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Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Thursday, August 27, 2026

So It Begins, Part 3: Plant the Charges

Good morning gamers,

We're back for our third scenario in our custom Helm's Deep campaign. Today, the Uruk-Hai are trying to blow up the culvert with some fancy explosives! Can Aragorn and his friends kill all three torch-bearing Berserkers before the wall is blown?

Plant the Charges (War in Rohan, p. 28)

We're using the actual scenario participants in this scenario:

  • Forces of Good: Mostly The Defenders of Helm's Deep
    • Aragorn - Strider with armor
    • Legolas Greenleaf with armor
    • Gimli, Son of Gloin
    • Haldir with Elf bow and heavy armor
    • 4 Warriors of Rohan with shields
    • 4 Warriors of Rohan with shields and throwing spears
    • 4 Warriors of Rohan with bows
    • 4 Galadhrim Warriors
    • 4 Galadhrim Warriors with shields and spears
    • 4 Galadhrim Warriors with Elf bows
  • Forces of Evil: The Assault Upon Helm's Deep 
    • 4 Uruk-Hai Captains
    • 10 Uruk-Hai Warriors with shields
    • 10 Uruk-Hai Warriors with pikes
    • 8 Uruk-Hai Berserkers
    • 3 Demolition Teams

This scenario requires Evil to blow up the Deeping Wall via the culvert, while Good needs to kill all three of the torch-carrying Berserkers (hereafter referred to as "torch-boyz"). I will say from the outset that Gorgoroth was watching us set up, and he told Centaur, "You know, you should just keep one of your Berserkers with a torch really far back." Centaur was like, "Yes, I should - but this is scenario play." So . . . for you meta gamers out there, enjoy the resulting fireworks display as both Centaur and I go all-out for not-a-draw!

Thursday, August 13, 2026

So It Begins, Part 2: The Walls of Helm's Deep

Good morning gamers,

We're back for another scenario in our custom Helm's Deep campaign. Today, the Uruk-Hai have made it to the walls and they'll be battling through the defenders, trying to get a hold of the walls. Can Aragorn and his friends kill 35 Uruk-Hai in 12 rounds? Can we keep Aragorn alive? We'll see - here are our participants . . .

The Walls of Helm's Deep (War in Rohan, p. 26)

We're using the actual scenario participants in this scenario:

  • Forces of Good: Mostly The Defenders of Helm's Deep
    • Aragorn - Strider with armor
    • Legolas Greenleaf with armor
    • Gimli, Son of Gloin
    • Haldir with Elf bow and heavy armor
    • Aldor
    • Haleth, Son of Hama
    • 4 Warriors of Rohan with shields
    • 4 Warriors of Rohan with shields and throwing spears
    • 4 Warriors of Rohan with bows
    • 4 Galadhrim Warriors
    • 4 Galadhrim Warriors with shields and spears
    • 4 Galadhrim Warriors with Elf bows
  • Forces of Evil: The Assault Upon Helm's Deep 
    • 4 Uruk-Hai Captains
    • 10 Uruk-Hai Warriors with shields
    • 10 Uruk-Hai Warriors with pikes
    • 12 Uruk-Hai Berserkers

The record keeping for this scenario is tricky - we tried our best to keep a faithful tally. You will see how this went shortly . . .

Thursday, July 30, 2026

So It Begins, Part 1: Raise the Ladders

Good morning gamers,

Every year, Centaur and I try to do some kind of scenario thing - in recent years, we've played through Fantasy Fellowships, the Scouring of the Shire, and a custom campaign through all the Osgiliath missions. Today, we're starting this year's campaign, which will be playing through the scenarios related to Helm's Deep from the War in Rohan supplement. We'll be using the new profiles, but we won't be altering the scenario participants to make legal Matched Play lists (it just doesn't work for Good this time around). We'll also be showing off the amazing terrain from Conquest Creations' Kingdom of Saxonia, Volume II - Jacob has really outdone himself and boy was making the terrain a ton easier than before!

