With the summer drawing to a close, Glenstorm and I got together for a quick game. We've fought all of each others armies on multiple occasions, but Glenstorm recently added a band of Easterlings to his collection. During the beginning of the summer, I wrote a post on Arwen and needed an excuse to give some of her strategy tips a try. So...this game will be between my White Council list and Glenstorm's new Easterlings. Here are the forces:
Glorfindel with Armor of Gondolin - 140 points
Arwen with Asfaloth - 70 points
Legolas with armor - 95 points
Celeborn with Heavy armor and Elven blade - 145 points
Radagast the Brown - 150 points
Arwen with Asfaloth - 70 points
Legolas with armor - 95 points
Celeborn with Heavy armor and Elven blade - 145 points
Radagast the Brown - 150 points
5 units, 1 Elf bow, 13 Might, 3 casters
Khamul the Easterling on armored horse - 135 points
2 Dragon Knights - 140 points
3 Captains with shields and Easterling halberds - 165 points
1 War Priest - 60 points
2 Easterling Captains with shields - 100 points
2 Dragon Knights - 140 points
3 Captains with shields and Easterling halberds - 165 points
1 War Priest - 60 points
2 Easterling Captains with shields - 100 points
9 units, no bows, 17 Might, 2 casters
The scenario we will be playing is a Lords of Battle game on a board that is 48" x 48". We will play until one side is reduced to 25% of its starting force (usually, you play until 50% and then see if the game suddenly ends, but we're playing an all-hero game, so...to the nearly-bitter end!). After the end of that turn, points are scored:
- 1 point for breaking the enemy force OR 3 points for breaking the enemy force and not being broken; and
- 1 point for each Wound and Fate point suffered by an enemy unit.
- Special rule: if a hero is killed, a hero from the winning side in the same fight may regain a Might point previously spent in the battle.
The map is set up as follows: my WIP Dwarf walls cordon off the northwest corner, while scattered pieces of terrain obscure archery shots into the rest of the map. There are several bridges, market centers, rocks, and an outpost covering the rest of the map. The Protectors of the Roads (hereafter Good) won the roll off and have chosen to select their corner (the northwest corner), ceding priority to the Jaws of the Dragon (hereafter Evil) for the first turn.
Strategy for Tiberius: Running with 5 heroes (three of whom are D3 or D5) is risky against an army of nearly twice my size and D6+. Normally, I wouldn't fear captain units - I've got 1 hero with Fight 5 and the rest have Fight 6 or Fight 7. Today's match, though, involves Khamul, who isn't a great spell-caster, but does cast spells nonetheless. As a result, even a Fight 4 captain can be dangerous when he wounds on 5s. I need to isolate the captains into different fights, endure Khamul's barrage of spells, and keep Legolas and Radagast out of combat.
Strategy for Glenstorm: Taking down this force with a handful of F5 power heroes and about a half-dozen basic captains is going to be hard. Really hard. Since Tiberius is running a Celeborn who is only D6, my plan is to use Bladewrath on Khamul, cast Transfix before ramming into Celeborn, trust to 2 Might points to win the fight and knock him over, and then wound on 4s. Even if I can only take down the Fate points on him, putting him on the ground should allow me to surround and kill him off early, which not only removes one of the tanks for his force, but also eliminates one of the casters. I'll tie down Glorfindel with captains, and then use my Drag Knights to kill off the low defense, low attack heroes in the list (Arwen and Radagast). Once they're down, taking down Legolas should be easy (as he won't be in melee range for a while).
Strategy for Tiberius: Running with 5 heroes (three of whom are D3 or D5) is risky against an army of nearly twice my size and D6+. Normally, I wouldn't fear captain units - I've got 1 hero with Fight 5 and the rest have Fight 6 or Fight 7. Today's match, though, involves Khamul, who isn't a great spell-caster, but does cast spells nonetheless. As a result, even a Fight 4 captain can be dangerous when he wounds on 5s. I need to isolate the captains into different fights, endure Khamul's barrage of spells, and keep Legolas and Radagast out of combat.
