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Showing posts with label Heroes. Show all posts
Showing posts with label Heroes. Show all posts

Thursday, May 8, 2025

Nine Companions: Building a Hero-Heavy . . . Shieldwall?

Good morning gamers,

Today we're continuing our ongoing formations series (my, it's been a while since we did one of these!) and we'll be talking about hero-heavy and all-hero lists (more to come on this topic as the year progresses). Most of the posts we've done with formations have to do with conventional armies that have a handful of heroes working in concert with a host of warriors (usually infantry, occasionally cavalry). If you've ever tried to move from a conventional force to a hero-heavy force (either all-hero or heavily slanted towards heroes), you have probably found that you need to think differently and play differently than you would with a conventional force - especially in objective missions.

Today, we're going to look at a few different ways you can set up your heroes on the board in order to make all-hero or hero-heavy lists function well as a shieldwall (especially if you find yourself up against a conventional force). We're going to first look at why you'd want to run more heroes as opposed to the bare minimum number of heroes (maxing out on warriors instead) and then look at how you can change your formations to maximize the value of your heroes. Let's dig into it!

Understanding Heroes: Why Run More Heroes?

Heroes are one of the best features of MESBG - and chief among the reasons they're so great is that they give you access to Might points (or at least, most of them do). Might points can, of course, be used to boost rolls (making an almost-win into a win-by-tying or a win-by-being-higher), which makes the hero unit FEEL better than his weight in grunts in certain situations. Most players, however, want to use their Might points for calling heroic actions - though which heroic actions you want to be calling will be heavily influenced by what your opponent has.

When I got started playing MESBG back in 2010 (it was LOTR SBG back then), there were only three heroic actions: Move, Shoot, and Combat. Move and Combat were basically all anyone called - and we all hoped that our big combat heroes with 3 Might would be able to call 3 Combats and kill 2 models followed by 2 more models for three turns . . . well, this doesn't really happen very often, but if it does, boy do you feel like your hero is something special!

For hero-heavy and all-hero armies, Heroic Moves and Heroic Combats are your most useful heroics - not only because every hero has these, but also because Heroic Moves and Combats alter the tempo of the game, allowing you greater control in where your heroes are and what their matchups are. Yes, having Heroic Strike can be really valuable too - but hero-dominant lists will get FAR more value out of crashing through grunts than they will rivaling big pieces . . . especially if your force doesn't have warriors around to guard the flanks of the heroes while they work.

Monday, September 18, 2023

Armies of Middle-Earth SBG: The Kingdom of Moria in the Middle-Earth Strategy Battle Game

And they say Gimli wasn't in Moria...
Photo credit: Quora.com

Something something something BALIN!!!

So there's more to this list than just Balin, of course (FLOI!!!). But if you're opting for the Kingdom of Moria instead of a generic Khazad-Dum list, you're by definition opting for Balin (and his mates) instead of Durin (and his mate). As we'll discuss in the rest of this write-up, that's not a bad thing (Balin is good, and a couple of his mates are great). But that's the trade-off.

Having said that, apart from the changes to the hero suite (two subtractions, five additions) and alliance matrix (which is all Red), you don't lose really any of the options in Khazad-Dum... which means that if you came over here after reading our army summary of Khazad-Dum, you're going to see a lot of repetition. I've tried to front-load some of the differences to save you time... but as much as I love you guys, I wasn't going to re-write everything I've already rewritten.

Baruk Khazâd! Khazâd ai-mênu!

Army Quick(ish) Hits
  • Strength: A solid (though restricted) suite of heroes. Believe it or not, Moria actually has a better suite of heroes than Khazad-Dum does. Yes, your top-end talent is limited (Kingdom of Moria has no power-curve equivalent to Durin), but apart from Durin, the only other model you absolutely can't take is Mardin... and let's be honest, even most Khazad-Dum players weren't going to take Mardin unless the points level is very high. Every other hero, however, is on the table. Dwarf Captains provide that all-important Heroic March, which you will usually want because (a) dwarves move only 5" base, (b) this particular dwarf army has no cavalry options, and (c) Durin, unlike Balin, doesn't have access to Heroic March for some reason. At Fight 5, Strength 4, and Defense 7 base (8 with shield), they're also reliable tanks when they aren't pushing your army from place to place. If you'd like to double-down on your support role to get both speed and magic defense, Dwarf Kings have access to Heroic March and Heroic Resolve, with an extra point of Will (2/2/1 Heroic Stats), higher Fight (F6), and base Defense 8. Plus, with the errata, they're now Heroes of Valour, with the ability to bring up to 15 warriors (and ally with other yellow/red factions... which is all of them). The Dwarf Shieldbearer offers a way to buff your force's global courage in the absence of Bodyguard, while also offering a buff to some of your combat pieces with his ability to call free Heroic Combats sometimes (In Defense of the King). Last but not least, the King's Champion is one of the best generic heroes in the game, capable of slaying heroes or troops (F6, S5, 3 Attacks, and Heroic Strike with 2/1/1 Heroic Stats) or tanking something really nasty (2 Wounds, D7-9, and 1-5 Fate, depending on where his supporting Heralds are). Oh, and he comes with two heralds with two 3" banners included in his points cost, for fewer points than a Great Beast of Gorgoroth. Finally, Kingdom of Moria gets access to four additional heroes to help take the "sting" out of losing Durin (and Mardin): 

Monday, August 7, 2023

Armies of Middle-Earth SBG: Khazad-Dum in the Middle-Earth Strategy Battle Game

Something wicked this way comes...
Photo credit: Brrokk Barrowbane

So if you showed up this week hoping for our wrap-up on countering Angmar... sorry. My hands stopped working.