The Walls of Helm's Deep (War in Rohan, p. 26)

We're using the actual scenario participants in this scenario:

  • Forces of Good: Mostly The Defenders of Helm's Deep
    • Aragorn - Strider with armor
    • Legolas Greenleaf with armor
    • Gimli, Son of Gloin
    • Haldir with Elf bow and heavy armor
    • Aldor
    • Haleth, Son of Hama
    • 8 Warriors of Rohan with shields
    • 8 Warriors of Rohan with shields and throwing spears
    • 8 Warriors of Rohan with bows
    • 4 Galadhrim Warriors
    • 4 Galadhrim Warriors with shields and spears
    • 4 Galadhrim Warriors with Elf bows
  • Forces of Evil: The Assault Upon Helm's Deep 
    • 4 Uruk-Hai Captains
    • 10 Uruk-Hai Warriors with shields
    • 10 Uruk-Hai Warriors with pikes
    • 12 Uruk-Hai Berserkers
    • 5 Siege Ladders

We could have made this a Matched Play game by adding Theoden to the good side - the points are one-sided towards the Forces of Good and they have the walls . . . we'll see how this goes. The victory conditions for this scenario are based on how many ladders Evil can keep up - if Good can knock down 4+ of the 5 ladders, they win. If Evil can keep up 4+ of the ladders, they win. If there are 3 ladders left standing, it's a draw. 

Thursday, April 24, 2025

Thoughts on Scenario Play for Matched Play Players

Good morning gamers,

Here at TMAT, we do a lot of things - we post articles on the internet about the unique aspects, strengths, and weaknesses of each faction, we probe the depths of the best and worst Legendary Legions to see what good can be found in them, and we explore ways to beat the nastiest of models and elevate the most despised models in the game. All told, if you're interested in Matched Play content, we've probably got you covered (except battle report videos - we don't really have the time for those and lots of other people are doing them really well these days, so we're not going to get in that game).

One of the other things we do here at TMAT, however, is scenario play. After looking at the views on our pages over the past year, it's clear that among the demographic of least popular posts by views are the scenario-driven posts. Over the past two years, Centaur and I have played through a Fantasy Fellowship campaign (from my favorite supplement) as well as the Scouring of the Shire campaign (from Centaur's favorite supplement) - and while neither of these series generates a lot of views (in general), we really enjoying scenario play - and you should expect to see more scenarios from us this coming year as well!

But what is it about scenario play that appeals to us? More importantly, is there value in scenario play for other people - especially those who are less driven by theme and more interested in the competitive aspects of Matched Play? With scenarios from the Fellowship of the Ring, Two Towers, and Return of the King available for download now, I thought that it might be a good time to reflect on my lessons learned from scenario play and I will be contending today that there's a benefit to everyone to play through scenarios - let's dig in and see why that is!

Why Play Scenarios?

Chances are good that if you're reading this blog, you're already invested in (or are looking to invest in) the Middle-Earth Strategy Battle Game by Games Workshop. This game is incredible and VERY fun to play. While the core rules are good and the models can be stunning, the biggest draw for most players is their ability to be immersed in a world that they love from books that they've read or films that they've seen.

Sometimes, when playing a Matched Play game, this immersion is lost - I mean, if you see the Fellowship of the Ring fighting against a Last Alliance list on a board that looks like it's from Mordor . . . well, that's not how the story went. Other times, the immersion is still there, but mostly in a what-could-have-been kind of way - if you see the Fellowship of the Ring fighting against a band of Uruk-Hai but Gandalf is there, you could say, "Well, this is how things might have been if Gandalf had turned around and ran faster in Moria." This is not as bad as the first case, but it's still not quite the same.

Monday, October 14, 2024

The Board Is Set: How to Play Clash by Moonlight

Good morning gamers,

This is it, everyone - it's our last scenario for singles in the Matched Play guide (right before we get a new edition, I know)! The oddity of the scenario we have today, Clash by Moonlight, was integrated into every scenario that has the Assault on Lothlorien Legendary Legion as a participant. It's dark in this scenario - and that changes everything (and makes it a perfect time for killing heroes).

For the last time, let's look at what the main idea of Pool 6 is as a context for the Clash by Moonlight scenario (and if you've already read it, you can click here to skip ahead).

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Monday, October 7, 2024

The Board Is Set: How to Play Assassination

Good morning gamers,

This is our second post in our review of scenarios from Pool 6 (and our penultimate post in this series - at least for singles Matched Play scenarios). Last time, we looked at a really cool scenario where both players are bluffing and trying to mask their plans from their opponent (usually). Today, we're looking at a scenario that could be seen as having more or less bluffing going on, depending on who you are and what you're running: Assassination.

As we've done with all the posts in this series, we'll start off with a brief overview of the pool (but if you read this before in a different article, you can click here to skip it).

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Monday, September 30, 2024

The Board Is Set: How to Play Fog of War

Good morning gamers,

We're starting our last pool of scenarios for Matched Play (singles Matched Play, that is) and it's definitely one of my favorite pools. If I had to guess, it's a favorite pool for a lot of players, with lots of guessing and surprises that can make the games memorable. Of the three scenarios in this set, the scenario we're covering today was my favorite of the scenarios released in the MESBG revamp back in 2018 and it's always a joy to play: Fog of War.