Strategy for Glenstorm: Taking down this force with a handful of F5 power heroes and about a half-dozen basic captains is going to be hard. Really hard. Since Tiberius is running a Celeborn who is only D6, my plan is to use Bladewrath on Khamul, cast Transfix before ramming into Celeborn, trust to 2 Might points to win the fight and knock him over, and then wound on 4s. Even if I can only take down the Fate points on him, putting him on the ground should allow me to surround and kill him off early, which not only removes one of the tanks for his force, but also eliminates one of the casters. I'll tie down Glorfindel with captains, and then use my Drag Knights to kill off the low defense, low attack heroes in the list (Arwen and Radagast). Once they're down, taking down Legolas should be easy (as he won't be in melee range for a while).
Turn 1: (Priority - Evil)
The teams advance against each other. Radagast, learning from his bout against the Grey Company a while back, casts Terrifying Aura on himself now (free + 0/6W). |
Turn 2: (P - Good)
Turn 3: (P - Good)
No pictures - everyone keeps moving and Legolas didn't have any shots available, thanks to the rocks. Next turn...
Turn 4: (P - Good)
Turn 5: (P - Good)
No picture of the Move phase, but a lot happened: Khamul (himself only) and Radagast (pretty much everyone with him) both call Heroic Moves (Khamul 1/2M, Radagast 1/3M). Khamul wins the roll-off and charges Celeborn, passing his Courage test, and attempts to cast Transfix, but fails (5/12W). Radagast moves next, casting Panic Steed on Khamul (free + 0/6W), but Khamul handily resists the spell (7/12W). Arwen moves towards the other wall and casts Nature's Wrath with a single dice (1/3W) and Khamul chooses to resist for his team (8/12W).
The War Priest moves a bit closer to Khamul and casts Bladewrath again on his leader (2/3W). Two of the captains nearby charge Glorfindel and pass their courage tests, pinning him in the doorway (right where I wanted to be, actually).
In the Shoot phase, Legolas gets an auto-hit on an Easterling captain and wounds him. He passes his Fate roll, but Legolas is pleased with the first point scored in the game. |
Turn 6: (P - Evil)
Pictures are scarce when the game moves quickly - sorry for this and in the future. Khamul casts Transfix on Celeborn with his last available Will point (11/12W), but Celeborn resists the spell with the last of his Will points (3/3W). The War Priest nearby casts his final Will point on the Dragon Knight fighting Celeborn (3/3W). Arwen respond by spending her last Will points to cast Nature's wrath, but fails to cast it even with her Might point in hand (3/3W). So, she charges the Dragon Knight because Celeborn's position in the doorway prevents her from getting to any other targets.
In order to help Arwen out (and to break the chain of casters using all their Will points), Radagast immobilizes the Dragon Knight fighting Arwen (free + 0/6W), who cannot resist the spell as Dragon Knights have no Will points (didn't know that one...huh).
And just like that, the game is no longer favoring Good...gotta love Lords of Battle.
In order to help Arwen out (and to break the chain of casters using all their Will points), Radagast immobilizes the Dragon Knight fighting Arwen (free + 0/6W), who cannot resist the spell as Dragon Knights have no Will points (didn't know that one...huh).
And just like that, the game is no longer favoring Good...gotta love Lords of Battle.
Turn 7: (P - Evil)
In the Shoot phase, Legolas shot all three shots into the Captain with halberd and killed him (2/2H). |
Turn 8: (P - Evil)
Legolas wound Drag Knight (1/2H)
Turn 9: (P - Evil - again?)
Captain tags Celeborn (1/2M, 1/1W)
Captain tags Celeborn (1/2M, 1/1W)
Turn 10: (P - Evil)
Good scored 20 points for Fate and wounds.
Evil scored 12 points for Fate and wounds.
Good scored 3 points for breaking the enemy and not being broken.
Evil scored 0 points for breaking the enemy.
Final score: Good 23, Evil 12. Minor victory for Good.
Good scored 20 points for Fate and wounds.
Evil scored 12 points for Fate and wounds.
Good scored 3 points for breaking the enemy and not being broken.
Evil scored 0 points for breaking the enemy.
Final score: Good 23, Evil 12. Minor victory for Good.
