Almost every monster, from Gwahir to the
Balrog, functions in a broadly similar way: you plod forward, get into close
combat, and beat up some stuff. There’s some variation in the speed of that
plodding and in what they can comfortably beat up when they get there, but
that’s basically it. Some monsters are best against heroes, others against
warriors, but with large base sizes and generally low movement values, you
don’t normally get much choice in the matter.
The Watcher is the big exception to these
trends. It doesn’t plod across the field at all if it can help it, and —as we will soon discuss— it doesn’t
really aim to beat stuff up in close combat, at least not directly. Instead, it
is a teleporting assassination threat, that does its best work at range and
wants to hide behind a friendly battleline as much as possible. It’s for this
reason that I think a lot of players have dismissed it out of hand; it’s not
very good at doing standard monster things. Instead, it’s amazing at doing
things that no other model in the game can do, in ways that require a bit more
thought than your average Cave Troll.
The Rules
The key to understanding how the Watcher
functions lies in three of its unique special rules: From the Deep; Many
Tentacles; and Tentacles (there’s a strong theme with this model). It also has
some cute rules around water features, but most MESBG maps don’t contain
swimming pools, so we’ll ignore these. From the Deep is how it rocks up to the
battle, and it’s an amazing rule— getting to
turn up wherever you like and even displace enemy models is excellent. However,
it also contains a trap, and that’s only accentuated by the second special
rule.
A lot of players will see the six attacks
on its profile, notice the ability to pop up in the middle of the enemy on turn
one, and do exactly that. I did it on my first game with the Watcher. I popped
up in the middle of a Minas Tirith battle line, ate Denethor and an Avenger
Bolt Thrower, and felt pretty chuffed with myself. Then a bunch of heroes and
warriors charged and trapped me, called a heroic strike, and I lost four wounds
straight up. Not only did this leave me on death’s door with no goblins to hide
behind, but it also reduced my attacks to three, due to the ironically-named
Many Tentacles rule. I lost that game pretty decisively and was convinced that
the Watcher was a trap piece.
That was when I started to look a bit more
deeply at the third rule, Tentacles. This rule allows the Watcher to throw out
a few Elven bow shots every turn, but much more importantly, it allows you to get
enemy models into contact with you from up to 6” away, even over the heads of
other models. What this lets you do is hide behind a wall of 5 point goblins
and choose exactly who you do and don’t want to fight. Banner bearers, wizards,
and heroes without any way to match your F6 all make perfect targets, but so do
basic warriors in inconvenient positions. You can, over the course of a few
turns of shooting and combat, strip out the entire supporting rank of your
opponent’s shieldwall, giving your goblins a much-needed advantage in dice
rolled. If you want to get a bit sneaky, however, you can even use this ability
to take on enemy power heroes.
Photo Credit: FellowshipOfTheMiniatures |
The Tactics
Now, I know what you’re thinking (or at
least, I’m going to pretend I do to give myself a good segue): “Sure, you can
grab Aragorn/Bolg/Glorfindel and pull them in to fight you, but they’ll just
call a Heroic Strike and start making sushi with your 200 point monster.” The
solution is to apply true goblin cunning to the problem. Bat Swarms, for a mere
35 points, can halve any model’s fight value in close combat, rounding down.
This means that your six-attack kraken will have the higher fight value against
even Gil-Galad and can set about squishing the annoying enemy hero into paste.
The difficulty here is that the enemy gets pulled to you in the shoot phase, so
your bats can’t charge in until the next turn, by which point the sushi-making
process could already be well on its way.
This is where the cunning comes in. The
Tentacles rule states that the targeted model is “dragged into base contact
with the Watcher by the shortest route possible…” What this means is that if
you set up the Bat Swarm in base contact with the Watcher and between it and
the enemy hero, “the shortest route possible” will see them placed in contact
with not just the Watcher but the bats as well. At this point, nothing short of
a Balrog is likely to survive the ensuing combat, especially if you have a
goblin or two standing round to ensure the unfortunate target is trapped. Best
of all, it’s a trick that requires no expenditure of resources. You can do it
again on the next turn, and the turn after that, until either you’ve killed all
the big enemy pieces or they’ve hacked their way through your goblin hordes.
