited based on the opponents it faces. The army brought to the tournament must reflect the army lists provided on this blog. For the purposes of this tournament, the only "proxying" that will be allowed is equipment choices on a model - e.g. if you own a Celeborn model without armor, he may take heavy armor in his equipment choices. Players are encouraged, however, to convert their models to have the equipment specified in their army list. Units must also be painted with a least a base coat and one other color in order to be accepted at the tournament.

    TD Edit: Players must submit their army lists on the blog by 11:59pm on November 14, 2015 with a 1 minute grace period. In addition, the player submitting the army list must have played at least three games with this list (or the units in it) prior to the tournament (including, but not limited to, previous TMAT tournaments). As time limits will be a constraint in this tournament (see Commandment 7 below), it is important that each player is familiar with his list in order to reduce unnecessary delays.

    3) Thou Shalt Have Some Surprises

    This years tournament is special in that 150 points of each army will be hidden from view when the postings are made. In some scenarios, these points might be used for special scenario conditions and in others, they may just be hidden intel from your opponent. If a scenario does not have any rules for the 150 points of hidden models, then the models deploy/act normally. Models may be hidden from any warband/attachment and warbands/detachments do not need to follow their creation rules in their absence (e.g. a Legions list could hide one of its two heroes, a warband could lack a hero, etc.).

    Note: some of the scenarios that have rules for hidden models do not require that a player spend all 150 points on the scenario conditions. Players may not drop gear from their hidden models in order to meet point requirements - models are dropped in full, even if the total points spent exceeds the required amount to be paid by the scenario. If, for example, the following army wanted to pay 100 points for the Hold the Keep scenario (see below):

    Eomer, Third Marshal... with horse - 85 pts
    5 Riders of Rohan - 65 pts

    The player cannot reach 100 points without giving up Eomer, so he must drop Eomer. Dropping 1 Rider of Rohan adds 13 points, which brings the total points spent to 98 points. The player must drop an additional Rider of Rohan to bring the total above 100 points (and waste 11 points). The remaining Riders of Rohan would deploy with their normal warbands/detachments. Tournament Director's Note: this isn't unfair - if you don't want to waste lots of points, make sure you can break things evenly with the models you reserve. The player above could have instead hidden the following list and dropped Eomer and one Rider of Rohan with throwing spears and not waste any points:

    Eomer, Third Marshal... with horse - 85 pts
    2 Riders of Rohan with throwing spears - 30 pts
    5 Warriors of Rohan with shields - 35 pts

    The player would then be able to deploy the other Rider of Rohan and the Warriors of Rohan with their normal warbands/detachments.

    4) Thou Shalt Know The Scenarios

    This tournament allows all players to bring an army of Good or Evil and play against any other players - Good armies may face other Good armies and Evil armies may face other Evil armies. After each scenario is scored, the following Battle Points will be awarded:
    • Major victory (10 pts): awarded if one army scores at least twice as many scenario points as his opponent.
    • Minor victory (8 pts): awarded if one army scores more scenario points but less than twice as many points as his opponent.
    • Draw (6 pts): awarded if an army scores the same number of scenario points as his opponent.
    • Minor loss (4 pts): awarded if an army's opponent receives a minor victory.
    • Major loss (2 pts): awarded if an army's opponent receives a major victory.
    The rules for each scenario are provided as follows:
    • Domination:
      1. DEPLOYMENT: 18" from one corner. 5 objectives (or markers with objective being everything within 3" of a marker) on the board.
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 3pts for every uncontested objective OR 1pt for each objective you have more models on; 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): no rules! You just have the element of surprise on your opponent.
    • Hold (Ground) The Keep:
      1. DEPLOYMENT: Players roll to decide who attacks the fort and who defends the fort. One fort in the middle with an objective marker in the center. For directional purposes, the gatehouse is on the "north" wall. Each player then rolls a dice for each of his warband/detachment, with all models within 6" of the hero/hero-equivalent of the warband/detachment (any hero within that warband/detachment may use Might to influence the roll):
        1. Defender deployment:
          1. Reinforcements: The warband/detachment deploys within 3" of any board edge.
          2. North/South Guard: The warband/detachment deploys on the North or South wall (attacking player's choice).
          3. East/West Guard: The warband/detachment deploys on the East or West wall (attacking player's choice).
          4. North/South Guard: The warband/detachment deploys on the North or South wall (defending player's choice).
          5. East/West Guard: The warband/detachment deploys on the East or West wall (defending player's choice).
          6. Flex Guard: The warband/detachment deploys anywhere inside the fort (defending player's choice).
        2. Attacker deployment:
          1. Late Arrival: The warband/detachment moves onto the board edge of choice at the end of the Move phase. It may not charge but may otherwise act normally.
          2. North/South Flankers: The warband/detachment deploys within 3" of the North or South board edge (defending player's choice).
          3. East/West Flankers: The warband/detachment deploys within 3" of the East or West board edge (defending player's choice).
          4. North/South Flankers: The warband/detachment deploys within 3" of the North or South board edge (attacking player's choice).
          5. East/West Flankers: The warband/detachment deploys within 3" of the East or West board edge (attacking player's choice).
          6. Flex Guard: The warband/detachment deploys within 3" of any board edge (attacking player's choice).
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 1pt for each model with at least part of its base touching the "paved square" of the fortress; 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): the defending player must pay at least 100 points to use the fort. The defending player may pay an additional 50 points to add 1 to each D6 roll made by the defending player to deploy forces at the start of the game. For every 50 points the attacker chooses to pay, each D6 roll made by the defending player to deploy forces at the start of the game is reduced by 1 (to reflect an earlier arrival of the adversary).
    • The Road To Weathertop (High Ground):
      1. DEPLOYMENT: each warband/detachment rolls a dice: on a 1-3, deploy within 6" of the player's board edge. On a 4-6, deploy within 12" of the player's board edge. One large piece of terrain in the center of the map.
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 1pt for each model touching/on the top two levels of Weathertop (roughly 6" from center of board); 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): All hidden models deploy as a single detachment before all other warbands/detachments within 3-6" of the center of the map on the player's half of the board (determined by board edge).
    5) Thou Shalt Recognize Remarkable Achievements

    Players may attempt to complete any of the following achievements during a game: upon completion, each will add 0.5 Battle Points. Each achievement may only be scored once per game and a max of three achievements can be scored in any game. Players will receive 2.5 Battle Points if all five are successfully scored over the course of the tournament:

    Slayer of Foes
    : a hero kills at least 5 units, the sum of whose points is equal to or greater than his own.
    Valiant Heart: any units in the army successfully pass three courage tests on the roll of a "natural 10+" (i.e. the sum of the two dice rolled for the courage test is 10 or more). These courage tests could be to charge models with terror, staying in combat after the army is broken, or because of a special rule (i.e. the Horn of Gondor rule).
    Cowardly Scum: a hero fails a Courage test to remain on the field after his army is broken on the roll of "snake eyes" (sum of 2 on the dice).
    Rotten Luck: a hero fails all his Fate points in a single round (minimum of 2 Fate rolls required).
    Loved by the Valar: a hero successfully passes all of his Fate rolls (minimum of 2 Fate rolls required).

    6) Thou Shalt Attempt To Keep Thy Oaths

    For each game, after deployment, select 1 Oath not previously sworn and announce it to your opponent. If both players achieve their oath, each scores 1 Battle Point; if neither player achieves their oath, each scores 0 Battle Points; if only one player achieves his oath, that player scores 2 Battle Points.

    Blood-sworn Enemy: Choose an enemy hero - he is your arch enemy and they must die before the end of the game
    Future King: Your army leader must continue to lead his force at the end of the game, neither slain nor "heroically departed".
    Chivalry in Battle: Your army leader must fight the enemy leader in close combat for at least one round and survive. Your army leader may not use the shielding rules in this effort.
    Line in the Sand: Nominate a piece of terrain within 12" of your opponent's board edge (or place a marker if there is no suitable terrain). Your leader must end its move within 3" of it at least once during the game.
    Battle Prowess: Your army leader must kill more models than your opponent's army leader.