Instead, I've got a more traditional "Armies of Middle-Earth" for you, on the OG tanks in MESBG: the Dwarves of Khazad-Dum. So hopefully all is forgiven.

Cards on the table: when it comes to elves vs. dwarves, I'm solidly on Team Dwarves. I don't remember if dwarves were the first faction I played when Tiberius and Centaur finally persuaded me to play MESBG (shortly before it became MESBG), but it was definitely one of the first. And at the time, the only way to play dwarves (at least in our gaming group) was Khazad-Dum. So this list has always had some sentimental value for me, and I expect it will always be so (although that does not explain my snail's pace when it comes to painting their models). 

I'm splitting this review up into two parts because the new edition of the rules split this faction up into two: Khazad-Dum (today) and Kingdom of Moria (next time). I'm doing this even though those of us who play know they're really the same faction differentiated by a single (albeit, important) hero choice: to Balin (and Floi) or not to Balin (and Floi)? As such, if you stumbled on this review after reading the Kingdom of Moria review, you'll see some overlap (and vice versa). I've tried to front-load the differences (so you can gloss over the rest), but apologies on the front end if you find this repetitive (It's not my fault!).

As always, you'll find a list of handy community resources at the end, but I want to flag the 4.5 hour gem that is the Green Dragon Podcast on Khazad-Dum--way more than you'll ever need to know about what makes Khazad-Dum amazing... so definitely read this first (otherwise, you won't need it).

Army Quick(ish) Hits
  • Strength: Dwarves = TOUGHNESS. Stat-wise, there's two things that make dwarves "dwarves" in MESBG: they move 5" instead of your "standard" 6" (more on that shortly), and they have ready access to D7 warriors (or better), and even more defense on their heroes. Add these excellent defensive stats to very good combat stats overall (Fight 4, with ready access to shields and banners), and generally access to axes and/or Strength 4 on their warriors (if not both), and dwarf armies become tough to engage, tough to wound, tough to shift, and they're tough to rout. The Kingdom of Khazad-Dum is no different, with Courage 4 standard on all your core units and Defense 7 on most models (the notable exception are your skirmishing Dwarf Rangers, Dwarf Warriors with bows, and Iron Guard--all of which make up for the lack of D7 with other stats / shenanigans). Add in Bodyguard on your Khazad Guard, Courage rerolls from the Shieldbearer, banners aplenty, and shields everywhere (for both more attacks and an option for non-lethal strikes), and you have a force that can perform well at all stages in the game.

Monday, June 12, 2023

Armies of Middle-Earth SBG: The Army of Thror in the Middle-Earth Strategy Battle Game

Something something something GRIMHAMMERS!!!

Just kidding. There's more to this list, of course, but what can I say? I just love these models (even if I think they're about 20% too slim when standing shoulder-to-shoulder with their cousins from the Iron Hills). 

Azanulbizar, in all its... ferocity
(Don't sleep on Dwalin's head-bash in the foreground)

Monday, September 12, 2022

Armies of Middle-Earth SBG: The Dark Powers of Dol-Guldur in the Middle-Earth Strategy Battle Game

Photo Credit: The New York Times

So, funny story: I started writing this post almost two years ago. Actually, it was (briefly) published two years ago (as basically a list of bullet points--very embarrassing). So this probably has the record for longest-post-never-to-be-posted (although my "Ode to Kardush the Firecaller" is getting close). Anyway, good things come to those who wait. Or in this case, very spooky things...

So yeah. Dol Guldur. Spooky stuff. Lots of Strength 4. Historical Allies with Azog, Bolg, and da boys. Spoiler alert: they're good, and surprisingly versatile.

Also, be sure you check out the Green Dragon Podcast's recent episode on Dol Guldur at some point--it's phenomenal (except for the discussion of my favorite profile in the list). Definitely worth your time, especially if you have pressing painting projects.

Onward!

Friday, June 18, 2021

TMAT Talks: Episode 15 - The Ultimate Uber-Slayer Podcast (Part 4)

 

Well, it's finally that time.

After going through the top-10 monsters, casters, supports, snipers, and big honkin' things, the TMAT team is going to attempt the impossible: rank the top slayer models in the Middle-Earth Strategy Battle Game.

The epic journey comes to an end (for now) in Part 4, as Tiberius, Centaur, and Rythbryt roll out their picks for Good's top-10 slayers. Did your favorite model finish on top?

For more on our methodologies, and for further discussion on just how hard it is to rank heroes like this, you can also check out both Rythbryt's and Tiberius's take on Jay Clare's top-10 slayers for the forces of good.

There are two options: the audio-only version is available on Anchor, Apple Podcasts, Google Podcasts, Spotify, and most places you can hear podcasts. And if you like visual aids, you can watch the entire cast over on the TMAT SBG YouTube Channel!

Music: Happy Haunts by Aaron Kenny
______________________________ Show Notes: Intro & Rank Clean-Ups (0:00) Birds, Elves, and Men (Oh my!) (10-7) (1:45) Burly, Burly, Burly (6-4) (43:10)
The Final Count-Down (3-1) (1:20:00)



Saturday, June 5, 2021

TMAT Talks: Episode 14 - The Ultimate Uber-Slayer Podcast (Part 3)



Well, it's finally that time.