This all sounds very finicky and technical,
but it’s surprisingly simple to pull off in a real game; I did it to Gwahir in
the last battle I fought, and there’s not that much your opponent can do about
it. They can hide outside 6” easily enough, but at that point their expensive
hero isn’t killing your stuff, and you can continue grabbing banners, spearmen
and lesser heroes. It doesn’t work on things as big as Smaug (but really, what
does?), and Blinding Light is a decent defence, though you still have a ~ 50%
chance of getting a hit and yoinking them over to be eaten. Terror is no help;
you’re never actually charging an enemy model, so you never need to test (which
is great, because Bat Swarms really don’t like Terror tests). Enemies charging you
can be inconvenient, but you can still use your tentacles in combat, so all you
have to do is set up the requisite hero-sized hole and you can still grab them
just fine. Nor can heroes even hide in close combat, because you can fire into
close combat as an Evil model (and you don’t even have to roll In The Way
tests!). All they can do is skirmish around the edges of the fray and hide
outside your 6” range while you pick up their banners and spearmen as snacks.
And if you’re really worried about the enemy escaping your reach, just hold off
on arriving until the battlelines are already clashing and you can plonk your
Watcher down within range of the enemy general. As long as you keep your
precious Bat Swarm safe and your goblins take awhile to die, there’s not much
they can do to stop your evil plan (though I’m sure Sauron thought the same
thing).
Sample List
For full context, here’s what I like to
bring to a 500 point game:
- Three "vanilla" Goblin Captains
- 20 Goblins with Shields or Spears
- 2 Warg Marauders
- The Watcher
- 1 Bat Swarm.
It’s 500 on the dot, and it’s got mobility, hero-killing tricks, lots of Might and a huge kraken. Give it a try if you can proxy the models, you might start to realise why almost 800 points of Good Heroes fled screaming into Moria instead of fighting it.
Great post!
ReplyDeleteAlso, beware of Courage tests, as your Bat swarm and goblins will WITHER once broken.
Anyway, I may be redundant, but great post!
Hope to see more like it in the future!
True - Goblins don't have great Courage (and Terror armies will be harder to fight with a build like this). At 500 points, though, the list has a TON of models, several of which have multiple Attacks (potentially 4 Attacks on each Warg Marauder, 6 Attacks base for the Watcher). Breaking this list could be really hard.
DeleteAnd the Watcher has 5 Will as well, to go with Harbinger of Evil and Terror, so it's pretty hard for basic troops to charge it, even with a War Horn.
DeleteWith the exception of Elves.
DeleteAnd just think of how many goblins you could field at 800+ points!
DeleteAwesome write up! I've been eyeing up the Watcher myself- adding him to my Azogs hunters list (though I would have to bring Durburz too, as per the rules of yellow allies) thoughts? I play 800 points usually, sometimes even higher. His unusual rules and great stats seem like they might go well with my hunters.
ReplyDeleteWow, I hadn't even thought about allies (but I always thought of Mr. pop up out of nowhere and eat everything within 6" as an it?)
DeleteI think Azog's Hunters could certainly benefit from a heavy hitter - you would be spending over half your points on Durburz, the Watcher, and Azog/Bolg, so you'd definitely want to include 15 Goblins to keep your numbers up. I personally think the Azog's Hunters army bonus is worth keeping, so I'd be more inclined to take Azog/Bolg from Azog's Legion or the Necromancer instead (each would cost the same/less than the Watcher, all of the points spent on Durburz would be saved).
DeleteI personally prefer to ally the Watcher and Durbruz with Isengard or the Serpent Horde, for the extra hitting power.
