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Monday, July 31, 2023

Armies of Middle-Earth SBG: Countering Angmar, Part 3 -- Weathering Overwhelming Magic

Ooooo... spooky!

Photo Credit: Me

Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1Part 2Part 3, and Part 4.

We left off last time talking about how list-building is only part of the picture when it comes to countering what Angmar can do: there are definitely list-building choices that help (and some that decidedly don't), but at the end of the day this is a game that is (usually) decided on the tabletop, by tactics and movement (and, of course, dice). 

As we transition to dealing with the third of Angmar's core strengths (magic), there will still be important list-building decisions for us to think through. But we'll be talking more and more about those list-building decisions in the context of how they are likely to play out (and even affect what happens) on the tabletop. That's important, because as we'll see (1) not every list has equal list-building counters to magic, and (2) almost no list has a fool-proof answer to magic on the scale to which Angmar can (and usually does) marshal it. 

The raw output of Angmar's magic attack is overwhelming, and its potency is debilitating.

Before delving into the potential solutions, let's have a quick refresher about the way magic works. If you're new to the Middle-Earth Strategy Battle Game, played under the old rule-set and want a quick summary of what's changed, or if you've been playing for a bit but magic is not common in your area, I recommend that you push "Pause" here and check out Tiberius's primer post on Revisiting Magic. While Tiberius and I don't agree on all aspects of MESBG, he's thought about magic a lot more than I have, and his knowledge of how it works (and, by extension, how to counter it) is, at best, second to only a very few. Plus, your reading his article saves me a lot of typing.

Saturday, July 29, 2023

Fantasy Fellowship Deep Dive, Part 5

Good morning gamers,

In the previous posts, we've looked at how best to optimize your Fellowship to fight the enemy models that will be showing up in the Fantasy Fellowship missions. Today, we're looking at the two most important models in your Fellowship: your Ringbearer and your Companion. Their journey to Mordor is a hard one, but they are not without help (at least at the beginning). So let's dive in and view not just what makes a hero a good fit for these slots, but also some strategies for tackling the missions you're presented with!

Part 5: The Journey to Mordor 

 

Photo Credit: Quest of the Ringbearer


In this section, our only Fellowship heroes are our Ringbearer and Companion - and boy do we need to get some work out of them! We have the following five missions to complete with them, though you should note that the first two scenarios give us allies while the latter two scenarios require our Ringbearer and Companion to work alone (and this changes the requirements for these characters dramatically): 

  • The Dead Marshes (ally: Smeagol) 
  • REST POINT! 
  • Osgiliath (allies: Smeagol, lots of Minas Tirith guys) 
  • Shelob's Lair (no allies) 
  • Cirith Ungol (you're basically not playing with your Fellowship on this one!) 
  • Plateau of Gorgoroth (no allies) 

For these missions, we have the following models to help us: 

  • The Ringbearer (effectively 4 scenarios) 
  • The Companion (4-5 scenarios, depending on how often you win priority) 
  • ALLIES: 
    • Smeagol (2 scenarios) 
    • Faramir, Captain of Gondor with bow (1 scenario) 
    • Madril, Captain of Ithilien (1 scenario) 
    • Damrod, Ranger of Ithilien (1 scenario) 
    • Anborn, Ranger of Ithilien (1 scenario) 
    • Mablung, Ranger of Ithilien (1 scenario) 
    • 13 Warriors of Minas Tirith (standard gear and 1 with banner, 1 scenario) 
    • 12 Rangers of Gondor (standard gear, 1 scenario) 
    • 6 Osgiliath Veterans (standard gear, 1 scenario) 
  • PSEUDO-ALLIES: 
    • Shagrat, Captain of Cirith Ungol 
    • 15 Mordor Uruk-Hai with no additional gear 

We’ll be facing the following models – basically a bunch of Orcs with some scattered other bad guys to fight: 

  • Ringwraith on Fell Beast with 0-2 Might, 10 Will, and 0-2 Fate (2 scenarios) 
  • 6 Dead Marsh Spectres (1 scenario) 
  • 3 Orc Captains with shields (1-2 scenarios) 
  • 12-37 Orc Warriors (4-12 shields, 4-12 spears, 2-6 two-handed weapons, 2-6 Orc bows, 1 with banner, 1-3 scenarios) 
  • Smeagol (NOT Gollum, 1 scenario) 
  • Shelob (1 scenario) 
  • Gorbag, Orc Captain (1 scenario) 
  • Orc Taskmaster (1 scenario) 

