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The New Age Is Begun: The Army of Thror Army List
Good morning gamers, We occasionally get requests for army lists to review - and at the start of last month, we got a request for the Army o...
Monday, February 26, 2024
Back to Basics: Heroic Actions in MESBG
Thursday, September 14, 2023
If Tiberius Were King For A Day: Top 5 Heroic Action Changes I'd Make
Good morning gamers,
This is the last post in this mini-series where I talk about small changes I'd make to MESBG that I think would have good impacts. It's also our eight-hundredth post ever . . . wow, we've been busy. :-) One of the distinctives of the MESBG system (and part of what I think makes it the best tabletop game in town) is the heroic resources you get for your heroes - specifically Might points. Will and Fate are great and all, but Might points allow your heroes to be more heroic when you need them, and nowhere is this more visible than in the specialized Heroic Actions that heroes can have.
Unfortunately, not all heroic actions are equal - some are viewed as incredibly niche and others border on completely unusable (and that's from a generous point of view - some players definitely DO see some of the heroic actions as pointless or a waste of time). Today I've taken five heroic actions that I think need a little help and offer a simple fix to each that I think would make them go from eh-to-ooh - let's see what they are!
Heroic #1: Heroic Accuracy
This is probably my least controversial heroic action to change, since some players already see this is a great heroic action. I've heard critique on my post where I talk about Heroic Accuracy being a waste of Might, claiming that the opportunity to hit a priority target past multiple in-the-ways makes the heroic action incredibly good. While many competitive players are in agreement that Heroic Accuracy can help you immensely, I can't get past the fact that in order for it to take effect, you need to a) hit with a shooting attack first, b) have in-the-ways between you and your priority target, c) have to fail in-the-way rolls that then turn into successes, and d) have to wound that target after you pass the rerollable in-the-ways. If any of these conditions aren't met, the Might point spent on Accuracy is wasted (for more on this, read the post linked above).
Thursday, April 6, 2023
Cavalry Charge: Heroic Combats and the Battle of Lewes
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!
Monday, December 28, 2020
Heroic Heroes: Top 10 Heroes for Heroic Strike
Good morning gamers,
Well, we're closing out the year with the specialized heroic action you've been waiting for: Heroic Strike! Ah, Heroic Strike - the specialized heroic action that seemed so stupidly powerful when my mates and I looked at the Hobbit SBG rules that we said, "No thanks - we'll stick with the Legions rules and the big blue rulebook." In the new edition, Strike isn't available to all heroes and so becomes an interesting part of list building theory and meta-gaming. But how useful is it anyway? For more on this topic, you should check out Rythbryt's series on Heroic Strike, where he delved into how useful this heroic action really is (and covers a lot of other things too - things that can make your Heroic Strikes more powerful AND things that can make countering Heroic Strike easier without having to call a Strike in return).
What Does the Heroic Action Do?
Heroic Strike, like Heroic Defense and Heroic Strength, is pretty straight-forward: the hero who calls Heroic Strike in the Fight phase increases his Fight Value by D6. Like all heroic actions, Heroic Strike is called at the start of the Fight phase, but your increase in Fight Value isn't determined until the fight involving that hero is selected to be resolved. This is important because if a F3 Meriadoc, Captain of the Shire calls a Heroic Strike against someone like the Witch-King of Angmar, the Witch-King will need to decide whether to counter-call a Heroic Strike BEFORE knowing if Merry got a 1-2 and retained a lower/tying Fight Value to the Witch-King's original Fight Value of 5. Counter-calling a Strike might be the "safe" way to go, but it would also mean foregoing a Heroic Combat (something the Witch-King is likely to succeed in pulling off if he's on the charge with the Crown of Morgul - and certainly possible if he's riding a Fell Beast).
This increase in Fight Value is also determined before the players choose whether or not they are using any special strikes - so a model armed with a sword or dagger (most models with Heroic Strike have these kinds of weapons) can Strike up to a high Fight Value and then choose to Feint to lower their Fight Value if they're fighting warriors (or low-Fight heroes) in order to not only get a higher Fight Value, but also reroll 1s on their To Wound rolls. Neat, huh?
