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The Stuff of Legends: The Wolf Pack of Angmar

Good morning gamers, AAAAAAAAAWWWWWWWWWWHHHHHHHHOOO OOOOOOOOOOOOOOOOO!!!!!!!!! Yep, today we're tackling the Wolf Pack of Angmar Legenda...

Monday, November 29, 2021

Quest of the Ringbearer Inspired Lists: Ugluk's Scouts Legendary Legion

Good morning gamers,

In our last article, we looked at some Rivendell models you can add to your Quest of the Ringbearer collection to run a fun Rivendell list. Today we're looking at some of my favorite models in the range (aesthetically and thematically): Uruk-Hai Scouts! Yep, we're going to Isengard and seeing what kind of Scout-based lists we can make!

The List

Isengard plays an important part in the Lord of the Rings films, particularly in the Two Towers. In the Fellowship of the Ring, though, there are few forces that are quite as terrifying as seeing the scouts of Isengard racing down the Anduin pursuing the Fellowship (and ultimately engaging them at Amon Hen). Your Isengard collection, though, leaves you with very, VERY few choices:
  • Lurtz is the "big hero" during the Amon Hen sequence;
  • The Uruk-Hai Scout command pack will be useful too, though you only NEED the Captain with two-handed weapon (the other guys are useful too - just not needed for the campaign);
  • You'll need 24 Uruk-Hai Scouts, conveniently provided in a single plastic kit; and
  • You have access to 3 Orc Captains and 37 Mordor Orcs from the Osgiliath scenario (which Isengard has access to if you read closely enough).
If you're playing Fantasy Fellowships, though, you get a few more models to work with thanks to the Ambush at Night scenario:
  • You need Ugluk (who comes in the Lurtz pack);
  • You need Mauhur; and
  • You need Grishnakh and Snaga.
If you limit yourself to these models, the clear army to run is the Ugluk's Scouts Legendary Legion, where you can field 5 warbands of Orcs or Uruk-Hai Scouts (for a total of 52 models):

  • Ugluk [ARMY LEADER]
    • 3 Uruk-Hai Marauders with shields
    • 2 Uruk-Hai Marauders
    • 1 Uruk-Hai Marauder with banner
    • 3 Uruk-Hai Marauders with Uruk-Hai bows
  • Mauhur
    • 3 Uruk-Hai Marauders with shields
    • 3 Uruk-Hai Marauders
    • 3 Uruk-Hai Marauders with Uruk-Hai bows
  • Uruk-Hai Scout Captain with two-handed axe
    • 2 Uruk-Hai Marauders with shields
    • 3 Uruk-Hai Marauders
    • 2 Uruk-Hai Marauders with Uruk-Hai bows
  • Snaga, Orc Captain
    • 4 Orc Warriors with shields
    • 1 Orc Warrior with spear
    • 5 Orc Warriors with shields and spears
  • Grishnakh, Orc Captain with shield
    • 5 Orc Warriors with shields
    • 6 Orc Warriors with shields and spears
    • 1 Orc Warrior with shield, spear, and banner
700 points, 52 models, 8 Uruk-Hai bows hitting on a 4+, 1 D6+ model, 28 fast infantry, 13 Might

This is a big list - 52 models is nothing to sniff at. In the international community, it would appear that a lot of people think that this list is a great choice. I, however, get frustrated with this list because the 8" move on the Uruk-Hai is wasted a good bit of the time. Since you have access to spears on the Orcs, if you want to run a shield-supported Uruk-Hai line, your Uruks will need to either a) move 6" to let the Orcs keep up, or b) need to move 4" to shoot and move on the same turn (slowing down your Orcs and not allowing the archers to keep up with any melee Uruks that want to move 8"). Sure, you can run an Uruk-Hai Drummer to make those bow-armed Uruks move 5.5" while shooting (which is basically the same movement as you get on your Orcs), but at that rate, you're moving "as fast as normal troops" - which means the 8-11" movement you should get on those Uruks is still wasted (at least to a degree).

Thursday, November 25, 2021

Quest of the Ringbearer: Pop-Up Bree!

Good morning gamers (and happy Thanksgiving if you're in the States),

Confession: I have wanted to build a city board with tons of houses for ages. The idea of having side streets and main roads for armies to use to maneuver has always intrigued me. But, in MESBG, there is a tendency for boards with overly-cluttered maps to become a game in and of themselves and detract from the ACTUAL game that's being played. So when I saw the Nazgul In Bree scenario in Quest of the Ringbearer sourcebook, I immediately got thinking about how to build Bree (and how to run the Depths of Moria LL, but that's a different story). :-)

I knew there were two complications I needed to tackle when it came to the buildings: first and foremost was storage. Most of the YouTube content you find out there on building medieval taverns or Bree buildings specifically are built from foam card and aren't easy to store. I don't have a lot of storage space, so I wanted to avoid having 3-4 boxes of terrain for a single board.