Thursday, July 27, 2023

Minas Tirith Me Up: Osgiliath/Minas Tirith Terrain, Part VI

Good morning gamers,

In update #6, we're looking at the first level walls, which we probably won't be using for Matched Play, but will need for scenarios in Fantasy Fellowships (and who knows - we may have something brewing that would require these . . . ). We will be looking at the walls, as well as the gatehouse, the stairwells to the walls, and the baseplate panels - there's lots to cover, let's get to it!

Photo Credit: Sott.net

Wall Sections with Battlements 

I got the walls (two 12" long segments and two 3" long segments) painted in a black mod podge mix, sealing the foam in. I wasn't confident that the spray paint wouldn't eat through the foam, so I hand-painted some of the bricks different colors and then over-brushed with white:

These are the 12" segments - the 3" segments show up at the end!

Monday, July 24, 2023

Armies of Middle-Earth SBG: Countering Angmar, Part 2 -- Repelling the Shut-Down

Still evil! Still spooky! Still mine!
Photo Credit: The author, himself

Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1, Part 2, Part 3, and Part 4.

If you're just joining us, this is an ongoing series about how to build forces that would feel reasonably comfortable countering Angmar. While there are definitely certain lists that have advantages against Angmar (more to come on that score in parts 5-8), my goal with this particular series is to help identify the tools that every faction (or at least almost every faction) has to deal with Angmar. Some have more tools than others, certainly; but when you dig in and drill down, it's surprising how many factions actually have multiple tools they can draw upon.

In Part 1, we talked about how to get around the Terror that Angmar generally brings to the table (as it turns out, there are a lot of strategies we could try). This time, we're turning to what may be the most oppressive aspect of an Angmar list: it's ability to shut down or take out your army's key pieces. We're focusing primarily on the non-magic ways Angmar does this, but don't worry: we still have plenty to talk about (plus, countering the magic is coming next time, so I've got you).

If you have a model that's essential to your army, Angmar can probably affect it, shut it down, or take it out before it does what you need it to do.

One of the many practical problems that players face when facing Angmar (especially if it's your first time playing against Angmar) is that if you have something essential to your army, Angmar can probably take it out (and usually quickly). Exactly how it does this takes many different forms (depending on what exactly is in Angmar's list, and how many of a given profile are in it), but here's some of the many ways Angmar can mitigate / take out / depower your key models: 

  • Terror front line Harbinger of Evil / Drain Courage against low-courage heroes (so they cannot charge without burning Might or Will);
  • Magical spells like Transfix / Paralyze to incapacitate a hero;
  • Compel / Spectres to pull targets out of position / into dangerous positions; 
  • Monsters (often flying monsters) to challenge enemy heroes, deal huge damage, and / or disrupt the opponent's battle lines; and
  • Heroes who either neuter your heroic actions (the Tainted) or drain your resources (the Dwimmerlaik, Shades, and Barrow Wights)
Fortunately, Angmar can't take all of these things in a single list unless you're playing at absurdly high points levels. But Angmar can take most of these things at most points levels, and therein lies the problem. Most army lists have some sort of way to avoid, incapacitate, or assassinate at least one priority target in the opponent's army (even if that way is "Strike and hope"). If Angmar can take this model out of the equation through one (or multiple) of these mitigation tactics, however, your force may not be able to deal with everything else that Angmar has.

In the same vein, if you over-build your force to address one particular problem posed by Angmar, you may not have enough in your force to address other problems Angmar poses. By way of example, Terror is the primary problem that most opponents need to solve against Angmar. But if your entire game-plan is keyed around charging Terror models (especially if your solution rests on a single model sticking around), you may not have the tools you need to keep Angmar from assassinating that target (thereby depriving you of the tools you need). By the same token, most armies' solution to dealing with big enemy heroes is to have their own big hero deal with them. But if Angmar can tie up your own big hero with one or two of their smaller ones (i.e., a couple of Barrow Wights spend four turns casting two Paralyze spells a turn at your Aragorn), you may find yourself without any answers to Angmar's own big heroes (and there are some big heroes in Angmar which, left unchecked, will wreak havoc on most opponents).