Before we delve into the specifics, let's talk about the distinctives of this pool - especially in the context of the preceding five pools. If you've already read this part in a different post, you can skip it by clicking here.

Pool 6: Killing Enemy Heroes

We've seen four scenario pools that ultimately come down to being able to get somewhere (whether that's with maelstrom deployments in Pool 1, holding multiple objective markers in Pool 2, getting to different objects in Pool 3, or starting from a corner/walking onto a board in Pool 5). We've also seen one pool that's all about killing more of the enemy than you lose in Pool 4 (which could be limited to kills by your army leader or just mass killing with your army).

Pool 6 is more like Pool 4 in that it's about killing things - but how many enemy models total you kill is usually not weighted as strongly as being able to kill enemy heroes (either one specific hero or all enemy heroes). Since heroes are generally speaking better than warriors, killing enemy heroes in Pool 6 requires some planning in the list building stage in order to avoid a "no win" scenario.

Two of the three scenarios in Pool 6 involve secretly picking an enemy hero that you want to kill - and unless your opponent has exactly one hero in their force, you'll need to pick a hero who isn't the army leader. In the third scenario, you get VPs for having at least one hero alive but additional VPs if you have at least one hero alive and you killed more enemy heroes than your opponent killed (or all enemy heroes). Lists that are good at killing enemy heroes have an advantage in these scenarios.

Thursday, September 19, 2024

New Scenario Idea for MESBG: Surrounded!

Hey Reader!

What this scenario looks like in
Middle-Earth: don't arrive too late!
So, I was preparing for a Bolt Action tournament at the end of April, and was switching gears to new win conditions for scenarios, moving models as part of a unit instead of loose and free like in MESBG, getting used to having like no rerolls and zero Might Points to fix problems - you know, all the good stuff you miss when you are not playing MESBG - and in the process I decided to play a quick game from a different scenario pool than will be at the tournament, because I enjoyed it. And that got me thinking about porting that scenario over to MESBG, because that's just who I am, :P

And technically aspects of this scenario exist in Battle Companies and the Doubles scenarios, though the structure for that scenario doesn't port over well to general gameplay because of the nature of battle companies. 

So for those of you who are familiar with Bolt Action, this is the Attacker-Defender scenario "Surrounded" (Scenario 11 in the 2nd Edition Core Rulebook), and we're going to first walk through what the scenario is supposed to be thematically for a World War 2 game, and then we'll talk about the very few fixes we'd need to make to bring it over to MESBG. If you like it, feel free to use it at your events! If you think it's trash, well, they're different games, so adaptations aren't easy, and I respect your opinion if you disagree.

So with no further ado, let's get surrounded.


I.  Original Design: Enemies All Around

This scenario is introduced with the words of then-Major Dick Winters of the 101st Airborne from the TV show, Band of Brothers, where he says: "We are paratroopers, sir. We are meant to be surrounded." Which is true, and awesome, and everything we love about Band of Brothers.

It then goes on to give the setting: a portion of the army is embedded in a specific position (part of a town, a critical railway line, a fuel depot, etc.), and they are being surrounded by the enemy, so it falls to the rest of the platoon, company, etc., to get them out of trouble.

And this is a cool setting: it's an Attacker-Defender scenario, so one side is trying to overrun a set of positions while the other is trying to hold them back, and this is something you could totally see happening naturally in a war. Which makes for a great scenario for a wargame, because we can visualize why we are doing what we are doing.

And it really works for MESBG as well, because we have some examples of this from Tolkien's stories. Whether it's the Men of the West on the hills of Cormallen Field before the Black Gate of Mordor, Theodred and his Eored holding out against orcs awaiting the arrival of Elfhelm, Isildur on his way home through the Gladden Fields, Thorin's Company in the fir trees surrounded by orcs and wargs, or even Ugluk and his raiding party on their way back to Isengard as they are ambushed near the edges of Fangorn, small detachments that are surrounded and in need of relief are present all over our source material.

Board setup in Bolt Action
Setup is simple: half of the defending force is setup within 12" of the center of the board, allowing them to take advantage of cover as best they can, and the rest of the defending force is left in reserve (so can't come onto the board until at least Turn 2). The attackers, meanwhile, nominates half of his units to arrive on the first turn (which Bolt Action refers to as the First Wave), and then the other half are also held in reserve, with the ability to come on as early as Turn 2. Units when they arrive can arrive from any table edge, so long as it's not the same table edge that the most recent enemy unit arrived from.