Second and more applicable to game play was the skyline problem. You've probably run into a situation once or twice where you were not able to get your head behind your model to see if it has line of sight to something - and that usually happens when there's a building behind your model. Well, I wanted the buildings to be easy to remove and replace so that wouldn't be a problem (since the streets will be narrow).

So how do we do this? Well, we start by eating lots of family-sized cereal (my go-to is a Post-brand cereal that has raisins in it, but I settled for others when those weren't in stock at my favorite warehouse members-only supply store).

Monday, November 22, 2021

Quest of the Ringbearer Inspired Lists: Rivendell Revisited

Good morning gamers,

We're back in Quest of the Ringbearer and discussing lists we can make for Matched Play based on models we've collected from the sourcebook. Last time we looked at Angmar and today we're digging into their ancient foe, Rivendell.

I know what you're thinking though:

You: "Aren't we given basically no Rivendell units in Quest of the Ringbearer - just Gildor, Arwen, and technically Glorfindel?"

Me: "Correct - next to none."

You: "And we've got loads of other factions we could be building for?"

Me: "Absolutely - and we will."

You: "But we're still covering Rivendell today?"

Me: "Yes."

You: " . . . Why? . . ."

Me: "Because of these guys . . ."


Yes, I've been searching high and low for these two models for AGES and now that I have them, I'm getting them on the tabletop! So strap in - we're going to see how we can finnagle Quest of the Ringbearer to suit our needs (and maybe purchase a few more models along the way).

The List

If you limit yourself to just the models from Quest of the Ringbearer, your Rivendell collection is . . . depressingly small:
  • Gildor Inglorion is used in one mission (Shortcuts Make Long Delays);
  • Arwen Evenstar is used in one mission (Flight to the Ford);
  • You have the option to use Glorfindel in Flight to the Ford instead of Arwen; and
  • You have 6 Wood Elf Warriors in the Lothlorien scenarios (and probably have 18 other Wood Elf Warriors if you bought the plastic box) who could be used as Noldorin Exiles.
This doesn't give you much to go on - so go purely from Quest of the Ringbearer, you need to a) collect models for Fantasy Fellowships, and b) be okay allying with Lothlorien and the Fellowship. Some of the members of the Fellowship (Aragorn, Boromir, and Legolas in particular) are powerful heroes who can increase your damage output (up-close or from a distance) and Aragorn/Boromir have March for your army (so Gildor doesn't have to spend his Might point doing that). With Fantasy Fellowships, you get access to:
  • An armored-version of Haldir (and Celeborn, actually); and
  • 12 Galadhrim Warriors (though you probably have 24 if you picked up the plastic box). 
With the knowledge that you could do a direct swap of Aragorn for Glorfindel, the list you could run looks like this:
  • Gildor Inglorion
    • 1 Noldorin Exile with throwing daggers
    • 5 Noldorin Exiles with Wood Elf spears and throwing daggers
    • 4 Noldorin Exiles with Elf bows
  • HISTORICAL ALLY: Haldir with heavy armor and Elf bow
    • 5 Galadhrim Warriors with shields
    • 5 Galadhrim Warriors with shields and spears
    • 5 Galadhrim Warriors with Elf bows
  • HISTORICAL ALLY: Aragorn - Strider with armor and bow [ARMY LEADER]
    • Boromir of Gondor with shield
With 29 models, 11 fast infantry with a free Heroic March from Aragorn (or 6 Might for March on Boromir if you run Glorfindel instead of Aragorn), and 13 Might points (plus Mighty Hero if you run Aragorn), this is a truly terrifying list (vulnerable to archery, perhaps, but a terrifying list all the same). However, it doesn't feel very Rivendell-like - AND it doesn't really give Gildor or Glorfindel the time to shine that they really deserve. So instead, I've recently been trying something else out (plus most of my Galadhrim Warriors have Elf bows and spears . . . so I can't play this list right now).

Most Rivendell lists will sport a bunch of High Elf Warriors, which we don't have in any of the QOTR scenarios. Many Rivendell lists will also include at least a few Rivendell Knights, which we don't have in any of the QOTR scenarios either. With access to Noldorin Exiles, you probably don't NEED Rivendell Knights for speed per se, but many players would prefer the high-Defense, lance-wielding, all-bow cavalry models over their half-priced, more fragile, all-throwing-weapon-capable infantry models. I get that.

Thursday, November 18, 2021

Quest of the Ringbearer: Model Collection Update, Part III

Good morning gamers,

We're back for another update on my Quest of the Ringbearer collection and while I don't have the 12 Wargs I need for Part II, we're looking at the Amon Hen sequence for Part III today!