Thursday, July 20, 2023

Siege Boards: Best Scenarios for Siege Games

Hey Reader!

I've been working on some siege maps recently, and toward that end I've been giving thought to what the best scenarios are for siege missions. The trick to most scenarios is that you don't want it to be one-sided: you want there to be a fighting chance for victory for both sides, without the terrain to give an unfair advantage to one side over the other.

So today we're looking at the best scenarios for use on a siege map, as they don't give a unique advantage to the attacker or defender, and actually bring the uniqueness of a siege map into play to guide deployment and strategy. It's worth noting that in War in Rohan you have both scenarios and special rules for sieges; we will be looking at the standard 18 scenarios from the matched play guide as those are both more familiar to gamers generally due to their presence in tournament play, and also arguably more balanced.

Monday, July 17, 2023

Armies of Middle-Earth SBG: Countering Angmar, Part 1 -- Dealing with Terror

Photo Credit: ME!!!! (Thanks, me!)

Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1Part 2Part 3, and Part 4.

It's still summer (which means I still have time to write :-P), so I'm back with another Armies of Middle-Earth! 

As you probably gleaned from the title, this one's a little special: instead of doing our usual blow-by-blow of a particular faction (there are a couple more of those in the pipeline that I think I'll get out before I start teaching again in the fall), this series will zero-in on how to counter a particular faction that seems to cause an inordinate amount of headaches for many players: Angmar.

If you're not familiar with Angmar (unlikely since you're reading this article, but still...), I'll be referring throughout to concepts that I discuss in our write-up on Angmar proper. If you need a refresher on the faction (and have an hour or so that you can devote to reading), I'd at least recommend looking at the discussion of strengths and weaknesses at the start (although the list of recommended community resources at the end may prove useful if you're interested in learning more about the faction). 

Finally, while this series will be keyed towards countering Angmar specifically, a lot of the list-building concepts and ideas we'll discuss will have applications beyond Angmar. So I hope it helps to get your creative juices flowing.

Attacking the Weak, Avoiding the Strong

One of Sun Tzu's great principles in The Art of War is to attack where the opponent is weak, and to avoid where the opponent is strong. I often think about this principle when I'm thinking through list-building ideas for competitive play: is there anything I can throw into this list that will be able to exploit at least one weaknesses in common, competitive armies while perhaps blunting something that they typically excel in? Since Angmar is an army with a lot of strengths and weaknesses, I think this approach gives us a good chance of identifying both army lists and in-game tactics that can give us a competitive edge against most Angmar forces.

Over the course of these write-ups, we'll be working our way through several strengths that Angmar brings to the table. Using our original Armies post as a starting-point, and assuming that most Angmar lists you'll face will be what I will call "typical" Angmar lists (i.e., a pure force with the Army Bonus, at least one Ringwraith, 1-3 Barrow Wights, 1-2 Monsters, some Specters, and a decent chunk of Orcs who cause Terror -- as opposed to something weird like, say, Buhrdur with ten Cave Trolls), here's the strengths we'll be targeting:

  • TERROR: There will likely be a lot of Terror (probably buffed by Harbinger of Evil). 
  • SEEK, CONTROL, DESTROY: If you have a model that's essential to your army, Angmar can probably affect it, shut it down, or take it out before it does what you need it to do.
  • MAGIC: The volume and potency of Angmar's magic attack is overwhelming and debilitating.
  • MENTAL MISTAKES: Angmar has so many tools at its disposal, that it's easy to feel "oppressed" or "frustrated," resulting in avoidable mental mistakes.

We'll cover all of these strengths in upcoming articles (along with some articles on a taxonomy of heroes and the best factions for good/evil to combat Angmar), but I wanted to start the discussion today with Terror because it's the most obvious aspect (and, in some ways, the aspect that's easiest to deal with) of what makes Angmar such a hard match-up for many armies. 