After going through the top-10 monsters, casters, supports, snipers, and big honkin' things, the TMAT team is going to attempt the impossible: rank the top slayer models in the Middle-Earth Strategy Battle Game.

In Part 3, Tiberius, Centaur, and Rythbryt finally crack the top-20... before stalling out at #11. There are a bunch of big names here, and more than a few disagreements. Who's claim to "top slayer" ran out of gas? And who's left standing as we finally approach the top 10?

For more on our methodologies, and for further discussion on just how hard it is to rank heroes like this, you can also check out both Rythbryt's and Tiberius's take on Jay Clare's top-10 slayers for the forces of good.

There are two options: the audio-only version is available on Anchor, Apple Podcasts, Google Podcasts, Spotify, and most places you can hear podcasts. And if you like visual aids, you can watch the entire cast over on the TMAT SBG YouTube Channel!

Music: Happy Haunts by Aaron Kenny

____________________________________________

Show Notes:

Intro (0:00)

Horse Lords and Dwarf Lords (20-17) (4:00)

Monster Mash (16-14) (40:28)

Ring, Burly, Banner (13-11) (1:20:42)

Saturday, April 24, 2021

TMAT Talks, Episode 11: The Ultimate Uber-Slayer Podcast (Part 2)


Well, it's finally that time.

After going through the top-10 monsters, casters, supports, snipers, and big honkin' things, the TMAT team is going to attempt the impossible: rank the top slayer models in the Middle-Earth Strategy Battle Game.

In Part 2, Tiberius, Centaur, and Rythbryt work their way through Good's honorable mentions, getting all the way to number 21. There are plenty of surprises, a few head-scratchers, and more than a little hair-splitting. Who made the cut, and who was left on the outside looking in at the top 20?

For more on our methodologies, and for further discussion on just how hard it is to rank heroes like this, you can also check out both Rythbryt's and Tiberius's take on Jay Clare's top-10 slayers for the forces of good.


There are two options: the audio-only version is available on Anchor, Apple Podcasts, Google Podcasts, Spotify, and most places you can hear podcasts. And if you like visual aids, you can watch the entire cast over on the TMAT SBG YouTube Channel!

Music: Happy Haunts by Aaron Kenny

____________________________________________

Show Notes:


Intro (0:00)

Honorable Mentions (64-51) (1:45)

Dwarves Galore: 50 through 41 (19:30)

So many riders: 40 through 31 (39:05)

Lots of hair-splitting: 30 through 21 (1:29:50)

Friday, April 16, 2021

TMAT Talks, Episode 10: The Grand Tournament 2021 (Part I)


A global pandemic may have claimed TMAT's 2020 Grand Tournament, but those dark days are finally past, and a red sun is rising once more. The 2021 Grand Tournament is upon us--so of course, TMAT's resident armchair quarterbacks had to break it down!

In Part I, Tiberius, Centaur, and Rythbryt give an overview of the tournament's escalation rules, muse on the three scenarios, and discuss the six armies that will take the field before making some (very reluctant) predictions about the impending weekend.

Now available most places you listen to podcasts (including Spotify and Apple Podcasts)!

You can find the show notes and army lists after the jump!

Music: Happy Haunts by Aaron Kenny

Thursday, April 15, 2021

Tournament Time: Rythbryt's Army Thoughts

Photo Credit: Hall of Beorn

As some of you faithful readers may know, TMAT's spring tournament is upon us this weekend. (In case you missed it, you can find Tiberius's thoughts on his entry here.) It's shaping up to be pretty small (most likely five players overall), but everyone has a pretty good grasp of the rules, and we always have a good time of it. Plus it's a chance to try out some of my new terrain boards!

As with every tournament we've ever done, I had a characteristically difficult time settling on a list for this event. In fairness, given that this particular tournament is an escalation event, I actually had to settle on three lists... so I was kinda screwed from the beginning. 

I had several criteria going into this tournament:

