Featured Post

The New Age Is Begun: The Buhrdur's Horde Army List

Hey Reader! Today we're discussing a list that I got excited about when I heard Rise of Angmar was going to include it, and that I reall...

Saturday, January 7, 2012

Wrong Turn: The Fellowship vs. Goblins

This game will be the first game between the Fellowship and my Goblin army. This game is not going to be an even points battle because of the way the scenario is set up. The Fellowship will have the equipment they had during the traditional fight in Moria. Before we see what the scenario is, let's look at the forces in this battle.

Fellowship of the Ring: 785 points

Aragorn/Strider with bow - 180 points
Gandalf the Grey - 170 points
Boromir of Gondor - 105 points
Legolas, Prince of Mirkwood - 90 points
Gimli, Son of Gloin - 90 points
Frodo Baggins with Sting and mithril mail - 100 points
Samwise Gamgee - 30 points
Meriadoc Brandybuck - 10 points
Peregrin Took - 10 points

9 units, 2 bows + 1 thrown weapon, 9 heroes

The Denizens of Moria: 235 points

Cave Troll with troll chain - 85 points
10 Goblin Warriors with shields - 50 points
10 Goblin Warriors with spears - 50 points
10 Goblin Warrior with Orc bows- 50 points

31 units, 10 Orc bows + 1 thrown weapon, 0 heroes

The scenario we will be playing the "Wrong Turn" scenario on a board that is 48" x 48". The Fellowship is set up within 4" of the center of the southern board edge. No evil models are placed on the board, but there are four zones that the board is divided into. Zone 1 is the northern board edge. Zones 2 and 3 are the East and West board edges, respectively. Zone 4 is the southern board edge. After the Fellowship has set up, the Goblin player rolls a dice: on the roll of a 1-4, up to 10 units are placed in Zone 1. On a 5, up to 10 units may be placed in either Zone 2 or Zone 3. On the roll of a 6, up to 10 units may be placed in Zone 4. These units may move, shoot, and charge as normal when they arrive.

At the beginning of each Goblin Move phase, roll a dice as laid out above, but on a 1-3, up to 10 units may be placed in Zone 1. On a 4, up to 10 units are placed in Zone 2. On a 5, up to 10 units are placed in Zone 3, and on a 6, up to 10 units are placed in Zone 4. Starting on Turn 4, units who have been slain in combat may be brought back to represent the tide of Goblins in Moria. During Turn 3, however, only 1 unit will be placed.

The map is set up with a lot of walls, field boundaries, rocks, and mineworkings. The walls have been set up to clearly identify a line that shows what is 12" south of the northern board edge. The Fellowship must have three heroes cross this line and have five heroes escape off the southern board edge. If five of the Fellowship are killed (or if Frodo is killed), the Goblin player wins. For the purposes of this game, Frodo is too afraid of Sauron to put on the One Ring. 
You will also notice in the First turn picture that Gaius rolled a 6 to place his starting units and placed 10 archers in Zone 4 (my starting zone). Since these units are usually placed in the center of the board edge and this would quickly lead to a slaughter fest that would be truly one-sided, I allowed Gaius to place his units anywhere within 4" of the southern board edge, as I had done. This will be interesting...



Turn 1: Ambushed! (Priority - Goblins)
As you can see, Gaius got his 10 additional units this round in my base, so I haven't gone very far. Well, this is shaping up well, don't you think? Gandalf cast Blinding Light, so his archers at least won't be doing much. As expected, nothing of importance happened in the Shoot phase.
Gimli and Aragorn called heroic combats during the Fight phase (Gimli 1/3, Aragorn free): both of them kill their targets with the aid of their friends and they break apart across the battlefield. Gimli and Boromir head off to scout ahead, while Aragorn takes on the Goblin archers and Legolas bails Gandalf and Pippen out of trouble.
In the other fights, Gandalf uses Glamdring the Foe Hammer to slay a Goblin easily, while Legolas takes out his supporting Goblin with spear. Frodo loses his fight but is not wounded and Sam and Merry both win their fights, but neither is strong enough to break through the tough armor of the Goblins.
Fellowship members slain: 0/9