    7) Thou Shalt Not Take All Day

    All games will have a maximum time cap of 90 minutes. Time will be displayed visually for all games and will only be stopped in the event of a "red flag" being thrown. A red flag will be thrown when two players cannot agree on a rule (line of sight, special rules for a unit, etc.), in which case all fights will stop and the other competitors will mediate what the proper ruling is. If a resolution is still not met due to an even number of players voting evenly on the issue, a dice will be cast by one of the competitors not playing in that particular game to determine what the rule is for that game. Should the time limit elapse without the victory conditions being met, the current round will be played and then the game will end. Any player found intentionally stalling the game to make time run out will be awarded a major loss as indicated in Rule 4 above. Between rounds there will be 15 minutes to finish the round, determine the standings, move to the next table, and answer "the call of the wild."

    8) Thou Shalt Fight In Middle-Earth

    Players who have built terrain for a particular themed board (Dwarf Hold, Shire market, etc.) are encouraged to bring their boards to be used in the tournament. The Tournament Director for GAHA will bring the map for The Road To Weathertop and Glenstorm will be bringing the Hold The Keep map. Other players may provide other maps as required. Players should use their best judgment when building their maps to ensure that armies are able to maneuver the map within the time constraints (e.g. having too many walls, doors that must be battered down, difficult terrain, etc. can make a game more tedious than interesting). If more boards are supplied than are needed for the tournament, priority will be given to those posted first.

    9) Thou Shalt Be Gentlemen

    Players must be courteous to their opponents and play these games in the spirit of good fun. Should a player conduct himself in a manner which destroys the fun atmosphere of the tournament, a red flag will be thrown and depending on the severity of the infraction, the player may be issued a warning against future infraction, forfeit the game, or be dismissed from the tournament.

    10) Thou Shalt Not Be Late
    
    Players who are bringing terrain to the tournament must arrive by 9:15am to set up the tables and register their armies. All other players must arrive by 9:30am in order to get preliminary check-in requirements, set up their armies at their tables, and fellowship with other players. All armies need to have a sheet of paper that provides their complete army list (with profiles), along with necessary unit-count information (total units in the army, how many units are to be lost when the army is broken, and how many units must be lost to be reduced to 25%). The tournament will follow this schedule:
    • 10:00am - 11:30am - ROUND 1
    • 11:45am - 12:30pm - Lunch
    • 12:30pm - 2:00pm - ROUND 2
    • 2:00pm - 3:30pm - ROUND 3
    • 3:30pm - 4:30pm - Tournament Score Summary and Clean-Up
    Looking forward to see the armies that participate!

    Tiberius

    Sunday, October 11, 2015

    Workbench Update: Orcs and Elves

    At long last, we're back! October is going to be crazy, but finally got time to pull the camera out and showcase some of the stuff I've been working on.

    Here's the full complement so far - plenty of Ringwraiths, a handful of Spectres (hoping to grow up to 10 of them), and plenty of Orcs. Army is all in dark hues and once I get the basing done, should have a menacing horde.
    Bit closer look at the army - youll see that most of the spearmen don' have their shields yet, but those are coming. Took a few games to figure out that being able to shield after the front rank dies really, REALLY helps. It also helps when S2 archery wounds your second rank on 6s instead of 5s...
    These guys are technically Orc Warriors with Orc bows, but will probably use them as Orc Trackers. I do think Orc Warriors have their place - mostly for their slightly increased resiliency when the enemy gets to them in melee. On all other counts, though, I generally go with the 4+ shoot value. 
    A close-up on a few Ringwraiths and my spectres. Four down, rughly six to go.
    In contrast to the Orcs, the Elves are in clean colors - blue and white (how traditional) - and unlike many of my armies, they don't use spears.
    It will take more than a row of Orcs to take down Erestor and his High Elf guards. That is probably why the Orcs brought a Ringwraith...
    The Elves in white and blue ready themselves for all comers, hiding their bows behind a solid wall of shields. When battle is finally joined, the Elves unleash their secret weapon, Arwen Evenstar, to keep their shield-wall from being wounded for a round (and opening up some prized archery targets).
    Hoping to get some games in with these guys soon (both Elves and Orcs). Keep watching this space in the coming weeks as we test out scenarios for the November THRO-esque tournament of 2015!

    Tiberius

    Saturday, August 29, 2015

    Castle Siege: Uruk-Hai vs. Dwarves

    In preparation for THRO 2015, Centaur and I decided to have another test-round of the Hold Ground (castle siege!) scenario. Centaur won the deployment roll and opted to attack, taking his whole force and not reducing my rolls to deploy. I left 120 points at home and took the fort and the Rocks upgrade. Here are the forces:

    The Might of Khazad-Dum: 602 points

    Durin I - 160 points
    8 Dwarf Warriors with shields - 72 points
    10 Dwarf Warriors with Dwarf bows - 90 points
    6 Khazad Guards (Bodyguard: Durin) - 66 points
    6 Dwarf Rangers with throwing axes - 60 points
    2 Dwarf Rangers with bows - 20 points
    2 Dwarf Rangers - 14 points

    35 units, 10 Dwarf bows + 2 bows + 6 thrown weapons, 1 hero

    Centaur's Crazies: 601 points

    Warband 1
    Ugluk (Army Leader) - 60 points
    10 Feral Uruk-Hai - 120 points
    1 Uruk Scout with banner - 33 pts

    Warband 2
    Uruk Siege Ballista with Siege Ballista Captain - 150 points
    3 Feral Uruk-Hai - 36 points
    3 Uruk Scouts with shields - 27 pts

    Warband 3
    Uruk Shaman with armor - 55 pts
    10 Feral Uruk-Hai - 120 points

    33 units, 6 Might, 1 BALLISTA!!!

    The game board was set up as you see with the initial forces deployed as shown. The ballista's warband rolled a 1 and paid a Might point (1/2M) to have me pick with side of the map to put it on. In retrospect, I probably should have chosen the North wall (guarantee use of the keep/towers), but whatever. One of my warbands also rolled a 1 for deployment and without a hero in that warband, they deployed outside, just beyond 12" of one of the Uruk warbands. Given that the Uruks weren't deployed anywhere near the towers, I don't think I'll be getting much use out of the Rocks upgrade, but whatever...
    Tiberius' Pre-Game Thoughts: Castle defense is something I've always loved - starting with Medieval Total War I and going to the present day, I love taking a good, solid wall and making enemies pay to cross it. This game will be rough because 12 of my hardiest troops are starting outside of my walls...and there's a ballista...

    Centaur's Pre-Game Thoughts: Assaulting a fort is hard with a ballista (because there are many ways to hide from a ballista shot, and even more ways to get an in the way), but it sure beats defending with one, :)  Pretty simple plan: bull rush the two sides, send a small hit squad toward the breach to keep his men spread out, and then push as hard as we can for the center.  Durin is going to hurt a lot (basically untouchable by my force and he'll have lots of attacks wounding my entire army on 4+), but we can hold him down with expendable infantry.  Should be an interesting fight.



    Turn 1: (Priority - Uruks)

    The armies race ahead, but I made a tactical error of moving one of my Dwarf companies on from a side of the board with a huge rock in the way...boo. As everyone presses forward, we'll have a few shooting attacks, but pretty much getting ready for next turn's melees.
    During the Shoot phase, the ballista nails a Dwarf Warrior with shield (firing through the breach provides line of sight if you are at the right angle - love that). The Dwarf archery was...remarkably less damaging (oh, archers...).
    This is just a zoom-in shot of the models: you can see here Centaur's Celtic warriors who he's using as Ferals - really great models!
    On the other side of the field, Ugluk and his band race towards Durin (oh yeah, this is going to go well).


