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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, November 21, 2024

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 playing the Battle of Bywater scenario. This scenario is really old, but with the campaign bonuses we've been getting for winning scenarios, there are a few adjustments from what's in the book:
  • Maggot with his dogs, the Gaffer, and Ted Sandyman are here;
  • Holfoot Bracegirdle and Robin Smallburrow can't call heroic actions because the Ruffians won the Arrest of Folco Boffin scenario;
  • Pippin has -2 Might for losing the Attack on Tuckburough; and
  • Merry gets a free Heroic action from winning the Old Cotton's Farm scenario.
The Battle of Bywater


The board is set up with the Ruffians on one side and the Hobbits hemming them in on the other three board edges. As you can see, the flowers from the Gaffer have been placed near the middle . . . apparently Centaur thinks he'll be fighting there (and he would be right).

Monday, November 18, 2024

Thematic List Challenge: The Deeping Wall of Helm's Deep, Part 2

Good morning gamers,

Last week, we looked at how you could run a historical or convenient alliance between the Fellowship (or the Halls of Thranduil) with Lothlorien in order to bring the defense of the Deeping Wall of Helm's Deep to life from the silver screen. Today, we're back in Helm's Deep, but this time, we're going to try to find a thematic but competitive list that showcases the defense of the Deeping Wall based on the participants who are there from the BOOK. Let's dig into the theme of this list . . .

The Theme

We've rejected all the Elves and we're digging in hard into what Rohan has, as well as getting some heavy-hitting heroes from the Fellowship to flesh out the list. The defense of the Deeping Wall in the book is a great drama, with speeches by Aragorn, Legolas, Gimli, and Eomer about their hard fight - as well as a lot of talking about their weapons and kill counts. Some of this made its way into the films, but most of it is strictly in the books.

Because we're focusing on one part of the battle for Helm's Deep, there are going to be some models that were clearly AT Helm's Deep who are going to be absent from this list - but we also have a lot more to work with than we did last time. I theorized running a list from this thematic army back in March for our Spring Zephyr tournament and it's been fun to run thematic lists like this one throughout the year (even though I ended up not running any of them). Let's look at the models that we're going to constrain ourselves to . . .

Thursday, November 14, 2024

The Scouring of the Shire, Part 15: Old Cotton's Farm

Good morning gamers,

We're almost through the Scouring scenarios - and today, Centaur gets to use one of his favorite heroes: Farmer Cotton. The Hobbits have the Ruffians surrounded - can they keep most of their heroes alive and quarter the Ruffians? Let's find out!

Old Cotton's Farm


The Ruffians begin surrounded and the Hobbits have surrounded their circle of models. The southern ambush has Frodo and Merry in it, while the northern ambush is led by Sam and the Gaffer. Several Hobbit Archers have perched themselves on the smials on the northern side. The Gaffer's flowers are all near the southern side (to up the damage there).

Monday, November 11, 2024

Thematic List Challenge: The Deeping Wall of Helm's Deep, Part 1

Good morning gamers,

There are lots of good podcasts and blogs and such out there on the internet with players who have podiumed at the world's most prestigious tournaments - and we aren't one of those blogs. I've been playing the game for a long time, but with young kids at home, going to multi-day events that are hosted by other people (or single-day events that are run on Sundays) are just out of the question for me. Heck, I barely have time to throw/attend 2-3 events run by our local group every year!

But one distinctive that our group does have is that in one way or another, we love themey lists. We do - sometimes it's trying to run lists that play off a particular gimmick or rule in the game, and sometimes it's attempting to portray a battle force from the books or movies. As someone who's played a lot of games and doesn't really care how he does in the end, I'll say that it's the theme of a list that really sells me on using something (maybe that's why I don't win much at our events . . .).

But I had an idea last year: write a few articles about lists that are rich in theme, don't appear to be toppling the meta right now, but have a lot to offer both thematic-minded and competitive players. As such, I've set for myself a "list building challenge" to explore some new ways for players to bring theme to the tabletop (and maybe win some games along the way). Our first stop is a newly-found favorite of mine: running a "Deeping Wall" list based on the Two Towers film!

The Theme

I've said this many times before: I was a bit saddened when War in Rohan came out and you couldn't run a "Deeping Wall only" Legendary Legion (though admittedly, this is pretty much my only critique of that sourcebook - it's really great!). Running Aragorn, Legolas, Gimli, and a bunch of Lothlorien Elves is really fun - especially if all of the Galadhrim could take bows . . . because THAT wouldn't be broken, right? Well, I happened to pick up a bunch of Galadhrim off eBay one day, and then Centaur and I split a Galadhrim box . . . and then I got MORE Galadhrim for Christmas . . . and suddenly, I had gone from being a Wood-Elves-only Lothlorien player to having a legitimately large number of armored Elves. What was I to do with all these Elves (and basically no shields because that's how the blister works)? Why add them to my three Hunters and play around with a Deeping Wall list, of course!