Turn 2: A New Tide (P - tied, Fellowship)

Gandalf casts Terrifying Aura and now instills fear in the Goblins. 10 more Goblins arrive to the right of my army and I'm hoping Boromir, Gimli, and later Aragorn can sneak past the Goblins.
Legolas nails two Goblins in the Shoot phase and evades one wound from six Goblin arrows with a Fate save (1/3). Legolas' arrows rarely fail to pay-off and being able to nail two Goblins when I'm overwhelmed by opponents from the start is a huge help.
Aragorn calls a heroic combat (free) and slays the two Goblins he is fighting (1/3 Might). Here you can see the other three Goblin archers who shot at Legolas. Aragorn then proceeded to run north towards Boromir and Gimli. As a side note, I LOVE having Aragorn in my armies because of his free Might point. I've considered building a Rohan army just so I have cheap units to put him with, but we'll see if that ever gets off the ground.
In the other fights, Gandalf loses to the two Goblins he is fighting and avoids taking a hit with a Fate point (1/3 - rerolled). Merry and Pippen win their fight and trap their opponent, but unfortunately the shield of their foe gave him the advantage and they failed to wound him (needing to roll 6s to wound against D5 units with the three lesser hobbits is a real pain). Sam and Frodo both lose their fights: Sam's foe shielded and so did no wound and Frodo escaped unscathed.
Fellowship members slain: 0/9



Turn 3: The Ground Shakes (P - Goblins)

AHHH! The Troll arrived on the roll of a 6, which means he's in my zone...Gandalf called a heroic move to make sure that Troll didn't go anywhere.Gandalf used 2 Will points (free, 1/6) to ensure that the Troll was immobilized. Whew, that was close. I made the decision that I was going to try to kill the Troll while he was immobilized instead of trying to command him away for several turns or try to evade him (that could eat up my Might points pretty quickly, and I get the feeling I'm going to need them).
The other moves were a bit predictable: Gandalf and Legolas charged the Troll, hoping to slay him as he is trapped on the rock. Merry and Pippen charged a spearman (who was later aided by a friendly spearman to break up the fight) and Sam charged headlong into two Goblins with shields. Their spear support later wrapped around Sam, trapping him. The only error I made was that Gandalf called the heroic move and not Legolas: Frodo was outside of Gandalf's range and so was engaged by 3 Goblin archers. If this had been done differently (or if Gandalf would have backed up towards Frodo), Sam wouldn't be trapped and the archers wouldn't have reached the combat. Oh well...
Nothing happened in the Shoot phase. The Fights broke out like this: Frodo paid a Might point to win his fight and paid another (2/2) to slay a Goblin archer. Sam flew his pan around and scored the needed 6 on his dice to win the fight and slew a Goblin spearman (also on the roll of a 6). Merry beats the Goblin he is fighting, but Pippen loses the fight narrowly, is successfully wounded, and fails his Fate save. The Goblins have claimed their first kill against the Fellowship. Gandalf uses his staff, but Legolas is the one to win the fight and slay the Troll due to him being trapped on the rock. Best part of all - no might used. I'm pretty stoked.
Fellowship members slain: 1/9



Turn 4: Clearing The Camp (P - Goblins)

The Goblins engage everyone except Gandalf at the Fellowship base and begin to close in on the other heroes racing towards the northern board edge. Gandalf immobilizes one of the archers fighting Frodo and frees Sam up from fighting two enemies. Again, nothing happened in the Shoot phase.
In the Fights that ensued, Legolas beat the spearman he was fighting and paid a Might point to kill him (1/3). Frodo loses his fight, but the one Goblin who can wound him is unable to score a blow. Gandalf unleashes Glamdring on another Goblin and slays him easily. Merry is angry over the death of his cousin and wins his fight, but is unable to control his anger and score a blow. Beyond all this, it is Sam who steals the limelight and wields his pan in another flurry against a single Goblin foe. Though he does not score a 6 to win the fight, he wins nonetheless and scores another 6 to wound, this time killing a shield-bearing Goblin. "I think I'm getting the hang of this!"
Fellowship members slain: 1/9