    Turn 2: (P - Uruks)

    Forgot to take pictures of the Move/Shoot phases, but in the Shoot phase, the Uruk shaman took a wound (no fate expended, 1/2H). Here in the Fight phase, Durin called a Heroic Combat (1/3M) and slays his man easily. He then assists the ranger next to him and slays another. Ugluk also called a Heroic Combat and understandably killed the ranger he was fighting. Not much else happened - mostly attacks glancing off the palisades.
    On the other side, the Ferals killed two Dwarf archers and have begun leaping over the side. You can see the shaman here at the bottom of the picture (in a prime position for a pounding of Dwarf archery) (Yeah, can't really fix that...what are Fury saves for, right? :P ).


    Turn 3: (P - Uruks)

    Without priority again, the Uruks swarm, with a few even racing towards the breach. My Dwarf band who started outside of the walls has reached the walls and begun crossing over (hopefully they can reinforce both positions before I'm overrun...).
    Nothing really going on in the Shoot phase, though I do need to credit the ballista with getting a 6 to hit Durin (trying to knock both him and Ugluk to the ground to keep Durin from killing Ugluk), and then getting a 6 on the scatter (so it's on target!), and then getting a 2 on the in-the-way roll. In the Fight phase, Durin whiffs his roll to wound, landing 2 wounds on Ugluk (3/3M), but one of the wounds is saved by Fate, so Ugluk survives to fight another day. In other news, Dwarves fall left-and-right, with four of them biting the dust and many Ferals racing on to the palisades. My Dwarves, in response kill...nobody.
    On the other side, blows are traded about evenly, with one Khazad being killed and two Ferals begin killed (both by Dwarf archers, one of which was fighting two Ferals) (archers are swordsmen people, what can I say?).


    Turn 4: (P - Dwarves)

    The Uruks swarm the Dwarves and are basically in command of everything...nothing much to add otherwise. One feral (bottom-right) failed to hop over the wall again (which I found as a great relief)...
    In the Shoot phase, a Dwarf throwing axeman kills a Feral - finally a throwing weapon kill (Also, he just paid for 4/6 of them - not bad)!
    Durin is tied down by a Feral, allowing Ugluk to take on a Khazad with some other Ferals supporting and during the Fight phase, they basically clear the wall off. You can see here that many more Dwarves fell.
    On the other side, still more Dwarves are felled, though we were able to claim an Uruk Scout (with my Dwarf archer again).


    Turn 5-6: (P - Uruks)

    SORRY - forgot pics for round 5, but basically Dwarves cut across the lawn and more fighting on the walls. At the start of Turn 6, things are as shown below.

    The biggest change (and I'm really, REALLY sad we didn't get a pic of this) is seen on the northern wall - WHERE'S UGLUK?!?! Turns out that Dori (one of my throwing axemen) sniped him in the Move phase of Turn 5, finishing the job Durin began (THAT bites, :P ).
    During the Fight phase, the Uruks killed Dori and a Khazad Guard near the objective marker, while Durin killed a Feral.
    On the far end, the Dwarves are feeling a lot of pan, losing three archers and killing one Feral. Due to time constraints, this is how the battle ended and the points were tallied.

    Conclusion:

    We tallied the points and they came out as follows:
    • The Dwarves were broken and the Uruks were not, so the Uruks score 3 points.
    • There were 4 Uruk-Hai in range of the objective and 8 Dwarves in range of the objective, scoring, giving the Uruks 4 points and the Dwarves 8 points.
    • Ugluk was killed, giving the Dwarves 2 points.
    Final score: Dwarves 10 points, Uruk-Hai 7 points. Minor victory for the Dwarves.

    Assessment by Tiberius:

    Durin is very, VERY powerful - especially against Uruk lists. Unfortunately, a good portion of my armored troops started outside the fort and my Rangers took the brunt of it (and against Ferals, that's really not good news). I like having Durin in the list, and while fielding Rangers does keep your model count high, it does make resiliency suffer a little. We'll see what I end up doing with this list in the future.

    Assessment by Centaur:

    Cracking dwarves is hard, but honestly we got a good shake at it: we had a lot of attacks, we were able to start with a ton of the dwarves outside of the walls, and since he took the fort he was down both DSBs, so we can't complain about the loss.  Honestly the biggest problem was against those archers: we should have been able to kill more of the guys on the far side (which would have gotten my forces over the top for a steamroll of points to finish the game), but we were held down.  Great game against one of my favorite opponents, and really hoping that I get to face the dwarves again.

    Stellar unit for the Dwarves: Dwarf Warrior with Dwarf bow

    This game was odd in that very few of my kills came from units other than Durin. The kills that did come were mostly from my archers in melee, so today they get the award. I do need to recognize my shield-carrying Warriors, who spent pretty much the entire game shielding away Uruks from the far side, which made a difference but led to not many kills on their part.

    Stellar unit for the Uruk-Hai:

    My ferals, hands down.  While they make up the bulk of the army (all but 10 models in the army), these guys actually made it possible to crack the defenses of the dwarves.  With 2A each (3A if the shaman is spear supporting them), these guys can crack defenses quickly, even past walls, and don't require spear support (who can be shot out by archers on the wall).  I would have been torn to pieces if I ran my traditional scout army, so I'm pleased with their work.  Well done, gents.

    Monday, August 10, 2015

    Isengard Strategies: Ballista Crews

    Hey Reader!

    As we prepare for October's THRO tournament (woot!), I'll be releasing a number of tactical posts alongside the battle reports I usually produce, talking about different elements of the Isengard lists that I'm tinkering with for my force for THRO.  In today's post, we'll be touching on ballista crews, and some of the thought into why you'd take them, what they are designed to do (as well as what they are not designed to do), and how to get the most out of them in your games.

    Over the past few months I've heard a number of players complain (and rightly so) that ballistas don't really work because gamers in our gaming group put down a boat-load of terrain, making the range, line of sight, etc. substantially worse than the stats in the book.  I'll note upfront that I disagree with a reduction of their effectiveness (though I grant the point on how this limits line of sight), and in my next few battle reports I'll be playing urban games just to prove this point, :)  It definitely limits range, but as you'll notice in Section II below, limitations from terrain can be used to our advantage, and we actually embrace this.  But we are getting ahead of ourselves, :)  To begin, let's start at the beginning: why would you ever take a ballista crew.

    I.  Why Take a Ballista Crew?

    For starters, there are three things that gamers should remember about games in Lord of the Rings Miniatures:

    1) All games end at 25% of your starting force,
    2) Most games reward you for breaking the enemy force, and
    3) Ranged weapons are weaker in LOTR than they are in other Warhammer games

    All three of these things need to be kept in mind before you ask the question, "Should I pay 65-150 pts for this unit?"  So, very quickly, let's walk through the basics of taking a ballista crew.

    First, for at least 65 pts, you get three warriors (each of which is an Uruk-Hai warrior with heavy armor), who have the F4/4+ and S4 that we like about uruks, coupled with a healthy D5 for protection.  They sport a weapon that is D9 with 3 Batter Points, and does a S9 hit to its target, throwing it back 2D6" and knocking it prone at its final resting place.  This movement is only interrupted if the target hits a battlefield target (like a piece of terrain) or a character of S6+, which would cause them to stop.  In addition any target that is overlapped by the base as it flies back that is under S6 is knocked prone and suffers a S6 hit (by the by, that also means that if a horseman's base is overlapped both the rider and the horse are knocked prone...so be careful when approaching a ballista with cavalry).

    Ballistas can take a few upgrades: you can increase their range from 48" to 60" (which would be useful if using a Citadel tabletop that is 4' x 6'), you can re-roll to-wound rolls against buildings and targets with Batter Points if you purchase flaming ammunition, you can add an Uruk Siege Captain (a basic Uruk Captain with heavy armor that can spend his Might to promote the rolls involving the ballista) for 85 pts, or you can add extra crew for +10 pts/model.  On the whole the upgrades are decent (it would be really nice to have upgrades that would enhance to-hit and scatter rolls like in Warhammer 40k, but alas, too much to ask I guess, :P ), and the most common by far are the latter two upgrades.  I have come to take the captain upgrade basically every time I run a ballista, but more on that in the next section.