Thursday, November 7, 2024

The Legacies of Middle-Earth Supplement: What We Know and What It Means

Good morning gamers,

In case you didn't see the October 29th article on Warhammer Community, we got a preview of (probably all of) what's going to be in the Legacies of Middle-Earth supplement, which is supposed to be a downloadable PDF document of profiles that are being retired from MESBG officially, but will still have new-edition-compatible profiles so if your local tournament organizer wants to allow them, your collection isn't null and void (some people will rejoice, others will note care).

The recent GW articles have actually been hinting at a lot of different changes if you know to look for them (like the fact that the Isengard faction will have at least two subfactions in it, named the Army of the White Hand and the Usurpers of Edoras). The article we got on October 29th was far less hidden in its reveals - but that doesn't mean there weren't odd things included that hint at other changes to come.

What the article gave us was a long punch list of profiles that were moving to Legacies - but hidden in this list were some other gems about the new edition, so what I wanted to do today is break down a) what profiles will be free-to-download from Games Workshop (something I very much support), b) how this will change the factions that were targeted, and c) what OTHER changes have been previewed and what we should expect from the forthcoming supplements for the Armies of the Lord of the Rings, the Armies of the Hobbit, and the Armies of Middle-Earth (book-oriented supplement). Let's dive in!

What's In Legacies?

The Legacies document will be populated mostly with profiles that the GW team invented to flesh out the world of Middle-Earth. Many of these things are mentioned in The Lord of the Rings or The Hobbit (like Half-Trolls and everything from Khand - re-read Book V of The Return of the King if you doubt me). 

Monday, November 4, 2024

Fleshing out the Faction: Fiefdoms Revamp

Good morning gamers,

Back in June 2021, Centaur tried his hand at "revamping" the Fangorn list, providing lots of cool upgrades for Ents, profiles for Huorns, and some neat named heroes who do different things. About a month later, Centaur also tried his hand at revamping Arnor, providing flavors of units based on the major regions of Arnor that would have existed during the apex of that kingdom (the profiles offer more variety than what Rise of Angmar provided, for those interested in seeing what could have been).

In December 2022, Rythbyrt did not one but two posts on how to revamp the Rangers faction (and some Legendary Legions that surround that faction - or should include members of that faction) and like Centaur's post on Fangorn, there were some really great ideas in it.

I'm the last one to join the fray, but I gotta say, the idea for this revamp has been growing in my mind for years. Every year when I begin re-reading The Return of the King, I'm always intrigued by the end of Book V, Chapter 1 where the various fiefdoms of Gondor arrive in their hundreds to assist the garrison of Minas Tirith. While the Fiefdoms has a lot of great units in it - and a really neat theme overall - there's also a LOT of missed opportunities, I feel, for that army list. Today, we're going to walk through the profiles that already exist for the Fiefdoms, and then we'll walk through the passage in chunks and look at profile options for the various fiefs that we're told about. Let's dig in!

NOTE: it's entirely possible - however unlikely - that the Fiefdoms (probably relegated to the Armies of Middle-Earth/book-not-movies sourcebook) could get a revamp in the new edition. We already know that the Men-at-arms of Dol Amroth have been relegated to the Legacies document (and Forlong the Fat is probably losing his horse - and probably getting his war spear downgraded to a standard spear), but so far as we know, the rest of the Fiefdoms is staying as it is. Since we don't have a roadmap for GWs plans, I figured I would throw out these ideas - and who knows, maybe it'll happen!

The Fiefdoms: Existing Profiles

Dol Amroth

This is actually the eighth and final fiefdom to be mentioned in the chapter and Imrahil is described as "kinsman of the Lord, with gilded banners bearing his token of the Ship and the Silver swan" - basically, he's awesome. Imrahil does a lot in the book and leads some of the finest warriors in all of the kingdoms of men - they can trace their lineage back to Numenor and apparently that allows them to have a higher Fight Value than Eomer when they're within 3" of Imrahil and 6" of Boromir's mighty flag. #NotBitter

Imrahil's profile is super solid, with his only limitations being "just 3 Might points" and only getting his wounding bonuses on the charge. Still, with a 12" banner rule for Dol Amroth units (and this rule gets applied to all Fiefdoms units if you keep your army bonus), F6/3A with D7/3 Wounds/3 Fate, there's a lot to like about Imrahil - and many a model that I've fielded have been run over by him.