Turn 5: The Trap Closes (P - Goblins)

As this turn began, we technically had 10 minutes left, so we were racing the clock. Five more Goblins arrived in Zone 1 at the top of the board and the Goblins continue to close in on Aragorn, Boromir, and Gimli (some are drawing arrows to shoot this round). Gandalf "commands" one of the Goblins nearing the south side backwards to delay the foes a bit, while assisting Merry in his fight. The other fights appear to be manageable. NOTE: we realized just after taking this picture that I hadn't moved Aragorn, Boromir, and Gimli, so I moved them up towards the enemy, since technically the next phase hadn't started.
In the Shoot phase, three arrows are loosed and all three clatter harmlessly to the floor. Yaye! In the Fight phase, Legolas does his job and wounds the Goblin he is fighting. Gandalf and Merry fail to wound their Goblin, which is pathetic. Frodo and Sam lose their fight which might be even more pathetic.
Fellowship members slain: 1/9



Turn 6: The Waves Hit (P - Fellowship)

The Fellowship has manuevered a bit to try to get a better position and Legolas prepares to fire into the new Goblins who have arrived. Gandalf fails to immobilize one of the Goblin archers who charges towards the Fellowship and one new Goblin arrived in Zone 4 to distract Sam and split up the fight. Boromir and Gimli charge the Troll to the north, but Boromir is separated from the fight by two Goblins. Legolas hit two of the Goblins in the Shoot phase, but failed to wound them.
Gimli and the Troll roll off after a close fight and the Troll wins. He fails to wound Gimli though, and the tough armor of the Dwarf stays strong. Boromir pays a Might point (1/6) to win his fight and slays the Goblin he is facing easily.
Frodo and Sam both win their fights (Sam with another 6), but neither wounds their opponents. Bummer, as more Goblins arrive. Gandalf pays a Might point (2/3) to wound the Goblin he and Merry are fighting and uses his staff to kill him.
Fellowship members slain: 1/9



Turn 7: Flee! (P - tied, Fellowship)

With this won priority, the Fellowship wins: the three heroes out front cross the line, indicated by the terrain pieces...
The three hobbits escape and Gandalf uses 4 Will points (free, 4/6) to ensure that a Goblin archer is commanded away from Legolas and he is free to escape. Gandalf escapes himself and that makes five Fellowship heroes cross the board edge to end the game. I'm sure the Fellowship heroes on the other side of the board would have done well in their fights (with perhaps Boromir dying if the Troll won the roll), but we didn't see a point in finishing the round as the Fellowship already won.
Fellowship members slain: 1/9. The game ended after 70 minutes of game play, so not too long after a draw was in order. As only one hero was slain, we are awarding a major victory to the Fellowship.



Conclusion:

Assessment by Gaius:

Well, that was close. The three archers on the left should probably have charged into Gandalf and Merry instead of pursuing the heroes with their bows, but I wasn't getting any use out of the archers and I wanted a shot at that (pun DEFINITELY intended). Besides that, it would have been better to have gotten some units approaching from the left board edge, but that just didn't happen. I had a chance to kill Sam and I didn't get it and I had several chances to kill Merry (which also didn't happen). If these had opened up as opportunities, the additional Goblins could probably have killed either Legolas or Gandalf, ending the game with a Goblin victory. My hat off to Sam and Merry for staying alive and saving their team.

