Good morning gamers,
Centaur and I are pleased to be bringing you another campaign series this year, running on alternate Thursdays through the rest of the year! While we've done Fantasy Fellowships as well as the Scouring of the Shire, we decided this year to show off the Kingdom of Tor Ithilas terrain that I picked up last year and play through eight scenarios centered around the city of Osgiliath (home of the Citadel of the Stars). Three of these scenarios will be from the old Gondor at War supplement (including today's scenario), four will come from the Battle of Osgiliath starter box, and we'll be replaying the Osgiliath scenario from Quest of the Ringbearer as well.
Normally, we follow the scenario participants list closely, but we decided to have some fun with this and a) use the new ruleset instead of the old one, and b) use the scenario participants to provide a baseline for two game-legal army lists from the new edition. As such, the models we'll be using might change slightly from the original list - but where we could stick to what was originally given to us, we have. Let's see who we have for the Fall of Osgiliath scenario!
The Defence of Osgiliath (Gondor at War, p. 8)
We've decided to use the following models in today's game:
- Forces of Good: The Garrison of Ithilien
- Faramir, Captain of Gondor
- Madril, Captain of Ithilien
- Damrod, Ranger of Ithilien
- 6
4Warriors of Minas Tirith with shields - 6
4Warriors of Minas Tirith with shields and spears 4 Warriors of Minas Tirith with bows- 8 Rangers of Gondor
- 4 Rangers of Gondor with spears
- Forces of Evil: The Army of the White Hand (I know, right?)
- 3 Orc Captains
- 12 Orc Warriors with shields
- 12 Orc Warriors with spears
- 6 Orc Warriors with two-handed weapons
- 6 Orc Warriors with Orc bows
The board is a 48"x48" setup, with the Orcs within 12" of one side of the board, and the Gondorian models within 6" of the center of the board. There are three objectives that the Orcs are going to try to destroy (in base contact without fighting or shooting) before 10 turns have passed - one objective is set up in the center and the other two are space equidistant from the center objective and the left/right board edges:
Two Orc Captains (the ones in the center and on the right) declared Heroic Combats (1/2M each) and they both succeeded in killing their guys and charging other people. Thanks to my control zones, I kept them both off of the objectives (though having fought this round, they couldn't remove them this round).
The fights didn't go very well, but I killed some guys and lost some guys. Faramir had to burn a Might point to win his fight (2/3M), which means I've got 1 Might on each of my heroes now - not great!
I didn't think I had enough Might to declare a Heroic Move with any of my heroes, so I let the Orcs picks the engagements and that didn't go great. Faramir's objective is being contested, so that means his last Might point is spoken for. Damrod was charged up against the wall up top, but . . .
. . . he never had to fight, because the Orc with two-handed weapon he was fighting got shot by his buddies! Honestly, this means I have his might for a Heroic Combat next time, but it also means it'll be a while before I get Damrod into the action.
Faramir's required Heroic Combat (3/3M) went off successfully (I love it when heroes don't botch on important rolls!) and he charged the two Orcs that were touching the objective and hadn't fought this round.
The fights went . . . okay - but I'm desperately short of guys. We checked and I was 1 model away from breaking. Normally, you don't break in scenarios, but we were going to keep track of when the army would break for the sake of Faramir's reroll-failed-to-wound-rolls and free Heroic Resolve bonuses (Wizard's Pupil). I will most likely trigger that next round!
The Orcs continue to press, but at least this time I got to pick the engagements (including getting a three-point-trap on the Orc Captian on the left side! More Orcs arrived (splitting between the left and the right).
Sorry for the rotated angle here - but a few things to note: first, I broke, so Faramir is now in a better wounding position - but also, I really don't have enough guys to protect three objectives anymore. Second, the Orc Captain that I trapped got the fight to a roll-off and naturally, I lost it. I probably should have thrown a Warrior of Minas Tirith with shield into the Captain and relied on Madril to kill warriors, but alas, I got greedy! I still have all three objectives, but we'll see how long my luck holds on that front . . .
Evil raced in where they wanted to and I got tied up where I was. A few more Orcs arrived, reinforcing the center.
Damrod declared a Heroic Combat (1/1M) and managed to win and get into some of the guys fighting Faramir. As you can see, however, there is an unengaged model touching the objective, so I'm really just trying to keep Faramir alive - the center is lost!
I killed a bunch of guys, but I also lost guys. On the whole, things are looking pretty bleak and Faramir and Damrod are my only models in the center.
I moved Faramir and Damrod towards the left flank because it's the one I think I can win. I got as far as control zones would allow me, but both are in rough spots. The rest of the fights got paired as well as I could, but I'm desperately short of guys.
The Fight Phase was incredibly disappointing - as you can see, I lost a bunch of guys and Faramir got a 3-high (blue dice), was trapped, and then got absolutely GRONKED by the Orcs! Well, I'm playing for a draw if I can keep one of the objectives alive, but with all of the Orcs that are on their way to both objectives, I doubt that's going to be a thing!
The Orcs charged and more are coming on the left side (they probably won't arrive in time, but the psychological impact of more bodies being near the objective is huge). The Orcs in the center are starting to split towards the different objectives and Damrod continues to move towards the left, where hopefully he and Madril can hold. As you can see, I'm out of guys on the right side and the Orc Captain on that flank is claiming the objective this turn - two down, one to go!
The Fight Phase goes terribly with Damrod losing his fight and getting killed! Also, I've got three guys left and while Madril has a Might Point left, he's been losing fights to the Orc Captain for the past few turns - wasted opportunity there!
I don't have guys left and if I get tied down, I'll lose the objective, so I burned Madril's last Might point (3/3M) to tag a few guys and sit two of my models on the remaining objective. By standing on it with one active control zone, I can guarantee that no one will be able to contest the objective, so I can make it to Turn 10!
Amazingly, I only lost one fight, but the Ranger died in that fight. With two guys left, I'm hoping for priority and a chance to hold the final objective!
The good news is that I did, indeed, get priority - but I forgot that the Captain on this side still had a Might point. So . . . Heroic Move for the Captain and I'm not only tied up, but there's an Orc touching the objective! NOOOO!!!!!
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