Part III: Lothlorien to Emyn Muil

There are four scenarios covered here - three chain-linked scenarios and one "big scenario" with everyone in it. Depending on whether you're playing Fantasy Fellowships or the normal campaign determines which one you'll be doing, so let's look at the participants.

Purchase #18: Lurtz and Ugluk

Two pretty good mid-tier heroes . . .

These are two great heroes and I have enjoyed using them in the Lurtz's Scouts LL. I got both for cheap off eBay and Ugluk got a skinnier sword than the original metal model has thanks to being damaged before I got him.

Purchase #19: Uruk-Hai Captain with 2h

You can get this guy now in the Scout command pack, but I did a conversion off a Scout - those poses are really dynamic and some of my favorite poses in the game.

Purchase #20: 24 Uruk-Hai Scouts

You need a box of Scouts for the scenarios, but if you plan on running the Lurtz's Scouts LL or the Ugluk's Scouts LL, you probably want more. Here are my 24 favorite ones in all their glory:

You want as many of these guys as you can in two Legendary Legions . . .

Crowd favorites - fast with average Defense and above-average Fight/Strength

Usually not run without shields, but I find you can get a few more numbers out of these guys if you leave some shields at home . . .

Bonus pic - I converted an Uruk-Hai Drummer up as well (and three Uruk-Hai Scouts with Uruk-Hai bows and banners for the Lurtz's Scouts LL). I've actually shown these guys on the blog before, but I think they deserve some billings here on their own:

Conclusion

Here's how the standings look:

  • Current Model count: 
    • Part I: 42/42 (100%)
    • Part II: 43/55 (~78%)
    • Part III: 27/27 (100%)
    • TOTAL: 112/124 (~90%)
  • Estimated cost remaining: ~$80

Monday, November 15, 2021

Quest of the Ringbearer Inspired Lists: Angmar Revisited

Good morning gamers,

Angmar is an old kingdom and as such, it doesn't have any historical allies. Early in the Third Age, after the fall of Sauron, the kingdom of Angmar dominated over the weakened kingdom of men in Arnor and strove against the Elves of Rivendell. You wouldn't think that a scenario book set during the late Third Age would be able field much from Angmar, but alas, the Quest of the Ringbearer is FULL of Angmar models. Let's see what kind of list we can build from it!

The List

In Quest of the Ringbearer, we have a surprising number of Angmar models available to us:
  • We have 4 Barrow-Wights from the Fog of the Barrow-Downs scenario;
  • The Witch-King of Angmar in a variety of missions;
  • A Wild Warg Chieftain and 18 Wild Wargs in two missions;
  • 1 Cave Troll (who is a much needed hitter);
  • 6 Dead Marsh Spectres from the Dead Marshes mission; and
  • 3 Orc Captains and 37 Orcs (12 shields, 12 spears, 6 two-handed weapons, 6 Orc bows, 1 banner) from the Osgiliath mission. 
This is . . . a really good foundation for an Angmar army - and if you expand your collection to play Fantasy Fellowships, you also have 18 Warg Riders to add to your team. Let's look at one of the ways you can do it:

I didn't quite have enough Spectres for this one, so I have a Warrior of the Dead standing in . . . see if you can spot him. :)
  • Barrow-Wight [Red - ARMY LEADER]
    • 3 Angmar Orc Warriors with shields
    • 3 Angmar Orc Warriors with shields and spears
    • 3 Angmar Orc Warriors with Orc bows
    • 1 Angmar Orc Warrior with two-handed axe
    • 1 Cave Troll with Troll chain and hand-and-a-half hammer
  • Barrow-Wight [Yellow]
    • 3 Angmar Orc Warriors with shields
    • 2 Angmar Orc Warriors with shields and spears
    • 1 Angmar Orc Warrior with shield, spear, and banner
    • 1 Angmar Orc Warrior with Orc bow
    • 1 Dead Marsh Spectre
  • Barrow-Wight [Green]
    • 3 Angmar Orc Warriors with shields
    • 2 Angmar Orc Warriors with shields and spears
    • 1 Angmar Orc Warrior with shield, spear, and banner
    • 1 Angmar Orc Warrior with Orc bow
    • 1 Dead Marsh Spectre
  • Barrow-Wight [Blue]
    • 3 Angmar Orc Warriors with shields
    • 3 Angmar Orc Warriors with shields and spears
    • 1 Angmar Orc Warrior with Orc bow
    • 1 Dead Marsh Spectre
  • Wild Warg Chieftain
    • 6 Wild Wargs

Thursday, November 11, 2021

Top 10 Heroes to Challenge with a Heroic Challenge

 Hey Reader!