  • Run something new. Playing games is the most fun, but I enjoy the hobbying side of MESBG quite a bit, and had a lot of plastic kits sitting in my storage closet when the tourney was soft-announced by Tiberius around Christmas time. So I figured, why not take the opportunity to try something new? I've run orcs twice (Mordor once, and Angmar once), and Iron Hills the other two times (a hero-heavy Erebor Reclaimed for 2019's Grand Tournament, and an Iron Hills / Survivors of Lake-Town alliance at a follow-up Fall event), and while I dabbled in a few lists that featured more orcs or more dwarves, I ultimately decided on something different.
  • Competitive at all three points levels... but not oppressive. Part of this is probably residual guilt from taking Angmar to TMAT's Spring festivities... that army is definitely competitive, but it's not exactly fun to play against (go figure, for a list with triple barrow-wights plus the Witch-King on Fell-Beast). This time, I wanted something that'd be at least somewhat fun to play against for most armies--yet another reason I shied away from my beloved Iron Hills dwarves (and a reason why I looked more seriously at regular Mordor orcs for a while)--while also giving me some fun pieces to play with. The escalation aspect had more of an impact on competitiveness than I thought it would: the Rangers of Ithilien Legendary Legion is really, really strong at 450 and 600, but I think it starts to suffer diminishing returns (or runs into harder counters) at the 750 level... not that I was considering taking the Rangers, of course (because I'm trying not to be oppressive, remember? :-P ).
  • Combat heroes... preferably in multiples. Again, I'm not knocking Angmar, but it's an army (as I built it, at least) that didn't have much in the way of combat heroes (the Witch-King and a Wild Warg Chieftain), and almost no Might to speak of (5 total). I quite enjoy playing armies with lots of heroes, because it can create some interesting challenges for both sides: heavy-hero armies tend to be outnumbered a lot, so there's a lot riding on your heroes to even the odds before you succumb to attrition. It's also one of the best counters I've found in practice to enemy magic, because most armies don't run more than one top-tier wizard and/or two beefy heroes, so if you have 3+ combat heroes, there are very few armies that can lock all of them down. And let's face it... the game is far more interesting when there are heroes involved (especially if they're iconic heroes). The fact that the 750 match would be Fog of War (which can reward you for having multiple heroes) was a nice bonus, and I also suspected that there'd be a fair bit of Bodyguard cav at this tournament (in which case, I would prefer a solid Might store to stay in the game): far better to have the Might and choose not to use it, than to need the Might and not have it.
  • Average to above-average model count. I've run super-elite hero-heavy armies before (my Erebor Reclaimed force a couple years back featured only 24 models at 700 points, with five of them being heroes--but that doesn't really count, because Iron Hills Warriors aren't your typical warriors). My experience with Angmar in the Spring really sold me on having a solid number of models. I also think the choice of scenarios, on balance, favors having more models than less: Hold Ground (450 points) is a more-models-than-you-in-the-center mission, To the Death (600) awards a ton of points if you can break the enemy without breaking yourself, and Fog of War (750) may require me to be in several spots at once on the opponent's side of the board at the end of the game (which may be a problem if I have low-courage troops and am broken). My goal was to shoot for 20+ models at 450, and 35+ models at 750. Anything at or above that level--coupled with a few combat heroes to do the work--should be at least competitive in all three scenarios.
  • Have at least one incredibly fun model. I checked with Tiberius (who's TO'ing this event) about the power-curve of this particular tournament, and he assured me that I could get as competitive as I wanted with these lists (in his words, "this is the GRAND TOURNAMENT, after all"). Having said that, I did want to include at least one "fun" model who's a joy to play with on the table--something along the lines of Aragorn, or Bolg, or Glorfindel (all of whom I play-tested at various points over the past few months). At 750, I figured I could probably afford whoever I wanted (even Sauron)... but scaling an army built around a big hero, and accomplishing everything else I wanted the list to do, proved to be a bit more challenging.

With these general goals in place, I set about the task of list-building in earnest. And boy, did I build lists... most of them got recorded in the "Notes" app on my iPhone, and I literally have forty-five notes dating back to December 2020 filled with different lists ideas. Most notes contain 6-9 different lists (because again, it's an escalation event), so that's easily 200+ lists that I wrote down at various points over the past four months (God only knows how many more I thought about, and didn't commit to digital paper).

To be fair, some of the lists I jotted down were never really in the running (my "Wee Three Kings?" list, for example, featuring the Goblin King, the Witch-King of Dol Guldur, and the Spider Queen... though it did come in at 52 models, which isn't bad for a convenient alliance that featured a banner, four cav, a decent number of hunter orcs, three Mirkwood Spiders, and a Bat Swarm). But eventually these six lists rose to the top... and then fell by the wayside for one reason or another.

Option 1: Men of the South (Waaaaay South)

The first army I really wanted to run involved Corsairs, because I played an evil horde at TMAT's last tournament and really enjoyed it. The problem with the force was three-fold. First, I initially built the list assuming we were playing at 500, 650, and 800, and I really liked how the Corsairs scaled at that points level (basically, I could get to 50 models at 800 points and have the Knight of Umbar on Fell Beast as my third-banana multi-use combat/magic hero, along with Dalamyr and Delgamar plus a Bosun). 

Scaling the lists down to 450, 600, and 750 proved more challenging than I thought, and I could never settle on something else that I really liked. This list is the closest I got to locking things in... 


While in retrospect this looks pretty intimidating, there were three things I couldn't "fix" in these lists. 

Thursday, March 4, 2021

Jay Clare's Top 10 Slayer Heroes - Tiberius's Take, Part 2

Good morning gamers,

Hopefully by now, you've seen both of Jay Clare's articles on his top slaying heroes for both the Forces of Good and the Forces of Evil. You might have also read Rythbyrt's posts on the reranking of Jay's lists (Good, Evil Part 1, Evil Part 2). You might have even read Centaur's articles on the worst slayers for the Forces of Good and the Forces of Evil. I've already written my reranking of Jay's list for the Forces of Good - today we tackle the Forces of Evil. If you thought this would be an "I already laid out my methodology, so let's dig in" kind of post (like I did), think again . . .

Methodology: Categories and Weights

If you read my first article, the methodology used to rank each model was based on seven categories: hero slaying, troop slaying, survivability, mobility, empowerment, impact, and cost. While I could have limited myself to Jay's list, I wanted to take a more expansive approach, so I did what I did for the Forces of Good:

I evaluated 125 profiles for the Forces of Evil.