Thursday, October 31, 2024

The Scouring of the Shire, Part 14: Attack on Tuckborough

Good morning gamers,

Happy Halloween - and my deepest apologies for not getting the words typed up for this before going on vacation (I've done this before and I know I will do it again). Today we have the Attack on Tuckburough scenario which is the first scenario to feel like a Matched Play scenario with a twist. This scenario has been modified in three ways because of the scenario bonuses from the linked campaign, so this may not be reflected in your games if you just play this scenario!

Attack on Tuckborough


Both forces are trying to control the five objectives on the center line and can deploy up to 12" forward (which we did). Centaur has added Will Whitfoot to his army for this scenario, thanks to winning the Mayor's Arrest scenario.
 Centaur also gets free priority win from Bounders Strike Back scenario. Finally, Paladin has no Might for losing the Lockholes scenario, which seems a bit harsh.

Monday, October 28, 2024

Top 5 Profile Changes - Fellowship Edition

Good morning gamers,

Do you remember where you were when you first watched The Fellowship of the Ring? Do you remember when you first read The Lord of the Rings? I was a tween when I started reading Fellowship and about seven months later (yes, it took me a while - I'm sure I'm not the only person with that story) to finish it and watch the first film of the trilogy in the summer of 2002. I remember madly reading The Two Towers so I could see it in theatres with my dad and brothers and I remember going to the theatre with them and a bunch of friends on opening night to see The Return of the King on December 17, 2003. It was . . . incredible.

Today we're wrapping up this four-part series on wish-listing for updates to beloved characters in beloved lists that just don't seem like they're quite hitting the mark and we're ending where it all started for me (thanks to the Mines of Moria starter set - and the books and films, of course): the Fellowship of the Ring. This is THE best collection of heroes in Middle-Earth - or at least, it's supposed to be. I mean, they got nine first-round draft picks from all the free people of Middle-Earth and so clearly, the units they chose should be the best . . . obviously.

Okay, so this is a balanced game and there are probably a dozen profiles that could romp all over these guys, but in general, the bones of the list are good - Aragorn is great (especially with Anduril), Legolas is great (especially if he can shoot all day), Gimli is great (especially if something really big doesn't come his way), Boromir is amazing (especially if he can just fight low-Courage models), and Gandalf has a ton of tricks he can employ. But . . .

. . . I can't help but feel like the other half of the roster lets them down a little - and there are elements of the "big five" that could use some tidying up as well. Since this faction more than any other has a high visibility for new players in MESBG, it's good if the profiles here are done right. So, without further ado, let's clean up some profiles! We'll start with an easy one . . .

Profile #1: Aragorn - Strider

Fact: there's not much to change about this profile. Aragorn has all the stats you'd expect from an excellent man-sized model and with a free Might point each turn from Mighty Hero, he's easy for any player to pick up and use. However, there's one glaring issue with this profile: Aragorn - Strider's sword should be a hand-and-a-half sword.

If you need convincing that it should be able to be wielded two-handed, let me commend our House Rules page - you can find all the photos there that will prove my point. What I'd like to focus on here is why this is a necessary change. There are only three arguments I've heard for why Aragorn's sword should stay as a one-handed sword: a) he can take Anduril, so if you want him to do damage, just buy Anduril, b) fighting two-handed without a special rule that avoid the penalty is bad and shouldn't be done, and c) there are so many other things that need fixing in the game, so why bring this up.

Monday, October 21, 2024

Top 5 Profile Changes - Mordor Edition

 Good morning gamers,


This is our third installment in this series of proposing a single change to five profiles that most players dismiss as "bad" in order to turn them into something that appears to be more worth taking. We've already looked at revamping the Minas Tirith and Thorin's Company lists and today we're turning to one of the most competitive and fleshed out factions in the game: Mordor.

Tackling Mordor is hard because there are SO many profiles and between all of them, there are units that basically do everything. If you want any mix of F4, S4, and D6, you can find an infantry model (or even cavalry model) to suit your fancy. If you want a horde of models, they have that too. Cheap, scrappy combat heroes? Got several of those. Magic casters (both on the cheap and expensive/powerful)? There's about a dozen. Nasty monsters? A few come to mind - and others will come if you dig deep enough. Siege weapons? Yes - two (and arguably both are worth buying - one of them even comes with a monster attached). Mordor's got it all . . . which is why some of its profiles fall to the wayside. 

Our goal is to find a way to make five profiles from one of the best factions in the game (if not THE best faction in the game) just that little bit more appealing to players so that the flavor of the game isn't lost. With a new edition coming out that promises more thematically-adapted profiles, here's my hopes for the changes coming to Mordor (among other things). We'll start with . . .