Tiberius did a post a few months back on the best heroes in the game for calling a Heroic Challenge, and a lot of that post came down to, "This is not a great heroic action, but in a few rare circumstances these characters will do better than others in using it well." And I 100% agree with all of this: Heroic Challenge needs an update, and you might see something on that on this space in the coming months, so stay tuned!

In the interim, though, I'm of the mind that there are specific heroes that are worth issuing a Heroic Challenge to, as your chance of losing is pretty low and your chances of winning are pretty high. So what follows here is a list of the best heroes to issue a Heroic Challenge to, combining both the Forces of Good and Evil.

We have two rules for which heroes make this list. First, they must be a Hero of Valour or higher, as the vast majority of heroes with the Heroic Challenge action are Valour or above. The trick, though, about this heroic action is that there has to be a reason for the hero to accept the challenge, and that means that, second, the hero should have a good reason not to refuse the challenge. So with this in mind, let's look at the best heroes to issue a challenge to in the Middle Earth Strategy Battle Game.


Honorable Mentions: There are two models we should highlight that didn't make the cut, as they are both strong enough that you'd want to accept, but you stand an okay chance of killing them. Forlong the Fat and Balin the Dwarf (Champion of Erebor) are both good options for challenging. Both have a good chance of accepting (as the former will take more Might every day of the week and the latter is a good caddy for Heroic Moves, so a good reason not to decline). The former has good killing power (so a good reason to believe he will win) and the latter is quite resilient (D8 goes a long way, and 2 wounds with 2 Fate isn't too shabby). But neither has Heroic Strike, Balin has a two-hander he must use (so an automatic -1 to win the fight), and as I noted in our podcast talking about Forlong, if he's not on the charge, his offensive profile goes down immensely. So both are good choices, but not as good as the guys below.


#10: Master of Lake-Town

The Master of Lake-Town is an ideal target for a challenge: he's F4 with 2 Attacks at S4, but he's also unarmed, so he's suffering a -1 to the duel and wounding rolls he makes. And at D4 with 2 wounds and 2 Fate, he's very easy to kill so long as he doesn't call Heroic Defense.

The reason why he's #10, though, is that there's very little reason for him to accept. Unless you are out of Might and close to if not out of Fate, he's not going to accept it. In part this is because he's probably leading his detachment (more so a reason not to accept if he's the army leader), but also because he's also spending Might to trigger his Moneybags ability, so he has good reasons to stick around as his army needs the Fight Value and banner bonus from him.

On the flipside, though, will the Master turn down the chance to get more Might if the target is soft enough? Does he feel like he needs to be able to call a Heroic Move later in the match? Maybe so, but maybe he doesn't care either way, which is why he's #10.


#9: Balin the Dwarf (Thorin's Company) 

Balin the Dwarf is one of the weakest of Thorin's Company from a combat perspective, sitting at F4 with 1 Attack at S3, and since he only has 1 Might and Heroic Defense he's not the easiest person to kill, but he's not that hard either. He does not have Heroic Strike, and with only 2 wounds at D5 with 2 Fate, he's pretty easy to kill. 

He's not likely to accept the challenge (which is why he's this low on the list), though on the other hand he's one of the few heroes in Thorin's Company who is comfortable calling a Heroic Move, so declining is not without its consequences in an army with low mobility.


#8: Sharkey

This army doesn't want Sharkey fighting, which means his Might is either going to be best used when channeling a spell or calling a Heroic Move. This is a disincentive to accept (hence why he's here on the list), but if he can't move his boys because he's declined a challenge, that's a problem for the army (and an army that is already short on Might as it is: no one in the list has more than 2 Might, and those guys you kinda want fighting people). So there's a disincentive to declining, not to mention the allure of getting more Might for him if you accept and win, that puts him ahead of the Master of Lake-Town and Denethor in my book. 

Plus there's a hidden incentive to accepting: Worm can't stab him if he's engaged in a challenge, so even if he suffers a wound in the challenge he's denying that special rule from being used (small consolation prize, but it exists). Should he accept, he's only F4 S4 with 1 Attack and 1 Might, so not only is it hard for him to kill stuff but there's an appeal to getting more Might points. And with D4 2 Wounds and only 1 Fate, he's an easy kill. 

So my recommendation: use your last Might to challenge this guy. It gives a good reason for him to try for it (as you're out of Might), it will still take him a while to kill you even if you lose, and then you get some Might back once you (inevitably, I'd argue) kill him.


#7: Denethor, Steward of Gondor

At Fight 5 Denethor is on-par if not below anyone that can challenge him (with a very small number of exceptions), and while he is S4 with 2 Attacks, he presents some danger but not a lot of danger to you. There is a natural pull for him not to accept the challenge as he's probably leading his contingent (if not the army), but on the flipside he has no Might, and this is one of the few ways he can gain Might. So there's a draw toward taking a chance if you don't look that intimidating. 

