After a very long break (I've been really busy), I'm back with another post. Glenstorm and I recently got together to battle again, in part to test out his Hobbit army after Operation Tookburough, and also because I'm looking at buying an Erestor model and wanted to get him tested. This game will be between my fun-filled White Council army and Glenstorm's Shire list. Here are the forces:
The Muster of Rivendell: 600 points
Gandalf the Grey - 170 points
Celeborn with heavy armor, Elven blade, and shield - 150 points
Glorfindel with Armor of Gondolin - 140 points
Erestor (proxied by Wood Elf Warrior) - 80 points
Arwen Evenstar - 60 points
Celeborn with heavy armor, Elven blade, and shield - 150 points
Glorfindel with Armor of Gondolin - 140 points
Erestor (proxied by Wood Elf Warrior) - 80 points
Arwen Evenstar - 60 points
5 units, 1 thrown weapon, 5 heroes, 11 Might
Defenders of Eriador: 603 points
Aragorn/Strider with bow, armor, and Anduril - 260 points
5 Dunedain - 120 points
Meriadoc, Captain of the Shire with shield - 35 points
Peregrin, Captain of the Shire - 30 points
Farmer Maggot with Grip, Fang, and Wolf - 50 points
Meriadoc, Captain of the Shire with shield - 35 points
Peregrin, Captain of the Shire - 30 points
Farmer Maggot with Grip, Fang, and Wolf - 50 points
5 Battlin' Brandybucks (one proxied by Meriadoc Brandybuck) - 20 points
8 Tookish Hunters - 40 points
37 units, 14 bows + 28 thrown rocks, 9 heroes, 11 Might
The scenario we will be playing is a Domination game on a board that is 48" x 48". The rules are as follows:
- Game ends at the end of a turn when one side reaches 25% or less of its starting number of models.
- 3 Victory Points are awarded for each objective marker that has at least one of your models, and no enemy models within 3".
- 1 Victory Point is awarded for each objective marker that has both friendly and enemy models, but more friendly than enemy models, within 3".
- 2 Victory Points are awarded for killing the enemy Army Leader.
- 1 Victory Point is awarded if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 3 Victory Points.
Pre-game thoughts by Tiberius: I'm excited about this fight - I've got three D7 heroes who can deal a lot of damage, I've got Gandalf to protect me from enemy archery, and I've got a few key magic users to mitigate the impact of Aragorn. I know that if I can kill off Farmer Maggot, the Dunedain, and of course Aragorn, the rest of the hobbits are likely to flee the field - hopefully to include those guarding objectives. If you want to see a Domination game won with this strategy, see one of the games I did during Fellowship month.
Pre-game thoughts by Glenstorm: This is going to be a hard fight for me. I have him soundly beaten on the numbers, and physically I can control more objectives than him by sheer model count, but with most of my force testing at C3, if I hit 50% and don't have a Dunedain or Maggot in the mix to hold them in place, I risk losing objectives and being unable to reinforce them (because most of my army only moves 4"). Add onto that the fact that he boasts the higher Fight Value and most of my army wounds most of his army on 6/4+, and I'm going to have trouble breaking his army unless he rolls poorly. My plan is to use Maggot's dogs to take one objective (and hold it at Maggot's Courage 5), keep Maggot alive, and then quickly drop to 25% against him to end the game while still sporting a lot of heroes. He'll gain points for bringing me down to 25%, but I'll (hopefully) be able to hold more objectives come the end of the game.
Pre-game thoughts by Glenstorm: This is going to be a hard fight for me. I have him soundly beaten on the numbers, and physically I can control more objectives than him by sheer model count, but with most of my force testing at C3, if I hit 50% and don't have a Dunedain or Maggot in the mix to hold them in place, I risk losing objectives and being unable to reinforce them (because most of my army only moves 4"). Add onto that the fact that he boasts the higher Fight Value and most of my army wounds most of his army on 6/4+, and I'm going to have trouble breaking his army unless he rolls poorly. My plan is to use Maggot's dogs to take one objective (and hold it at Maggot's Courage 5), keep Maggot alive, and then quickly drop to 25% against him to end the game while still sporting a lot of heroes. He'll gain points for bringing me down to 25%, but I'll (hopefully) be able to hold more objectives come the end of the game.
Turn 1-3: (P - WC)
Turn 4: (P - Shire)
Turn 5: (P - Shire)
In the Shoot phase, Aragorn successfully wounds Celeborn, who decides to simply take the wound instead of trying to resist it. |
Turn 6: (P - WC)
In the Fight phase, Erestor won his fight against multiple foes and unfortunately failed to wound anyone (really lucky break there for me, as he wounds all my men in this fight on 4s). |
Turn 7: (P - WC)
Turn 8: (P - Shire)
You can see that the hobbits are running across the map right now - the White Council is tied down in the center of the map, but the number of units on that side of the map are falling. |
Turn 9: (P - WC)
Kill count: WC 9/37, Shire 1/5.