Profile #1: The Knight of Umbar

There are ten Ringwraith profiles available to Mordor - one generic version and nine named versions. The generic version is quite useful if you want a cheap caster to support a more expensive one (like Sauron in a Barad-Dur list) or if you want to throw out a lot of them (such as in the Black Riders Legendary Legion - and possibly in a standard Mordor list, though you have a lot more options at your disposal). Some of the named versions are also good deals - the Witch-King is a better version of the generic Ringwraith once he has the Crown of Morgul and the third Might point, the Shadow Lord can protect models near him from archery, the Dark Marshal is a VERY cheap 6" warrior-only banner with a decent fighting profile, and the Betrayer can really make a Serpent Horde list (or Serpent Horde allies) deadly beyond all reason.

Other named Ringwraiths can take some practice but also have niche ways of making things work - the Tainted is one of very few ways to shut down enemy heroic actions and stand fasts, the Dwimmerlaik can make heroes with limited heroic resources sputter out more quickly (and even those with lots of resources will be shutting down faster while he's around), the Undying can be a fantastic army leader if you don't want to cough up VPs (especially if paired with a generic Ringwraith, Kardush, and possibly the Shadow Lord), and Khamul remains a decent flex-fighter since he CAN call Heroic Strike, but doesn't HAVE to call Heroic Strike to be better than F5 grunts (so long as he's willing to pay a Will point). Theoretically, the last named Ringwraith, the Knight of Umbar, should also fit in as a good anti-hero fighter, but there are some . . . complications with his special rules.

Monday, October 14, 2024

The Board Is Set: How to Play Clash by Moonlight

Good morning gamers,

This is it, everyone - it's our last scenario for singles in the Matched Play guide (right before we get a new edition, I know)! The oddity of the scenario we have today, Clash by Moonlight, was integrated into every scenario that has the Assault on Lothlorien Legendary Legion as a participant. It's dark in this scenario - and that changes everything (and makes it a perfect time for killing heroes).

For the last time, let's look at what the main idea of Pool 6 is as a context for the Clash by Moonlight scenario (and if you've already read it, you can click here to skip ahead).

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Thursday, October 10, 2024

The Scouring of the Shire, Part 13: The Lockholes

Good morning gamers,

Today Centaur and I will be playing a scenario that I have been looking forward to playing - the Lockholes! This scenario has an optional rule that I mentioned back when I reviewed the lists you can make with the Scouring of the Shire scenario participants and it's required a little extra record keeping as we've been playing.

The Lockholes has four Hobbit Militia and Lobelia and Fatty "locked up", but if other heroes were carried off in a previous mission (Will Whitfoot and Folco Boffin) or were killed in a previous mission (Farmer Maggot and Gaffer Gamgee), you can replace the Militia with the heroes and rescue them instead. Centaur happened to win most of these scenarios, so only Folco Boffin has been added to the captives list. If he escapes, I'll get +3 Ruffians in the Battle of Bywater scenario.

The Lockholes


Centaur deployed with most of his guys on the road, with archers on one flank and a few Militia on the other. My Ruffians are pretty spread out to cast a big net for them.

Monday, October 7, 2024

The Board Is Set: How to Play Assassination

Good morning gamers,

This is our second post in our review of scenarios from Pool 6 (and our penultimate post in this series - at least for singles Matched Play scenarios). Last time, we looked at a really cool scenario where both players are bluffing and trying to mask their plans from their opponent (usually). Today, we're looking at a scenario that could be seen as having more or less bluffing going on, depending on who you are and what you're running: Assassination.

As we've done with all the posts in this series, we'll start off with a brief overview of the pool (but if you read this before in a different article, you can click here to skip it).

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Monday, September 30, 2024

The Board Is Set: How to Play Fog of War

Good morning gamers,

We're starting our last pool of scenarios for Matched Play (singles Matched Play, that is) and it's definitely one of my favorite pools. If I had to guess, it's a favorite pool for a lot of players, with lots of guessing and surprises that can make the games memorable. Of the three scenarios in this set, the scenario we're covering today was my favorite of the scenarios released in the MESBG revamp back in 2018 and it's always a joy to play: Fog of War.

Before we delve into the specifics, let's talk about the distinctives of this pool - especially in the context of the preceding five pools. If you've already read this part in a different post, you can skip it by clicking here.

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Two of the three scenarios in Pool 6 involve secretly picking an enemy hero that you want to kill - and unless your opponent has exactly one hero in their force, you'll need to pick a hero who isn't the army leader. In the third scenario, you get VPs for having at least one hero alive but additional VPs if you have at least one hero alive and you killed more enemy heroes than your opponent killed (or all enemy heroes). Lists that are good at killing enemy heroes have an advantage in these scenarios.