Assessment by Tiberius:

I really enjoyed that game. I didn't get the typical game play that I get with Gimli, Boromir, and Aragorn (after Turn 2 at any rate), but it was still fun. Gandalf and Legolas are great anchors for keeping a team alive if you can limit the number of attackers they have and so I was pleased that they aided in keeping the hobbits alive. By far the best moment was seeing the 6 on the dice when the Troll arrived, though closely followed by seeing Sam roll a 6 to beat the four Goblins he fought (then rolling a 6 to wound one of them). Great game overall and I'm psyched about the next game against the Goblins.

Stellar unit for the Fellowship: Legolas, Prince of Mirkwood

I don't give Legolas the credit he deserves very much, but Legolas truly is a stellar hero. For under 100 points (unless he has an Elven cloak), he is a superb archer and a skilled fighter. When he is not trapped by enemies, he can be very deadly and wounds everyone with Defense 6 or less on a 5+, ensuring that in a close fight one of his foes is going to fall. Today, he dealt the blows needed to win the fight against the Troll and deal 3 wounds, as well as killing 5 Goblins, two at range. An honorable mention goes to Sam who nearly killed his weight in points of units and succeeded in winning three fights on the roll of a 6, including one against 4 opponents (the worst fight of the day). We pay you the homage you're due, Samwise Gamgee.

Stellar unit for the Goblins: Goblin Warrior with Spear

Spearmen in these games don't get awards very often because they tend to support their friends and often aren't as tough as their comrades (mostly because we don't want to pay the points to make them as tough). Their usefulness against the Fellowship cannot go unstated though (or against any great hero). Since the spear unit cannot be killed in the melee battle, he is able to contribute to the fight without risking his neck against a stellar hero. This is particularly useful when fighting a hero like Boromir, who benefits from being outnumbered  by his foes: two attack dice without needing to roll for a courage test is very, very nice. In this case, a Goblin with spear not only scored the only kill of the game for the Goblins, but also survived for two more rounds against Merry and Gandalf. Pretty good, guy, pretty good.

Tuesday, December 20, 2011

More painting!

So since time is short with the holidays, I'm thinking about doing some painting posts to keep things interesting.
Here we are today with about half of the base-coated Goblins painted with their "first draft" of colors. The remaining Goblins will have one unified tunic color, bringing the total in the army to four colors. Still need to decide which color to do (thinking about black or blue). And for the record, the bottom-right Goblin is not blue...just the lighting...
Here's another picture of the Goblins, up-close in their first form. You can see on the Goblin archer at the top-left and the spearman at the center of the photo that I've done some dry-brushing on these units. This is also an up-close look at one of the Goblins leaping into the combat...really excited about how he's coming along.

Sunday, December 18, 2011

Paints...

So right now the battle reports for the Fellowship and Goblins are being put on hold, as a puzzle takes up my usual playing station...and my wife and I are merrily expecting our first child, to be born near the end of June 2012...

This means that there is hardly a viable place in our small dwelling for a 48" square board with lots of pieces and a consuming amount of time to put it together/tear it down. So what's there to do in the hobby when there isn't enough space to play a game?

PAINTING and CONVERSIONS!!!

Here we are batch-painting Goblins. I usually watch the Lord of the Rings movies while I batch-paint, as it really puts you in the mood (and for me, reminds me what I'm going for in my models and what I can do to make things interesting).
You'll notice here that I haven't finished painting this Goblin, as I'm planning on borrowing his hand for a different unit and replacing it with an axe-bearing hand from one of my Dwarves later. This is because there is a Goblin in the movies who wields an axe (he happens to cut through the door and show his axe before taking an Elven arrow to the neck or something)

Anyway, a few pictures to leave you with until the next game...and the jumping Goblins in the picture below are inspired by other hobbyists who have done greater and grander things than I.

All of the Goblins on rocky ground...
...hiding behind rocks...
...and on cliffs!