And the aim of the scenario is simple: remove as many units as possible. You score points for each unit you remove (remember: Bolt Action is a unit-based game, not a model-based game, so when we say "unit" remember that a single unit could be a squad of infantry, an artillery piece and its crew, a tank, etc.), with no other points available (no need to control an objective, destroy an objective, etc.).

And this is great for Bolt Action, but naturally we will need to make a few changes for an individual model game compared to a squad-based game. There are also some things we just need to omit; preparatory bombardment doesn't really have a correlary in MESBG, so we won't be bringing that over (but I personally would change how that whole mechanic works in Bolt Action anyway, so there's that). And that's where we turn next.


II.  The MESBG Version

To start off, the good news is that MESBG actually has rules for basically all of these aspects, so that makes it easier to move over to the game! There are a few changes we should make, so we'll walk through it following the format we're familiar with from MESBG.

SCENARIO: SURROUNDED

Part of the army has become separated from the main body during the fighting. As the fighting closes around them, they must be rescued or risk the battle turning in favor of the enemy.

SCENARIO OUTLINE

A portion of the defending force has been separated from the rest of the army and is in the process of being surrounded! Save the detachment, or crush it to bring the balance of power in the region toward your force.


THE ARMIES

Players choose their forces, as described on Page 130 of the Middle-earth Strategy Battle Game rules manual, to an equal points value before the game.


LAYOUT

Set up terrain as described on Page 136 of the Middle-earth Strategy Battle Game rules manual. Once the battlefield has been set up, place a marker on the center point to determine the deployment area of the surrounded forces. Players must also agree on which direction is north - this is important for determining where and when Reinforcements arrive from.


STARTING POSITIONS

The defender selects half of their warbands (to a maximum of 2) to make up the surrounded force. These two warbands deploy within 12" of the center of the board. The rest of the warbands for both sides are yet to arrive - their models are not deployed at the start of the game, but will enter as the game continues (see Special Rules later). The attacker nominates up to 2 of their warbands to serve as the Forward Scouts of the army, which benefits their deployment later.

(Centaur's Note: In Bolt Action there is a benefit for the attacker's First Wave to arrive on the board; we have given that bonus in a small form, but I think it will at least make getting your troops onto the board a bit more reliable and improve your odds that you actually feel like you're surrounding the enemy instead of just spotting your opponent two free units arriving at a useful point on the map.)


INITIAL PRIORITY

Both players roll a D6. The player with the highest score has Priority in the first turn.


OBJECTIVES

The game lasts until the end of a turn when one force has been reduced to a quarter (25%) of its starting number of models or below, at which point the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.


SCORING VICTORY POINTS
  • You score 1 Victory Point for causing one or more wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader, you instead score 2 Victory Points.
  • You score 1 Victory Point for causing one or more wounds on each of the enemy heroes (Wounds prevented by a successful Fate roll do not count) that led the warbands in the surrounded detachment or the Forward Scouts (so a maximum of 2 Victory Points for each side). If you kill up to 2 of the enemy heroes that led those warbands, you instead score 2 Victory Points for each hero you kill (so a maximum of 4 Victory Points for each side). If the enemy army leader is one of the two heroes in the surrounded force or the forward scouts, you score points twice: once for the victory condition above, and once for this one.
  •  You score 3 Victory Points if the enemy force is Broken at the end of the game. If the enemy force is Broken and your force is unbroken, you instead score 5 Victory Points.
  • You score 1 Victory Point if the enemy force is reduced to 25% of its starting models at the end of the game.
(Centaur's Note: In Bolt Action you just get VPs for removing enemy units, so we've kept that theme by every VP being tied to removing enemy units. Unlike Bolt Action we also reward you for going after the warbands that were surrounded (or forward scouting), which you don't technically have to do to win in Bolt Action's scenario. And I think that's thematically cool.)


SPECIAL RULES

Maelstrom of Battle: At the end of the Move phase, roll a D6 for each of your warbands not on the battlefield and consult the chart below (the warband's captain can use Might to alter the roll either up or down). Models can't charge in the turn taht they arrive but otherwise at normally. Roll for each warband separately (adding a +1 or -1 to the result of the Forward Scout warbands for the attacking force), deploy the models in the warband (if the D6 allows) then roll for the next. Warbands yet to arrive count as being on the battlefield for the purposes of determining if your force is Broken.
  1. The Warband does not arrive.
  2. Your opponent chooses a point on either the north or south board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
  3. Your opponent chooses a point on either the east or west board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
  4. You choose a point on either the north or south board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
  5. You choose a point on either the east or west board edges at least 6" from a corner - all models in the warband move onto the battlefield from this point.
  6. You choose a point on any board edge at least 6" from a corner - all models in the warband move onto the battlefield from this point.

