Featured Post

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, July 31, 2023

Armies of Middle-Earth SBG: Countering Angmar, Part 3 -- Weathering Overwhelming Magic

Ooooo... spooky!

Photo Credit: Me

Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1Part 2Part 3, and Part 4.

We left off last time talking about how list-building is only part of the picture when it comes to countering what Angmar can do: there are definitely list-building choices that help (and some that decidedly don't), but at the end of the day this is a game that is (usually) decided on the tabletop, by tactics and movement (and, of course, dice). 

As we transition to dealing with the third of Angmar's core strengths (magic), there will still be important list-building decisions for us to think through. But we'll be talking more and more about those list-building decisions in the context of how they are likely to play out (and even affect what happens) on the tabletop. That's important, because as we'll see (1) not every list has equal list-building counters to magic, and (2) almost no list has a fool-proof answer to magic on the scale to which Angmar can (and usually does) marshal it. 

The raw output of Angmar's magic attack is overwhelming, and its potency is debilitating.

Before delving into the potential solutions, let's have a quick refresher about the way magic works. If you're new to the Middle-Earth Strategy Battle Game, played under the old rule-set and want a quick summary of what's changed, or if you've been playing for a bit but magic is not common in your area, I recommend that you push "Pause" here and check out Tiberius's primer post on Revisiting Magic. While Tiberius and I don't agree on all aspects of MESBG, he's thought about magic a lot more than I have, and his knowledge of how it works (and, by extension, how to counter it) is, at best, second to only a very few. Plus, your reading his article saves me a lot of typing.

Saturday, July 29, 2023

Fantasy Fellowship Deep Dive, Part 5

Good morning gamers,

In the previous posts, we've looked at how best to optimize your Fellowship to fight the enemy models that will be showing up in the Fantasy Fellowship missions. Today, we're looking at the two most important models in your Fellowship: your Ringbearer and your Companion. Their journey to Mordor is a hard one, but they are not without help (at least at the beginning). So let's dive in and view not just what makes a hero a good fit for these slots, but also some strategies for tackling the missions you're presented with!

Part 5: The Journey to Mordor 

 

Photo Credit: Quest of the Ringbearer


In this section, our only Fellowship heroes are our Ringbearer and Companion - and boy do we need to get some work out of them! We have the following five missions to complete with them, though you should note that the first two scenarios give us allies while the latter two scenarios require our Ringbearer and Companion to work alone (and this changes the requirements for these characters dramatically): 

  • The Dead Marshes (ally: Smeagol) 
  • REST POINT! 
  • Osgiliath (allies: Smeagol, lots of Minas Tirith guys) 
  • Shelob's Lair (no allies) 
  • Cirith Ungol (you're basically not playing with your Fellowship on this one!) 
  • Plateau of Gorgoroth (no allies) 

For these missions, we have the following models to help us: 

  • The Ringbearer (effectively 4 scenarios) 
  • The Companion (4-5 scenarios, depending on how often you win priority) 
  • ALLIES: 
    • Smeagol (2 scenarios) 
    • Faramir, Captain of Gondor with bow (1 scenario) 
    • Madril, Captain of Ithilien (1 scenario) 
    • Damrod, Ranger of Ithilien (1 scenario) 
    • Anborn, Ranger of Ithilien (1 scenario) 
    • Mablung, Ranger of Ithilien (1 scenario) 
    • 13 Warriors of Minas Tirith (standard gear and 1 with banner, 1 scenario) 
    • 12 Rangers of Gondor (standard gear, 1 scenario) 
    • 6 Osgiliath Veterans (standard gear, 1 scenario) 
  • PSEUDO-ALLIES: 
    • Shagrat, Captain of Cirith Ungol 
    • 15 Mordor Uruk-Hai with no additional gear 

We’ll be facing the following models – basically a bunch of Orcs with some scattered other bad guys to fight: 

  • Ringwraith on Fell Beast with 0-2 Might, 10 Will, and 0-2 Fate (2 scenarios) 
  • 6 Dead Marsh Spectres (1 scenario) 
  • 3 Orc Captains with shields (1-2 scenarios) 
  • 12-37 Orc Warriors (4-12 shields, 4-12 spears, 2-6 two-handed weapons, 2-6 Orc bows, 1 with banner, 1-3 scenarios) 
  • Smeagol (NOT Gollum, 1 scenario) 
  • Shelob (1 scenario) 
  • Gorbag, Orc Captain (1 scenario) 
  • Orc Taskmaster (1 scenario) 

Thursday, July 27, 2023

Minas Tirith Me Up: Osgiliath/Minas Tirith Terrain, Part VI

Good morning gamers,

In update #6, we're looking at the first level walls, which we probably won't be using for Matched Play, but will need for scenarios in Fantasy Fellowships (and who knows - we may have something brewing that would require these . . . ). We will be looking at the walls, as well as the gatehouse, the stairwells to the walls, and the baseplate panels - there's lots to cover, let's get to it!