Thursday, September 26, 2024

The Scouring of the Shire, Part 12: Brockenborings

Good morning gamers,

We're doing the Brockenborings scenario today, which is very similar to three other scenarios we've played to date - like The Mayor's Arrest, The Death of Lotho, and The Arrest of Folco Boffin, the Ruffians will be trying to capture two Hobbit heroes - and they'll just have Hobbit Militia to protect them. Like the Death of Lotho, I'll be spread out trying to guess where the Hobbits are going, but unlike that scenario, my hero (Bill Ferny) starts on the board. Like all three scenarios, the heroes given to the Shire player aren't great combatants, but unlike those three scenarios, I don't have a great hero (Bill Ferny is just sad). Let's look at the board - and cover a few caveats about the scenario before we get into it!

Brockenborings


As you can see, we have a smial in the center of the board in which Fatty, Lobelia, and eight Hobbit Militia begin in base contact. Fatty and Lobelia are trying to get off any board edge and I'm trying to capture them (using the At 'Em Lads or Put 'Em In Chains rules to Paralyze them) and get them off any board edge. If either of them are killed (or if one escapes and the other is captured), the game is a draw. Like the Folco scenario, this means that both of us want them to get close to the edge of the board - we just want to be the one moving them off. My units had to deploy at least 15" away from any Good model, so I've made a ring to hem them in as best I can, with Bill playing flex in the middle of the southern board edge.

Warning: before reading any further, you should know that your play experience in this scenario might be VERY different if you play it on your own from what you're about to read. For starters, because of the way my Shire panels are built, any smial tile we used would have allowed Centaur to travel ~12" to the north of the board to get off the board and since all of my models had to start 15" away from any Hobbit model, Centaur was like, "so I could deploy touching the northern side of the Hobbit smial, you'd have to start 15" away from me, and I could get both of my models off by moving 11" north before you could do anything . . . let's make a game of it and not do that." I appreciated that very much.

Second, thanks to Lotho not dying in the Death of Lotho scenario, Centaur adds 1 Might point to Lobelia's profile, which means Centaur goes from having 0 Might across his army to having 1 Might in his army - that's gonna be handy wherever Lobelia is. If you're playing the game normally, having 1 Might point on Bill isn't a big swing, but it does mean that the Evil player will be guaranteed to go first. Additionally, if Evil wins the Death of Lotho scenario, then Lobelia can't use her Fate point in this scenario (or any other scenario she's in for the rest of the campaign), which . . . would be huge in this scenario. The Death of Lotho scenario has big rewards for both sides if you're playing the linked campaign.

Third, because Centaur won the Bounders Strike Back scenario, he got to put 8 traps (two of each type) on the board . . . I love traps, but golly it comes with a healthy respect as well. My biggest fear is, oddly enough, that I'm going to get slowed down by them and not that I'll take damage from them. Yes, damage would be bad, but getting tied down by those Hobbit Militia will be bad (and it'll be even worse if the Hobbit Militia can write someone off as stuck in a pit instead of having to actually charge my guys).

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

Good morning gamers,

We're back in anticipation land, looking forward to the upcoming new edition of MESBG and proposing models that should get some revamps. Today's focus is on Thorin's Company - and while others have put forward some very interesting ideas for changes to Thorin's Company, most players agree that there's just something missing about these guys (and what's missing might not be fixable with a Legendary Legion - or instead of getting a Legion, we should just fix the profiles in the first place).

Like I did last time, I'm going to limit my scalpel to a single rule for each model - and while there are fifteen members of Thorin's Company, I'm going to limit myself to only fixing five of them. I'd like to begin by listing the models that will NOT be showing up on this list - mostly because they provide interesting utility options right now and as such don't need any incentives to make them more appetizing choices:

  • 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).

This leaves us with five profiles, so naturally, those are the ones we're going to work on today! We'll start with . . .

Thursday, September 19, 2024

New Scenario Idea for MESBG: Surrounded!

Hey Reader!

What this scenario looks like in
Middle-Earth: don't arrive too late!
So, I was preparing for a Bolt Action tournament at the end of April, and was switching gears to new win conditions for scenarios, moving models as part of a unit instead of loose and free like in MESBG, getting used to having like no rerolls and zero Might Points to fix problems - you know, all the good stuff you miss when you are not playing MESBG - and in the process I decided to play a quick game from a different scenario pool than will be at the tournament, because I enjoyed it. And that got me thinking about porting that scenario over to MESBG, because that's just who I am, :P

And technically aspects of this scenario exist in Battle Companies and the Doubles scenarios, though the structure for that scenario doesn't port over well to general gameplay because of the nature of battle companies. 

So for those of you who are familiar with Bolt Action, this is the Attacker-Defender scenario "Surrounded" (Scenario 11 in the 2nd Edition Core Rulebook), and we're going to first walk through what the scenario is supposed to be thematically for a World War 2 game, and then we'll talk about the very few fixes we'd need to make to bring it over to MESBG. If you like it, feel free to use it at your events! If you think it's trash, well, they're different games, so adaptations aren't easy, and I respect your opinion if you disagree.