Monday, December 21, 2020
Heroic Heroes: Top 10 Heroes for Heroic Strength
Good morning gamers,
Two more specialized heroic actions left in this series and today we're tackling the not-as-glamorous of the two: Heroic Strength. If you've been with us for a while, you know that Rythbryt came to the defense of Heroic Strength when the new rules dropped, doing a long series on Heroic Strength and how awesome it is (check out the list of posts here). Heroic Strength doesn't appear to be that useful, but it turns out some heroes can get REALLY good use out of it.
What Does the Heroic Action Do?
Heroic Strength looks pretty simple: a hero can call Heroic Strength at the start of the Fight phase and increases his Strength by D3. In its most direct use, this can be used to increase your wounding potential by +1 (or sometimes +2), making it easier to wound a high Defense model you're fighting (or REALLY smash through a low Defense model you're fighting). However, the actual implications of increasing your Strength can have other uses too. Let's look at a few.
Monday, December 14, 2020
Heroic Heroes: Top 10 Heroes for Heroic Defense
Good morning gamers,
Today we visit yet another clutch and beloved heroic action: Heroic Defense. For many people, this is a great heroic action - anytime you can keep a Troll from Rending you, Azog from smashing your face in, or ignore the benefits of that burly two-handed hammer, you're a happy man. But is Heroic Defense all that it's cracked up to be? And how do you know when to punt on offense and throw your heroic action into defending yourself? Well, that's what we're going to look at today!
What Does the Heroic Action Do?
Heroic Defense is pretty straight-forward in its rules: the hero who calls Heroic Defense in the Fight phase is only wounded on a "natural 6" (that is, a die that "gets a 6" and isn't boosted to a 6 with Might, two-handed-weapon bonuses, special rules, etc.) during that Fight phase. Brutal Power attacks and modifiers don't come into play at all. If the hero would be wounded on a 6/4+ or worse, then you need to get a natural "6/6+" (which is, needless to say, quite difficult). Simple, right?
Monday, December 7, 2020
Heroic Heroes: Top 10 Heroes for Heroic Challenge
Good morning gamers,
We're half way through our series on specialized heroic actions and we've only got a few specialized heroic actions left. Today, we address what is probably the least loved heroic action in the game (behind Heroic Shoot and maybe Heroic Accuracy): Heroic Challenge. What is, I think, the coolest idea for a heroic action, is also the largest gamble - and because models are limited to one heroic action each phase, calling a Heroic Challenge comes at a high opportunity cost. The trick, though, is to find a hero that is dangerous enough not to be left running around on his own, but not THAT dangerous that you're worried about him killing whoever he challenges. To understand more about this, let's look at what this heroic action does and how to use it.
What Does the Heroic Action Do?Heroic Challenge is a mouthful of text, which is probably enough to scare most people away from using it. Let's break down what happens:
- At the start of the Fight phase, a hero who has Heroic Challenge must be in base contact with a hero of the same or higher tier (one exception, which we'll address later);
- The challenge can be accepted or declined:
- If accepted, the challenger and the challengee fight in single-combat against each other, forced to charge each other if they can, until one of them dies;
- If accepted, other models may not support the challenger/challengee, may not charge the challenger/challengee, provide their Fight Value/roll dice/make Strikes in any way;
- If declined, the challengee will not be able to affect other models with their Heroic Actions (such as Heroic Moves or Heroic Marches) and cannot declare a Stand Fast!
- Whichever hero slays the other gains D3 Might points - which can put them above their starting Might level.
Pretty simple, right? Declare a challenge and either get Might back OR deny your opponent the ability to call Stand Fasts or effective Heroic Moves. What's not to like? Well, for most people, there's a lot to not like. Let's get into why . . .
Monday, November 30, 2020
Heroic Heroes: Top 10 Heroes for Heroic March
Good morning gamers,
We're on our fourth specialized heroic action today - and it's my personal favorite: Heroic March! I started playing this game with (what is now) the Kingdom of Khazad-Dum, Moria, Isengard, and Lothlorien and ALL of these factions like to use Heroic March (the Dwarves and Goblins in particular). With many, many, MANY factions wanting access to this heroic action (and all but three factions actually having it), it makes you wonder who does it the best for Good and Evil? Before getting into who's "the best," let's get a little reminder of what Heroic March does - ultimately, Heroic March is how . . .
