So with Uruk-Hai month drawn to a close (I promise I'll get some good shots of Uruks in some of the upcoming informational posts), we're traveling northward to the woodland realms of Lothlorien and Mirkwood. I'm reading through the Lord of the Rings again in my spare time (only my third time, to tell the truth), and I really want to return to my first real Good army for this game. While doing the last few conversions for the spears, I'm looking to test each of the heroes and evaluate their performance. So, of course, I get my good friend Gaius and ask him to put together the most dangerous army he can from my meager collection. Naturally, he skipped the Uruks and even the Dwarves and turned to the Goblins for his answer. Here are the forces:
The Might of Lothlorien: 300 points
Haldir with Elf bow and armor - 80 points
6 Wood Elf Warriors with Elven blades and throwing daggers - 60 points
2 Wood Elf Warriors with Elf bows and Elven blades - 20 points
6 Galadhrim Warriors with Elf bows - 60 points
25 units, 9* Elf bows + 6 thrown weapons, 1 hero
The Denizens of Moria: 300 points
Durburz - 60 points
1 Bat Swarm - 35 points
15 Goblin Warriors with spears - 75 points
10 Goblin Warriors with Orc bows - 50 points
43 units, 10 Orc bows, 1 hero
The scenario we will be playing is a Meeting Engagement game on a board that is 48" x 48". The game will be fought until one side is reduced to 25% of its starting size (6 Elves or 10 Goblins). If the side that is not at 25% has not been broken, a major victory is won. If both sides are reduced to 25% during the same turn, the game is a draw. We like this game because it's incredibly straight-forward and 25% of a fighting force isn't a lot of units (it's practically over at that point, right?).
The purpose of this game, of course, is to test the usefulness of Haldir, perhaps the best purchase for a unit at 75-80 points because of his Fight 6/3+, two shots each Shoot phase, Strength 3 bow, and Defense 5 (in this case, because we've equipped him with armor). The 3 Might points and Courage 6 also make him an excellent captain, capable of killing foes and keeping soldiers in the fight. Without archery protection, this game should be interesting.
The purpose of this game, of course, is to test the usefulness of Haldir, perhaps the best purchase for a unit at 75-80 points because of his Fight 6/3+, two shots each Shoot phase, Strength 3 bow, and Defense 5 (in this case, because we've equipped him with armor). The 3 Might points and Courage 6 also make him an excellent captain, capable of killing foes and keeping soldiers in the fight. Without archery protection, this game should be interesting.
Turn 1: First Blood (Priority - Wood Elves)
Turn 2: The Woodland Responds (P - Goblins)
Kill count: Wood Elves: 2/43, Goblins 2/25.
Turn 3: Heroic Orders (P - Gobbies)
Turn 4: A Swift Retreat, A Heated Pursuit (P - Goblins)
Turn 5: Precise Shots (P - Elves!)
Turn 6: Whittling The Enemy Down (P - Goblins!)
In the Fight phase, the Bat Swarm defeated the two Elves it was fighting and killed one of them (yuck). The Elven archers won their fights, killing one of their foes. |
Turn 7: A Clash of Arms (P - Goblins AGAIN)
In the Fight phase, the Elves and Goblin on the right failed to kill each other (fine by me, just so long as I didn't lose anyone). |
Turn 8: The Ground Is Stained (P - Goblins...really?)
Turn 9: The Prowess of the Woodland (P - tied, Wood Elves)
In the Fight phase, Haldir killed his man by using his last Might point (3/3) and his fellow Elves succeeded in killing three other Goblins (no Elves were killed this round). |
Turn 10: The Toll Rises (P - ELVES!!!)
Wood Elves: 30+5/43, Goblins 13/25. Minor Victory for the Elves because their force was broken (barely).
Assessment by Tiberius:
So that was pretty close: the Goblins failed to take more than few archery hits each turn but ultimately failed to get into combat and capitalize on it until the end. At the close of the game, Durburz had two companions near him and were fighting off six Elves, which isn't a good match-up, but it's not a poor one if you have more units elsewhere on the board. The Elven archers did some heavy damage as the enemy closed on them and then backed up their archery with blade work. Haldir, though, was a bit of a disappointment, as he struggled to get 5 kills this game. Still, happy day for the Elves.
Assessment by Gaius:
Well, that was closer than I've seen Uruks (or Dwarves, recently) come, but that was interesting. To have nothing in the army except Goblins and a Bat Swarm is both challenging and very exciting. All told, I wasn't sure if the strategy would work, but it was nice to have lots of units to take the fire at the beginning. The Bat Swarm began as a real help, too, as he was able to kill two Elves before being mercilessly surrounded and bludgeoned. Oh well, next time. It was also nice to keep the Elves out of the woods, which traditionally keep the games from being close at all.
Stellar unit for the Wood Elves: Galadhrim Warrior with Elf bow
If you peg a victory star on consistency, the Galadhrim Warriors with Elf bows get it. From a distance and up close, they did a great job today, scoring 4 kills with their bows and 4 kills in melee. Though this only pays for four of them, one of these guys was "left behind" in the foreground and not only won every fight he was in, but also killed a Goblin while being surrounded by superior numbers. All told, I'm really happy I chose to buy these guys from Zorro and they truly are welcome additions to the army. I look forward to finishing them this month and exploring some of the possibilities of their supporting hero choices.
Stellar unit for the Goblins: Goblin Warrior with spear
I used to say I don't give these guys the credit they deserve, but lately, they've been getting most of the credit. I must admit, they can surprise me when they win (and then kill) their adversaries all by themselves. The Goblin spearman is one of the iconic Goblin units in the movies and certainly helps them be a viable army, as their low Fight value needs to be compensated with supporting attacks. An honorable mention is given to the Goblins with Orc bows, who succeeded in killing three Elves and two Goblins.
I used to say I don't give these guys the credit they deserve, but lately, they've been getting most of the credit. I must admit, they can surprise me when they win (and then kill) their adversaries all by themselves. The Goblin spearman is one of the iconic Goblin units in the movies and certainly helps them be a viable army, as their low Fight value needs to be compensated with supporting attacks. An honorable mention is given to the Goblins with Orc bows, who succeeded in killing three Elves and two Goblins.
wow. I think we have found an army even more cowardly than greenskins... ;)
ReplyDelete"Cowardly," perhaps, is not the right word. As all Elven players know, charging into a force that is larger than your own is a bad idea. In the upcoming post on skirmish tactics, I'll explain why this army in particular benefits from delaying the fatal charge until the melee can be close. In the meantime, this is just how the Wood Elves are supposed to be run.
DeleteI know full well _why_ they don't charge headlong into battle. That doesn't mean I won't take the opportunity to rag on the daisy-sniffing pointy-ears. ;)
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