From Smaug to Sharkey, I walked through each hero, evaluated them, then questioned whether I gave them the best possible evaluation. There were roughly 50 fewer applicants this time around (far fewer named heroes in the Evil batch than the Good batch), but that didn't make the competition any less fierce. After many iterations and changes in the framework, I finally have a list I'm happy with. I will say that I didn't evaluate war beasts, siege engines, or warrior models, so if you're expecting Mumaks to dominate my scores in our podcast, you're in for some disappointment.

Thursday, February 25, 2021

Overly Pedantic Stats: The Ten WORST Slayers (Evil)

 Hey Reader!

In our last post we looked at the top ten worst slaying heroes for the Forces of Good. Since Rythbryt has taken his look at Jay Clare's list of the top ten slayers for the Forces of Evil and then did his follow-up post on the top three in greater depth, in the same vein as our last post we will be looking at something completely different: the absolute WORST evil slayers in the game. 

In this post we continue by looking at the stats to find the "top ten" worst slayers for the Forces of Evil. These models fall under the same parameters as our last post: the models must be capable of dealing wounds (which actually doesn't prevent anyone from making this list - I guess that makes sense for evil models?), the model must be a hero, and all troop types (siege weapons, monsters, etc.) are on the table. As you can imagine, no monsters made this list.

We will be looking at five categories for this, as we always do: hero slaying capabilities (to show how well you kill heroes), troop slaying capabilities (for how well you chew through armies), defensive capabilities (for staying power to keep killing things), support capabilities (for making it easier for people to kill around you), and mobility (to get into range to kill stuff, be that at range or in melee).

So with no further ado, the literal WORST evil killers in the game!

Thursday, February 18, 2021

Overly Pedantic Stats: The Ten WORST Slaying Heroes (Good)

 Hey Reader!

We were blessed a few months ago with Jay Clare's thoughts about the best slayers in the game, and I've really enjoyed seeing everyone's take on it. Whether that's Rythbryt's analysis or Tiberius's analysis (both of which have good math and metrics behind them), or comments in Facebook groups and on YouTube, I've really enjoyed seeing the love shown to so many models in the game, and that just speaks to the quality of the models that have been made for our game. 

So a huge thank you to the team at GW for making all of this possible, :)

But some models suck at wounding, and since literally NO ONE asked for that, we're going to use some overly pedantic stats to bring to you the absolute WORST slayers in the game, starting with the Forces of Good.

We have two rules for this competition. First, you must be capable of wounding, so no, Frodo of the Nine Fingers, Lobelia Sackville-Baggins, and Goldberry will not be doing a three-way tie for #1. You must be capable of wounding, but not be very good at it. 

Second, you must be a hero to be considered: we will not be looking at warrior models for this competition. This means we will be considering siege veterans, but the model must be a hero in order to count for the competition. No surprises to anyone, no monsters made this list, but we have left it open to hero monsters in case one of them was somehow atrocious at killing things.

We will be looking at five categories for this, as we always do, but a little different this time (as cost doesn't play as much into this equation): hero slaying capabilities (to show how well you kill heroes), troop slaying capabilities (for how well you chew through armies), defensive capabilities (for staying power to keep killing things), support capabilities (for making it easier for people to kill around you), and mobility (to get into range to kill stuff, be that at range or in melee).

So with no further ado, the literal WORST killers in the game!

Saturday, February 13, 2021

Armies of Middle Earth SBG: Re-ranking Jay Clare's Top-10(ish) Evil Combat Heroes, Part II (the Big Three)


Last week, I took a stab at re-ranking Jay Clare's top-10 combat models for the forces of evil. We got as far as #4 before I had to call it quits, because blogger (quite literally) wouldn't post the rest of my thoughts on the top-3. So I'm back, as promised, to finish the set.

Before jumping into that, however, I have a little clean-up to do on the other rankings. After posting, Sharbie reminded me that Bolg also has access to Master of Battle if he's taken from Azog's legion and is your army leader (I'd plumb forgot, because our local scene always has Azog leading Azog's Legion--go figure). In Azog's case, having Master of Battle was good for another point in four categories (Troop Slayer, Hero Slayer, Mobility, and Impact). Bolg got max scores already in one of those categories (Troop Slayer), but since I'm trying to apply these already-subjective criteria as consistently as possible, I went ahead and gave Bolg a +1 point boost in the other three categories. 

On further reflection, I also thought that while I've never managed to get Bolg all ten of the kills he needs to unlock the Mighty Hero achievement, the possibility of Mighty Hero + Master of Battle on the same model was probably worth at least a +1 boost to his Empowerment score (I made it 1.5 to get to an even "6"), and also probably worth at least a slight bump to his cost score (given that he costs so much less than Azog does, and with Master of Battle + Mighty Hero, he may actually be be better than Azog). So here's Bolg's new platinum-level card, as well as his updated score breakdown:


Score Break-down:
  • Hero kills (10): Base 8 (F7, 3 Attacks); +1 for Burly; +0.5 for The Bringer of Death (Mighty Hero if you get to 10+ kills); +1 for Master of Battle (potential free Strikes).
  • Troop kills (10): Base 8 (F7, 3 Attacks); +1 for Burly; +1 for mount option; +0.5 for The Bringer of Death (Mighty Hero if you get to 10+ kills); +1 for Master of Battle (potential free Heroic Combats).
  • Toughness (8.5): Base 6 (3.5 combined Wounds/Fate (3/1)); +1 for Defense 7; +0.5 for Master of Battle (potential free Heroic Defenses); +1 for Terror / Harbinger of Evil (1 and 5 kills with The Bringer of Death).
  • Mobility (9): Base 6 (10" move); +1 for Fell Sight; +1 for 3 Will; +1 for Master of Battle (potential free Heroic Moves).
  • Empowerment (6): Base 6 for The Bringer of Death (Mighty Hero if you get to 10+ kills).
  • Impact (10): Fight 6 heroes don't like Bolg (he has a whole trick named after him that makes suckers of Fight 6 heroes). Striking monsters have to be careful around him, too--at Fight 7, he's got the base fight of most striking monsters (Dragons, Troll Chieftains, Bill/Bert) and at Strength 5 with Burly he wounds most of them (D7 or less) on 4s. He can't Rend them, so that works in their favor; but if they can't one-shot him, they're likely to lose some blood.
  • Cost (6.5): Blog is very expensive, but he's way cheaper mounted than Azog is mounted, and if you do manage to tier The Bringer of Death all the way up (and pair that with Master of Battle from the Azog's legion army bonus), he's arguably as good or better than Azog, at a much lower points cost. You don't always have those two upgrades, but I did feel the potential of getting them was worth a slight cost boost.

Laid out like that, I think it's pretty clear I underrated Bolg last time around (but only if he's the leader of Azog's Legion--if you're running him just in Azog's Hunters--or if Azog is around and the Army Leader--I'm not sure I'm sold). What's less clear is where this version of Bolg slots in the final pecking order. On the one hand, I still have some reservations about putting a 3 Wound, 1 Fate orc on a 1 wound, Defense 4 Warg ahead of a big bruiser like Bill the Troll, although I fully admit that a full-power Bolg with Mighty Hero and Master of Battle is going to look pretty scary to Bill. On the other hand, his updated score (60) is substantially higher than Bill's (52), and is firmly in the same tier as Gulavhar (59) and Azog (59.5). 

Now, I know I said I'm not beholden to the scores (and that was my justification for putting Bill ahead of Bolg the first time), but at some point the score gap becomes so large that it's just not justifiable. I feel like I've reached that point with Bolg. So I'm going to bump him ahead of Bill (who falls to #7), and push Bolg into that next tier with Gulavhar and Azog. I suspect he may jump Gulavhar as well... but since we're going to rank all the evil slayers shortly on TMAT Talks, I'm going to mull it over for a couple weeks before committing to a final decision. Because there is a lot to mull over.

Anyways, with that cleaned up, it's time for the main event: my take on the last three models remaining: Sauron, the Balrog, and Smaug (to borrow Jay's order). 

There's a ton to talk about here, so strap in...


Saturday, February 6, 2021

Armies of Middle Earth SBG: Re-ranking Jay Clare's Top-10(ish) Evil Combat Heroes, Part I (11th-4th)

Photo Credit: Sangle on Pinterest

Last month, I dug into an excellent and thought-provoking article by SBG-Lord of the West Jay Clare, where he ranked his top-10 combat models for the forces of good. As with any rankings article, there were places where I agreed and disagreed with Jay's take (and where the commenters agreed and disagreed with my re-rankings... and then Tiberius gave his own take that the commenters agreed and disagreed with, and now our children are chiming in... the cycle is endless. But I digress).

I found that exercise particularly helpful to me, since TMAT was conveniently (fortuitously?) about to start its own in-depth series on the top slayers in the game (which we officially kicked-off last weekend). So when Jay dropped his list of top-10 evil combat models just before Christmas, I was very stoked. I don't usually think of myself as a chaotic-evil sort of person (I like to think I'd have stayed a Jedi instead of falling to the dark side), but I've been playing a lot of evil armies lately and I have to say, they generally don't disappoint when it comes to killing things. And while I'm always going to be Team Aragorn, it's hard to deny that when it comes to combat models, evil has some of the coolest.

So today, I'll take my stab at re-ranking Jay's top-10 evil combat models. I won't bother going over my methodology again (it's explored in detail here, if you're curious), but if you haven't had a chance to read Jay's article first, I would encourage you to do that before continuing.

Three pre-rankings disclaimers before we get started. 

First, this is a re-ranking of the ten (well, eleven) models that Jay shouted out in his article. All of these models made my top-50 (which we'll unveil as part of our TMAT Talks podcast series in the coming months), and the order I've ranked them here reflects the order they appear in my top-50, but not necessarily the rank (i.e., the model I ranked 6th here will be ranked lower in my top-50 list than the model I ranked 5th here, but that doesn't mean those models will be ranked 5th and 6th in my final ranking... there may be some mystery models above them, and even between them).

Second, this article is long because there's a lot to discuss. And it was originally going to be much longer... so long, in fact, that Blogger wouldn't let me post the whole thing in one post. So this part only re-ranks my picks for 11th through 4th--the top-three are coming later (gee, I wonder who they could be...).  I'll have a reminder again at the end, but if you skipped this part to see who won, and then got redirected up here, I did try to warn you. ;-)

Third, "rankings" = "subjective," so "disagree" = "comment!"

Saturday, January 30, 2021

TMAT Talks: Episode 9 - The Ultimate Uber-Slayer Podcast (Part I)

Well, it's finally that time. 