    Ballistas are usually selected by armies that want to have a ranged option but don't want to run a host of uruk scout archers (who have limited range, a 4+ Shoot Value, and keep F4/S4 warriors far away from melee combat where they really shine), uruk crossbows (which have to remain stationary to fire), Ruffians (who have better range with a 4+ Shoot, but are much worse in close combat than uruk archers), or orc bowmen (even worse than the uruk scout archers for only marginally cheaper cost, and all around worse than the Ruffians with the exception of the  Defense stat).  Ballistas offer a 4+ Shoot (on par with the best that Isengard has to offer) at 48" (which is basically the whole board) with substantially higher firepower (150-225% of the next strongest archery option).  In addition, anyone who is knocked over will spend half their movement standing up, slowing down the model's ability to get into combat, limiting their range for shooting ranged attacks (or eliminating the ranged attack ability for a turn for anyone with a crossbow), etc.

    And for 65 pts it's really hard to match the firepower: for 65 pts you can almost get 6 crossbowmen, 7 uruk archers (with a bit left over), almost 11 orc bowmen, and 13 ruffians (ergo why I speak highly of ruffians in my post on them, which you can find here).  In all of these cases you'll have to volley fire for the first few turns to have a chance at doing damage (so already you're spending more points to get a volleyline with anyone other than the ruffians, and crossbows can't volley), and in all of those cases you're unlikely to get more than 1-2 hits, each of which will be wounding on 6s, randomly determined by your opponent, so it's not reliable for damage count.

    With a ballista, you have a 50% chance of hitting (higher chance if you have an uruk captain using Might), and when you hit the target you almost always (read: anyone who is not D8+) wound on a 3s, so even if you miss every other turn, the chance that you wound the guy (especially if you have Might from the uruk captain - see why we take this guy?) is extremely high - upwards of 66%.  And if the target hits a building or S6+ model, it takes an additional S6 hit - which in most cases is 50% or better chance at wounding.  So the likelihood that you wound the model is extremely high, even if it's every other round.

    Now some will say, "But Centaur: once you succeed on the to-hit roll you still have to roll a Scatter to see whether you hit the intended target (on a 6), a different opposing target (on a 2-5), or one of your own models (on a 1).  Doesn't that make it harder to wound people?"

    Well, if you don't have a strategy for choosing the initial target, yes.

    And this is why we write tactica posts, :)  There's a strategy for picking targets (which we'll talk about in the next section), but suffice it to say for now, it doesn't decrease the killing output of the ballista, even though it will feel like it because you don't knock over/roll to wound as many targets as you might have if it hit the initial target.  Because at the end of the day, we follow the Ballista Rule of One:

    Ballista Rule of One: We need to kill one model every turn to pay for ourselves.

    I'm not even joking: whether that's a hobbit militia (the cheapest model in the game) or a dragon, we only need to kill one model every turn with a ballista.  Everything else is gravy.  And that's because of what ballista crews should and should not do, which is where we turn next.

    II.  What Ballista Crews Should (and Should Not) Do

    I think that the reason people are afraid to use ballistas is because they are afraid that either a) they won't do what they want the ballista to do, or b) they will not kill a lot of models in a single turn.  And when you are passing up 6-7 uruks for the cost of a ballista (or 15-17 uruks if you buy the captain upgrade), this makes sense.  So I understand where they're coming from.  So I think we need to start with a reorienting of our understanding of the role of the ballista in our force.

    1) Ballistas are Built for Crowd Control, not Damage

    Ballistas force opposing armies to split their forces: mass too many warriors or heroes in one place, and you're guaranteeing that the ballista kills a few models in a given round.  Ballistas also knock over models, making it virtually impossible to rank up, and keeping spear support (who tend to be the chosen targets on a 2-5 on the Scatter roll, as it means your army takes less hits) from helping the frontline infantry.  This is extremely helpful considering the fact that Isengard's strength is in infantry formations, as berserkers, ferals, and uruk warriors will wreck enemy lines that are disrupted.

    While ballistas can do damage (as we'll see in the next point), they are primarily built for crowd control: a good ballista commander will use his ballista to force his opponent to play the way he wants his opponent to play, either letting him send bolts through his opponent's army (which is bad for the army), or splitting up and giving his army to the uruks in small, bite-sized pieces (which is also bad for the army).  Thus the ballista is more of a psychological drain than it is a physical drain (though it can remove a fair share of models, which is where we turn next).

    2) Ballistas Deal Damage, but are not the Primary Damage Dealer for the Army

    Ballistas can inflict a lot of pain: according to the rule for the ballista, whoever the primary target is (even if he is S6+) is knocked 2D6" backwards, meaning that even if you scatter off of your initial target, your opponent is very unlikely to take the hit on a model that is S6+ in fear of both the large base knocking over his army (which is bad) and having to run the model back into position (which is inconvenient).  What this also means, though, is that unless he takes the hit on a hero (insert same commentary on why they rarely choose heroes), the chance likelihood that the models has more than 1 Wound is very low, so we're already at 66% chance of wounding and removing that model, with a higher chance if we hit a barrier/terrain feature (mathematically it's closer to 80%).

    While the ballista won't be the primary damage dealer of the army (mostly due to the random nature of who takes the hit), it can deal damage to enemies if it has the three things that all ranged models need (and we talk about this a bit in our posts on Grey Company on this blog):
    • Proper Firing Lanes: When deploying your ballista, find which portion of the map you want the ballista to cover.  This will be your "firing lane."  It will likely not reach all the way across the board, but that's okay - we'll force the enemy into the firing lane during the game (more on that in Section III).  The important thing to note here is the thing that you as the commander can control: don't clog the firing lane with your own models.  Since you are not guaranteed to have a hill/higher vantage point for your ballista, you'll want to keep your infantry out of the firing lane so that you don't obscure line of sight.
    • Group Targets: Ballistas are not designed to fire at solo models.  Make sure that you are picking models that are grouped up (at least within 6" of each other) so that you have a variety of options for your shots.  Even if it means you take an In the Way roll, on a 4+ you still have a good chance at hitting the model, and with Might from the Captain you have still better odds.
    • Prepare for Melee: Some people may think that their primary goal is to keep their ballista from being engaged in melee combat.  Here I reiterate my longstanding maxim that "archers are swordsmen," and this is especially true for ballista crews.  Since we have F4 D5 models for the crewmen, they are extremely defensible and can hold their own against most warriors (albeit with some support if there are more than 3-4 enemy combatants).  And at S4, should they win combat they can actually rack up the kills quite quickly (even quicker if you purchase the captain, as you'll have a F5 S5 D6 model with 2A to assist them).  This allows you to pump out even higher amounts of damage in close combat, giving a chance at multiple kills that you would not have gotten had you been firing in a straight line after a Scatter roll.  So don't think that if you're not firing the ballista bolt that you aren't doing damage - you can actually increase your damage by being in melee combat.
    So trust your ballista: give it a solid firing lane, pick a target so that you're still hitting someone if the Scatter roll isn't a 6, and let your archers be what they are: swordsmen.  Most of the frustration with ballistas comes from people trying to make them do things they are not built to do: kill droves of guys, put wounds on trolls - stuff that they can do, but we don't need them to do it for us, so long as we maximize their utility in our armies.  Which brings us to the final section.

    III.  How to Maximize Ballista Crews in Your Force

    To maximize a ballista's damage output (and crowd control), the intended target matters a lot.  To begin, we'll take a moment to review how you measure Line of Sight (LoS) for the ballista.