So with no further ado, let's get surrounded.


I.  Original Design: Enemies All Around

This scenario is introduced with the words of then-Major Dick Winters of the 101st Airborne from the TV show, Band of Brothers, where he says: "We are paratroopers, sir. We are meant to be surrounded." Which is true, and awesome, and everything we love about Band of Brothers.

It then goes on to give the setting: a portion of the army is embedded in a specific position (part of a town, a critical railway line, a fuel depot, etc.), and they are being surrounded by the enemy, so it falls to the rest of the platoon, company, etc., to get them out of trouble.

And this is a cool setting: it's an Attacker-Defender scenario, so one side is trying to overrun a set of positions while the other is trying to hold them back, and this is something you could totally see happening naturally in a war. Which makes for a great scenario for a wargame, because we can visualize why we are doing what we are doing.

And it really works for MESBG as well, because we have some examples of this from Tolkien's stories. Whether it's the Men of the West on the hills of Cormallen Field before the Black Gate of Mordor, Theodred and his Eored holding out against orcs awaiting the arrival of Elfhelm, Isildur on his way home through the Gladden Fields, Thorin's Company in the fir trees surrounded by orcs and wargs, or even Ugluk and his raiding party on their way back to Isengard as they are ambushed near the edges of Fangorn, small detachments that are surrounded and in need of relief are present all over our source material.

Board setup in Bolt Action
Setup is simple: half of the defending force is setup within 12" of the center of the board, allowing them to take advantage of cover as best they can, and the rest of the defending force is left in reserve (so can't come onto the board until at least Turn 2). The attackers, meanwhile, nominates half of his units to arrive on the first turn (which Bolt Action refers to as the First Wave), and then the other half are also held in reserve, with the ability to come on as early as Turn 2. Units when they arrive can arrive from any table edge, so long as it's not the same table edge that the most recent enemy unit arrived from.

And the aim of the scenario is simple: remove as many units as possible. You score points for each unit you remove (remember: Bolt Action is a unit-based game, not a model-based game, so when we say "unit" remember that a single unit could be a squad of infantry, an artillery piece and its crew, a tank, etc.), with no other points available (no need to control an objective, destroy an objective, etc.).

And this is great for Bolt Action, but naturally we will need to make a few changes for an individual model game compared to a squad-based game. There are also some things we just need to omit; preparatory bombardment doesn't really have a correlary in MESBG, so we won't be bringing that over (but I personally would change how that whole mechanic works in Bolt Action anyway, so there's that). And that's where we turn next.


II.  The MESBG Version

To start off, the good news is that MESBG actually has rules for basically all of these aspects, so that makes it easier to move over to the game! There are a few changes we should make, so we'll walk through it following the format we're familiar with from MESBG.

SCENARIO: SURROUNDED

Part of the army has become separated from the main body during the fighting. As the fighting closes around them, they must be rescued or risk the battle turning in favor of the enemy.

SCENARIO OUTLINE

A portion of the defending force has been separated from the rest of the army and is in the process of being surrounded! Save the detachment, or crush it to bring the balance of power in the region toward your force.


THE ARMIES

Players choose their forces, as described on Page 130 of the Middle-earth Strategy Battle Game rules manual, to an equal points value before the game.


LAYOUT

Set up terrain as described on Page 136 of the Middle-earth Strategy Battle Game rules manual. Once the battlefield has been set up, place a marker on the center point to determine the deployment area of the surrounded forces. Players must also agree on which direction is north - this is important for determining where and when Reinforcements arrive from.


STARTING POSITIONS

The defender selects half of their warbands (to a maximum of 2) to make up the surrounded force. These two warbands deploy within 12" of the center of the board. The rest of the warbands for both sides are yet to arrive - their models are not deployed at the start of the game, but will enter as the game continues (see Special Rules later). The attacker nominates up to 2 of their warbands to serve as the Forward Scouts of the army, which benefits their deployment later.

(Centaur's Note: In Bolt Action there is a benefit for the attacker's First Wave to arrive on the board; we have given that bonus in a small form, but I think it will at least make getting your troops onto the board a bit more reliable and improve your odds that you actually feel like you're surrounding the enemy instead of just spotting your opponent two free units arriving at a useful point on the map.)


INITIAL PRIORITY

Both players roll a D6. The player with the highest score has Priority in the first turn.


OBJECTIVES

The game lasts until the end of a turn when one force has been reduced to a quarter (25%) of its starting number of models or below, at which point the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.