DeleteIsengard doesn't need it's army bonus (it's good, but you can live without it). I personally think the Sepent Horde's is worth keeping, so allying with any of it's green allies (Mordor, Corsairs, Far Harad) seems like a better way to go.
DeleteTrue, but in the case of the Mumak War Leader and two mumaks, allied with the Watcher and some mahud and half trolls, it's called monster mania!
DeleteI'm going to play in a tournament this weekend and I'm thinking of bringing the WitW. What do y'all think about this list?
ReplyDelete*Groblog - (Leader)
1 - Bat Swarm
3 - Goblin Prowlers
4 - Goblin Warriors (+Shield)
4 - Goblin Warriors (+Spear)
*Goblin Captain (+Shield)
2 - Goblin Prowlers
3 - Goblin Warriors (+Shield)
3 - Goblin Warriors (+Spear)
*Moria Blackshield Goblin
4 - Goblin Warriors (+Orc Bow)
*The Watcher in the Water
500 Points:
7 Might - 24 Warriors - 4 Heroes - 4 Bows
28 models at 500pts is quite a bit - and the Watcher is quite the surprise! I assume the Moria Blackshield Goblin is a Shaman? Also quite useful if you can nerf a model that the Watcher will be fighting.
DeleteI would recommend one change - and that's seeing if you can get a Drum in there. Yes, it will drop your numbers, but with the list as-is, you're looking for F2-4 Goblin Warriors (depending on whether the Mithril crown triggers and if you can get traps) and F3-5 Prowlers - and that's good, but 28 models is on the average side of models (and there are plenty of models that we've been running here at TMAT in the 550pt range recently that get upwards of 30 F4+ models). A drum would cost you the Shaman's warband and the shield on the Captain, but would give whatever Goblins you do get into fights a banner reroll - which makes having a lower Fight Value a lot less impactful. You could make 2-4 of your remaining Goblins bowmen to stand in base contact with the drummers if you take a Moria Goblin Drum OR you could just run a Blackshield Drum and you'd be mobile (a lot of players think this is the better approach). You could also swap a few Prowlers for Blackshields if you wanted escorts, but at that point your numbers are really plummeting.
Great advice. I didn't see it until after the tournament though. Ha!
DeleteSo, it turns out the Watcher in the Water is a hero killing tyrant. My god, did that thing do some damage at the 500pt tournament I was talking about.
Game 1 it killed a Númenórean Capt on horse and about 6 warriors.
Game 2 it killed 3 heroes of 7 of Thorin's company.
Game 3 it killed Isildur, Elendil and about 10 warriors.
Game 4 it killed WT Boromir and 6 warriors.
I went 3 - 0 - 1 today. 3 Major Wins and 1 Tie. I killed Boromir, but the last guy had Hurin as his 2nd warband leader and I didn't kill him before the game ended so we tied 0-0. This is a really fun list that made my opponents rethink nearly everything they were doing bc of the Watcher. I would have went 4-0 with one more turn. Hurin had to use his last point of Might to strike over the Watcher to survive the last turn.
That's amazing - what scenarios were those? That last scenario must have not given points for wounding the army leader? Hurin only denies you points for killing him . . .
DeleteAFAIK, models with Fly keyword (Bat Swarms etc) can be trapped in a fight just like anything else right? Cropped up today and I've not found anything to say they can't. Same as a Fell Beast. Surround it and if it loses a fight it's trapped.
ReplyDeleteCorrect - models with Fly are assumed to be on the ground after moving in the Move Phase and during the Fight Phase, so there's nothing about having Fly that makes them immune to being trapped. Interestingly enough, models with Fly are assumed to be in the air during the Shoot Phase because only large models (monsters, war beasts, and siege weapons) can provide an in-the-way roll.
DeleteYeah that was the last (or one before?) FAQ IIRC, no more hiding Fell Beasts behind a few Orc spears! It'll be interesting to see if any of this changes in the new edition.
Delete