Conclusion

Most scenarios for most games are pretty similar, and we're really blessed with the range of scenarios we have for MESBG. If I was putting this in a pool (for those who like doing Veto system for tournaments), I'd put it in Pool 1 with the rest of the maelstrom missions, and I think it fits nicely there, though I could also see people using it as an alternative to, say, Lords of Battle or Contest of Champions, as those are also kill-centric missions. 

What do you think: interesting concept? Worth trying with your group? Overly complicated? Let us know in the comments below!

Watching the stars,

Centaur

"Firenze!  What are you doing?  You have a human on your back!  Have you no shame?  Are you a common mule?" ~ Bane, Harry Potter and the Philosopher's Stone

Monday, September 16, 2024

The Board Is Set: How to Play Reconnoitre

Good morning gamers,

We're wrapping up the discussion of Pool 5 today - and it involves more walking than any other scenario in the game: Reconnoitre. The idea of this scenario is simple - but there are a LOT of complications from how you "deploy" to the incentive to actually score the main point of the scenario that make a lot of players shy away from it. So, as we've been doing, we're going to unpack what Pool 5 is all about (which you can skip by clicking here if you've already read this part) and then we'll dive into Reconnoitre and how to actually have a good time playing it (and possibly even win it).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

Monday, September 9, 2024

The Board Is Set: How to Play Storm the Camp

Good morning gamers,

Today we're viewing the second scenario in Pool 5 - and it's an old one: Storm the Camp. So far in this series, we've seen scenarios that are pretty fun (like Hold Ground, Domination, or Destroy the Supplies) and scenarios that can be very one-sided (like Seize the Prize, Contest of Champions, and Heirlooms of Ages Past). Today's scenario is commonly seen as the hardest scenario to not get a draw in . . . and it also involves a lot of walking (Pool 5 scenarios generally do). As a result, it's not hard to chalk this scenario up as an "unfun" scenario for many lists . . .

. . . but the scenario is actually quite interesting and while draws can easily be a thing, it's a good "gatekeeper" scenario for helping novice players become expert players - and to keep us long-time players constantly thinking and re-thinking about our army strategies. We're going to review first what Pool 5 is all about (if you've already read this, you can skip it by clicking here) and then we'll get into the specifics of Storm the Camp (and the strategies you can employ to win the scenario).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

Monday, September 2, 2024

The Board Is Set: How to Play Divide and Conquer

Good morning gamers,

We're kicking off our fifth part in this series on how to play the various scenarios in MESBG and Pool 5 brings us some of the LEAST loved scenarios in the game (even more unloved than Heirlooms of Ages Past, Seize the Prize, and Contest of Champions). We'll be tackling the newest (and most beloved) of these scenarios today, Divide and Conquer. This scenario, introduced with the Matched Play guide, has one of the oddest deployment configurations you'll find - but I at least think the scenario itself is not only the best scenario in the pool for a fair game, but it's also an interesting improvement over other scenarios we've already viewed in this series.

As we've done previously, let's begin with an overview of what the scenarios in Pool 5 are all about (and per the usual, if you'd like to skip this and go straight to the scenario specifics, you can click here).

Pool 5: Going Places (And Usually Far-Off Places)

Pool 1 scenarios have odd deployment rules which can make your army show up all over the board (sometimes that's good and sometimes that's bad). Pool 2 requires you to control (or at least contest the control of) 4-5 different objectives. Pool 3 involves reaching one or more objects somewhere on the board (and in two of those scenarios, there's some element of offense and defense that needs to be played). Pool 4 scenarios are about how much killing your army (or your army leader) can do.

Pool 5 is about getting places, which means that it's very similar to Pools 1, 2, and 3. In Pool 1, most models will be walking onto the board from the board edges and will need to make their way to some part of the board (the center of the board in Hold Ground or to various quadrants/objective markers in the other two scenarios). Pool 2 doesn't need to require traveling far if you start on the center, but depending on your army's play style, you might be walking a lot (usually to play keep-away from an enemy shieldwall or spam horde). Pool 3 has all kinds of things that require you to travel a quarter of the board length or half of the length of the board.

Monday, August 19, 2024

The Board Is Set: How to Play Contest of Champions

Good morning gamers,

Author's Note: with a new edition looming ahead of us, it's unclear how the scenarios are going to change . . . so since we're nearly done with the series, we're going to press on and hope that the changes that we see don't invalidate all of our work. Even if the scenarios get reworked, hopefully the principles found in these articles will give you a starting point for how to play the scenarios. If they all change . . . we'll write more articles next year. :)

This is our third and final scenario in Pool 4 - and alongside Heirlooms of Ages Past, this scenario is a polarizing one for many players: Contest of Champions. This scenario is, on its face, about how many models your army leader can kill in melee. For some armies, this is fine - if I'm running Aragorn, Azog, or Boromir, I'm probably able to kill enemy models pretty well (and for a long time). If your army leader is Treebeard or the Balrog, you can probably kill models AFTER you catch them. However, if your army leader is someone like Galadriel or Saruman . . . well, that's likely going to be harder.