Tuesday, December 13, 2011

Fellowship vs. Goblins Teaser

Ok, so this past weekend was busy with several Christmas parties in a row, but I got to play-test some new Goblin scenery which will be surfacing in the upcoming Fellowship games (maybe get a game in this coming Tuesday/Wednesday with Gaius after my grad school classes are over). Here's a few pictures of part of a scenario we played...turns out we're not going to be using the time limit rule, as it takes us too long to get through turns and would therefore slant victory towards the Goblins much to easily.

The Fellowship and Goblins in the depths of Moria.
Gimli and Aragorn charge a line of Goblins.
Aragorn kills a Goblin as the rest of the Fellowship assault team attacks Goblins.
A clean look a the terrain...zoom in for more details.
The Troll eats the dust after being immobilized by Gandalf.
While the other four heroes are charging, Legolas defends the hobbits in a defensive structure.
I have a special affinity for throwing weapons...and Gimli brings a few to the table.
Be prepared for upcoming reports between the Goblins and the Fellowship soon!

Sunday, December 4, 2011

Meeting Engagement: The Fellowship vs. The Uruk-Hai

Today we have the second game between the Fellowship and the Uruk-Hai of Isengard. Today's mission is going to be...different. We're still playing to the bitter end, but today we're only going to play until the destruction of 3/4 of an army. After a heavy beating the other day, the Fellowship is out for vengeance against the minions of Saruman. Here are the forces for today's game...

Fellowship of the Ring: 500 points

Aragorn/Strider with bow - 180 points
Boromir of Gondor with Elven cloak - 115 points
Legolas, Prince of Mirkwood with armor - 95 points
Gimli, Son of Gloin - 90 points
Meriadoc Brandybuck - 10 points
Peregrin Took - 10 points

6 units, 2 bows + 1 thrown weapon, 6 heroes

The Fist of Isengard: 501 points

Uruk-Hai Captain with heavy armor and shield - 60 points
Vrasku - 60 points (ally: Isengard Raiders)
18 Uruk-Hai Warriors with shields - 180 points
14 Uruk-Hai Warriors with pikes - 140 points
2 Uruk-Hai Warriors with crossbows - 22 points
1 Uruk-Hai Warrior with banner - 39 points

37 units, 2 crossbows + Vrasku, 2 heroes

The scenario we will be playing is a "Meeting Engagement" game on a board that is 48" x 48". Each army places their troops within 18" of their corner and will fight until one side is reduced to 25% of its starting size. The side that reduces the enemy to 1/4 strength wins a major victory if at least 1 hero is still alive, while a minor victory is won if no hero is alive. None of the terrain has been placed within 12" of the center of the board.

For the purposes of this game, Merry and Pippen will not count as heroes. The rules of the game are a double-edge sword against the Fellowship: with only 6 units, the loss of 5 units will end the game (which could come quickly, as the last game showed), whereas if the Fellowship wins the game with more than just Merry and Pippen, they win a major victory. The only reason why this would matter is for the points scored next to each army record on the right sidebar.

The map is set up as follows (again, following the terrain of the Fellowship of the Ring Amon Hen sequence): there is the Amon Hen structure, three woods, a rocky outcrop (difficult terrain), a river with a ford, and three hills. The Fellowship won the roll off and have chosen to select their corner (the southwest corner), ceding priority to the Uruk-Hai for the first turn. After the last game, I need to be more careful with my army, but thankfully my army starts together this game, so I can come up with a strategy before I am attacked (and Merry and Pippen can duck out of the fight from the get-go).


Turn 1: Undaunted Will (Priority - Uruk-Hai)

The Uruks advance towards the Fellowship at top-speed. Legolas, Aragorn, and Gimli casually advance into range of the on-coming Uruk army. Both Legolas and Aragorn prepare their bows to fire at the enemy, while Boromir heads over to join them. The hobbits remembered the last game and keep their heads down, hiding behind a rock.
In the Shoot phase, Legolas fires three arrows at the Uruk-Hai Captain, two of which hit their mark. After paying 1 Might point, Legolas wounded the Captain. The Captain snapped the shaft, let out a great howl, and all the Uruks around him prepared to surge forward (Fate save).
Kill count: Fellowship 0/37, Uruks 0/6.



