"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
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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...
Thursday, May 30, 2024
The Scouring of the Shire, Part 4: The Old Mill
Monday, May 27, 2024
The Board Is Set: How to Play Heirlooms of Ages Past
Good morning gamers,
We're wrapping up our discussion of the Pool 1 scenarios (the "maelstrom scenarios") from the Matched Play Guide and today, we're digging into a scenario that a lot of players don't like: Heirlooms of Ages Past. While the scoring for Hold Ground and Command the Battlefield (the other maelstrom scenarios) are all about having more models in a particular part of the board than the other player, this scenario is very much an all-or-nothing proposition: dig up a shiny thing and hold onto it by the time the game ends. While you can certainly have a knuckle-biter of a game in Heirlooms, what usually happens is that one person secures the Heirloom, bunkers around it, and keeps it to win the game. There's a lot to unpack about this scenario - but let's review the principles of the maelstrom scenarios before we get into specifics (if you've already read our articles on Hold Ground and/or Command the Battlefield, you can skip this section).
Pool 1: Maelstrom of Battle
In most scenarios, you have some control over where you can deploy your units - you usually have a deployment area that is 24-48" deep and you can set up your warbands to support each other however you want. The scenarios in Pool 1 don't work this way - with the exception of siege weapons, one very big tower, and one Legendary Legion, no one starts on the board when you roll for priority. During each player's Move Phase, the controlling player will roll for each warband that hasn't entered the board and depending on what the roll is determines whether the warband arrives (the warband doesn't arrive on the roll of a 1), where it arrives (2 or 4 is the north/south board edges, while a 3 or 5 is the east/west board edge - a 6 lets you choose which board edge you want), and who gets to pick the starting deployment point (2-3 is the opposing player, while a 4+ is the controlling player). Based on the roll, one of the players will pick a point for the warband to walk onto the board. Might can be used to modify this roll. Models are not allowed to charge on the turn that they arrive, but units that can move into enemy units without charging (chariots and war beasts) can, in fact, try to run over enemy units.
Thursday, May 23, 2024
Is Arnor Just "Lame Minas Tirith"?
Monday, May 20, 2024
The Board Is Set: How to Play Command the Battlefield
Good morning gamers,
Last time, we reviewed my favorite scenario from Pool 1, Hold Ground. Today, we will be viewing another maelstrom scenario - and one that has a very different strategy to it: Command the Battlefield. This scenario can have far more excitement to it than Hold Ground, but because of how the scoring mechanics work, some armies will have a harder time winning this scenario than others. We'll start off by reviewing how maelstrom scenarios work - if you want to skip this refresher, click here to jump to the specific scenario rules.
Pool 1: Maelstrom of Battle
In most scenarios, you have some control over where you can deploy your units - you usually have a deployment area that is 24-48" deep and you can set up your warbands to support each other however you want. The scenarios in Pool 1 don't work this way - with the exception of siege weapons, one very big tower, and one Legendary Legion, no one starts on the board when you roll for priority. During each player's Move Phase, the controlling player will roll for each warband that hasn't entered the board and depending on what the roll is determines whether the warband arrives (the warband doesn't arrive on the roll of a 1), where it arrives (2 or 4 is the north/south board edges, while a 3 or 5 is the east/west board edge - a 6 lets you choose which board edge you want), and who gets to pick the starting deployment point (2-3 is the opposing player, while a 4+ is the controlling player). Based on the roll, one of the players will pick a point for the warband to walk onto the board. Might can be used to modify this roll. Models are not allowed to charge on the turn that they arrive, but units that can move into enemy units without charging (chariots and war beasts) can, in fact, try to run over enemy units.
Thursday, May 16, 2024
The Scouring of the Shire, Part 3: Maggot's Farm
Monday, May 13, 2024
The Board Is Set: How to Play Hold Ground
Good morning gamers,
We're beginning a new series this week that will be looking at the different scenarios in the Matched Play Guide and how you can approach each one. It came as a surprise to me that after writing almost 900 articles for this blog over the years . . . we've never actually covered how to win games (except tangentially in the Bare Necessities series - and even that was incompetent).
We'll be starting with Pool 1, the maelstrom missions. Our first scenario is my favorite of these scenarios: Hold Ground. I don't know if there's a simpler scenario objective in the entire game - get to the middle and stay in the middle. Let's go over some of the features of Pool 1 and then we'll dive into Hold Ground specifically (if you'd like to skip over this review of how maelstrom works, click here).
Pool 1: Maelstrom of Battle
In most scenarios, you have some control over where you can deploy your units - you usually have a deployment area that is 24-48" deep and you can set up your warbands to support each other however you want. The scenarios in Pool 1 don't work this way - with the exception of siege weapons, one very big tower, and one Legendary Legion, no one starts on the board when you roll for priority. During each player's Move Phase, the controlling player will roll for each warband that hasn't entered the board and depending on what the roll is determines whether the warband arrives (the warband doesn't arrive on the roll of a 1), where it arrives (2 or 4 is the north/south board edges, while a 3 or 5 is the east/west board edge - a 6 lets you choose which board edge you want), and who gets to pick the starting deployment point (2-3 is the opposing player, while a 4+ is the controlling player). Based on the roll, one of the players will pick a point for the warband to walk onto the board. Might can be used to modify this roll. Models are not allowed to charge on the turn that they arrive, but units that can move into enemy units without charging (chariots and war beasts) can, in fact, try to run over enemy units.
Monday, May 6, 2024
Top 5 Predictions (Hopes?) for the Arnor Supplement
Friday, May 3, 2024
Tournament Time: Rythbryt's Army Thoughts (Grand Tournament 2024)
- I've been light on generating content recently (and feel somewhat guilty about that);
- I owe Tiberius at least two podcasts on tournaments that have long since wrapped (and, again, feel somewhat guilty about that);
- I really liked a number of the lists that I batted around (and felt like sharing them); and
- Perhaps because I really liked these lists, I actually locked into a list earlier than the final day they were due (actually, almost 2 full weeks before they were due), which meant there was actually time to write a prospective post on it. :-P
Thursday, May 2, 2024
The Road to the TMAT GT 2024 - Tiberius's List
Good morning gamers,
- Aragorn, King Elessar [ARMY LEADER]
- 1 Warrior of Minas Tirith with shield
- 3 Warriors of Minas Tirith with shields and spears
- 10 Warriors of Minas Tirith with bows
- Eomer, Marshal of the Riddermark with shield
- 15 Warriors of Rohan with shields and spears
- Elladan and Elrohir with heavy armor