If you can get him to accept and you can get past his F5, he is only D5 with 2 wound and no Fate, so it's a relatively high chance that you kill him if you can get into a challenge with him.


#6: Ghan-Buri-Ghan

Ghan is not a strong fighter to start with: he is F4 with S4 and 2 Attacks, and while he has 3M he has no Strike or Defense, so fighting him in melee is not that difficult. And since he's very squishy at D4 with 2 wounds and 1 Fate, you can remove him in a single turn with relative ease. 

He places this low on this list, though, because the only reason for him to accept the challenge is because his army (whether the Wildmen list, the Paths of the Druadan Legendary Legion, or a list with an allied contingent) needs to be able to benefit from his Heroic Moves (or calling a Heroic Combat to catapult allied heroes into things). So there could be an appeal, especially if you challenge with a weaker hero with Challenge (Snaga the orc comes to mind), but on the whole I'd expect him to decline. If he accepts, though, you're golden.


#5: Worm

Okay, so this is up for debate as to whether he meets the parameters, but hear me out: nowhere on the profile does it say that he's an Independent Hero: the profile has "Hero of Legend" applied to both of them, and then in the text for "The Chief" passive ability it says that "Worm will always be the first follower in Sharkey's warband," but it never calls him an Independent Hero. So just like how Murin and Drar are both assumed to be heroes of fortitude, as that is their designation, and Elrohir and Elladan are assumed to both be heroes of fortitude, Worm is technically a hero of legend, and thus may be challenged by anyone with the heroic action. 

Now: he has a good reason to decline (which is why he's middle of this list), but consider the reasons for accepting: if he cannot be seen by anyone else he has 3 Attacks at F4, which is not bad. This is the only way he can get Might Points, and having Might that could be used for Heroic Moves on someone as disposable as Worm is not a bad thing to have. And if Worm dies, there's a 33% chance that all the hero does is get back the spent Might for winning the challenge, so a good chance that all he did was speedbump the enemy. 

So your opponent (I say as I work on a Sharkey's Rogues army) has a decent reason to accept the challenge so long as Grima has the 3 attacks. So make sure Worm is getting those 3 attacks, and then issue the challenge. If you do, he's a good choice to challenge.


#4: Golden King of Abrakhan

Okay hear me out on this one - 4 Attacks is a lot (which is also a good reason for him to accept, which is half the battle to successfully getting off a Heroic Challenge), but for having 4 Attacks with a burly two-handed S4 sword he's actually not that dangerous. Check it out.

First, he's only F4, so you are probably higher Fight Value than him (unless, I dunno - maybe if you're Snaga? But no one else is coming to mind), and thus will win ties. Second, he has no Heroic Strike or Heroic Defense, so you don't need to worry about him going up to F5+, and you will have an easy chance to wound him. Third, he's pretty easy to trap, as it's relatively hard to maneuver him once he's engaged in combat, and all you need to do is place models near him and suddenly boom: he can't move anywhere following the fight, doubling your wounding dice. And even if you can't set this up, he's also an infantry model, so charging him with a cavalry model can also knock him prone. And finally, he's only D5, so even though you have to do 4-6 wounds to him, it's not that hard to do. 

And again, since he's effectively S6 with 4 Attacks, you have a good chance of him accepting because he feels pretty good about his chances of winning. Tack onto that the desire to use his 2 Might to do things to help the army (as I believe only Suladan gets 3 Might for the Serpent Horde - no one else is coming to mind at least), and he's got good reasons to say, "Sure: let's do a Challenge."


#3: The Dwimmerlaik

There are three ways you can run the Dwimmerlaik (on foot, on a horse of some kind, or on a fell beast of some kind), and in all cases this is an excellent choice for calling a Heroic Challenge. First of all, the Dwimmerlaik starts by being in their element: they can potentially make you spend 2 Might to call the Challenge, which is already excellent. Second, the draw for accepting is high since it's one of the few ways he can get Might, and Angmar is always hurting for Might thanks to how many 0 Might heroes they have, and all of their 3 Might heroes don't want to be calling Heroic Moves (or Heroic Combats if they can get someone else in the fight to call it for them). And at D8 past 2 Fate and a +1 to all of his wound rolls, the Dwimmerlaik is pretty survivable and decently good at killing things, especially if he's mounted on a fell beast for more attacks.

But even with the best fighting profile he has access to (fell beast mount), he will only have 2-3 attacks (depending on whether or not he charges on a given turn) at S6, but since the Dwimmerlaik carries a two-handed sword only, he has to use it, so all of his dice are getting -1 to the roll. And at F5 with no Strike (as he has no Might to call Strike), this is a very beatable character.

