"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
Featured Post
The Scouring of the Shire, Part 16: The Battle of Bywater
Good morning gamers, This is it - this is for all the bananas! We've reached the end of the Scouring of the Shire campaign and we're...
Monday, August 31, 2020
Mastering Magic: Auric Spells
Monday, August 24, 2020
Mastering Magic: Immobilize (and its various kin)
Immobilize/Transfix: What Does It Do?
Pro tip: if you wait to start casting Immobilize until your opponent is this close, you're in for some trouble . . . |
- You pick an enemy model to target;
- You roll to cast the spell and the target can attempt to resist the spell;
- If cast successfully...
- The target is unable to call Heroic Actions or use active abilities.
- In the Move phase, the target cannot move, call a Stand Fast, or cast spells.
- In the Shoot phase, the target may not shoot.
- In the Fight phase, the target may not makes Strikes if they win a Duel.
- If the spell was channelled, the Fight Value and Attacks of the target model are halved, rounding up.
- Prevent casters who haven't acted yet from casting spells;
- Prevent fast models from charging you;
- Prevent supporting models who haven't moved yet (such as banner-bearers, shades, Cirdan, Gamling) from moving with their battle line and providing their auric boosts;
- Prevent archer models from being able to shoot for the turn;
- Prevents a powerful model from getting the benefits of their Heroic Actions (like Heroic Strike) or Active Abilities (such as Lord of the West).
- Prevent combat models from killing things.
Wednesday, August 19, 2020
Case Study: Shire Archery Tactica
Monday, August 17, 2020
Mastering Magic: Sorcerous Blast
So we find ourselves today beginning a new twelve-part series on magic. I know what you're thinking:
Lots. :-)
To be honest, I've covered magic quite a bit on this blog. My last series on magic was back in July-August 2019, where I looked at the four different kinds of magical models in the game (Combat mages, Auxiliary mages, Multi-Purpose Will mages, and Unlimited mages).
Prior to that (in April-May 2019), I covered four of my favorite magic heroes in five posts and why I liked what they brought to the army over more traditional, combat-oriented heroes (Gandalf the Grey, Gandalf the White, Gandalf the White again, Saruman, and Galadriel).
More recently, I and my fellow admins Centaur and Rythbryt did a review of our "Top 10" Good spell casters and "Top 10" Evil spell casters in our TMAT Talks podcasts (available on YouTube, going up on other places too). Our post on "Top 10" Support heroes (both Good and Evil) also featured spell-casters - though I did restrain myself from ranking Gandalf the White in that post.
Our first spell that we'll be covering is a spell that got a lot of critique under the new rules: Sorcerous Blast. While only available to a handful of models, Sorcerous Blast has the potential to really change your opponent's combat plans - and let's face it, it's a damage spell (so by definition, it's a cool spell - you think we would start with Enchanted Blades?!?!?!?!). Let's see what it does.
Friday, August 14, 2020
TMAT Drafts: Episode 2, Top-30 Leaders, Casters, & Supports for the Forces of Evil
Looking for something (else) to watch this weekend whilst painting that mumak who's still sitting around? Well, Centaur, RedJacket, MinutemanKirk, Tiberius, and Rythbryt are back with their top-30 picks for the forces of evil! Lots of spooky things in here (complete with spooky sound-effects!).
How do you think we did? And what glaring omissions would you have taken instead?
If you missed Part I where we did the forces of good, you can find it here.
TMAT Series: The Bare Necessities
It's great when you know what your opponent is taking in advance. Or if you have the scenarios spelled-out in your tournament pack. But what if all bets are off, and you're flying blind? You know what faction you want to take, and how you like to play, but aren't sure whether you have what it takes to brave the unknown.
In this comprehensive series on balanced list-building, Tiberius (and occasionally some guests) tackle the sometimes tall-order of building 700-point lists that can take on all comers, in as many scenarios as possible. Everything is on the table, from synergies and special rules to bringing in some outside help via allied contingents. Plus you get some free list ideas, too!