Well, today, we're looking to see what kinds of strategies we can use to play this scenario - and we'll approach the topic first by recapping what Pool 4 is all about and then identify the options that are available to you depending on the kind of army you're running. Let's take a look (though you can skip the recap, once again, by clicking here).

Pool 4: Killing Lots of Models

The previous three pools have mostly involved controlling certain points on the map (Pools 1-2) and having enough speed to get to an object or set of objects (Pool 3). While your killing power has value in these scenarios (either for holding or securing objectives - or for punching a hole through the enemy to get to their objectives), there is no pool where your killing power is more important than in Pool 4.

In two of the scenarios (Lords of Battle and Contest of Champions), players have to do a bit more recordkeeping than normal and have to keep track of the wounds they deal to their opponent and the Fate points that are spent by their opponent's heroes (Lords of Battle) or the number of kills their army leader gets in melee (Contest of Champions). Both of these scenarios also allow the armies to start up close to each other if they want to, so things can very quickly become a blood bath . . . which some armies welcome gladly.

Monday, August 12, 2024

The Board Is Set: How to Play Lords of Battle

Good morning gamers,

Today brings us to my favorite scenario from Pool 4: Lords of Battle. Last time, we saw how To the Death slants most of the scenario VPs into breaking and quartering the enemy - which means that if neither force can break each other, the game is going to end in a really low score (or if one side is quite likely to break the other in an open fight, the other side is disincentivised to actually come out and make a game of it). Lords is different as we'll see shortly - but before we do, let's go over the general principles of this pool of scenarios (which you can skip by clicking here if you've read it in one of the other posts in this series) . . .

Pool 4: Killing Lots of Models

The previous three pools have mostly involved controlling certain points on the map (Pools 1-2) and having enough speed to get to an object or set of objects (Pool 3). While your killing power has value in these scenarios (either for holding or securing objectives - or for punching a hole through the enemy to get to their objectives), there is no pool where your killing power is more important than in Pool 4.

In two of the scenarios (Lords of Battle and Contest of Champions), players have to do a bit more recordkeeping than normal and have to keep track of the wounds they deal to their opponent and the Fate points that are spent by their opponent's heroes (Lords of Battle) or the number of kills their army leader gets in melee (Contest of Champions). Both of these scenarios also allow the armies to start up close to each other if they want to, so things can very quickly become a blood bath . . . which some armies welcome gladly.

Both of these scenarios also give 1-3 VPs for breaking the enemy army, but To the Death gives a whopping 3-5 VPs for breaking the enemy - and an extra 2 VPs if you quarter the enemy! If your army isn't able to break the enemy in any of these scenarios, you're going to be hurting . . . and particularly so in To the Death.

Monday, August 5, 2024

The Board Is Set: How to Play To the Death

Good morning gamers,

We're starting our fourth round of scenario analysis posts and we're tackling Pool 4 for the next three weeks. When I got started playing MESBG (LOTR SBG back then), the scenarios that eventually made up Pool 4 (the precursors for To the Death, Lords of Battle, and Contest of Champions) were the most straight-forward and our gaming group played them a lot. We also learned a lot about how powerful archers could be (especially back when volley fire was a thing), how great being D6 was, and how important the amount of terrain on the board was. These are all good things for new players to learn . . .

. . . but it can also be unfun if you don't know how important all of these things are and your opponent does know. So today, we're going to begin by looking at what the distinctives of Pool 4 are (you can skip this summary section by clicking here if you want) and then get into what I consider to be the least fun of the three scenarios: To the Death.

Pool 4: Killing Lots of Models

The previous three pools have mostly involved controlling certain points on the map (Pools 1-2) and having enough speed to get to an object or set of objects (Pool 3). While your killing power has value in these scenarios (either for holding or securing objectives - or for punching a hole through the enemy to get to their objectives), there is no pool where your killing power is more important than in Pool 4.

In two of the scenarios (Lords of Battle and Contest of Champions), players have to do a bit more recordkeeping than normal and have to keep track of the wounds they deal to their opponent and the Fate points that are spent by their opponent's heroes (Lords of Battle) or the number of kills their army leader gets in melee (Contest of Champions). Both of these scenarios also allow the armies to start up close to each other if they want to, so things can very quickly become a blood bath . . . which some armies welcome gladly.