After going through the top-10 monsters, casters, supports, snipers, and big honkin' things, the TMAT team is going to attempt the impossible: rank the top slayer models in the Middle-Earth Strategy Battle Game.

In Part I, Tiberius, Centaur, and Rythbryt begin by going over their various metrics for evaluating these models, then turn to three "special achievement" categories for the Forces of Good: the best generic slayers, the best "under-101 point" slayers, and the best slayers who can't take a mount (we have thoughts on this). 

They also spend some time talking at the beginning talking about their methodologies--for more on that (and more discussion on just how hard it is to rank heroes like this), you can also check out both Rythbryt's and Tiberius's take on Jay Clare's top-10 slayers for the forces of good.

Now available on Anchor, Apple Podcasts, Google Podcasts, Spotify, and wherever you listen to podcasts!

Music: Happy Haunts by Aaron Kenny

____________________________________________

Intro (0:00)

Methodology (1:07)

Good: Top-10 Generic Slayers (22:07)

Good: Top-10 Slayers for under 101 points (1:07:44)

Good: Top-10 Slayers who (surprisingly?) can't take mounts (2:00:27)

Thursday, January 28, 2021

Jay Clare's Top 10 Slayer Heroes - Tiberius's Take

Good morning gamers,

A few weeks ago, Rythbyrt did a re-ranking of Jay Clare's Top 10 Slayers list for the Forces of Good. The MESBG community has had a lot to say about Jay's article (both here and on the rest of the interwebs), so I thought I'd provide a different way to evaluate the heroes on Jay's list. While Rythbyrt highlighted with pictures a lot of heroes who could have made the Top 10, I'm going to skip that and just focus on Jay's guys (most of them made my Top 15, so I think it's a pretty good list).

Methodology: Categories and Weights

Like Rythbyrt, we're looking at seven categories, but we're applying weights to them in order to make the two "Slayer" categories stand out more. I also decided that my ability to evaluate these heroes couldn't be done objectively if I took a subjective, feel-based approach (there are some heroes that I just want to see do well). Why didn't I feel like I could be objective?

Because I evaluated 178 profiles for the Forces of Good.

Yes, you heard me right - I evaluated heroes as powerful as Treebeard and as weak as Rosie Cotton. I did NOT evaluate Frodo of the Nine Fingers or Lobelia Sackville-Baggins because they couldn't wound anyone, and therefore are not slayers (somehow I doubt they would rank well even if they could). I could probably make a list of 50 models and say, "Yeah, I think I could rank these 50," but invariably, I'd miss someone, have to fit them in somewhere, and then look at the list at a later date and say, "Well, I know from experience that this hero is really good at killing things - I need to make room for him on the list." The iterations would never end and each time I'd probably feel like I got both closer to "what felt right" and farther from "what felt right". So to avoid all of that, I turned to math (and let whatever iterations fall where they would - for the record, I'm not happy with some of my rankings, but that is what it is).

Monday, January 18, 2021

The Stuff of Legends: The Grey Company

Good morning gamers,

In our last post, we looked at the Men of the West Legendary Legion and how you can work with an all-infantry army that is an amalgamation of FIVE different army lists (Minas Tirith, Rohan, the Fiefdoms, the Fellowship, and Rivendell). While its buffs might make it worth trying out, I think most players feel it's not as good as a historical alliance between Minas Tirith, the Fiefdoms, and/or Rohan (though we probed ways the Legion could be tweaked to make its non-Gondor, non-Rohan heroes a bit more appealing). 

In today's post, we're covering the Grey Company (another Legendary Legion from Gondor at War), but unlike the Men of the West, this Legendary Legion provides some really nice benefits over the foundational Rangers army list (with only one or two down-sides). There are three factions that you'd need to Ally to build this Legion normally (and you'd be a convenient alliance). Let's see what you get with this Legion.

Part 1: What Do You Need?


Photo Credit: Games Workshop
Legion Tax: 160-175pts

The only model you NEED to take in this army is Aragorn - Strider. Besides his horse (more on that in a minute), Aragorn has all of his usual upgrades available to him, except that he starts with Anduril for free (which is great - and not an uncommon Legion rule in the Gondor at War book, since all three Legions with Aragorn in them let Aragorn start with Anduril for free). Aragorn's max cost is 175 in this Legion and he is a BARGAIN.

In the supporting cast of named heroes, you have Legolas (no horse, but otherwise all his options), Gimli (option for Elven Cloak), Halbarad (no horse, but option for his banner), and Elladan and Elrohir (no horses, but otherwise all their options). Four of these heroes (not Halbarad) appeared in the Men of the West Legion, but while the Men of the West Legion forbids them from leading warriors (making them difficult to include into the Legion), there are no warriors in this list - so you can take any mix of them without any real loss to your army.

Finally, your "warrior" options are Rangers of the North, which is to say you basically have some battle companies heroes in your list! A single Might/Will/Fate point won't make THAT much of a difference (you still die after taking one wound sometimes, you can only boost a roll that was just barely losing/tying to tying/winning), but it helps. And it helps a LOT.

Saturday, January 9, 2021

Armies of Middle Earth SBG: Re-ranking Jay Clare's Top-10 Combat Heroes (Good)

Photo Credit: Gil-Galad on Facebook

Back in November, the legendary Jay Clare posted a list of his top-10 combat heroes for the forces of good. If you somehow haven't read it yet, I highly recommend you do so--it's well worth the read. 

