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The New Age Is Begun: the Fords of Isen Army List

Good morning gamers, We're back for another week in Rohan month (Volume III!) with the Fords of Isen army list. A while back, the TMAT t...

Thursday, June 29, 2023

Grim Champs: What Do You Do With 13 Broken Dwarves?

Good morning gamers,

If you've followed the last two posts in this conversion miniseries (here and here), you know that I have spent some time this year converting up some Champions of Erebor from a Thorin's Company blister and some Grim Hammers. With the converted models done, I found myself with a pile of headless, mangled bodies:


What does one do with all these? Why, we get our conversion hat out and we turn them into something useful: "bag" tokens for the Three Trolls! Let's get to work!

Monday, June 26, 2023

In Defense Of: Two-Handing!

Good morning gamers,

This series was intended to focus on models that are really good that most players seem to not like (be it opinions stated on Facebook, in podcasts, or in printed materials). Our goal with this series was to challenge assumptions - looking for new ways to approach models that get dismissed out of hand and find ways to make them work. Some of the models we covered are tournament staples that get critiqued commonly (like Galadriel or Azog), while others are obscure and almost never see the light (like Osgiliath Veterans and Harry Goatleaf).

Well today, we're shaking things up and we're NOT looking at a model - we're looking at a weapon class and something that almost every competitive player will tell you not to do: fight two-handed when you don't have a rule that removes your dueling penalty.

In MESBG, one of the best bonuses you can get is a +1 To Wound. Sometimes, models will get this because of a special rule (such as Hatred or Backstabbers) or from a piece of war gear (such as a lance). Models that have these bonuses (and actually trigger them) are commonly viewed to be really, really good - especially if they have rules like this that can stack (like Moria Goblin Prowlers in the Assault on Lothlorien Legendary Legion, who can pair Backstabbers with a Legion special rule that gives them +1 To Wound if there is at least one other friendly model engaged in the same fight - more on these guys later).

The most common way to get +1 To Wound, however, isn't with a special rule: it's with a two-handed weapon. As a brief review, there are three types of melee weapons in the game: one-handed weapons (or "hand weapons"), two-handed weapons, and hand-and-a-half weapons (which can be wielded either as hand weapons or two-handed weapons). Weapons that are wielded with one-hand "fight normally," while two-handed weapons apply a -1 penalty to the dueling roll of the model (all dice are affected) but apply a +1 bonus to the To Wound roll of the model (again, all dice are affected - and this bonus is applied to both die rolls if multiple rolls are required to wound).

Occasionally, a piece of war gear will have the "master-forged" keyword (like Narsil or Durin's Axe) that removes the -1 penalty from the dueling roll when using the weapon two-handed. A select number of profiles might have the Weapon Master or Burly special rule that ignores these penalties as well (each provides another niche benefit too, but the main event of these rules is the removal of the dueling penalty). Finally, there are some models that have situational ways of removing the dueling penalty if they get a natural 6 on their dueling roll (most notably Angbor the Fearless, Clansmen of Lamedon, and Hurin Knights of the White Tower). Yes, getting +1 To Wound when you have absolutely no downside is really good - especially if you can reliably Feint as well so you get +1 To Wound and you reroll 1s.

However, there are a TON of models that can elect to two-hand without avoiding the penalty and a select few models who HAVE to two-hand with the penalty in place. It's these models that we're going to focus on today - and we'll be looking at both sets today with the aim of examining why two-handing is valuable (and how to tailor your lists to reduce the risks of two-handing).

Thursday, June 22, 2023

The Road To the TMAT GT 2023: Tiberius's List

Good morning gamers,

This weekend is our TMAT Grand Tournament and boy do we have a good batch of guys coming out! As always, I had a FLOOD of lists that I was looking at running, but for the purposes of actually practicing more than once with the list that I'd be running, I decided to rein in my thoughts and narrow it down to a few lists. As is usually the case, I decided on one list at the start that I was like, "Yeah, this is probably my list" and then played with all the OTHER lists to see if I liked how they played better. So let's look at the list I decided to take . . . and the ones that just didn't make it.

Honorable Mention: The Men of the West LL


Yep, these are my boys and I'll be honest, I picked a 600ish points level because I wanted four games in one day, but also so I could bring these guys. This list was my reference list - I compared everything to it because I've played it a ton before and it's reliable. Like, it's really reliable (and while you might say, "Minas Tirith + Rohan/Fiefdoms would be better," I have struggled to find a better list with a historical pairing at 623pts). The list has Aragorn and Eomer with maximum archery, maximum models, and a banner in Eomer's warband. I played with this list a bit before the Winter Whirlwind tournament, but ultimately there was one list (maybe two) that made me feel like it was a bit better for the match-ups I'd be looking at:
  • Aragorn, King Elessar [ARMY LEADER]
    • 7 Warriors of Minas Tirith with shields
    • 11 Warriors of Minas Tirith shields and spears 
  • Eomer, Marshal of the Riddermark with shield
    • 3 Warriors of Rohan with shields and throwing spears
    • 1 Warrior of Rohan with shield, throwing spears, and banner 
    • 11 Warriors of Rohan with bows
623pts, 35 models, 11 bows hitting on a 4+ AND 4 throwing spears  hitting on a 4+, 20 D6+ model, no fast models but Mighty Hero and Heroic March, 6+ Might