The other thing to remember is that if you kill him the mount flees, so you don't need to wound the fell beast at all. And if he's not mounted or mounted on a horse, he gets easier and easier to beat. There is a decent chance that an opponent will decline (as he's not calling any heroic actions), but having played Angmar, the allure of getting more Might on a character who has options for dealing good damage is high if the person issuing the challenge is around F5 and around S4. So don't challenge with Elessar, but Lurtz? There's an appeal there.


#2: Nazgul of Dol Guldur

With only 1 wound past D6, this is the easiest person on this list to wound and slay (and even if they return due to their special rule, that doesn't cancel the fact that you slew them, getting the Might points - so this could be an infinite source of Heroic Challenges!). And with F5 with 2 Attacks at S4 with no Heroic Strike, this is an easy profile to defeat in a challenge compared to the others we've looked at, especially if you're mounted. 

Of these profiles, the following are the ones you want to challenge: Slayer of Men and the Witch-King of Angmar, as both stand a chance at actually trying to kill you (so a reason to accept), but all of them lack Strike, so you're probably fine (Khamul would be a good choice, but I think he'd refuse the challenge). 

They can refuse, though if they do the army has very little Might for heroic actions, so that's a potential red flag for an army that has a lot of infantry that will likely want to move first and/or cast with the Necromancer. So while yes, it's not an ideal situation to be challenged, it's also not ideal to decline. And if you have to lose someone in a challenge, the best person to lose is a person who comes back.


#1: Sid Briarthorn

Sid is a glorified ruffian, so he's not that good in combat: F4 S4 with 2 Attacks, and only 2 wounds with D4 and 1 Fate. And yet he's one of the best slayers that Sharkey's Rogues has, so he's on the front lines doing the dirty work, so your chances of getting into a position to challenge him is high. He has 2 Might, but can only call Heroic Strength and the standard actions. 

He could refuse, but Sharkey's Rogues as an army has an issue with not having a lot of Might, so there's an allure there (not to mention the allure of being able to move more than just himself on a Heroic Move to counter, say, a cavalry charge), so refusing is a dangerous proposition for him: you might save him for 1-2 more turns, but you pass up extra Might and could hurt your team by not being able to call useful heroic actions that would help your team.

So Sid's in a difficult spot: there's a lot of reasons to accept purely to keep the army moving the way it has to, and he's your best bet for winning the challenge in that army list, but at the same time he's a good option for slaying. So in my opinion, looking at the heroes available, I think he's the best option for issuing a Heroic Challenge.


Encouraging Acceptance

So how do you incentivize the target to accept the challenge, in the event that they have a good reason to decline? A few notes.

First, charge with multiple models. If you have 3-4 models (which could include spearmen, but even better if you have spearmen in addition to 3-4 models) against the target model and then you offer to Heroic Challenge, your opponent has the option to cut out about half of the dice in the combat by accepting (if not far more than half) or keep the odds as they are and weather it. Some of your opponents will opt to take the challenge, as they stand a better chance of not being killed in a single turn.

Interestingly enough, though: since the others in the combat don't back up a full 1", if the hero would have been trapped before the challenged was called they will still be trapped afterwards, even though you are not. And in future turns you can just move everyone around the enemy model to trap them for future rounds, insuring that anytime you win you are doubling your wounding dice. So pretty reliable means to finish off the hero.

Second, challenge with a weakened hero. No one wants to accept a challenge from a person with lots of Might, Fate, or wounds, so if you find yourself below maximum potential, you are more primed to be acceptable as a challenger. This can then help you regain your Might Points, pulling you back up. And if you happen to have a hero with a restoration spell on them to replenish your stats, still better.

And finally, look for those low Fight Value heroes with a lot of Attacks. There are not very many of them, but they do exist, and if they exist, then you can challenge them and your opponent looks at their number of attacks and thinks, "Hey: I think I can beat this guy. Let's give it a shot."


Conclusion

The Heroic Challenge is not heavily used, and for good reason: its uses are limited, and the incentive to decline is high. While Heroic Resolve and Heroic Accuracy are pretty bad, Heroic Challenge is still one of the worst heroic actions in the game. But since it is not heavily used most people don't plan for it, so if you find yourself in a unique situation where it is deviously excellent to call it, don't be afraid to call it.

Watching the stars,

Centaur

"I watch the stars, for it is mine to watch, as it is yours, Badger, to remember." ~ Glenstorm, Prince Caspian

Monday, November 8, 2021

Quest of the Ringbearer Inspired Lists: The Breaking of the Fellowship LL

Good morning gamers,

As we close out the year, we'll be looking at 700-point lists that are built around models you collect from the Quest of the Ringbearer book. If you haven't seen the articles recently, I've been collecting all the models from that book and since I've been working on painting up a bunch of models toward that end, I figured I should get them on the tabletop and start using them. The first list that we have is . . . well, not at 700 points, but it works just fine with a 100-point handicap for your opponent. It's the Breaking of the Fellowship Legendary Legion - a Legion that has rapidly risen to be one of my favorite Legions in the game!