The list prompted a fair bit of discussion in all corners of the MESBG community (as lists tend to do), including our TMAT community (in the form of a lengthy e-mail chain). The timing was fortuitous, because we've been thinking about this topic a lot lately.


Initial Impressions

Who are these little orcs? Voo-rahooom!
Photo Credit: Warhammer Community

I had several impressions after reading Jay's list. The first is that, overall, I think it contains most of the usual suspects one would expect. King Aragorn, Gil-Galad, and Elendil are probably in anyone's top-10 of LOTR-era heroes, while Dain and Champion Dwalin have sterling resumes from the Hobbit-era. Having played recently with Helm Hammerhand (and having a ball, even though he was unhorsed round 1), I can see his appeal as well.

Those six heroes share a lot of common features. All have either beefy combat stats (F6+, 3 attacks) or the ability to strike infinitely, and they also have the option to get a +1 to-wound (and sometimes better) and take a mount. Extra attacks on the charge, with a knock-down, and to-wound boosts will kill a lot of things.

The most surprising inclusions (for me) were Eomer and Durin. Both are incredibly tanky combat heroes (3/3/3 with 3 attacks/wounds for Eomer, and of course Defense 9 with a free 6+ save on all wounds for Durin), but their killing power suffers compared to the others (Eomer because he has no +1-to-wound option, while Durin lacks the high-end damage that comes from having a mount). 

Less surprising inclusions for me were Thranduil and Boromir (of the Minas Tirith variety--the Fellowship profile for Boromir would have been surprising). But they also have some questions. While both can take mounts and have spectacular Fight Value (7 base, plus Strike), neither has a way to get a to-wound bonus beyond spending Might (as neither has a hand-and-a-half sword, much less a rule like Weapon Master or Burly). And yes, I know Boromir can technically take a lance, but if he does he can't take the Banner of Minas Tirith--and let's face it... if you're running Minas Tirith Boromir, aren't you 99% of the time taking the Banner of Minas Tirith?

There were also some surprising omissions. Eomer is great, but when it comes to kill-power, his cousin Theodred might be a better. Eomer undoubtedly has the edge when it comes to toughness (3 wounds/3 fate is way better than 2 wounds/1 fate, after all), but while neither has a +1 to-wound option, Theodred at least gets to reroll all failed to-wound rolls (which makes his damage much more reliable, especially against high-defense targets like monsters or other big heroes). Treebeard is another surprising omission. Like Durin, he doesn't get any charge bonuses, but with Fight 8, Strike, Strength 8, access to Rend, some nasty brutal power attacks (Bludgeon, anyone?), and Strength 10 stones, he looks like a top-10 combat hero. And when it comes to crazy stat profiles, there's nothing crazier than the Champions of Erebor on Chariot.

Very dangerous over short AND not-so-short distances!

Part of the reason rankings like these are so hard is that while there are some stat characteristics that play an important role in being able to kill other models (fight value, strength, and attacks), there are a lot of other factors that impact how effective a profile is at actually being able to kill other models. 

Staying power is just one example (it's hard to kill something, especially a big something, if you can be easily one-shotted). Mobility is another--apart from the charge benefits that come from being mounted, moving an extra 4-6" per turn gives you more targets to choose from. 

The type of models that you're trying to kill also impacts what stats you need. The higher your fight value, the better your chances of killing monsters or other big heroes. But all you need to effectively kill 90% of most troops is Fight 6 (and Fight 7 is just as good against non-monster troops as Fight 9 or 10). A lot of big heroes, monsters, and even troops cause Terror, so if a combat hero has low courage their effectiveness may decrease dramatically. And, of course, there's the number one blunter of combat heroes of all time: enemy magic (Transfixed heroes can't make strikes, after all). 

As we mentioned towards the end of our last TMAT Talks podcast, the final categories in our "top-100" series are focused on "slayer" models, so we've been mulling these ideas over a lot lately. We've already recorded some of our rankings, which includes several subset categories (like "sub-100 point slayers") as well as top-50 slayers for both the forces of good and forces of evil... but we're not quite done yet. 

In the meantime, I thought I'd tease things a little bit by taking Jay's list of ten good heroes and re-ranking them based on how they slotted into my own top-50 list. It'll also give you a sneak-peek at the approach we'll be using in our massive slayer pods, which will start to drop over the next couple months. 

As with any "rankings," these are to some degree subjective, and you'll almost certainly disagree with some of these (Centaur and Tiberius certainly do). So be sure to let me know what you think in the comments!

Monday, January 4, 2021

5 More Ways to Waste Might Points

Good morning gamers,

Last time we did this, we talked about the five things that I thought were the biggest waste of Might in MESBG. In October 2020, the Durin Show did an analysis of what was written, so since they seemed to eat it up, we're doing it again! 

Side-note: if you haven't checked out the Durin Show, you should - their discussions are brilliant. 

The situations I'm going to cover might be a bit less controversial this time, but a little controversy is good for getting us to re-think our innate assumptions about this game we love, no? Before we dig in, let's review the principle that we'll be following in this discussion:

Might is too precious of a resource to waste.

If you agree with this sentiment, everything we're going to talk through will make (at least some) sense. If you're like me, though, knowing that something is a waste doesn't make it any less tempting, so naturally, there will be exceptions to everything. :-)

Let's get into it!