Turn 2: Fly True (P - tied, Fellowship)

The Fellowship begins its retreat but prepares to fire again. The Uruks continue their slow advance, with the Phalanx on one end and the crossbow team on the other. I'm a bit concerned, to tell the truth - and look at that advancing Phalanx!
In the Shoot phase, Legolas paid another Might point (2/3 M) to wound the Captain yet again, bringing him one wound from death. Aragorn fumbled with his bow a bit this round, but otherwise nothing happened.
Kill count: Fellowship 0/37, Uruks 0/6.



Turn 3: To The River! (P - Fellowship)

Both armies continue to dance with the Fellowship baiting the Uruk-Hai and taking pot-shots as they retreat. The Uruk Captain has moved to the back rank of his formation, so it will be interesting to see what role he plays today. Minor objective of taking the enemy melee hero out of commission complete. No kills in the Shoot phase.
Kill count: Fellowship 0/37, Uruks 0/6. No kills so far in the game...this might be an all-time low.



Turn 4: The Dunedain Strikes True (P - tied, Uruk-Hai)

The Uruks have now forced my Fellowship to the river (which is exactly where I wanted them in the first place). My formation is set at the ford, with the hobbits ready to cover one flank if needed. The Uruks continue to press and their pike-banner combination is likely to make a real difference should my luck be the same as last game.
In the Shoot phase, Aragorn uses his free Might point to kill an Uruk-Hai with shield, making the banner-carrying Uruk a fair target for Legolas. Unfortunately, Legolas is unable to wound the banner-carrier, even though he loosed all three arrows against him. Tough nut to crack...
Kill count: Fellowship 1/37, Uruks 0/6.



Turn 5: The Volleys Are Answered (P - Uruks)

The armies continue to avoid each other, though Gimli has brought the Uruks into throwing-axe range. The crossbows prepare to fire for the first turn this round, so we'll see if they do much damage.
In the Shoot phase, Aragorn takes 1 wound from Vrasku (no Fate used), while the other crossbows fail to wound their targets (Aragorn and Gimli). Legolas shoots past the Uruk front line and nails an Uruk with pike in the second rank. Aragorn used his free Might point to hit an Uruk with shield, but failed to wound. Gimli fumbled for his axe and could not hit his target this round.
Kill count: Fellowship 2/37, Uruks 0/6.



Turn 6: The Deep Breath Before... (P - Uruk-Hai)

Boromir calls a heroic move to get Gimli and himself back towards the ford. The Uruks have closed the gap between the armies but still leave room for their crossbows to shoot this round. There will be melee blood next round...
In the Shoot phase, the Uruks leveled four shots at Aragorn. Two hit their target, but none wounded him. Silent Hallelujah right there. Though every unit except Boromir fired this round, only Legolas killed a unit and even he took down only one pikeman.
Kill count: Fellowship 3/37, Uruks 0/6.



Turn 7: A Clash of Arms (P - Uruk-Hai)