Monday, June 19, 2023

In Defense Of: Bofur the Dwarf

Good morning gamers,

Today's article returns to a series we did back in early 2022, where we look at models that get maligned by the community and look for why they're good and worth taking (and how to tailor a list to make them work at their best). The model we'll be covering today is one of the most popular Dwarves from Thorin's Company when you consider the actor who played him, but is often left at home when looking to field Thorin's Company (or the Champions of Erebor in either version of the Erebor Reclaimed army list): Bofur the Dwarf.


My son, Gorgoroth, just finished reading the Hobbit and watching the Hobbit films (extended versions for #1 and #2, theatrical version for #3). Your own views of the films aside, chances are that Bofur the Dwarf makes you smile if not outright laugh just as he delights me when I watch the films (excellent work, James Nesbitt - you snagged my "favorite Dwarf" award, but mostly for what you do in the extended editions of the films). I love this guy and really enjoyed painting him, but I gotta say, that profile just doesn't look appealing. So let's dig into why most people critique the profile . . . and then into why I've come around to like this guy so much!

Why NOT To Take Bofur the Dwarf

The first critique of Bofur that everyone seems to make is that he has to fight two-handed. While every other Dwarf (and Hobbit and Wizard) in Thorin's Company has a hand weapon or a hand-and-a-half weapon (aka, doesn't NEED to suffer the -1 penalty to their dueling roll), Bofur has a "mattock," which is a "two-handed weapon, which can use either the Bash or Piercing Strike Special Strikes." Interestingly enough, this is different from the Grim Hammer "Pick-Hammers," which are hand-and-a-half hammers . . . not sure why that is, to be honest. Anyway, Bofur will always suffer than -1 penalty to his dueling roll, so if he's fighting alone (quite likely), his Might has pretty much one purpose: boosting his dueling rolls so he doesn't die.

Saturday, June 17, 2023

Fantasy Fellowships: The Erebor Reunion, Part 4a

Good morning gamers,

We're starting off our journey through the Helm's Deep missions and we begin with one of the most iconic moments of the Lord of the Rings trilogy: the defense of the Deeping Wall after the bombs rip an opening in it. The board was . . . not finished, so you'll be seeing mostly-primed walls and the beginnings of a "Geonosis" board as our back-drop. Also, the stairs are missing - but they don't play a big part in the battle anyway. Let's get into it!

The Deeping Wall Is Breached


The game is played on a 2'x2' board and has a 6" section of water that we didn't get finished. Still, it goes out roughly to the sections of unfinished walls, so we kind of know where it goes. The Warriors of Rohan begin with Haldir and Legolas (for my Fellowship, Dwalin) on the top sections of the walls (all Prone) and so I decided to keep my throwing spears near the gap in the wall to hurl down projectiles at the models trudging through the water. Haldir also started near the gap to rain down deadly arrows from above, while my four bowmen started with a clear view of the interior of the walls (but not a view at those still coming onto the board. My shield guys and Dwalin started near the stairs in order to help keep the Uruks hemmed in - we'll see how much they do.

Gimli/Gloin started at the edge of the water area and Aragorn/Nori started Prone in the center of the board. With 12 Galadhrim coming on from the back 2" of the board, I knew my plan with them was simple: if there's no Heroic Move called on the first turn (which would push 10 Uruk-Hai Warriors and 2 Berserkers with a Captain up the field), we have Gloin join Nori near the center of the board and push the Galadhrim to aid them quickly - no point in risking an overwhelm on the first turn. I'd need to leave a firing lane for my Galadhrim bowmen (who would not be starting on the walls), but other than that, I think the plan is solid: keep my heroes together, have Galadhrim to distribute the enemy attacks, and try to survive for 10 turns.

Scoring in this scenario is interesting: there are 7 VPs up for grabs and each hero that is alive gives 1 VP to the Forces of Good (4 VPs total) and each dead hero gives 1 VP to the Forces of Evil (again, 4 VPs total). There's also 1 VP up for grabs if the Forces of Good lose 14 models (since I start with 28 models, this is basically "if we're broken" - though one model short of what we'd actually need to be broken) and 2 VPs if there are more Uruk-Hai outside the water and inside Helm's Deep than there are defenders (far more likely to happen if I'm broken than if I'm not). My thought is that I can win the game if I can just keep all four heroes alive - I can lose everyone else and I can still win if all the heroes survive. Feeling pretty good about Haldir surviving if he's on the wall, we'll see if my champs can do their thing and "just kill stuff". 

Just for fun, I decided to keep track of kills for both Dwalin and Gloin this game, even though neither has a rule that makes them better for doing so - but it proved to be very informative for me (and will hopefully be interesting for you). Okay, let's get into it!