    Every siege weapon requires two things in order to fire: 1) not moving that turn, and 2) having two friendly models in base contact who also did not move this turn.  This means that we can move the other models to gain LoS, and as long as they are part of the siege crew, they can grant LoS for the ballista.  While no "maximum movement range from the siege weapon" is specified in the ORB or The Hobbit Rulebook, the rule for Bard the Bowman from The Hobbit series seems to indicate that crew are allowed to move 6" away from the siege weapon, and we see no reason to deviate from that rule here.  This means, though, that when selecting the target we can use any of the siege crew models to measure LoS, giving us a reason to both add extra crewmen as well as to deploy our crewmen tactfully.

    Once we have our LoS established, we choose an advantageous target for our ballista.  To demonstrate how to best choose your target, consider the following:


    You'll notice that there are eight targets we could pick, and there are three that are ideal: the Rohan Royal Guard in the front, Eomer, and the Rohan Warrior with throwing spear near Eomer.  If our mindset is, "knock over as many people as possible," we'd likely pick Eomer, as he has the highest potential for knocking enemies prone and wounding on 4s (with both him and Firefoot being wounded on 3s).


    Problem: if we target Eomer, there is another warrior behind the building that is now within 6" of the target, making him a viable scatter target (and would require an In the Way roll from the wall he is next to).  Now while you cannot always avoid getting a target who will have an In the Way roll, if we can avoid it, it is almost always worth it for us to avoid it (because it's another roll that may require a Might Point, and we only have 2 of those, if any).

    Regardless of which target you end up firing at, something critical should be mentioned here: take 5 seconds or less to pick your target.  Ideally you'll be thinking about which target to take during the Move Phase to save time, but we want to avoid taking too long to pick a target.  There's nothing more frustrating for an opponent than a slow player, and we want to keep the game as engaging and exciting as possible for everyone, even if it means we don't get "the perfect target" for our shot.


    The better target here is either the Royal Guard or one of the warriors, since there is less margin for error, and the ballista does what it is designed to do: redirect the enemy forces.  If Eomer wants to charge the ballista crew, he can - and he'll find himself matched on the dice (and Fight Value) and trapped if he faces the crew.  Alternatively he can hold back for a turn while his infantry move up, which buys the ballista another turn (which means we have a chance to pick his men off, perhaps aim for him if it's advantageous, etc.).

    This also brings up another question: "What if I have models within 6" of the target?  If I hit one of my own models with the ballista, doesn't the firepower of the ballista mean I have a good chance of killing my own model(s)?"

    Short answer: yes.  
    Other short answer: that's okay.

    This leads us to an important rule for ballistas, known as The Other Ballista Rule of One:

    Your chance of rolling a 1 on the Scatter Roll is just as high as your chance of rolling a 6.

    I've seen players shy away from a good shot (and I've been one of them) because we were afraid of friendly fire.  But I've never seen a player shy away from a roll because he had a chance of getting a 6 and hitting the target he was aiming at.  Reason being?  I have no idea - the odds are exactly the same, and in the event that our model is engaged in combat, we will get to wound his model in that combat as well (in addition to knocking him prone), so while there are a few circumstances where we might exercise caution (like if we have an army leader with no Fate remaining and only 1 Wound left), but on the whole, don't worry about it.  Especially if you have a siege captain who has a Might point left.  Take the best shot - even if it means you get to live dangerously for a bit, ;)

    Now some are going to say, "Centaur, this is all well and good, but what if my opponent never moves into my firing lane?  What if he stays out of range and I just spent 65-150 pts for nothing?"  An excellent question - a few thoughts for you:

    1) Firing Lanes: When we discussed the importance of firing lanes in Section II, you'll notice that I was intentional in referring to "proper" firing lanes.  There are a host of possible firing lanes on any board from any particular vantage point, so picking the right firing lane is important.  A few examples, based on the type of game you are playing:
    • Domination: Pick a firing lane that helps to cover both your starting objective (as you should place the ballista near an objective so that you claim it from the outset) and in range to put fire on either another objective or the approach to another objective (and if possible, two objectives).  This gives your opponent a choice: come into the firing lane, or give up on the objective.  Either way, this is a win for Isengard.  Even if this means an In the Way roll, that's fine - a 4+ (especially with Might from the captain) is good odds, and usually enough to deter a power hero or monster from entering.
    • Hold Ground: Pick a firing lane that covers the approach to the central scoring point.  Since we won't be moving the models from the crew into range of the scoring objective, we want them to contribute by removing enemy models from scoring range (not even necessarily from the board - the joy of a crowd control weapon) to help our boys in the center.
    • Reconnoiter: Putting enemy models on the ground is extremely helpful in this scenario.  Choose a firing lane that forces the opponent to run wide (which we can cover with crossbows, cavalry, monsters, "hit squads" of infantry around a hero, etc.), and make them take a long time to cross the board, using time and distance as our ally.
    • To the Death: Best case scenario, we remove a decent number of models from the board and/or put models prone on the ground for our infantry to engage.  Worse case scenario, we just kept back 3 or more of our models safely in the rear, making it harder to break our force.
    And the list goes on.  Regardless of the scenario, ballistas can help - we choose our firing lane to reflect what scores points for the scenario.

    2) Army Model Count: If you think of the 3-4 (or more) models in the ballista crew as being part of your army's total model count, having a handful of models tucked away in the back makes it harder to break your force, harder to bring your force to 25%, and harder to pick a "soft target" to remove models.  Since most of the strongest models for Isengard (trolls, uruk-hai warriors, and berserkers) are D6+, being able to remove D5 models is much easier (unless you're up against a Shire force who doesn't care, ;) ), so people will naturally want to polish them off first.  By keeping them in the back, we force them to face our D6 frontline, or run for a while to get to us (in which case we still fight well in close combat).

    3) "Free" Captains: Do you know what I really like in my Move Phases?  Having a captain who is not engaged in combat yet.  You see, captains are nice: they have a good number of attacks, usually pretty solid defense, good Fight Value, and they can call Stand Fasts if you need it.  They give you lots of versatility - and if you purchase a Siege Captain for your ballista, you're almost guaranteed to have a free captain at the start of your Move Phase.  Granted he's not on the frontlines, but this means if you need to hold an objective you can leave a captain there to call Stand Fast and keep your forces at that objective in scoring position.  If you need a shot off before your opponent opens up in the Shoot Phase you can call a Heroic Shoot, which could be with both the ballista and any other archers that are within 6" of him (great way to get some extra power out of a 50-pt Ruffian volley line, crossbows for point defense, etc.).  Lots of options here, all because you kept your captain free.

    I am becoming more and more convinced that it is worthwhile to have a ballista, even if it only kills 2-4 models in a given game (usually it's more than that, but that's standard fare for the minimum threshold).  Which preempts the final question that will end this post.

    Final Assessment: Is It Worth the Cost?

    It's also worth asking the question, "How many points worth of models do I need to kill in order for the ballista to be worth the cost?"  For starters, I'll make a very controversial claim:

    You don't need it to pay for itself.

    Conventional wisdom says that if the model is not getting its point value back, it's a bad investment.  But consider: when was the last time Aragorn got his points back (175-260 pts)?  When was the last time any 100+ cost model got its points back?  In most games high-cost models (read: 70+ pts) don't make their points back in kills unless they are the dedicated damage dealer of the army (Eomer, for example, but even then it doesn't always happen).  So why do they still seem to "pull their weight" in the army?

    Well, frankly, because the game doesn't require you to remove 100% of the enemy's army - you only need to remove 75% of their force, and since leaves 25% of the models in the starting force, this often equates to more than 25% of the points still being on the table.  So if a ballista doesn't get its points back, it's not failing the army - it's contributing to the damage total, which the non-primary damage dealers are expected to do.

    Instead, I recommend the following metric: "Did it disrupt the enemy formations, and/or did it force the opponent to play by your rules on your turf?"  If the answer is yes, then you have a working siege ballista.  If the answer is no, we may need to rethink the use (or place) of the ballista in the army.