The Uruks have charged me, but I have met them at the ford. Swimming works as follows: the first time a model enters a river or lake, they move as if it were difficult terrain (half of movement for infantry). After that, a dice is rolled in each Move phase to see if the unit continues to treat it as difficult terrain, if it is treated as open ground, or to see if the unit drowns under the weight of his gear. A penalty of -1 is suffered if the unit wears heavy armor or Dwarf heavy armor (Uruk-Hai and Gimli have that standard) or if the unit bears a shield. This does not need to be rolled if the unit is at the ford. Uruks with shields drown on the roll of a 1-3, all others drown on the roll of a 1-2, as does Boromir and Gimli. Legolas has armor and so will drown on the roll of a 1, and Aragorn/Merry/Pippen cannot drown because they are unarmored.
In the Shoot phase, Legolas paid his last Might point to kill a pikeman supporting one of Boromir's attackers. Boromir now faces 4 attack dice instead of 6...yaye.
In the Fight phase, Aragorn called a heroic combat with his free Might point. He pays 1 Might to win the fight (1/3 M) and subsequently killed the Uruk he was fighting. He then advanced to engage one of the Uruks with shields fighting Gimli and an Uruk pikemen supporting his newly-conquered foe.
The rest of the fights went as expected: one of the Uruks fighting Boromir failed his courage test and Boromir went on to smote both of their heads from their shoulders (with one of the Uruks being trapped). Gimli handily won his fight with his two hand axes and promptly leveled the Uruk he was fighting. Aragorn won his fight easily enough, but failed to come remotely close to killing either of his opponents. Merry and Pippen, though valiant in their attempt to save Aragorn (and they really did free him up) promptly were shoved away by the Uruks and died (failing their Fate saves).
Kill count: Fellowship 8/37, Uruks 2/6.



Turn 8: Flurry of Blades and Futile Flailing (P - tied, Fellowship)

The Fellowship charges in a flurry of motion. Gimli seizes one of his throwing axes and with the aid of a Might point (1/3 M), slays the Uruk with shield he intended to charge. The Uruk who killed Merry and Pippen last turn and his first supporting pikemen both needed to take swimming tests, unfortunately, and each rolled a roll sufficient to drown (the end result on their dice would have been exactly 0 for each, so that's a shame but quite a feat). In the Shoot phase, Legolas let an arrow rip at a pikeman that Aragorn was fighting and unfortunately didn't roll high enough to wound him. With the crossbows moved this round, there was nothing else in the Shoot phase.
In the fights that ensued, Boromir paid a Might point (2/6) to win his fight after the Uruks successfully contested him in close-combat and slew one of his attackers. I could have killed another, but I would have had to pay 2 Might to do that and after last game, I need my Might to stay alive. Gimli wins his fight easily and promptly levels both of his foes. Aragorn pays his free Might point and one of his others (2/3 M) to win the fight and slays two of his foes. All told, the epic heroes this round killed 5 units...that's what I'm talking about!
Kill count: Fellowship 16/37, Uruks 2/6. The Uruks are 3 units away from breaking and 12 away from defeat. The Fellowship is 1 away from breaking and 3 away from defeat. On paper, it's still anyone's game...



Turn 9: The River Runs Red (P - Fellowship)

In their hour of great need, the Uruk Captain rallied his troops for a heroic move. The Fellowship heroes, knowing that Might is precious, decide to let the Uruks have their fun and cede the first move to them. The Uruks charged thusly. Boromir is trapped with the Captain in the same fight, while Gimli is ganged up on by six Uruk attack dice and no trapped units and Aragorn is stunted with 3 Uruk attack dice and only one killable unit. Oh, and the crossbows are cranking up for the Fight phase...and none of my units can move, since an Uruk with shield passed his swim test and the subsequent climbing test and engaged Legolas...great.
In the Shoot phase, the crossbows are the only units to act and Vrasku lands a wound on the embattled Legolas (1/3 Might used). Legolas saved it with a Fate point (1/3). The two guards of Vrasku with crossbows leveled their weapons to follow their captain's example. Both hit their targets (Aragorn and Legolas), but then needed to roll for in-the-way for their companions. The bolt intended for Aragorn hit him, but passed through his cloak harmlessly (failed to wound). The bolt leveled against Legolas went straight for his head, except at the last moment, the Uruk fighting Legolas moved into the path of the bolt and promptly crumpled to the ground. Besides the fact that this guy died, the only pity to it is that the Fellowship Shoot phase is over and Legolas can't fire this round now that he's freed up...grrr.
In the Fight phase, Boromir pays a Might point (3/6) to win his fight and fails to wound his opponents. Gimli also pays 1 Might to win his fight and fails to take down any of them too. Aragorn wins his fight easily and kills his opponent without using his free Might point. Perhaps a heroic combat would have been good right about now...oh well...
Kill count: Fellowship 18/37, Uruks 2/6. The Uruks are 1 unit away from breaking. Aragorn has 5 kills, Gimli has 4 kills, and Legolas and Boromir have 3 kills. 3 Uruks have been killed by the river or friendly fire. The only scoring unit on the other team is a single Uruk-Hai Warrior who drowned after shoving the hobbits underwater with his broad sword.



