The scenario participants are 4 Hobbit Militia and 8 Bree Villagers (Hobbit Militia with +2" of movement, +1 Strength, and -1 Courage) against Bill Ferny (remember him?) and 9 Ruffians (3 bows, 2 whips, 4 vanilla). To win this scenario, the Bree-folk need to kill Bill Ferny (2 Wounds/1 Fate with Defense 3 and only 1 Attack), while the Ruffians need to quarter the Bree-folk AND Bill Ferny needs to kill two models. If the Ruffians quarter the Bree-Folk but Bill Ferny kills 0-1 models, the game is a draw. Let's see if we can make some mischief in Bree . . .
"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
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The New Age Is Begun: the Fiefdoms Army List
Good morning gamers, We're kicking off Pelennor Fields month with a list that I'm very glad I waited to review until after the FAQ d...
Thursday, April 11, 2024
The Scouring of the Shire, Part 1: Ruffians in Bree
The scenario participants are 4 Hobbit Militia and 8 Bree Villagers (Hobbit Militia with +2" of movement, +1 Strength, and -1 Courage) against Bill Ferny (remember him?) and 9 Ruffians (3 bows, 2 whips, 4 vanilla). To win this scenario, the Bree-folk need to kill Bill Ferny (2 Wounds/1 Fate with Defense 3 and only 1 Attack), while the Ruffians need to quarter the Bree-folk AND Bill Ferny needs to kill two models. If the Ruffians quarter the Bree-Folk but Bill Ferny kills 0-1 models, the game is a draw. Let's see if we can make some mischief in Bree . . .
Monday, April 8, 2024
Nemesis: How to Fight Against Elrond
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| Photo Credit: Warhammer Community |
I actually didn't mention Elrond in my discussion on how to counter the Balrog (though if you go ALL the way to the bottom of the comments, you'll see a discussion of it in brief), so I'll just go over the highlights now: Elrond (base S4) begins by wounding the Balrog on a 6/4+, which is pretty good all things considered (lots of heroes start - and stop - here). This means Elrond is expected to deal maybe one wound/turn if he can manage to trap the Balrog. Thanks to the Balrog being a Spirit model, this gets improved to a 5/3+, which puts him quite close to 1 wound/turn without a trap (and close to 2 wounds/turn with a trap). If he two-hands as well, he can improve his wounding difficulty to a 4/2+, which is going to put him on 2-3 wounds against an untrapped Balrog and 3-5 wounds against a trapped Balrog - which is INSANE.
Monday, April 1, 2024
Nemesis: How to Fight Against Bill Ferny
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| Photo Credit: Warhammer.com |
S3/D3 doesn't look great - and 1 Attack/Courage 3 doesn't look great either, but to get the really awesome rules he has, something has to give. As it is, since increasing your Strength and Defense doesn't always help you, these stats are perfectly fine for fighting certain foes who have invested in extra Strength (S4 models won't wound him any better than S3 models) or Defense (D5 models won't be any harder to wound than D4 models - and being D7 is similarly not any better than being D6). Many of his other stats are perfectly normal with 2 Wounds, 1 Will, 1 Fate - look at how efficient this guy is!
Thursday, March 28, 2024
Fleshing Out the Faction: Sharkey's Rogues (and The Chief's Ruffians)
Monday, March 25, 2024
Armies of Middle-Earth SBG: Countering Angmar, Part 4 -- Avoiding (Avoidable) Mistakes on the Table
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.
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The semester's over, so I'm back baby! (Raise your hand if you had an article from me on your bingo card for today ;-P )
As some of you may recall, over the Summer we explored strategies to counter Angmar (if you missed it, or need a refresher, you can check out the previous articles on dealing with Terror, maintaining control over our own pieces, and weathering magic spells by clicking the links). In terms of list-building, these are the primary tactical issues that we'll want to make sure we address, or at least think about. And as we discussed at length, most armies have at least some tools available to counter these tactics (or at least make things harder for the Angmar player).
What I want to talk about in this fourth and final discussion, however, is something that often gets lost in all the tactics: mental overload. I touched on this some in my write-up of the Angmar faction proper, but playing with and against Angmar lists (especially optimized Angmar lists of the magic-heavy variety) is a taxing thing for both sides. And in taxing situations, it's easy to forget things that should be obvious, scrap our game plan because we think we see "ghosts,"* and make mistakes. So here's the big-picture idea:
Whenever Angmar has a lot of nasty debuff pieces, you want to make their job harder (not easier) by planning ahead, avoiding simple mistakes that play into their hands, and pressing on.
Admittedly, that's easier said than done, especially against an experienced Angmar player. But here's a few "meta-tactics" (plus a few practical tactical tactics) that can help us accomplish that primary goal.
* Although when playing against Angmar, you may in fact be seeing actual ghosts...