Turn 10: (P - Shire)
No pictures of the move phase because nothing of interest happened. However, on the south side of the map during the Shoot phase, a Dunedain took a shot at Arwen. He hit on a 6, passed the in-the-way for the tent on a 6, rolled a 6 to wound, and Arwen saved the wound with her Fate point on a 6. (Pretty awesome rolling all around that turn, :) )
In the Fight phase, Aragorn won a roll-off against Celeborn: Wolf again did the unlikely and successfully wounded Celeborn and Aragorn finished the Elf leader (3/3H). |
Kill count: WC 10/37, Shire 2/5.
Turn 11: (P - WC)
On the southeast side of the map, Pippin guards a smial. You can see some of the detail on both the model and on the smial. |
On the northwest side, a smial is being guarded by a Hunter and the triumphant dog, Wolf. |
On the northeast side, the marketplace is empty, featuring a few hunters and a bounder. Nothing of interest happened in the Shoot phase. |
Turn 12: (P - WC)
Aragorn joins the melee and the battles rage. |
The Hobbits surrounded Arwen after the spell was resisted and everyone swarmed. The Dunedain nearby raced to the camp to claim the objective. |
In the Fight phase, Erestor lost a roll-off to Aragorn and was killed (free + 1/3M). In the other fight, Glorfindel killed a Shirriff and a Militia. |
Arwen lost her fight and took 1 wound (1/2H). |
Kill count: WC 13/37, Shire 3/5. The White Council is broken and the Shire is 6 away from breaking.
Turn 13: (P - tied, Shire)
No pictures of this round - it went quickly. In the Fight phase, Arwen was killed by a big band of hobbits. Glorfindel lost his fight (high 2...why???), was trapped, and despite rolling 6 dice, Aragorn wounds ONCE (wow...talk about an epic Aragorn fail...), while Farmer Maggot wounded Glorfindel twice. Glorfindel proceeded to save 2 of the wounds with Fate (3/3F, 1/3H).
Kill count: WC 13/37, Shire 4/5. The game is over, so we calculate points:
- Shire holds 4 unchallenged objectives for 3 points each.
- One objective is unclaimed (no points).
- The Shire broke the White Council and was not broken for 3 points.
- Neither army leader was killed (no points).
Final score: Shire 15, White Council 0. Major victory for the Shire!
Assessment by Tiberius:
I liked this game a lot - I was using a team that I've written before is purely for fun (all-hero teams can be hard to be competitive) and I was playing against a team that was built to be fun. Yes, the Resistance to Magic rule ruined my magical dominance during the game, but that's an oddity of the game and it's fun. I was pleased that my D7 heroes I invested in were almost exclusively wounded by Anduril or needed to be trapped by 4+ units. I've been bouncing around whether I want to take this army to the upcoming Hunter's Red October tournament, but it was good to test the list out and see if it'll work.
Assessment by Glenstorm:
The more I see the White Council list, the more I'm impressed with how much it can sustain. Surround them with men, and they'll hold out for 10 rounds of close combat, even with low rolls and failed Fate rolls. Because I was able to bottleneck all of the heroes away from the objectives, my aim to hold them down worked well, which carried the day for us. And props to the halflings for stopping some pretty deadly magic at critical points!
Stellar unit for Tiberius: Glorfindel, Lord of the West with Armor of Gondolin
It's hard to pick a "best player" for this game. Gandalf and Arwen were nerfed in that they couldn't get their magic off (and I left Arwen at the back, so she didn't have a chance to do anything really). Gandalf did kill a Dunedain and 2 hunters (for a total of 34 points) and blocked archery early in the game from doing anything - not that much would have happened. Notable mentions need to be made for both Glorfindel and Erestor, as Erestor successfully killed 2 units though he was always charged by the most units (not causing terror does that for you) and stayed alive to speed-bump against Aragorn, while Celeborn successfully kept Aragorn out of the fight for most of the game and bought an extra turn of inaction after he died. Glorfindel killed 5 units (highest total) and is the most dependable hero you'll find out there. It is quite likely that if he didn't botch his final roll, Glorfindel could have killed even the mighty Aragorn because of his Fight 7.
Stellar unit for Glenstorm: Aragorn, Strider with armor, bow, and Anduril, Flame of the West
You've got to hand it to him: he's the reason you play with this list, :) Winning fights with F6, wounding anyone on a 4+ or better regardless of defense, and a free Might point each turn? It makes beating him in combat very difficult, which makes him a redeeming quality to an otherwise squishy list. You'll see more of him in future posts on the Shire, especially leading up to the TMAT Grand Tournament in March, :)
You've got to hand it to him: he's the reason you play with this list, :) Winning fights with F6, wounding anyone on a 4+ or better regardless of defense, and a free Might point each turn? It makes beating him in combat very difficult, which makes him a redeeming quality to an otherwise squishy list. You'll see more of him in future posts on the Shire, especially leading up to the TMAT Grand Tournament in March, :)
No comments:
Post a Comment