Good morning gamers,
We're back for Part 2 in our custom Osgiliath campaing and we're back in Gondor at War to see if Boromir - without his horse or shield - can retake Osgiliath! As we said last time, we're going to change up the scenario participants to make it Matched Play legal for the new edition - and while we could have been truer to the listed participants by sticking with the Army of the White Hand (now that they have access to Trolls), we decided to shake things up a bit and make it a roughly 525pt game between the Reclamation of Osgiliath and the Legions of Mordor!
The Retaking of Osgiliath (Gondor at War, p. 10)
We've decided to use the following models in today's game:
- Forces of Good: The Reclamation of Osgiliath
- Boromir, Captain of the White Tower with the Banner of Minas Tirith
- Faramir, Captain of Ithilien
- 8 Warriors of Minas Tirith with shields
- 8 Warriors of Minas Tirith with shields and spears
- 9 Rangers of Gondor
- Forces of Evil: The Legions of Mordor
- 3 Morannon Orc Captains with shields
- 6 Morannon Orcs
- 8 Morannon Orcs with shields
- 8 Morannon Orcs with shields and spears
- 6 Morannon Orcs with spears
- 1 Mordor Troll
I wanted to make two notes about the Legions of Mordor list (which we reviewed recently in our New Age is Begun series): this list can be run with just the Armies of the Lord of the Rings book and has 32 models at 525 - and so at 550, you could add a banner to it and it would be quite strong, in my opinion. You could also drop 1 Morannon Orc with no extra gear to get shields on 8 people - that would be good too.
One additional note: the Reclamation army list gives its Warrior models a once-per-game +1 To Wound modifier while they are within 6" of Boromir - and this is going to stack in this game with a scenario special rule that gives +1 To Wound for models within 3" of Boromir and/or Faramir while charging. This means that any Warrior of Minas Tirith or Ranger of Gondor who charges into combat within 3" of Boromir OR within 3" of Faramir and 6" of Boromir gets +2 To Wound. This bonus will only be applied on a single turn, but on that turn it's gonna be really strong.
This may seem excessive (and no doubt at least one person thinks we should have ignored the scenario special rule), but I will note that the original scenario participants are Mordor Orc Warriors and not Morannon Orcs - so if you play the scenario as written without the Reclamation army list bonus, wounding on 4s is actually normal for this scenario (and it's not tied to a single turn - it's all game!). So yes . . . we played with both rules . . . and yes, the stacking of those rules is very powerful (as you'll soon see).
The board is a 48"x48" setup that is similar to the setup last time - the Orcs are deploying within 12" of the board edge with the water and the Gondorians are deploying within 12" of the opposite board edge:
I advanced with the Boromir-shieldwall and moved my Rangers a bit forward, but they're all able to shoot this turn. The Morannons advanced as well.
Faramir and a Ranger of Gondor killed 2 Morannon Orcs with shields - Faramir finally has a shooting kill!
For Gondor! The Morannons advanced a little bit and Boromir and his boyz charged in! Faramir also had a chargeable target and my Rangers moved up a little so they'll be able to support the shieldwall in future turns.
There were Heroic Combats called by Boromir (1/6M), one of the Morannon Orc Captains (1/2M), and Faramir (1/3M). Faramir went first and won his fight, but then only dealt 1 Wound to the Captain he was fighting, but the Fate save was unsuccessful (1/1F, 1/2H). The Morannon Orc Captain went next, but he lost his fight (despite having the higher Fight Value) and was wounded, also failing his Fate save (1/1F, 1/2H). Boromir won his fight and killed his foe, charging into two spearmen.
The fights went incredibly well - the Minas Tirith warriors won all of their fights and killed basically ALL of the Mornanons they were fighting. I don't know that any of the wounding rolls were successful on the required 4 (instead of the usual 5), but the mix of the auto-win-ties banner bonus and the easy wounding difficult made it very easy to cut through the Morannons.
Boromir declared a Heroic Move (2/6M) to make sure that the Warriors got the charge (Boromir rerolls all failed to wounds when he charges, so that's useful for him too). We're getting +1 To Wound again, so we just need to win some fights!
The rest of the charges went like this - Faramir got charged by some of the flankers (totally forgot there were doors there), so I brought in a Ranger to relieve some of the pressure on Faramir.
In the Shoot Phase, the eight other Rangers killed two more Morannons - four kills for the warriors so far (but we aren't likely to get much more).
Boromir declared another Heroic Combat (3/6M) and the other Morannon Orc Captain (1/2M) - both of them won their Combats, killed their foes, and charged into new foes, but Boromir got a 4-high on his dueling roll and had to burn 2 more Might points to win his duel (5/6M).
The fights were mostly favorable, but the Mordor Troll Barged into Faramir, who didn't declare a Strike (frankly I didn't think Faramir was chargeable, but he barely but definitely was). Faramir was hoping that the Troll would whiff his duel roll, but he didn't and since Faramir was trapped, the Troll wounded Faramir five times and killed him outright. Halfway to victory . . .
With limited Might on both sides, I was able to charge where I wanted and boy was that good for my matchups - not everyone is close enough to Boromir for the wounding bonuses, but golly do I have some good odds! Some of my Rangers redeployed to get to the main body, while the others rushed the remaining Orcs by the tower door.
I'm wrapping up the assault on my left flank while a few brave souls try to get good matchups on the right flank. I don't have a plan for the Troll unless I can wrap-and-trap him, so that's not great.
I formed a wall on the left side and my unengaged Rangers moved towards a different door of the tower to get away from the action, but also potentially open up another avenue of attack. The two guys fighting the Troll are doomed . . .
With Evil committing to their position first, I just have to kill four more models and two Rangers charged one of the Orcs!
I need my last Might point for a Strike, so the Troll moved to where he couldn't be charged by Boromir. This meant that Boromir could just charge the Captain. Mountain Dwellers proved very helpful in crossing all the rocky difficult terrain and I have a solid wall for charging the Troll next turn.
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