SCORING VICTORY POINTS
  • 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.
(Centaur's Note: In Bolt Action you just get VPs for removing enemy units, so we've kept that theme by every VP being tied to removing enemy units. Unlike Bolt Action we also reward you for going after the warbands that were surrounded (or forward scouting), which you don't technically have to do to win in Bolt Action's scenario. And I think that's thematically cool.)


SPECIAL RULES

Maelstrom of Battle: At the end of the Move phase, roll a D6 for each of your warbands not on the battlefield and consult the chart below (the warband's captain can use Might to alter the roll either up or down). Models can't charge in the turn taht they arrive but otherwise at normally. Roll for each warband separately (adding a +1 or -1 to the result of the Forward Scout warbands for the attacking force), deploy the models in the warband (if the D6 allows) then roll for the next. Warbands yet to arrive count as being on the battlefield for the purposes of determining if your force is Broken.
  1. The Warband does not arrive.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.

Conclusion

Most scenarios for most games are pretty similar, and we're really blessed with the range of scenarios we have for MESBG. If I was putting this in a pool (for those who like doing Veto system for tournaments), I'd put it in Pool 1 with the rest of the maelstrom missions, and I think it fits nicely there, though I could also see people using it as an alternative to, say, Lords of Battle or Contest of Champions, as those are also kill-centric missions. 

What do you think: interesting concept? Worth trying with your group? Overly complicated? Let us know in the comments below!

Watching the stars,

Centaur

"Firenze!  What are you doing?  You have a human on your back!  Have you no shame?  Are you a common mule?" ~ Bane, Harry Potter and the Philosopher's Stone

Monday, September 16, 2024

The Board Is Set: How to Play Reconnoitre

Good morning gamers,

We're wrapping up the discussion of Pool 5 today - and it involves more walking than any other scenario in the game: Reconnoitre. The idea of this scenario is simple - but there are a LOT of complications from how you "deploy" to the incentive to actually score the main point of the scenario that make a lot of players shy away from it. So, as we've been doing, we're going to unpack what Pool 5 is all about (which you can skip by clicking here if you've already read this part) and then we'll dive into Reconnoitre and how to actually have a good time playing it (and possibly even win it).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

Thursday, September 12, 2024

The Scouring of the Shire, Part 11: The Bounders Strike Back

Good morning gamers,

This scenario is OLD - back when Centaur and I got into the game in the Fall of 2010, this scenario was available for download from the GW website, with directions on how to adjust the game for alternative participants. With very few models in our collections - and none of them from the Scouring of the Shire - we had a lot of fun seeing if Merry and Pippin from the Fellowship (20pts) could beat up 10 Orcs (60pts) . . . the game was a lark, but we also learned how limited Merry and Pippin are as characters.

Today's scenario features 5 Tookish Hunters and 12 Ruffians (standard load-out of 6 vanilla, 2 whips, and 4 bows) and we're basically doing a deja vu scenario to the Maggot's Farm scenario where about half the Ruffians we have here try to get across a similiarly-sized board with only Maggot and his dogs to stop them (mostly his dogs, though). Oh, and Centaur gets 20 traps in this scenario . . . lovely.

The Bounders Strike Back

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.


With Centaur automatically claiming priority on the first turn, we began the grind fest!

Monday, September 9, 2024

The Board Is Set: How to Play Storm the Camp

Good morning gamers,

Today we're viewing the second scenario in Pool 5 - and it's an old one: Storm the Camp. So far in this series, we've seen scenarios that are pretty fun (like Hold Ground, Domination, or Destroy the Supplies) and scenarios that can be very one-sided (like Seize the Prize, Contest of Champions, and Heirlooms of Ages Past). Today's scenario is commonly seen as the hardest scenario to not get a draw in . . . and it also involves a lot of walking (Pool 5 scenarios generally do). As a result, it's not hard to chalk this scenario up as an "unfun" scenario for many lists . . .

. . . but the scenario is actually quite interesting and while draws can easily be a thing, it's a good "gatekeeper" scenario for helping novice players become expert players - and to keep us long-time players constantly thinking and re-thinking about our army strategies. We're going to review first what Pool 5 is all about (if you've already read this, you can skip it by clicking here) and then we'll get into the specifics of Storm the Camp (and the strategies you can employ to win the scenario).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

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.

Monday, September 2, 2024

The Board Is Set: How to Play Divide and Conquer

Good morning gamers,

We're kicking off our fifth part in this series on how to play the various scenarios in MESBG and Pool 5 brings us some of the LEAST loved scenarios in the game (even more unloved than Heirlooms of Ages Past, Seize the Prize, and Contest of Champions). We'll be tackling the newest (and most beloved) of these scenarios today, Divide and Conquer. This scenario, introduced with the Matched Play guide, has one of the oddest deployment configurations you'll find - but I at least think the scenario itself is not only the best scenario in the pool for a fair game, but it's also an interesting improvement over other scenarios we've already viewed in this series.