Monday, July 22, 2024

The Board Is Set: How to Play Destroy the Supplies

Good morning gamers,

Today is our last post in Pool 3 of the Matched Play Guide and we're looking at my personal favorite scenario from that pool: Destroy the Supplies. Games of Seize the Prize can be massively mismatched and games of Retrieval can end in a grinding draw, but every game of Destroy the Supplies has been a harrowing experience for me - and they're always a lot of fun (unless camels are involved - I hate Mahud-ridden camels so much).

So what is it about this scenario that makes it so different from those other ones? And how do you need to change your game plan if you happen to play it? Well, let's look at some general principles for Pool 3 and then we'll see how they apply to Destroy the Supplies specifically (and as we've done throughout this series, you can skip ahead to the Destroy the Supplies section by clicking here).

Pool 3: Coveting Precious Things

When I looked at the scenario pools when they were first presented in the Matched Play Guide, I was like, "Pool 6 is the the eclectic pool that the oddballs go in." Months later, Evan Iverson from the Unexpected Podcast summarized that pool of scenarios as the "hero killing" scenarios - which is an accurate way of summing up the VPs you can get from Assassination, Fog of War, and Clash by Moonlight.

The actual "oddball" pool is Pool 3 - the unifying factor of these three scenarios is that the scenarios listed here have "objects" in them, but this summary is both broadly vague as well as unexclusive. We've talked previously about Heirlooms of Ages Past (from Pool 1), which clearly has an "object" in it that contains half of the VPs available in the game to one player, which would make it a good candidate for Pool 3 . . . if it weren't for the maelstrom of battle deployment rule (which is why it's in Pool 1).

Monday, July 15, 2024

The Board Is Set: How to Play Retrieval

Good morning gamers,

Last time, we looked at Seize the Prize - a scenario that I and a lot of other players don't like playing. Today, we're still in Pool 3, but we're turning to a newer (and in my opinion, far more fun) scenario: Retrieval. This scenario still requires you to get places and it has many of the same themes as Seize the Prize, but it's very much a game of capture of the flag, where you're incentivized to play both defense and offense (instead of just offense). Let's get a quick reminder of what this pool is all about (or you can skip that by clicking here) and then we'll dig into the specifics of this scenario.

Pool 3: Coveting Precious Things

When I looked at the scenario pools when they were first presented in the Matched Play Guide, I was like, "Pool 6 is the the eclectic pool that the oddballs go in." Months later, Evan Iverson from the Unexpected Podcast summarized that pool of scenarios as the "hero killing" scenarios - which is an accurate way of summing up the VPs you can get from Assassination, Fog of War, and Clash by Moonlight.

The actual "oddball" pool is Pool 3 - the unifying factor of these three scenarios is that the scenarios listed here have "objects" in them, but this summary is both broadly vague as well as unexclusive. We've talked previously about Heirlooms of Ages Past (from Pool 1), which clearly has an "object" in it that contains half of the VPs available in the game to one player, which would make it a good candidate for Pool 3 . . . if it weren't for the maelstrom of battle deployment rule (which is why it's in Pool 1).

Monday, July 8, 2024

The Board Is Set: How to Play Seize the Prize

Good morning gamers,

We're kicking off our deep-dive into the scenarios from Pool 3, which includes one of the most polarizing scenarios in the MESBG line (and that happens to be the scenario we're looking at today). As we'll see in the overview section below, Pool 3 is a hodge-podge of different scenarios which are loosely joined together in a common theme. These scenarios have elements of other scenario pools and really test what an army can do. Let's look at the pool as a whole before we get into today's scenario (though if you're reading this after the other posts come out, you can skip ahead by clicking here).

Pool 3: Coveting Precious Things

When I looked at the scenario pools when they were first presented in the Matched Play Guide, I was like, "Pool 6 is the the eclectic pool that the oddballs go in." Months later, Evan Iverson from the Unexpected Podcast summarized that pool of scenarios as the "hero killing" scenarios - which is an accurate way of summing up the VPs you can get from Assassination, Fog of War, and Clash by Moonlight.

The actual "oddball" pool is Pool 3 - the unifying factor of these three scenarios is that the scenarios listed here have "objects" in them, but this summary is both broadly vague as well as unexclusive. We've talked previously about Heirlooms of Ages Past (from Pool 1), which clearly has an "object" in it that contains half of the VPs available in the game to one player, which would make it a good candidate for Pool 3 . . . if it weren't for the maelstrom of battle deployment rule (which is why it's in Pool 1).