    And that's where the rubber meets the road.  That's something that you'll need to figure out on your own, and can't be written in broad strokes in a blog post.  So practice with the ballista, see how it goes, and remember to see it for what it is designed to do: disrupt, do some damage, and scare the lights out of an oncoming horde.

    Conclusion

    In the next few battle reports I'll be showcasing some of this in a series of urban maps built to reflect the typical amount of terrain we usually have on the field for tournaments here at TMAT (and I'd imagine is standard, or a few degrees upwards, of typical tournament boards), so keep watching this space!  Until then, you'll know where to find me,

    Watching the stars,

    Centaur

    "I know that you have learned the names of the planets and their moons in Astronomy...and that you have mapped the stars' progress through the heavens.  Centaurs have unraveled the mysteries of these movements over centuries.  Our findings teach us that the future may be glimpsed in the sky above us." ~ Firenze, Harry Potter and the Order of the Phoenix

    Tuesday, August 4, 2015

    Summer Workbench: Mordor

    Good afternoon gamers,

    As I mentioned in a previous post, I did a lot of hobbying this summer, but due to purchasing a condo and moving, I didn't get a lot of time to post on the blog. This summer, I focused on two projects for the most part (besides purging my terrain collection before the move): Mordor Orcs (and their Ringwraith handlers) and Rivendell Elves (and some of their High Elf lords). Both of these lists will be getting a post on some of the strategies I've developed while learning how they play, and today's post will be focusing on Mordor.



    The army is mostly composed of Mordor Orcs (not Morannons, more on that in a bit), but there are some Trackers and Spectres too to bring out the model count. I also own some Wild Wargs, which thanks to the new sourcebooks can be brought with a Mordor list (or Angmar under the old LOME rules). A few thoughts on why this collection of models...

    1) Purpose of the Army: Magic

    I have five other conventional armies: one of them fields light elite troops (Wood Elves), heavy elite troops (Dwarves), an army with a mixture of heavy and light troops (Isengard), a hero-oriented army with a mix of heavy and light troops (High Elves), and a spam, cheap, terrible troop list with LOTS of monsters (Moria). Since Mordor Orcs are pretty average (only slightly better than Goblins), I didn't want my army to repeat my Goblin strategy. I also haven't gone with Morannon Orcs - too much like my Uruk army. Orcs will never be like Elves or Dwarves, but what makes them a unique for my collection is that they are actually average. This makes them cheaper than my other units (not as cheap as Goblins, though), freeing up space for heroes (or elite troops) to do the one thing that made me fall in love with Ringwraiths as an independent army list: cast magic.

    Our dedicated readers know that the three things I love the most about LOTR SBG are as follows: magic, throwing weapons, and heroic combats. Spectres are cheap "magic" additions, in that they basically have an inexpensive quasi-Compel capability (no reduction to fighting power, but movement and rooting capabilities are present). When you pair that with Ringwraiths (who make passing Courage tests harder), you can manage how many foes are waiting in the front lines (or supporting the front lines) quite well. After you break the foe, your Ringwraiths will make sure the army flees quickly. How, though, do you break them with primarily just Orcs?...

    2) Purpose of the Heroes: Magic and Warrior-Empowerment

    The heroes in this army need to be able to add to the killing output of the army. While the Witch King or Khamul can certainly kill their fair share, you can also assist with killing potential by making your other units more effective. For this, you can use The Dark Marshal or The Shadow Lord, but you can also use the Shade.

    Since the Shade basically gives banner/two-handed weapon penalties to every foe nearby, your grunt troops become a whole lot stronger. For only 100 points, this can pay HUGE dividends if you have enough Orcs - even make using two-handed weapons valuable, since your foe has the same penalty you have (but without the bonus to wounding).

    But you can also get cheap Ringwraiths to deal with enemy heroes - ensuring that the primary killing pieces of the enemy do nothing while your grunts do their carnage. Just a few turns (3-5 generally) of inactivity by a "vanilla" Ringwraith (unnamed, probably with 7-9 Will) can make a huge difference in the longevity of your army and how quickly you get those foes to breaking point. If you're interested in what you can do with the magical capabilities of Ringwraiths, we have a great tactica post on how to use their spells, so we're not going to go into it here (you can also see our three-part series about the "Riders In Black" here, here, and here).

    3) Purpose of the Warriors: Magic and Body-Count

    As I mentioned above, your units are average - not terrible, but average. With Defense 4-5 on your Mordor Orcs, you're not terrible at resisting damage, but you are (again, theme!) average. Without any additional help, this formation of Orcs is going to take a beating from the Dwarves: most will shield to get the same number of dice, but one can double-team OR pull off a spearman, which is going to hurt. Don't even get me started on how that archery shoot is going to go... Nothing short of Mordor Uruks are going to work against this traditional Dwarf battle line on their own, but...
    ...change your line-up to have your D6 spectres are in the front and your D5 Orcs protect your D3 archers and you have a serious advantage. I like to put a few Orcs on the end of the battle line so that they can shield in case my spearmen get wrapped around. Ideally, of course, you'd want a few "two-handers" floating around so that they can help the spearmen (or front-liners) whack through their guys in the front. The spectres not only have the valued D6, but also wound on Courage value, so if you can just win the fight, you can wound this Dwarf battle line on 4s (if you have a Ringwraith present, see note above on Ringwraiths helping spectres). Add in the bonus from the Shade and the support from the spearman and you've got a good thing going!

    4) Looking Forward

    Honestly, I'm not looking to add to much to this list - the origin was an all-ringwraith army and I started collecting Orcs (and later spectres) to protect the ringwraiths. I'm still trying to decide whether to invest in Warg Riders and if I do, they can be used in either this army or my Isengard force. On the whole, I'm happy with the army right now, but I'll keep you all posted if more models come. Also, since I'm using an Angmar hero to flesh things out, I could take my Cave Troll with these guys too...so if I really feel like the Witch King needs some back-up, I'll look to him to help. On the whole, though, I don't like trolls - no Will = big pincushion at best or magical stupor at worst.

    Next time, we're looking at High Elves, so stay tuned and happy hobbying!

    Saturday, August 1, 2015

    Sneak Peak: THRO 2015

    Good morning gamers,

    So I've been thinking about our Fall "The Hunter's Red October" tournament (THRO, pronounced like "throw") a lot in the last few months, and so we'll begin this post with a short overview of the purpose of the THRO tournament and then give a sneak peak to the scenarios that are going to be played and the army list-related rules we're going to have. This is not only to field comments before the official tournament post goes up (read: this is not binding yet, so comment if you have better ideas...or if you think one of these ideas stinks), but also to allow players to practice before the tournament is posted to get a better idea of how they want to structure their armies.

    1) What is THRO? Why do we do it?

    THRO was originally designed to be a "fun" tournament - there's no prestige attached to winning it because it's intended to be a "safe" tournament to bring a fun list to AND a mode for trying out new and different scenarios. This is often our proving ground for things we want to add to our spring Grand Tournaments (or things we know we could NEVER get away with at a GT).

    THRO is also an excellent opportunity to get new players involved in the hobby, since THRO's atmosphere tends to emphasize (in little ways, hopefully) what you can do with the LOTR hobby. Most of the scenarios (and armies) brought to a GT focus on the core rules of the game or the current meta (e.g. lots of To The Death/Domination games, lots of F4 D6 armies). THRO is different: "throw" a scenario with weird (but not complicated) rules out there, try out the newest "official" scenarios (with minor mods, of course), and try out new tournament scoring rules (like our "kudo points" that we traditionally use). THRO is open season without being too complex that people get frustrated and ask for "a simple game of To The Death."

    2) What is going to be different this year?