The List

This list, as we've mentioned in the Stuff of Legends series, writes itself at/above 600 points:

  • Aragorn - Strider with Elven cloak [ARMY LEADER]
    • Frodo Baggins with Sting, Mithril coat, and Elven cloak
    • Samwise Gamgee with Elven cloak
    • Meriadoc Brandybuck with Elven cloak
    • Peregrin Took with Elven cloak
    • Boromir of Gondor with shield and Elven cloak
    • Legolas Greenleaf with Elven cloak
    • Gimli, Son of Gloin with Elven cloak
This list may not look like much (only 8 models, half of which are D4 and below), but the Legion rules for this list are bonkers:
  • Those Elven cloaks are free, so this army has built-in defense from long-range archery and magic so long as there's some terrain in the way;
  • Each model counts as a banner for friendly models;
  • Each model counts as having the Fortify Spirit magical power on them (+2 free dice to resist magical powers, which means the Hobbits are all rolling 3 free dice thanks to Resistant to Magic); 
  • The army is Fearless and doesn't count as being broken while Frodo is alive (the usual Fellowship bonus); and
  • Each model has a "gift of Lothlorien" to help them be better:
    • Aragorn has an Elven-made Dagger with Uruk-Haibane (the Elven-made keyword is quite useful, Uruk-Haibane is often overkill, but means you can kill an Uruk hero with a single successful wounding roll most of the time);
    • Frodo gets the Light of Earendil which allows him to cast a normal version of Blinding Light on a free dice while not wearing the Ring on a 3+ as a means of minimizing enemy archery damage (no channeling to keep it up forever - this is probably the best gift in the bunch);
    • Sam has Elven Rope that makes him automatically pass jump, leap, and climb tests (used it once only because I could - not because I had to);
    • Merry and Pippin have Noldorin Daggers that allow them to reroll failed To Wound rolls (but don't count as Elven-made weapons - sad, but really good value on them);
    • Boromir has a Golden Belt that gives him the Woodland Creature special rule (very situational, but occasionally quite good to have - better than Sam's gift at any rate);
    • Legolas has the Bow of the Galadhrim, which allows him to reroll failed To Hit rolls so long as a friendly model is within 3" of him (this is the only gift that really vies for first place against Frodo's Light of Earendil); and
    • Gimli has the Three Locks of Hair from Galadriel - each of which can be spent once per game to reroll all of his dueling dice (this was viewed by me to be incredibly good and it can be, but because he already gets 1 reroll if someone is nearby, the value of this is really 1-2 more dice rerolled depending on the weapon you choose to use and what you get on your first 3-4 dice).
These bonuses are great - but let's see the kinds of things we need to be able to do with this army in practice.

Thursday, November 4, 2021

Unexpected Military Formations: The Mushroom Charge

Good morning gamers,

Today we're continuing our discussion of formations and we're using as our inspiration a very exciting moment from the Two Towers: the charge of Eomer's Eored as they slam into the Uruk-Hai at Helm's Deep. 

Photo Credit: Tumblr

We've already looked at ways to fight against cavalry (see our article on the Long Fangs formation as well as our articles on the Schiltron and Tercio formations as ways of protecting vulnerable units from being gronked by a cavalry charge). Today we're looking at the other side of the coin and viewing how to maximize your effectiveness when charging with cavalry.

To illustrate the formation today, let's assume that you have the following forces in a 500-point game (if one of these armies looks familiar, it's because we viewed it recently):
  • The Riders of Eomer (10 models):
    • Eomer, Marshal of the Riddermark on horse with throwing spears and shield
      • 3 Riders of Rohan
      • 1 Rider of Rohan with throwing spears
    • Gandalf the White on Shadowfax
      • 3 Riders of Rohan
      • 1 Rider of Rohan with banner
  • The Assault Upon Helm's Deep LL (33 models):
    • 1 Uber-Uruk-Hai Captain with two-handed axe [ARMY LEADER]
      • 5 Uruk-Hai Berserkers
      • 7 Uruk-Hai Warriors with pikes
      • 1 Uruk-Hai Warrior with pike and banner
      • 4 Uruk-Hai Warriors with crossbows
    • 1 Uruk-Hai Captain with crossbow
      • 4 Uruk-Hai Warriors with shields
      • 4 Uruk-Hai Warriors with pikes
      • 6 Uruk-Hai Warriors with crossbows
Wow - our all-cavalry army is down-handed 3:1 in this match up. While we don't have any ballistas or demo teams to worry about (worth 145+ points), we do have LOTS of Uruks to worry about (you can get ~14 Uruks for the same points as the ballista and demo team, which means +8 total models). So how do we use our cavalry effectively against such big odds?