Photo Credit: Sott.net

Wall Sections with Battlements 

I got the walls (two 12" long segments and two 3" long segments) painted in a black mod podge mix, sealing the foam in. I wasn't confident that the spray paint wouldn't eat through the foam, so I hand-painted some of the bricks different colors and then over-brushed with white:

These are the 12" segments - the 3" segments show up at the end!

Monday, July 24, 2023

Armies of Middle-Earth SBG: Countering Angmar, Part 2 -- Repelling the Shut-Down

Still evil! Still spooky! Still mine!
Photo Credit: The author, himself

Editor's Note: This article is part of a larger series on dealing with Angmar. Click the links for Part 1, Part 2, Part 3, and Part 4.

If you're just joining us, this is an ongoing series about how to build forces that would feel reasonably comfortable countering Angmar. While there are definitely certain lists that have advantages against Angmar (more to come on that score in parts 5-8), my goal with this particular series is to help identify the tools that every faction (or at least almost every faction) has to deal with Angmar. Some have more tools than others, certainly; but when you dig in and drill down, it's surprising how many factions actually have multiple tools they can draw upon.

In Part 1, we talked about how to get around the Terror that Angmar generally brings to the table (as it turns out, there are a lot of strategies we could try). This time, we're turning to what may be the most oppressive aspect of an Angmar list: it's ability to shut down or take out your army's key pieces. We're focusing primarily on the non-magic ways Angmar does this, but don't worry: we still have plenty to talk about (plus, countering the magic is coming next time, so I've got you).

If you have a model that's essential to your army, Angmar can probably affect it, shut it down, or take it out before it does what you need it to do.

One of the many practical problems that players face when facing Angmar (especially if it's your first time playing against Angmar) is that if you have something essential to your army, Angmar can probably take it out (and usually quickly). Exactly how it does this takes many different forms (depending on what exactly is in Angmar's list, and how many of a given profile are in it), but here's some of the many ways Angmar can mitigate / take out / depower your key models: 

  • Terror front line Harbinger of Evil / Drain Courage against low-courage heroes (so they cannot charge without burning Might or Will);
  • Magical spells like Transfix / Paralyze to incapacitate a hero;
  • Compel / Spectres to pull targets out of position / into dangerous positions; 
  • Monsters (often flying monsters) to challenge enemy heroes, deal huge damage, and / or disrupt the opponent's battle lines; and
  • Heroes who either neuter your heroic actions (the Tainted) or drain your resources (the Dwimmerlaik, Shades, and Barrow Wights)
Fortunately, Angmar can't take all of these things in a single list unless you're playing at absurdly high points levels. But Angmar can take most of these things at most points levels, and therein lies the problem. Most army lists have some sort of way to avoid, incapacitate, or assassinate at least one priority target in the opponent's army (even if that way is "Strike and hope"). If Angmar can take this model out of the equation through one (or multiple) of these mitigation tactics, however, your force may not be able to deal with everything else that Angmar has.

In the same vein, if you over-build your force to address one particular problem posed by Angmar, you may not have enough in your force to address other problems Angmar poses. By way of example, Terror is the primary problem that most opponents need to solve against Angmar. But if your entire game-plan is keyed around charging Terror models (especially if your solution rests on a single model sticking around), you may not have the tools you need to keep Angmar from assassinating that target (thereby depriving you of the tools you need). By the same token, most armies' solution to dealing with big enemy heroes is to have their own big hero deal with them. But if Angmar can tie up your own big hero with one or two of their smaller ones (i.e., a couple of Barrow Wights spend four turns casting two Paralyze spells a turn at your Aragorn), you may find yourself without any answers to Angmar's own big heroes (and there are some big heroes in Angmar which, left unchecked, will wreak havoc on most opponents).

Thursday, July 20, 2023

Siege Boards: Best Scenarios for Siege Games

Hey Reader!

I've been working on some siege maps recently, and toward that end I've been giving thought to what the best scenarios are for siege missions. The trick to most scenarios is that you don't want it to be one-sided: you want there to be a fighting chance for victory for both sides, without the terrain to give an unfair advantage to one side over the other.

So today we're looking at the best scenarios for use on a siege map, as they don't give a unique advantage to the attacker or defender, and actually bring the uniqueness of a siege map into play to guide deployment and strategy. It's worth noting that in War in Rohan you have both scenarios and special rules for sieges; we will be looking at the standard 18 scenarios from the matched play guide as those are both more familiar to gamers generally due to their presence in tournament play, and also arguably more balanced.