- Part I: On Cavalry (or Fast-Moving Infantry) (January 2020)
- Part II: Banners (and pseudo-banners and anti-banners) (January 2020)
- Part III: Numbers (and not-being-broken) (January 2020)
- Part IV: Hero Hunting (or shutting down heroes in general (January 2020)
- Part V: Making Your Heroes Better (and Keeping Them Alive) (February 2020)
- Part VI: Minas Tirith (February 2020)
- Part VII: Isengard (February 2020)
- Part VIII: Rivendell (Feburary 2020)
- Part IX: Mordor (March 2020)
- Part X: Lothlorien (March 2020)
- Part XI: Angmar (March 2020)
- Part XII: Numenor (March 2020)
- Part XIII: Moria (March 2020)
- Part XIV: The Kingdom of Moria (April 2020)
- Part XV: Rohan (April 2020)
- Part XVI: The Fellowship and Thorin's Company (April 2020)
- Part XVII: The Dead of Dunharrow (April 2020)
- Part XVIII: The Halls of Thranduil (May 2020)
- Part XIX: The Dark Powers of Dol Guldur (May 2020)
- Part XX: The Shire (May 2020)
- Part XXI: Azog's Legion (May 2020)
- Part XXII: The Army of Thror (June 2020)
- Part XXIII: The Corsairs of Umbar (June 2020)
- Part XXIV: Barad-Dur (June 2020)
- Part XXV: Arnor (June 2020)
- Part XXVI: The Easterlings (June 2020)
- Part XXVII: The Variags of Khand (July 2020)
- Part XXVIII: The Chief's Ruffians (July 2020)
- Part XXIX: Erebor Reclaimed (July 2020)
- Part XXX: Azog's Hunters (July 2020)
- Part XXXI: Far Harad (August 2020)
Thursday, August 13, 2020
Guest Post: How I Learnt to Stop Worrying and Love the Tentacle (A Tactica on the Watcher in the Water with Sharpie)
Wednesday, August 12, 2020
Announcing the THRO 2020 Tournament!
TMAT’s THRO 2020 Official Tournament
Rules
Welcome to the TMAT THRO 2020. This MESBG tournament will be a return to the
longstanding, but briefly disrupted traditions of our small gaming community.
We fully anticipate being able to hold this event, and look forward to it with
anticipation. However, the world being
what it is, and pandemics being what they are, we are holding the date and the
exact location of the event with a light hand.
Current logistical details for this event can be found at the end of
this post. To ensure you are kept up to
date as we draw closer, make sure you reach out and express your interest in
the event to the tournament director: r3d.jack3t.1853@gmail.com
Without further ado, the tournament
rules are as follows:
Monday, August 10, 2020
Historical Formations in MESBG: Tercios, Testudos, and Cantabrian Circles
Good morning gamers,
Before we begin our series on magic, I thought we might take
a short digression into a really fascinating thing I’ve been trying in my games
recently: trying to replicate real-life military deployment formations in the
MESBG system. Yes, not all things are reflected the way they work in real-life
in the MESBG system (pikes don’t get any bonuses against cavalry models, for
example), but the principles of real-life tactics should be able to be applied
at least in part to any kind of tactical deployment game.
If you read my post on Shieldwall, I went through a few different historical formations that can be used in certain situations by units with Shieldwall (Schiltron, Warped Wall, English Formation). Those real-life examples got me thinking about how you can use other real-life formations to better effect in MESBG (or if they even work). Today, we’ll be looking at three different formations – the Spanish Tercio (mixed melee/ranged infantry formation), the Testudo (melee infantry formation), and the Cantabrian Circle (skirmish cavalry formation).
Friday, August 7, 2020
New FAQs hit... RIP Gamling?
Did you free-hand yours yet? Are you wondering if you wasted your life?
Photo Credit: The Hooded Goblin
How's that title for click-bait?
In case you missed it, the latest round of erratas and FAQs dropped over on Warhammer Community yesterday. Apparently the game state is much more balanced than it was last time around, so there are much fewer big-impact changes to report (at least we think so at this point). Here are some of the highlights (or lowlights):
- Gamling's Royal Standard of Rohan now only gives one Rohan hero within 3" a point of Might if they have none, as opposed to all Rohan heroes within 3". My own opinion is that this is definitely a nerf, since it was generally easy to get at least 2 free Might points out of the banner (Gamling + one random hero within 3", which is not hard to do, especially since heroes like the option of banner rerolls). Now it's just one, which means Gamling can still spam Heroic Moves, Marches, and Defense, but only if you're good with him consuming your free Might per turn. The banner is still good (any chance you can replenish heroic stats is good), but the question moving forward will be exactly how good? Is 50 points too much for a 3" banner and one Might per turn, especially when there are other 6" banners that confer bonus effects, which cost less? Time will tell.
