"...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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Monday, September 30, 2024
The Board Is Set: How to Play Fog of War
Thursday, September 26, 2024
The Scouring of the Shire, Part 12: Brockenborings
Good morning gamers,
So with all that prologue, let's see if I can bind up some Hobbits!
Monday, September 23, 2024
Top 5 Profile Changes - Thorin's Company Edition
- Thorin Oakenshield - like many beater Dwarf heroes, you get an excellent combat profile and one of the most resilient Dwarf Heroes of Legend in the game (with 3 Attacks/Wounds/Might/Will/
Fate) for 100-115pts. His only real downside is that his only mount option is a pony, which means he can move faster, but can't knock anyone prone (the required courage test to charge is rarely an issue). - Gloin the Dwarf - at 85 points, Gloin has a better combat profile than a Dwarf King (who maxes out at 85pts, but is probably fielded for 75-80pts in most cases) and as the only other member of Thorin's Company above D6 (besides Thorin), I usually field Thorin with Oakenshield and Orcrist with Gloin in any Thorin's Company-heavy list for 200pts.
- Dwalin the Dwarf - look, for 95 points, I don't always take Dwalin because with D6 and only 2 Wounds/2 Fate, he's not ALWAYS going to survive, but 3 Attacks with S5/Burly is going to get work done, especially against grunts.
- Bifur the Dwarf - 45 points for potentially free Heroic Moves (usually if you can get a 5+ on a To Wound roll) and 2-Might-and-Strike from F4 (or 2-Might-to-boost-that-wounding-roll)? Yes please . . .
- Bombur the Dwarf - if you didn't follow any of my crazy Balin-Floi-Bombur builds from earlier in the year . . . yeah, I love this guy! Even if getting Will points back is secondary to your strategy, 3 Wounds/1 Fate with 2 Might and Heroic Defense makes him a pretty good road block against some of the nastiest beaters in the game. You cannot, however, use his Might for Heroic Moves, which is both fine and sad (and totally thematic - please don't change that, GW!).
- Ori the Dwarf - 40 points for a slingshot guy that might auto-wound and pass in-the-way tests and can also get you Might points back after you kill big things? Um, yeah! Sure, he's squishy as heck, but if he's running behind Thorin, Gloin, and possibly Dwalin, he's usually pretty safe (and boy are extra resources useful).
- Gandalf the Grey - yes, I wouldn't mind seeing his Attacks-equal-to-remaining-
Wounds rule from the Vanquishers applied to his Grey form (I talked last time about being okay with that in his White form), but I'm not going to talk about revamping Gandalf because frankly, I think he's fine the way he is (or more appropriately, he can't be fixed neatly with a single rule). - Bilbo Baggins - while I'd like to see the One Ring cost points instead of having the points cost for the Ring included in the base price of all Ringbearers, there isn't much you can change about the Young Bilbo profile without also making changes to other Hobbit profiles. So, let's leave that one as-is and enjoy using Bilbo, okay?
- Dori the Dwarf - I could see some changes to Dori's profile to make him compete more with his Champ version, but honestly, I think for 55pts, you could do a lot worse than this profile - you have slightly higher Fight Value and much better Courage than a vanilla Hunter Orc Captain for only 10pts more. I think this one's fine.
- Nori the Dwarf- Same song, different orchestra. Having S4/Burly will kill a lot of things, and while I think Nori wants to be clearing out warriors as much as possible, having F5/Strike with 2 Might is pretty good (and since he's about the same cost as a Knight of the White Tower, I don't think his cost is outrageous - -1 Defense, +1 Courage, 5pts cheaper).
Thursday, September 19, 2024
New Scenario Idea for MESBG: Surrounded!
What this scenario looks like in Middle-Earth: don't arrive too late! |
Board setup in Bolt Action |
- You score 1 Victory Point for causing one or more wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader, you instead score 2 Victory Points.
- You score 1 Victory Point for causing one or more wounds on each of the enemy heroes (Wounds prevented by a successful Fate roll do not count) that led the warbands in the surrounded detachment or the Forward Scouts (so a maximum of 2 Victory Points for each side). If you kill up to 2 of the enemy heroes that led those warbands, you instead score 2 Victory Points for each hero you kill (so a maximum of 4 Victory Points for each side). If the enemy army leader is one of the two heroes in the surrounded force or the forward scouts, you score points twice: once for the victory condition above, and once for this one.
- You score 3 Victory Points if the enemy force is Broken at the end of the game. If the enemy force is Broken and your force is unbroken, you instead score 5 Victory Points.
- You score 1 Victory Point if the enemy force is reduced to 25% of its starting models at the end of the game.
- The Warband does not arrive.
- Your opponent chooses a point on either the north or south board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
- Your opponent chooses a point on either the east or west board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
- You choose a point on either the north or south board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
- You choose a point on either the east or west board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
- You choose a point on any board edge at least 6" from a corner - all models in the warband move onto the battlefield from this point.
Monday, September 16, 2024
The Board Is Set: How to Play Reconnoitre
Thursday, September 12, 2024
The Scouring of the Shire, Part 11: The Bounders Strike Back
Good morning gamers,
The Ruffians start 12" up the board and as such, they started as far up as they can. To win, I need to get 5+ Ruffians off the far board edge. Centaur wins if he can kill 8 of them - he started with his Hunters as far forward as they could go and scattered the traps as a way to hem me in. The raised portions with the trees are all woodland terrain and we have some trees for cover . . . but not much. Critique us if you want to, but I'll tell you now that adding slower terrain cover would have both advantages and disadvantages for the Ruffians - more on that later, though.
Monday, September 9, 2024
The Board Is Set: How to Play Storm the Camp
Thursday, September 5, 2024
Top 10 Series: Top 10 Shock Cavalry
Hey Reader!
We're back! Who doesn't love another Centaur rankings post (except Sharbie, ;P ) - and with the release of the Rise of Angmar supplement coming soon, now is as great a time as ever to do our review of the best shock cavalry in the Middle Earth Strategy Battle Game. As I always do with this series, I need to make some caveats first.
So first, we're combining evil and good in this list, which means that, in general, you're likely to see a greater weight toward Evil because 1) they are far more likely to get S4 on mounted models, and 2) they get easier access to war spears and lances in general, and +1 to wound is really, really good for shock cavalry.
Second caveat: we're looking at shock cavalry, not cavalry generally. So while skirmish capabilities are really good, and can make the difference between cavalry making it to the enemy mounted or not, we're not ranking skirmish and harassing cavalry here: we're purely ranking cavalry on their aptitude on the charge. This also means we will be assuming that the model is charging when assessed, though we will weigh their effectiveness against both infantry and cavalry models.
Third caveat: I'm only looking at warrior models for this comparison, mostly because we already reviewed the heroes in a previous podcast (and if you're wondering, I think the best shock cavalryman in the game is Radagast on a Great Eagle for oh so many reasons, most notably his ability to charge into enemy cavalry, cast Panic Steed on a 2+ on models all around him, turn those cavalry into infantry, and then finish the charge, which feels really strong for me even if he doesn't get the benefits of his Staff of Power), but also because some of the special rules/Might point discrepancies make them hard to compare to each other, so I figured warrior profiles were closer in value and form to each other (and a LOT closer in points cost).
Fourth caveat: while we will be considering the ability to charge in difficult terrain, we are assuming open ground for these assessments because, well, that's kinda necessary to get the benefits of the cavalry charging rules. So I know this puts Lorien Cavalry at a disadvantage, and I'm sorry, but it would skew the results pretty heavily if we did, so there.