Similarly, the "objects" in the Pool 3 scenarios differ in VP weight as well as in number. Seize the Prize has only one object that gives 3-7 VPs to the player that has it at the end of the game, giving more VPs based on whether the objective is on the controlling player's side of the board, on the opposing player's side of the board, or gets off the opposing player's board edge. Retrieval has not one but two objectives - one held by each player - and like Seize the Prize, you're trying to get VPs by moving it (but it's 1-7 VPs in this case - and these points are available to both players, not just one). Destroy the Supplies has three objectives for each side, each worth 2VPs if the other player can touch it without fighting/shooting/doing anything. While this means 6-7VPs in any game are tied to the object/objects, how you get these VPs differs greatly from scenario to scenario.

Monday, June 24, 2024

The Board Is Set: How to Play Capture and Control

Good morning gamers,

Today's article addresses the final scenario in Pool 2: Capture and Control. This scenario was one of the original 12 scenarios provided in the MESBG revamp in 2018 and has similarities to both Domination and Breakthrough with a few key differences. If you're running a tournament at a low points level and want a good objective-based scenario, I think this one (and Hold Ground) are your best options. We'll get into the scenario specifics in a minute, but before we do, we're going to review what the distinctives of the Pool 2 scenarios are (though you can click here to skip to the scenario-specific section if you're already familiar with how these scenarios work - or if you've read the previous articles).

Pool 2: Objectives Are Everything

Pool 2 isn't the only pool with objectives that you need to control - we've already viewed Hold Ground (one objective in the center of the board) and the Heirloom becomes a kind of objective if no one is holding it in Heirlooms of Ages Past. The quadrants in Command the Battlefield aren't exactly "objectives," but they function in much the same way - just as really, really BIG objectives.

There are two other scenarios that have objectives as well: Divide and Conquer (three objectives) and Storm the Camp (like Command the Battlefield, there are two pretty big "objectives"). We'll cover both of these scenarios when we get to Pool 5 in a few months, but it should be clear that in these two scenarios (and the three from this pool), we have 1-4 objectives that you get points for controlling.

Monday, June 17, 2024

The Board Is Set: How to Play Breakthrough

Good morning gamers,

We're back in Pool 2 today and we're tackling the newest kid on the block (though by "newest," he's like five years old now): Breakthrough. This scenario has four objectives instead of five and the lack of that one objective marker changes a LOT about how this game is played. Before we get into the details, we're going to recap the things we need to keep in mind about the scenarios in Pool 2 (you can click here to skip to the Breakthrough section if you've recently read this in either of the other two articles).

Pool 2: Objectives Are Everything

Pool 2 isn't the only pool with objectives that you need to control - we've already viewed Hold Ground (one objective in the center of the board) and the Heirloom becomes a kind of objective if no one is holding it in Heirlooms of Ages Past. The quadrants in Command the Battlefield aren't exactly "objectives," but they function in much the same way - just as really, really BIG objectives.

There are two other scenarios that have objectives as well: Divide and Conquer (three objectives) and Storm the Camp (like Command the Battlefield, there are two pretty big "objectives"). We'll cover both of these scenarios when we get to Pool 5 in a few months, but it should be clear that in these two scenarios (and the three from this pool), we have 1-4 objectives that you get points for controlling.

Monday, June 10, 2024

The Board Is Set: How to Play Domination

Good morning gamers,

Today begins our three-part series in the second pool of scenarios from the MESBG Matched Play Guide. We've already viewed the three scenarios from Pool 1 (the Maelstrom of Battle scenarios) and today we're focusing on my favorite set of scenarios: the ones with all the objectives. These games are often quite fun and can give players the opportunity to pull out a win or a draw at the very last minute, even when their dice are quitting on them and their guys are dying. While I've struggled to win these scenarios when I've played them in our tournaments, they're always fun. Let's look first at how the pool of scenarios works and then we'll look at the particulars of the first of these scenarios: Domination (and if you've already read this section, you can skip it here).

Pool 2: Objectives Are Everything

Pool 2 isn't the only pool with objectives that you need to control - we've already viewed Hold Ground (one objective in the center of the board) and the Heirloom becomes a kind of objective if no one is holding it in Heirlooms of Ages Past. The quadrants in Command the Battlefield aren't exactly "objectives," but they function in much the same way - just as really, really BIG objectives.

There are two other scenarios that have objectives as well: Divide and Conquer (three objectives) and Storm the Camp (like Command the Battlefield, there are two pretty big "objectives"). We'll cover both of these scenarios when we get to Pool 5 in a few months, but it should be clear that in these two scenarios (and the three from this pool), we have 1-4 objectives that you get points for controlling.