- The other highlighted change involves Isengard Demo teams, which now have to have at least two enemy models within 2" of them before you can detonate them (to prevent players from intentionally blowing up half their army to achieve end-game in scenarios that end when one force is quartered). I'm indifferent to this personally, since Isengard is evil and evil has a reputation for killing itself with chariots, war beasts, and other shenanigans for precisely this purpose. But if it's posed enough of a problem in the competitive scene elsewhere to merit a specific call-out from the game developers, I'm not going to complain about it.In smaller FAQs, they also clarified that you cannot place a demo charge in a way that overlaps a model's base, you must drop it so that it touches both bomb carriers, you measure the 2" range from the edges of the demo charge, and you do in fact need one point of Fate for each wound dealt by a Demo charge (not sure why that was ever a question). Again, all this seems eminently reasonable to me.
- A sneaky small clarification that could end up being bigger (in the long term) than either of the above: you can no longer shield if you've been Immobilized or Transfixed (the same would be true of Commanded and Compelled, too, since you suffer the effects of Immobilize / Transfix at the end of being Commanded or Compelled). Transfix was already good against big heroes since it prevents them from making strikes if they win combats, so this makes it even more devastating against big heroes with shields.
Q: How are models that cannot normally be directly affected by Magical Powers that would prevent them from moving (such as Smaug or the Mumâk) affected by Special Rules that would make them suffer the effects of the Paralyse Magical Power, but that technically aren’t Magical Powers (such as a Mirkwood Spider’s Spider Web or Shelob’s Caught in a Web Brutal Power Attack)? (p. 194)
A: Models that cannot be prevented from moving (such as Smaug or a Mûmak) will be unaffected by Special Rules that make them suffer the effects of the Paralyse Magical Power.
- The question and answer reference Smaug and the Mumak as "models that cannot be prevented from moving." As far as I can tell, this is referring to the Immovable Object special rule for War Beasts (Rules p. 81) and Smaug (Armies of the Hobbit p. 129), but that's not exactly what Immovable Object says. Models with Immovable Object can't be knocked Prone, Hurled, be trapped, or back away (unless to another model with Immovable Object with a larger base size), but the rule doesn't say they "cannot be prevented from moving." In fact, we know that War Beasts can in fact be prevented from moving--if they're charged, for example (Rules p. 80). We also know that War Beasts can in fact be moved against their will--Stampede! may or may not be an example of this (depending on whether you think this is the war beast moving "against its will," or willing itself to run roughshod in the direction chosen by your enemy), but a Command or Transfix that is successfully cast on the driver certainly is. In fact, the language on Rules p. 81 describes these powers as "imped[ing] a War Beast model's movement (thereby causing it to remain stationary or take a move as described by the Magical Power)."
- Where this could matter--and where I think the ambiguity may cause problem--is with models that don't have the Immovable Object rule, but do have rules that explicitly grant them immunity to magical powers that prevent them from moving or force them to move against their will. In other words, Ents with the Fangorn army bonus (Armies of the Lord of the Rings p. 90). Perhaps it was always understood that you couldn't Paralyze Treebeard, and I just missed it. Maybe that's a change. Either way, I think the FAQ as written would render Ents completely unaffected by Paralyze, which means Tiberius was right after all: Treebeard by far the best good Monster model in the game.
Thursday, August 6, 2020
Hobbit Smials Update
Been a crazy several months for me, but wanted to do a quick Shire Board update, as we finished a few more pieces for it.
ForgeWorld has a hobbit hole (or smial) set out, and my wife was so cool and got it for me for my birthday! The set comes with two windows and two chimneys, but the most interesting thing is the double-sided door/entryway:
So I decided to try my hand at cutting the double-sided entryway into two usable entryways, starting with a guiding line that would miss the inset details on either side, and then shaving down:
And let me tell you, it was really hard because of how the resin piece is designed, but I made it through! Not super pretty, but it will do the job. And the back will be up against the polystyrene, so who cares what the back looks like, :P
So, with our ForgeWorld pieces ready, it was time to cut some polystyrene!