As we've done previously, let's begin with an overview of what the scenarios in Pool 5 are all about (and per the usual, if you'd like to skip this and go straight to the scenario specifics, you can click here).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

Thursday, August 29, 2024

The Scouring of the Shire, Part 10: The Old Storehouse

Good morning gamers,

The scenario we've got lined up for today is the Old Storehouse, which will involve Hobbit Militia backed by Hobbit Archers, Fatty, and Baldo trying to steal stuff from "the storehouse" (in the form of a pig, some ducks, and two sheep). My Ruffians will start as sentries in this game (we LOVE sentries), and the entire board has the "nighttime conditions" in effect (can't shoot beyond 12", +1 To Wound with your shooting attacks). I've faced Centaur's Hobbits in nighttime conditions one too many times (and an unfortunate number of those times has been with D3 Wood Elves), so I know that his shooting attacks are going to be deadly. If any Shirriffs are killed in melee, they'll instead be Paralyzed.

The Old Storehouse


Baldo got three extra traps for this scenario for winning a previous scenario, so Centaur got to put out a few extra traps in addition to the eight that were already there. Centaur had to split up his models between the two opposing board corners, so he put all four archers on one side with Baldo and two Militia near the bottom-right corner and then put Fatty and the other six Militia at the top-left corner. I spread my guys out at the top-left and bottom-right of the storehouse because . . . you know, I've got sentries and don't want them spread out in a useless position. With the board set, Good claimed priority on Turn 1 and we got stuck in!

Monday, August 26, 2024

Top 5 Profile Changes - Minas Tirith Edition!

Good morning gamers,

So apparently, we have a new edition ahead of us - and while I originally mocked up some thoughts for this mini-series to be posted next year, it seems like it would be good to get ahead of the "eight ball" as it were and get these ideas into the cyberspace and see what you all are thinking. One of the things GW has said about the new edition is that profiles are being reworked to better reflect what they did in the films (and I assume this also applies to the books), so I figured Minas Tirith would be a good faction to begin with a face-lift. I'll do a few more of these before the new edition releases (I hope I get all these through before the deadline!), so if you have thoughts on other factions that you'd like to see, drop a note in the comments!

For the sake of this series, I'm going to assume that GW is going to perform minor surgery on most of the profiles (and I expect some profiles will get by with little to no changes), so for my purposes in this post, I'm going to limit myself to a SINGLE change per profile that I think would bring the model from its current place of obscurity into a place all its own. When the last edition change hit, some profiles (like Theoden and the Balrog - both of whom had a renaissance in this edition of the game) got massive reworks, but for the most part, the profiles got minor edits across the board (like Warriors/Knights of Minas Tirith getting shieldwall or Riders of Rohan/Rohan Royal Guards getting Arise, Riders of Theoden). This is what we're going to do today. Let's start with one of my favorite Gondor heroes in the books/films . . .

Profile #1: Faramir, Captain of Gondor

Photo Credit: The Armies of the Lord of the Rings

In some respects, the current profile for Faramir is fine - if equipped with a horse, lance, heavy armor, and shield (a standard kit-out for a hard-hitting hero), he costs 35 points more than a Captain of Minas Tirith with a similar loadout and has +1 FV, +2 Courage, +1 Might, +2 Will, +1 Fate, has a different array of Heroic Actions (Strike/Defence/Accuracy/Resolve instead of March), Woodland Creature (which doesn't matter when he's on a horse), a slightly better shoot value (if you want him to be using his bow - definitely the case in his Legion, probably not in a normal Minas Tirith list), and a special rule that makes him charge things if Denethor is also in his army (could be a problem, but only if you take Denethor). All told, getting +1 FV, +4 heroic resources, some extra Courage, and more heroic actions is probably worth 35pts, but only barely.

However, Faramir isn't the only Hero of Valour or hard-hitting hero in the Minas Tirith list. For 15 fewer points, you can get Hurin the Tall on a horse and most players agree that he hits as hard if not harder than Faramir does, all while potentially denying VPs for killing your army leader if you can keep him alive (which matters more in some scenario pools than others). Additionally, you could just NOT get Faramir and ally in any number of sub-100-point heroes from the Fiefdoms or Rohan to get similar or better damage output than Faramir (all while keeping your army bonus). If you throw in the convenient alliance Heroes of Valour/Legend (like Gwaihir, Galadriel, and Haldir if you were looking for a bow-armed Faramir), the reason to take Faramir just kind of patters out. OH, and there are Minas Tirith Fortitude heroes who are threatening his place for far cheaper price points as well (admittedly, all of them are on foot, but they're also a ton cheaper, so there's that).