Sorry, I couldn't resist. Back to the action . . .
What Does the Heroic Action Do?
Heroic March gives the hero who calls the heroic action and is unengaged when he begins his move (and models within 6" of him when he begins his move) 3-5" of additional movement, depending on whether they are infantry or cavalry models. In exchange for increasing their max speed, the hero who calls the heroic action (and models that are within 6" of him when he begins his move) cannot charge this turn. Like Heroic Moves, any models that benefit from Heroic March need to end their movement within 6" of the hero who called Heroic March. Models that haven't moved before the Heroic March and choose not to participate in the Heroic March can't move at all during the Move phase.
There are a few nuances in this heroic action that bear mentioning before we go on: first and foremost, this is different from a War Drum. Some models (Uruk-Hai Drummers, Black Guard Drummers, Orc Drummers, Easterling Kataphrakts with the War Drum upgrade, Mordor/Isengard Trolls with the War Drum upgrade) can grant a similar increase in speed to friendly models, but it functions differently in a few respects. Since the extra movement from Heroic March and the War Drum are coming from different sources, they stack with each other (giving you an additional 6-10" of movement to friendly models that are in range of both of them). Speaking of being in range, War Drums cover a 12" radius instead of a 6" radius, granting more of your army access to increased speed. While Heroic March requires you to end within a certain distance of the hero who called Heroic March, the War Drum has no such stipulation, so your army can split up if required. Perhaps the best thing about the Drum is that you don't need Might to activate it (though you usually pay 20-30 points for the benefit of the drum).
So does this make War Drums "just better" than Heroic March? Not necessarily. While War Drums are quite valuable, they come with a major drawback: their restriction on models not being able to charge takes place at the start of the Move phase - not when the hero who declares the Heroic March begins his move. This means that if any friendly model within 12" of the drum (which is a HUGE area) wishes to charge, the drum can't be played at all.
Furthermore, War Drums have keywords for the models that can use them. In the case of Easterling Kataphrakts and Mordor Trolls, the keyword is so general ("Easterling" and "Mordor" respectively) that a pure list will find everyone benefitting. Others (like Orc/Uruk-Hai Drummers) are more restrictive ("Mordor Orc" and "Isengard Uruk-Hai" respectively) and so will only affect part of your army if you have mixed races. Obviously, if you are running an alliance (Easterlings and Mordor, for example), only part of your army will benefit - again, this could be a big problem. Heroic March has the advantage of benefitting all friendly models, regardless of their keywords - and while it comes at the cost of Might, it is quite useful that way.
Monday, November 23, 2020
Heroic Heroes: Top 10 Heroes for Heroic Resolve
Good morning gamers,
So far in this series on heroes, we've looked at Heroic Accuracy and Heroic Channelling and who are the best heroes (for Good and Evil) to call these heroic actions. Today, we're returning to a very niche heroic action - and the heroic action that is the hardest to deny your opponent the benefits of: Heroic Resolve. This heroic action isn't held by most heroes - and some armies have only a single model with access to it. With the limitations that come with it, is it worth using? Well, that's what we'll discuss below!
What Does the Heroic Action Do?
Heroic Resolve is declared in the Move phase and allows the hero who calls it to grant friendly models within 6" (and the hero himself) to get a free die to resist magical powers during the round. In trade, the hero may not move. In order for this heroic action to take effect, the hero needs to just not die during the Move phase (which would require some kind of impact hit or throwing weapon charge).
For you rules-smiths out there, it is unclear to me whether a model that calls a Heroic Resolve can be moved by an enemy model (either with a Command/Compel or with a special rule like a Fell Light is in Them or the Eldamar Madrigal). We have no FAQ on it, but we do have an FAQ that says the following with regard to Heroic March:
Q: If a model has declared a Heroic March, can they be Compelled/Commanded to charge an enemy model? (p.70 & 97)
A: No. A model that has declared a Heroic March may not charge that turn, even if moved by another model.