Turn 10: Broken (P - Fellowship)

The Fellowship heroes have scattered the ranks of the Uruk phalanx and are now taking apart the last of their forward strength. Legolas is free from melee fights for this turn, but he cannot escape the vision of the Uruk crossbows while still being able to fire this round (or risk being charged by Uruks across the ford).
In the Shoot phase, Legolas nails a pikeman who had trapped Boromir. He then turned to see Vrasku and his cronies fire their bolts at him. Two hit and wounded the great hero whose last 2 Might points both failed. Though the Uruks are broken now, the Fellowship lost its great archer and is also broken.
In the fights that subsequently raged, Aragorn killed two pikemen and Boromir killed the Captain. Gimli won his fight but failed to wound anyone. Still, he is alive and well and the world is looking good for the forces of Good as Turn 10 comes to a close...though neither side has won yet.
Kill count: Fellowship 22/37, Uruks 3/6. With both sides broken, we need to test and see how many units stay. It all depends on who gets priority now...

Here's what the battle looked like at the beginning of Turn 11 after an Uruk-Hai priority round: four Uruks fled the field and if each of the heroes kills one unit this round, the Uruks will lose the game. Due to the lateness of the hour, the fact that each hero at at least 1 Might point left, and the general discomfort of Gaius with how the melee fights were set, we called it a game as a major victory for the Fellowship.



Conclusion:

Assessment by Gaius:

Well, we tried. The first terrain pieces placed were the river and forests and I placed terrain places I didn't want the battle to go to (really out of the way). I was banking on getting to choose my location first, but that didn't happen. Oh well. I tried crossing the river and it worked for one Uruk (not so good with the trapping units who fought Aragorn and ran into two angry hobbits though. Next fight we'll do better...though the next set is Goblin games, so we'll see how that goes.

Assessment by Tiberius:

Ah, when the heroes work, they're amazing. Case settled. No fights lost in close-combat means no getting pummeled to death mercilessly like we did last game. Makes the game so much more enjoyable. Though I love playing with all these heroes, the fact that they need to share kills really hurts their performance. Seven kills for Aragorn is still really good, but 4 for all the other heroes? That's an under-performance, especially for a game that fights on until 25% of one force is left. Still, an enjoyable game and one of the few to actually incorporate combat with water!

Stellar unit for the Fellowship: Aragorn/Strider with bow

Gimli and Legolas both scored 4 kills, culminating in 40 points each. Boromir technically had the highest amount of points scored because of the Captain (who Legolas wounded twice), scoring a grand total of 90 points, which would be less if we gave 40 of the Captain's 60 points to Legolas because of the wounds he dealt. Aragorn, however, came out with 7 kills (most on the team) and single-handedly took warriors from the other player's plates and endured two showers of crossbow bolts (until Legolas was a likely candidate). It's so much fun to play with Aragorn, as his free Might point never ceases to do wonders for his survive-ability. Though all four heroes are amazing in their own right, I need to give this laurel to Aragorn.

Stellar unit for the Uruk-Hai: Vrasku

I try not to give it to heroes, but since we gave it to Aragorn above, we should go completely off merit. Merit works as follows: one Uruk killed Merry and Pippen. Another Uruk wounded Legolas and burned two of his Fate points. Vrasku wounded Aragorn and killed Legolas. Hmmm...hard choice. Vrasku also handily passed his Courage test to keep the other units in the game and always scored a hit each round. Sometimes the core units are disappointing...and when that happens, we may just have to pick a hero to give the award to.