Saturday, July 15, 2023

Fantasy Fellowships: The Erebor Reunion, Part 4c

Good morning gamers,

In our last battle report, I told Centaur, "I don't think this game is going to take very long." The Ride Out scenario went on for about five turns and was done in about 30 minutes. I was right. When Centaur and I looked ahead at this scenario (Eomer's Return), I said, "Yeah, this is basically the same scenario except you get +10 Uruk-Hai and I get +20 Riders . . . I don't think it's going to take very long." And I was right - as you will see. :) This scenario does have some pretty big changes from the previous one, not least of which is that I've dropped my two combat heroes (Dwalin and Nori) and swapped in my wizard (Gandalf the Grey, newly minted as Gandalf the White). I don't have Theoden (and his +1 FV buff, which would be super nice) and Gamling (for replenishing Might on Theoden or himself) and instead have Eomer (who hits harder than either of those other guys, but doesn't come with a shield or throwing spears - really, GW, really?!?!?!) and Erkenbrand (who is really underrated). Yep, there are definitely some changes.

What's interesting about these two scenarios is that they highlight the difference in play style between the Riders of Theoden and Riders of Eomer Legendary Legions - in Ride Out, your focus on heroes and Royal Guards with throwing spears makes you WANT to get that glorious charge off. Death! they do not have, but it's not that hard for four decent-to-great heroes to carve up 23 Uruk-Hai. It just isn't. The Eomer's Return scenario very much plays the way the Riders of Eomer play - you want one big charge (with lots of Combats to take advantage of those -1 penalties you're inflicting) and before that you want to soften the enemy up with archery. It helps that in this scenario, the Uruk-Hai have lost all their crossbows . . . so yeah, we're going to skirmish for a while, whittle down the numbers, then come thundering into combat with as many cavalry as we can, and have a good time. Let's get into it!

Eomer's Return

The board is a 24"x48" setup, with the Riders packed into 3" of one side of the board (the Riders barely all fit!) and the Uruks get a nice, wide, 12" zone to deploy in. As you can see, we deployed thusly:


Turn 1: Priority Good


Good began by moving up 5" with everyone and Gandalf successfully cast Strengthen Will on himself - so glad this is now cast on a 3+! (7/6W) Oh, and I do think this is Gandalf's most underrated spell - particularly for Gandalf the Grey, but definitely also for Gandalf the White. I know that I get a rest point for Gandalf after this mission, so I plan to blow through a TON of Will . . . but it doesn't hurt to have a little extra.

Thursday, July 13, 2023

Top 4 "Girl Items" for Wargamers!

Hey Reader!

So a bit of an unconventional post today, but I wanted to highlight four items (I really did try to get the list up to five, guys, but I couldn't think of another one, so if you think of one that I missed, please let me know in the comments below so I can edit and update the post with a shout-out to you, because the number four is just bothering me) that male wargamers generally don't buy (and female wargamers, inasmuch as they do buy them, probably don't use for the hobby) that are actually extremely useful and will help you immensely in the craft/hobby side of the hobby.

All of these are objects that I have either directly used or someone in my gaming group and immediate sphere of influence has used, so I've been able to verify the work, and boy howdy has it changed the way I see the world around me. So with no further ado, here's four items you probably don't use for the hobby that you really should.

Monday, July 10, 2023

In Defense of: Gondor Battlecry Trebuchets

Hey Reader!


Photo courtesy of GamesWorkshop
Today we're continuing the In Defense Of series, and Tiberius asked me to jump in and chat about the Gondor Battlecry Trebuchet, as I thought it was the best Forces of Good siege weapon (or "Big Honkin' Things," as we also included things like chariots in our consideration) in the game, and that was controversial among our gaming group. And to be honest, this is likely controversial for your gaming group as well: most people tend to not like trebuchets. 

And I don't understand why, because I think they fix the "Minas Tirith Problem" quite nicely.

We will start by looking at why people tell you not to take this model, then we'll discuss why you should take it, and then close out by discussing how to make it work effectively in your army list.

Why NOT To Take a Trebuchet

A lot of people on the internet (both trolls and well-intentioned souls) will tell you that there's literally no reason to take a trebuchet.