It stands to reason that if Heroic March says a model can't charge and rules that might make that happen are not allowed to make you charge, a model that calls Heroic Resolve would similarly be immune to rules that would make them move. It does seem a bit broken that it would stop things like a Hurl or Barge though, so it probably merits an FAQ submission. For the purposes of this article, I'm assuming that this heroic action grants immunity to spells/special rules that would cause them to move in the Move phase (where the action would be more-or-less voluntary), but not immunity to spells/special rules/brutal power attacks that do an involuntary move (like Hurl, Sorcerous Blast, or Call Winds).
Heroic Resolve is a rare heroic action and has a very niche use: giving you a better chance of resisting enemy magic. If you face armies that have area of effect magical powers (or Sorcerous Blast), this can be a great way to make sure your troops have some kind of resistance to the magical power (though one die to resist a spell that is cast on a 4+ or 5+ isn't a reliable defense). Paired with Resistant to Magic (which would grant you two free dice to resist magical powers), you can provide a real deterrent to enemy casters who are determined to score some quick kills with their magic. While shutting down area of effect spells is great, keeping a hero from being Transfixed (or a warrior from being Compelled towards an enemy hero for a heroic combat) can also be mitigated more by calling a Heroic Resolve.
One final note: last December, I did a post on the best anti-caster models in the game and one of the categories that helped you get on that list was access to Heroic Resolve. If you'd like to see the list of models that have Heroic Resolve (might have had one or two new ones that have been added since then), check it out here. Alight, let's look at some of the nuanced conditions for using this heroic action.
Monday, November 16, 2020
Heroic Heroes: Top 10 Heroes for Heroic Channelling
Good morning gamers,
In our last post, we looked at the heroes who can get the most out of Heroic Accuracy. In today's post, we'll be looking at the Top 5 heroes for using a far more ubiquitous heroic action: Heroic Channeling. Like Heroic Accuracy, I've talked about Heroic Channelling as one of the Top 5 ways to waste a Might point - and this is driven in no small part by how niche the increased effects of a channelled spell might be. Some spells (like Blinding Light) become a TON better when channelled, while others only have marginal benefits (like Immobilize or Chill Soul). Still others often provide D3 of something instead of 1 of something (like Strengthen Will or Banishment), but these spells can end up doing nothing more than the unchannelled version.
Before reading any further, I highly recommend you catch up on our recent series on magic, where I went through all of the magical powers in the game by topic to showcase how you can use each of the spells - and in each post, there's a discussion for when to channel and when to cast normally (spoiler alert: there are some spells that are just not worth channelling. Like ever).
What Does the Heroic Action Do?
Heroic Channelling is declared in the Move phase and allows the hero who calls it to use the "channelled" version of a spell that he/she has in his/her list of magical powers. In order for this heroic action to take effect, a caster needs to:
- Not be charged before they cast a magical power;
- Successfully cast the magical power they wish to channel; and
- If the spell targets an enemy model, the enemy model needs to either not try to resist the magical power OR needs to fail to resist the magical power.
If any of these situations aren't met, then the Might point is wasted and cannot be used. It should be clear that models that have this heroic action need to have magical powers in their profile AND need to have Might points. That said, there are a few models (Thranduil with the Circlet of Kings, Tom Bombadil, Goldberry, and Barrow-Wights) who have access to magical powers, but DON'T have Heroic Channelling in their profiles. For Thranduil, this is because (I presume) his magical powers are once-per-game and come from an item, while the other three lack Heroic Channelling because (again, presumption) they don't have any Might.
Monday, November 9, 2020
Heroic Heroes: Top 10 Heroes for Heroic Accuracy
Good morning gamers,
Today begins a new series that will take us through the end of the year and we'll be looking at each of the specialized Heroic Actions available to heroes in the Middle-Earth Strategy Battle Game. For each heroic action, we're going to review a) what the heroic action does, b) when you would actually use it, c) how you can waste the heroic action, and then d) the Top 5 heroes for Good and Top 5 heroes for Evil who can get the most out of the heroic action being viewed.
Our first heroic action is the heroic action I like the least - Heroic Accuracy. I've discussed Heroic Accuracy in the not-so-distant past when discussing my Top 5 ways to waste a Might point and before that I was pretty harsh on it in my review of the specialized heroic actions back in February 2019. Lest you think I will be coming to this discussion from a jaded perspective, know that I do think Heroic Accuracy has its uses (which we'll cover a bit later). I do think this is the most niche specialized heroic action (and the most likely to waste Might, which we'll cover later), but figured we just get it out of the way from the get-go.