    Ever year, the goal is to make THRO a little different - that way, if we find something that we want for the GT, we can use it, knowing that it's been tested before. For example, our first THRO tournament tried out modified rules for the new Warband Sourcebook scenarios, overhauling the scenarios we used from the old "Legions of Middle-Earth" (referred on this blog and elsewhere as "LOME" or "Legions") book. Prior to the tournament, we had a lot of reservations against the scenarios and came out at the end of the tournament thinking "those weren't so bad on the whole."

    This year, we're making a few changes:

    • For every tournament prior to this one, everyone posted their lists in comments on the tournament announcement. What this in reality did was encouraged everyone to wait until the last minute to post their list, adding to the stress of those who were trying to help newer players build their lists and delaying gratification for those who knew far in advance what they wanted their lists to look like (or at least, roughly knew). This year, armies will be submitted by email to the Tournament Director (me, Tiberius) and upon submitting your army list (and any subsequent player's submission), you will get a confirmation email that shows your list and all lists that have been already submitted. Since I will be receiving the lists, my army list will be submitted at the same time the THRO announcement is posted.
    • Armies will be built to the 600 point level (with 3 points of grace as normal), following our modified rules for LOME lists and the established rules for Warband lists. This year, only 450 (or so) points of the army list will be submitted in writing - the other up-to-150 points will be "hidden" from public view and each scenario will have something special about those 150 points worth of guys (more on that below).
    3) Three (or more) Games:

    At THRO, depending on how many players come, will determine how many boards we have (and hence, how many scenarios we need to have in play). So we're going to assume three scenarios for now, but we'll plan for a few more - if you have ideas for these scenarios, please send as a comment!

    1. Domination:
      1. DEPLOYMENT: 18" from one corner. 5 objectives (or markers with objective being everything within 3" of a marker) on the board.
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 3pts for every uncontested objective OR 1pt for each objective you have more models on; 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): no rules! You just have the element of surprise on your opponent.
    2. Hold (Ground) The Keep:
      1. DEPLOYMENT: Players roll to decide who attacks the fort and who defends the fort. One fort in the middle with an objective marker in the center. For directional purposes, the gatehouse is on the "north" wall. Each player then rolls a dice for each of his warband/detachment, with all models within 6" of the hero/hero-equivalent of the warband/detachment (any hero within that warband/detachment may use Might to influence the roll):
        1. Defender deployment:
          1. Reinforcements: The warband/detachment deploys within 3" of any board edge.
          2. North/South Guard: The warband/detachment deploys on the North or South wall (attacking player's choice).
          3. East/West Guard: The warband/detachment deploys on the East or West wall (attacking player's choice).
          4. North/South Guard: The warband/detachment deploys on the North or South wall (defending player's choice).
          5. East/West Guard: The warband/detachment deploys on the East or West wall (defending player's choice).
          6. Flex Guard: The warband/detachment deploys anywhere inside the fort (defending player's choice).
        2. Attacker deployment:
          1. Late Arrival: The warband/detachment moves onto the board edge of choice at the end of the Move phase. It may not charge but may otherwise act normally.
          2. North/South Flankers: The warband/detachment deploys within 3" of the North or South board edge (defending player's choice).
          3. East/West Flankers: The warband/detachment deploys within 3" of the East or West board edge (defending player's choice).
          4. North/South Flankers: The warband/detachment deploys within 3" of the North or South board edge (attacking player's choice).
          5. East/West Flankers: The warband/detachment deploys within 3" of the East or West board edge (attacking player's choice).
          6. Flex Guard: The warband/detachment deploys within 3" of any board edge (defending player's choice).
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 1pt for each model within 6" of the objective marker; 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): the defending player must pay at least 100 points to use the fort. The fort comes as-is, no rules associated with it. For 30 additional points, he may make all of the external grass leading up to the palisade wall difficult terrain. For 20 additional points, he may give the "Murder Holes" upgrade to Keep and Turret (models in the keep/turret may forgo a normal shooting attack - if any - in order to make the equivalent of a crossbow shot with a Range of 4" from base of keep and a Strength of 4). For every 50 points the attacker chooses not to take, each D6 roll made by the defending player is reduced by 1 (to reflect an earlier arrival of the adversary).
    3. The Road To Weathertop (High Ground):
      1. DEPLOYMENT: each warband/detachment rolls a dice: on a 1-3, deploy within 6" of the player's board edge. On a 4-6, deploy within 12" of the player's board edge. One large piece of terrain in the center of the map.
      2. END OF GAME: enemy is brought to 25% OR 90 minutes elapse.
      3. SCORING: 
        1. 1pt for each model touching/on the top two levels of Weathertop (roughly 6" from center of board); 
        2. 2 pts for killing the enemy army leader; and
        3. 3pts for breaking the enemy without being broken OR 1pt for breaking the enemy and being broken.
      4. RULES FOR HIDDEN MODEL(S): All hidden models deploy as a single detachment before all other warbands/detachments within 3-6" of the center of the map on the player's half of the board (determined by board edge).
    THRO will be sometime in October (obviously), so keep an eye out during the start of September for the official announcement. In the meantime, would love scenario ideas.

    Wednesday, July 29, 2015

    Throwing Weapon Theory: How to Make Them Work

    Good morning readers,

    So my wife and I just bought a condo, moved, and have been doing home-improvement jobs for the last few weeks. It's been really busy. But now that most of that stuff is put to bed, I can get back to writing on the blog. Rest assured, my hobbying-hands haven't been idle in the past few months, so I'm hoping to get up a lot of content over the next few weeks (give Glenstorm a break - thanks buddy).

    Today, we're talking about throwing weapons, and this post constitutes the climax of a four-year journey in learning how and why to use throwing weapons. Since starting to collect in this hobby, I've really liked throwing weapons. First with Gimli, then with my Wood Elves, I learned that there is not only a reason, but also a tact to using these things. As a preliminary note, all references will be in inches - assume 2 cm for each 1 inch we talk about here if you use the metric scale.

    1) Why Use Throwing Weapons?

    Throwing weapons do two valuable things for your army: first, they allow more than 33% of your force to contribute to body-counting the enemy outside of the Fight phase. Second, they allow you to do damage in the Move phase, and not just the Shoot phase or Fight phase.
    When I first looked into armies for LOTR SBG, I immediately liked Elves (any kind) and Dwarves. When trying to decide what kind of Elves to run, there were three kinds of units that I considered: heavy armor High Elves, light armor Galadhrim, and unarmored Wood Elves. Dedicated readers know that I've gone the Wood Elf route (though I have a small band of Galadhrim and am creating a small High Elf army), but the ultimate deal-breaker was that the Wood Elves could take throwing daggers and the others couldn't. Elves naturally come with a high Shoot value and the only way to capitalize on that for most of your army is to equip those who can't take bows with throwing weapons.

    2) How Many Throwing Weapons Should I Take?

    Throwing weapons can be taken in large quantities, but for most armies, throwing weapons are a supplement to the overall army killing power. Three of my armies field throwing weapons - Dwarves, Wood Elves, and Goblins - and because of how I've chosen to build them, throwing weapons are part of the overall strategy but not a large part. For 8 points/model, I can see why a general might take 2/3 of his Goblin army as Prowlers with shields/two-handed weapons (Corsairs can do this too for the same cost), but Wood Elves and Dwarves tend to rack up the points pretty quick if you're spending 9-10 points/model just to be able to shoot. This being said, having a 3+ Shoot value makes charges of this kind very, VERY dangerous.

    There is one army that does well to have a large complement of throwing weapons: Rohan (though if you can protect Corsairs, you can do MURDER with lots and lots and lots of Corsairs). Since Riders of Rohan can take 8" throwing weapons on 10" movement units, your effective engagement (and escape) range is huge. Rohan infantry cost 9 points/model if they have throwing weapons and shields which can get expensive, but with a few cheap heroes, you can still have a high model count with a ton of throwing weapons.