My Tiny But Powerful Band

Tuesday, November 2, 2021

TMAT Talks: Episode 17 - Recapping The Hunters' Red October 2021

 

Fall breezes be breezin', which can only mean one thing: it's time for another Hunter's Red October!

In Part II, Tiberius, Centaur, and Rythbryt recap how their 550 point lists did in this four round Good vs. Evil tournament. Now streaming on Spotify, Google Play, Apple Podcasts, and (probably) wherever you get your audio content!

The full lists are available over on the TMAT Blog, and if you missed Part I (covering the various lists and predictions), you can listen to it on Spotify or wherever else you listen to your podcasts!

tellmeatalegreatorsmall.blogspot.com
Music: Happy Haunts by Aaron Kenny

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Show Notes:

0:00 - Intro and Round 1: Domination (Arnor v. Camels, Elrond v. Balrog, Grey Company v. Balrog, Rohan v. Azog)

45:00 - Round 2: Assassination (Champs of Erebor v. Black Riders, Gil-Galad v. Bomb Team, Treebeard v. Sauron, Balin v. Buhrdur)

1:12:00 - Round 3: Command the Battlefield (Treebeard v. Balrog, Glorfindel v. Azog, Elrond v. Buhrdur, Rohan v. Black Riders)

1:50:00 - Round 4: Clash by Moonlight (Glorfindel v. Camels, Elrond v. Azog, Grey Company v. Balrog, Rohan v. Buhrdur)

Monday, November 1, 2021

The Bare Necessities, Part XLVI: The White Council

Good morning gamers,

Today is our last post in the Armies of the Lord of the Rings and the Armies of the Hobbit and we've come to an all-hero army that . . . isn't very popular (or WASN'T very popular until their new Legion was released). I should say, this is an army that isn't popular played pure, since it has a hero that everyone and their brother seems to ally into their army (if they don't mind losing their army bonus). Yes, today we're looking at the White Council - and while there aren't a lot of models in the list, you can find a little bit of everything to throw into your army.

Everyone's favorite ally . . . except for Numenor and Arnor, maybe.

The White Council: Making 50s And 100s (And Accepting Handicaps)
The White Council consists of seven hero profiles - all of which are powerful warriors or magic casters (and a few are both). When compared to other all-hero armies, they actually have some advantages over the others:
  • Unlike the Breaking of the Fellowship Legendary Legion, you have options for mounts on five of your heroes (not Celeborn or Galadriel) - though I will say that the Breaking of the Fellowship LL can move plenty fast with the free Heroic Marches from Aragorn. Still, with Hobbits moving 7" max, you don't get the freedom that comes from riding in on a horse, sleigh, or Eagle - and you don't get the increased damage when you charge (which is something none of the Good all-hero armies have);
  • Like Thorin's Company, you have a mix of high Defense (Celeborn, Glorfindel, and Elrond), average Defense (Gandalf, Radagast, and Saruman), and low Defense, but while Thorin's Company has mostly 2 Wound/1 Fate heroes in its army, all of the models in this army have 3 Wounds and 3 Fate (and almost half of them have rerollable Fate points - and TWO of the guys in this list can give you Wounds back); and
  • Like Erebor Reclaimed (which isn't exclusively all-hero - but can certainly be run that way), you have a mixture of high-powered combat heroes (Celeborn, Glorfindel, Elrond, Radagast on the Great Eagle, and arguably Galadriel) and less-powerful units (Gandalf and Saruman), but unlike this army, you have access to not one, not two, not three, but FOUR heroes who have Immobilize (Saruman on a 2+ and Gandalf/Radagast/Celeborn on a 3+), which can keep enemy heroes or monsters from smashing through your ranks (and greatly reduces your risk if you are already fighting them).
Yes, you have a LOT of tricks in this list . . . and yet you almost never see this army being run. Why? Well, the tricky thing about these heroes (and this has always been the case with the White Council - even when they included the likes of Erestor, Cirdan, Arwen, Legolas, and Thranduil) is that getting their points to line up is . . . well, quite difficult. Here's your line-up:
  • Galadriel, Lady of Light (130pts)
  • Celeborn (130-150pts)
  • Glorfindel (145-170pts)
  • Radagast the Brown (150-205pts)
  • Gandalf the Grey (170-180pts)
  • Saruman the White (170-180pts)
  • Elrond (170-190pts)
The tricky bit is getting your points to line up in 50s and 100s, based on your points level. At 700 points, you might say "I'll take Galadriel with Saruman for 300pts," you probably want Saruman to have a horse to get the most out of him - and that means you'd need to then take Elrond fully kitted out to bring you up to 500 points. Now that you have 200 points left, I guess you take Radagast on the Great Eagle (or on the sleigh with Sebastian).