What Does the Heroic Action Do?
Heroic Accuracy is a niche heroic action that allows the hero who calls it (or all friendly models within 6" of him if he shouts "Take Aim!") to reroll all failed In The Way rolls. As I mentioned in my post on wasting Might points, this helps you with a very small (albeit sometimes important) part of shooting in MESBG:
- You roll to hit the target;
- You roll to see if you hit anything that's in-the-way;
- You roll to wound.
Monday, February 3, 2020
The Bare Necessities, Part V: Making Your Heroes Better (and Keeping Them Alive)
- Fast troops who can claim objectives or exit the opposing board edge;
- At least one banner;
- Ways of delaying/avoiding being broken (often in the form of large numbers);
- Means of killing/inhibiting enemy heroes; and
- Means of keeping your own heroes alive/augmenting their damage.
Monday, January 6, 2020
The Bare Necessities, Part I: On Cavalry (or Fast-Moving Infantry)
- Getting units off your opponent’s board edge (Reconnoitre);
- Getting units within a given radius of one or more objectives/points on the map (Domination, Hold Ground, Capture and Control, Heirlooms of Ages Past, Fog of War, Storm the Camp);
- Having 1+ banners alive at the end of the game (To The Death, Heirlooms of Ages Past)
- Wounding/killing the enemy army leader or enemy heroes (every scenario, but most importantly Clash By Moonlight, Contest of Champions, Fog of War); and
- Wounding lots of models, either because you’re counting models or because you’re trying to Break/Quarter the enemy army (every scenario, but most importantly To The Death, Lords of Battle, Contest of Champions)
- Fast troops who can claim objectives or exit the opposing board edge;
- At least one actual banner;
- Ways of delaying/avoiding being broken (often in the form of large numbers);
- Means of killing enemy heroes; and
- Means of keeping your own heroes alive.
Monday, December 30, 2019
Magic: Top Five Anti-Casters
- Spend Will (one die for each point of Will you spend – any that get a “natural 6” are returned to your Will store);
- Resistant to Magic (free die anytime you’re targeted by a spell – available whether you spend Will or not);
- Heroic Resolve (free die anytime you’re targeted by a spell, but requires the hero who calls it to stay stationary); and
- Fortify Spirit/Protection of the Valar (two free dice anytime you’re targeted by a spell OR immunity from hostile spells, but requires the hero who casts the magical powers to retain Will OR cast the magical power that turn).
Monday, December 23, 2019
Top 5 Ways to Waste Might Points: One Gamer’s Opinion
Monday, December 9, 2019
Sizing Up Dwarves: Thorin's Company vs. Erebor Reclaimed
Thursday, July 25, 2019
{7th Edition} Armies of Middle Earth SBG: The Fellowship of the Ring in the Middle Earth Strategy Battle Game
Updated for 7th Edition (July 2025)
In the Middle Earth Strategy Battle Game, the members of the Fellowship can be fielded in several armies, and are also included in a myriad of other forces. There are a ton of special rules to master, and the list demands an incredible attention to detail. But every game with the Fellowship plays out like a mini-story, making them extremely memorable.
Monday, June 3, 2019
Is Heroic Strike Good? (Part IV: The Probabilities (Plural) of Heroic Strike)

Is Heroic Strike Good? (Part V: A Case Study in Miniature)

This is the second-part of our mathematical write-up on Heroic Strike itself (cut for length because Blogger didn't like the full feature in a single post--boo!). If you missed the first part, you can find it here. To summarize, we looked at the basic components of Heroic Strike. Here are the high points:
- Heroic Strike, like fight value boosts in general, only improve our odds to win drawn combats, and only drawn combats;
- The Strike itself has a lot of variance, since it hinges on a single, unmodifiable D6;
- That variance can be reduced somewhat by the overall Fight Value cap of "10," and can also be reduced by having higher Fight Value to start with; and
- Even though Heroic Strike only impacts the six drawn combat outcomes (of thirty-six total combat outcomes), those scenarios are among the most probable outcomes once we start rolling two or more duel dice, and only become more probable the more dice we add to the duel rolls.
(Maths ahead, as the rubber hits the road.)







