Good morning gamers,
We're past the half-way mark in our custom Osgiliath campaign and we're in the second scenario from the Battle of Osgiliath starter set. We've adjusted the scenario participants quite a bit here - instead of all-Rangers vs. a mix of Morannons, we've got a half-Rangers/half-tin-cans Ithilien list against yet-another-Legions-of-Mordor list!
Ambush (Battle of Osgiliath, p. 4)
We've decided to use the following models in today's game:
- Forces of Good: Garrison of Ithilien
- Faramir, Captain of Ithilien
- Damrod, Ranger of Ithilien
- 3 Warriors of Minas Tirith with shields
- 3 Warriors of Minas Tirith with shields and spears
86 Rangers of Gondor41 Ranger of Gondor with spear- Forces of Evil: The Legions of Mordor
- 2 Morannon Orc Captains with shields
46 Morannon Orcs with shields48 Morannon Orcs with shields and spears
In the actual scenario, there are 12 Rangers of Gondor and Damrod against 16 Morannon Orcs (which is actually pretty cost-comparable, Good is favored slightly). We've basically taken the original Orc participants and upgraded two of them to Captains and equipped everyone with shields - nothing too drastic there (except the addition of heroic resources and F5 vs. men on two of the models). Good has changed a lot, adding in Faramir and an extra dude and swapping out 6 Rangers for 6 Warriors of Minas Tirith. This will be different, but understand that the promotion to D6 doesn't make the death-by-archery any better for the Morannons in this fight (it just makes them harder to kill in melee).
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 beyond 12" of any enemy model:
I decided that my position was good (I mean, I got to deploy AFTER the Orcs did, so it'd better be good, right?) and I stayed put. The Orcs regrouped into cover with their closest guys and then advanced the other squad as far as they could. I will note here that I assigned dice of different colors to each of my guys - veteran players already know this, but in case you're new to the game, the single-red/two-white dice on the right belong to Damrod and his skirmish triangle of archers. These guys can all see the same targets, so if I roll Damrod's die as a separate color, I can roll all three at once, saving a lot of time for my opponent.
The Orcs advanced towards me and since they would be in charge range and I was a bit spread out, I decided to charge into the center of the formation and dump Faramir into one of the Captains (F6 beats F5 - huzzah!). I have two skirmish triangles working the sides - I'm hoping to pick up a spearman or two this round, but also want to force the Orc lines to spread out to tie down my guys (or open themselves up to flank charges/trapping).
I raced in with everyone I could, trying to get Faramir into a good position to springboard into other fights. I'm hoping to get the spears out of as many fights as possible during this round and the next - hopefully it'll be enough to give me an edge over a foe that most of my guys wound on 6s (golly, I wish I had OsVets right now!).
Everyone declared Heroic Combats this turn - Damrod went first (1/1M) and lost. The Captain near Damrod went next (2/2M) and killed his man, charging a spearman. Faramir went third (3/3M) and killed his guy to sling-shot into more guys, and the Captain near him went last and killed his guy to charge other people (1/2M). This last Captain is now the only person with Might on the board.
The fighting went decently for me - I killed two guys and only lost one. Between this and the Heroic Combats, we both lost three models, which means I have a one-model advantage . . . which isn't great, considering my guys are likely to be wounded on 4s or 5s and I wound all of THEM on 6s (5s with my heroes). We'll see how this goes . . .
I tied people down and tried to get overwhelming matchups where possible. Faramir is fighting the Captain, which should keep him from Heroic Combatting into other things, but does mean that my most reliable killing piece won't be chewing through 1-2 Orcs this turn (though the Captain only has 1 Wound left, so maybe I'll get lucky and beat him and score a natural 6!).
The fights were mostly pillow-fights with only one model dying on each side. Faramir didn't kill the Captain, which is not good for me. The game is still very much in the balance and the lines are a complete mess!
With no Might for me, the Orcs got to get the fights they wanted. Faramir is fighting just-another-dude and the Orcs are trying to get advantageous matchups where they can.
In the Fight Phase, the Captain declared a Heroic Combat with his last Might point (2/2M) and it worked, killing two Rangers (OUCH!).
With very few models remaining, the fights paired off with the Orcs mostly outgunning my guys. There are seven Orcs left and I need to kill three of them . . . and Faramir is fighting a Captain again. The Captain has a single wound left and I reroll all failed To Wound rolls, but that's still looking for 6s. By contrast, there are five men left and if any two die, we're hosed . . . and two of my Warriors of Minas Tirith are fighting a Captain or two Morannons and a Ranger is fighting a single Morannon. This doesn't look good . . .
















I admire your work on talking about the content of MESBG and I quite like the narrative scenarios, super cool to see you pursuing this campaign!
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