Thursday, July 6, 2023

Unexpected Military Formations: The Deployable Meat Shield

Good morning gamers,

I've been playing a lot of games with average Defense models leading up to our recent GT. One of the armies I tested at 623 points (I know, it's weird) was the Cirith Ungol LL, which had a mix of Orcs with shields and Uruk-Hai with Orc bows:
  • Shagrat, Captain of Cirith Ungol with heavy armor and the Shield of Cirith Ungol [ARMY LEADER]
    • 9 Mordor Uruk-Hai with Orc bows
    • 3 Mordor Uruk-Hai with Orc bows and two-handed maces
  • Gorbag, Orc Captain
    • 3 Orc Warriors with shields
    • 5 Orc Warriors with shields and spears
    • 1 Orc Warrior with shield, spear, and banner
    • 2 Orc Warriors with two-handed weapons
  • Orc Captain with pick and shield
    • 3 Orc Warriors with shields
    • 7 Orc Warriors with shields and spears
    • 1 Orc Warrior with shield, spear, and banner
    • 1 Orc Warrior with two-handed weapon
  • Shelob
39 models, 12 Orc bows hitting on a 4+, 4 D6+ models, 1 fast infantry AND 2 Might for Heroic March, 8 Might

The problem is that if you're up against S2 archery, those D4 Uruk-Hai look far more tempting as targets than those D5 Orcs. So how do you protect your investment while still getting good archers in the Legion? Well, you channel your inner Mordor overlord and prepare a line of Orcs to save the day! Let's see how we do this with the Deployable Meat Shield!

Monday, July 3, 2023

In Defense Of: Morannon Orc Captains

Good morning gamers,

When you think about the most developed lists in MESBG, Mordor is probably one of the first that you think of - and it definitely has more profiles in it than any other army list in the game. With a host of Orc, Spirit, Uruk-Hai, Men, and Monsters of various ilks in the mix, it's easy to get overwhelmed with your options for both heroes and warriors. Within the hero listing itself, you not only have a host of generic heroes to pick from, but you have TONS of named heroes to pick from. And within the list of generic heroes is a humble Orc profile that gets ignored by basically everyone: Morannon Orc Captains.

These guys show up in several scenarios within Gondor at War and War in Rohan (yes, it's true - check out Part 5 of the scenario participants post we did earlier this year for more info on this). If you don't play the scenarios much . . . you probably haven't looked too hard at these guys. Let's dig into some of the common objections as to why.

Why NOT To Take Morannon Orc Captains

For most generic heroes, their claim-to-fame in army lists is that they are the only heroes (or the only cheap heroes) with Heroic March. For some armies, you might have 1-2 named heroes (like Aragorn, Dain, or Balin) who have access to Heroic March, but in the main, if you want your infantry to race across the field, you probably need a generic hero.

For four factions, however, this is not true: Rohan, Isengard, Azog's Hunters, and Mordor. For Rohan, Azog's Hunters, and Isengard, there are a host of named heroes who have March - and as a result, unless you're running a Legendary Legion that limits your access to named heroes, you probably won't see a generic Captain in the mix (see my article defending Captains of Rohan for more information about this).

Saturday, July 1, 2023

Fantasy Fellowships: The Erebor Reunion, Part 4b

Good morning gamers,

I told Centaur before we played this scenario, "This one's going to be quick." I like scenarios that just require you to hit things and kill things, but this scenario requires you to wipe out your opponent. Personally, I think quartering is just fine (most games when one side is quartered would result in a round or two of "mop-up" to get to tabling, so I don't think wiping out an entire force is necessary). Still, with no Uruk-Hai respawning, I'm thinking this should be quick and easy. Let's see if my guys can comply this time and actually do that!

Ride Out

The board is . . . well, pretty bare in the set-up so we didn't complicate it. Wide open space, good starts in a corner, evil starts within 6" of the center. As you can see below, this is the perfect kind of place for a cavalry sally . . .


I didn't have my Saxon Huscarls painted up in time, so we're using Riders of Rohan instead. My mounted Aragorn model is representing Nori, while my Erkenbrand conversion is representing Dwalin. For kicks and grins, I decided I'd keep track of Dwalin and Nori's kills, just to see how they do.

Turn 1: Priority Good

I advanced forward with my cavalry and the Uruks advanced a bit to make a straighter line. I was shocked and surprised to see Centaur using my loose phalanx formation - it's really good for making sure you have a long battle line and lots of flexibility with your pikes (2-4 dice in each fight if you support or shield, thanks to having all shield guys in the front).