Assessment by Tiberius:
I remarked to Glenstorm before we began that this game was probably going to end quickly, with a decisive overwhelm by one side or the other. I turned out to be wrong: yes, I only lost 1 hero, but Radagast was 1 wound from death, Celeborn would have been transfixed against multiple foes if Khamul had rolled 1 point higher on his final Transfix roll, and Glorfindel was kept to only dealing a few wounds to his foes. Not a great game overall. The teams were pretty evenly matched, I thought. With the help of an additional Ringwraith (65-80 points ought to do the trick) to keep Khamul from having to waste Will casting spells, the battle could have easily gone the other way. As always, a pleasure playing against my first convert to the game.
I remarked to Glenstorm before we began that this game was probably going to end quickly, with a decisive overwhelm by one side or the other. I turned out to be wrong: yes, I only lost 1 hero, but Radagast was 1 wound from death, Celeborn would have been transfixed against multiple foes if Khamul had rolled 1 point higher on his final Transfix roll, and Glorfindel was kept to only dealing a few wounds to his foes. Not a great game overall. The teams were pretty evenly matched, I thought. With the help of an additional Ringwraith (65-80 points ought to do the trick) to keep Khamul from having to waste Will casting spells, the battle could have easily gone the other way. As always, a pleasure playing against my first convert to the game.
Assessment by Glenstorm:
Wow, that was harder than I thought, :) Not winning that opening fight with Khamul was brutal, as it not only cost me 1 of 3 Bladewraths I can cast in a game, but it also cost me my horse and lost me my only chance to get my Will store back up (which meant I just spent 135 points gaining no points for victory, and later coughed up 3 points to the White Council for losing Khamul). The truth is, though, I lost the game because Tiberius played very well, and he hedged his bets much better than I did. I was really blessed to get priority as often as I did, as he would have had a lot more Might points to spend if he had won priority more often. Well fought, bro.
Wow, that was harder than I thought, :) Not winning that opening fight with Khamul was brutal, as it not only cost me 1 of 3 Bladewraths I can cast in a game, but it also cost me my horse and lost me my only chance to get my Will store back up (which meant I just spent 135 points gaining no points for victory, and later coughed up 3 points to the White Council for losing Khamul). The truth is, though, I lost the game because Tiberius played very well, and he hedged his bets much better than I did. I was really blessed to get priority as often as I did, as he would have had a lot more Might points to spend if he had won priority more often. Well fought, bro.
Stellar unit for Tiberius: Celeborn with Elven blade and heavy armor. I give the award to Celeborn a lot - and for good reason. He's about the same price as Glorfindel and lacks the Fight 7 and "Resistant to Magic" special rule, but he makes for a dependable assistant killer for your army. In games without spell-casters, his Immobilize spell is deadly (what can be better than having a 3 Attack Fight 6 hero than to be able to turn the Troll he's fighting into a 1 Attack Fight 1 wuss?). In today's game, though, he held off a wave of Easterling captains and scored nearly as many points as Legolas did.
Stellar unit for Glenstorm: Dragon Knights, hands down. The only model to get a kill in this game was my Easterling Captain with Shield, but I don't want to highlight that model (as that was all that they contributed). I'm going with the Dragon Knights on this one for a few reasons. First, they were the consistent firepower that wore down his heroes (and got Arwen in range of death for the captain), and presented a target that had to be fought on a given turn by one of his tanks. When they were not engaged by a tank, they were able to engage weak combat heroes like Radagast and Arwen, and almost killed both of them. Add onto that the fact that they have no Will points, meaning that they are prime targets for magic, and I was very impressed with their performance.
Great report and a fun looking game. Quite a full analysis of the mechanics which is helpful.
ReplyDeleteI am in a total agreement with Danisnotatree here, just would like to add: The batreps and tactics here are just so good! Many thanks for the time you're putting in writing this for the rest of us to read and enjoy.
ReplyDeleteThanks, guys! I love how Tiberius does his batreps, :)
DeleteDanisnotatree and Llama - we love posting for our dedicated readership. If you like the way these batreps are written, check out the links in the side bar (esp. "Simmuskhan's Battle Blog," which inspired the way I write for this one).
DeleteWill do!
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