    I've often been asked the question by newer players in our gaming group (especially Rohan players), "How do you determine if the throwing weapons are worth it?" This is a legitimate question, since you're paying 2-3 points/throwing weapon in your army. My reply is simple:

    "Tally the points you kill with throwing weapons and compare that to what you spend."

    For some armies that overkill on throwing weapons (especially Rohan armies), if you're spending 40+ points on your throwing weapons, you want to see at least that many points being killed by them (not their wielders in melee - the throwing weapon itself needs to do the killing). Against Uruk armies, this means 4-5 kills, but for a Goblin army, you're talking upwards of 8 kills. Can you get that in before the fighting really gets started?

    Consider, however, if you have 6 Dwarf Rangers with throwing axes, you only need to get 2-4 kills before you've paid for the upgrade. Statistically, you're supposed to get 4 hits with your rangers each round, which translates into 1-2 kills in the first volley alone (assuming Defense 4-5). With some tactical positioning (to be covered next), you might get in another round or two of shooting before the melee begins, which effectively pays for the weapon upgrade. For most armies, I'd recommend only a few units taking throwing weapons and keeping them together in a group where their style of fighting and firepower can be concentrated.

    3) How To Use Throwing Weapons

    There are four cases that you might face with your throwing weapon units:
    • You are not in charge range of enemy targets AND your range is greater than the movement of the enemy targets (One-Round Safety);
    • You are in charge range of enemy targets AND your range is greater than the movement of the enemy targets (Quick Get-Away);
    • You are not in charge range of enemy targets AND your range is less than the movement of the enemy targets (The Dance); and
    • You are in charge range of enemy targets AND your range is less than the movement of the enemy targets (Possible Get-Away).
    The second and fourth cases are often the same, so we'll consider them together (they're really only different if you get priority and your movement is equal to or greater than your opponents). We'll look at some case examples of each of these in order to see what you can do when you're in them.

    Case 1: One-Round Safety
    When you are outside of charge range, it doesn't matter if you get priority first or second - you'll still be able to skirmish and you don't need to call a Heroic Move - the only thing this affects is "how" you skirmish. The simpler case is when your opponent moves first (no duh here): you know where his units are and can position your own where you need them. Here then is the first tactical rule of throwing weapons:
    (1.0)     Distance between thrower and target = [Movement of Target] + 0.5 inches

    Since this case assumes that your range is greater than the movement the target, the target will be in range. Why tack on the 0.5 inches then? The reason is minor but valuable: first, you should still be in range. Since all ranges and movements are in full inches, you'll still clip roughly half the base of the target with your range (as seen in the case of the Wood Elves and Goblins above). For units with 8" throwing spears, you can actually pick targets in two ranks doing this, even if they're 6" movement models.

    There's another reason for tacking on the extra half-inch: your opponent's move on the following turn gets cut by half an inch too, giving you an extra half-inch to retreat on later turns. The reason is the rule on control zones: you're not allowed to enter the control zone of an enemy model unless you're able to complete the charge. Since you're beyond his movement stat, he can't complete the charge and so must stay out of your control zone. You may not see the overall distance gain as all that much, but trust me: over time, the distance stacks up. Ultimately, though, you've still bought yourself another turn with this strategy - if your opponent moves first, he tries to reach you but ends 1" away from you and you just move back so that there is the same distance as before between you and him (unless you move slower, which happens for some civs). In either event, you've gained at least one more turn to make those throwing weapons pay for themselves.

    This begs the question though: what do you do when you have to move first? The answer is simple (kind of...):

    (1.1)     Distance between thrower and target = [2x Movement of Target] + 0.5 inches

    It's important to note that if you have less movement than your target, you won't actually get this far, but the reason for this distance should be easy to understand: you want to either choose to move his full distance and be in range of your guys this turn and not able to charge next turn, or to stay outside of your range and hence not be able to charge you on the following turn. In either event, you've won yourself one extra turn of shooting (hence, why this is called the One-Round Safety strategy).
    Two words of caution on this particular strategy: first, it wins, but can be very, VERY frustrating for your opponent. There's nothing quite like having to take fire from an opponent you can't catch. The second point of caution though is for you: it is rare that you get this same strategy two turns in a row (if you keep not getting priority and your movement is at least as much as your target's movement, you can do it). As such, you need to be ready for the next two cases - especially the one we're tackling next.

    Case 2: Quick/Possible Get-Away

    In these cases, you begin in charge range and now need to adjust your movement to make sure that you aren't charged this turn and can get one last round of firing in. There's an important caveat to both of these cases: you need to have priority OR successfully get off a heroic move. That's hard and in many ways not up to you as much as it is to Lady Fortuna. Without priority/a heroic move, you're dead in the water (since you begin in charge range). Therefore, for this use case, we're going to assume that you've already got priority/the heroic move, and you're just trying to figure out how to get in one more turn.

    If your throwing-weapon units were skirmish cavalry (e.g. Riders of Rohan/Warg Riders with throwing spears), it might be possible for you to get more than one turn of shooting out of your movement, but let's assume that that's not the case for now (because at that point, you basically become one of the other two cases we're looking at in this post).

    In the quick get-away case (where your range is greater than your opponent's movement, my recommendation is to move just out of charge range (see Equation 1.0). You won't be able to move to a distance that is more than twice his movement, so don't worry about it - you get in one more valiant throw and then it's "fix bayonets" time.

    In some cases, though, you only have a possible get-away: in the picture above, the Dwarves were only able to leave 2" between them an their warg oppressors, so now we have a different tact:
    (2.0)     Distance between thrower and target = 1 inch + [Make Shooting Attack] + [Complete Charge]

    In some cases of the possible get-away, you can put the opponent's movement + 0.5 inches between you and them, but since their movement is greater than your range, they could wait outside of your range if they wanted. Therefore, if your opponent gives you the opportunity to charge, just charge (you still get that one-more shot in - wounding-in-the-move-phase-for-the-win!).

    Case 3: The Dance

    This case is in many ways the worst of the cases - which is why we're tackling it last. :) Here, not only are you in charge range, but your opponent can also wait just outside your shooting range for a good turn to charge. In the example above, you see some Goblin Prowlers who are being outmaneuvered by some Uruk Marauders - 8" movement beats 5" move and 6" range. So...how do you win?
    It's important to note that since this scenario assumes that you begin within charge range, you also need to start with priority OR call a heroic move. Without it, you're charged and that's that. In the scenario above, the Urus have waited outside of your weapon range and therefore stayed outside your shooting range. So, we use Equation 1.1 - get to just outside their movement range. I know what you're thinking: "but we just did that - we know they'll just stay out of throwing range and we'll be back where we started next turn! What are we doing?!?!?" To answer this question, let's look bigger than the throwing weapon damage itself.

    In the scenario above, the Prowlers are 6.5" away from the Marauders and knowing that the Prowlers can't charge them, they choose instead to move 2" directly away from the Marauders, getting out of charge range. If the Marauders want to not be shot at this round, they are capped to moving 2" towards their opponents (essentially 2" - they could try to maneuver around with their 8" move but still being 6.5" away from their assailants). In this case, the throwing weapons aren't doing damage, but they are denying the opponent his full movement and saving the Goblin army valuable space on the board (perhaps to protect an objective or to stretch the game out a little longer).

    This is kind of scraping a value out of the situation (I said this was the worst one, remember?), but there are still tactical benefits to be gained. If your opponent gets hasty, he could choose to move up to the edge of your control zone, in which case you have bought yourself one turn of shooting and hopefully a charge on the next turn (that's two shots with your throwing weapons). So...here's to hoping that with enough wear-down, you can get some actual shooting out of your opponent.

    Thanks for reading - in the coming weeks, I'll be getting some more posts on throwing weapons, as we look into how you can use them to augment your overall strategy, but more immediately, expect a post on the most recent work coming off the workbench and a sneak peak into this year's THRO tournament. Until then, happy hobbying!

    Tiberius