So Gaius' two armies are competing in the tournament. As he can't control both of them, he gives one to me...and of course, in an "ill met by moonlight" scenario, he gives me the team with a single archer who already wounds his targets on a 4+ and now a 3+. I'm really not enjoying how this game is looking, as there is lots of terrain and so many enemy archers (who now wound my shield-bearing Uruks on a 5+ and my pikemen on a 4+). This, I'm sure, will be a good, uphill game. Here are the forces:
The Fist of Isengard: 401 points
Uruk-Hai Captain with shield and heavy armor - 60 points
17 Uruk-Hai Warriors with shield - 170 points
1 Uruk-Hai Warrior with crossbow- 11 points
35 units, 1 crossbow, 1 hero
Host of Lothlorien: 402 points
Galadriel, Lady of Lothlorien - 130 points
8 Wood Elf Warriors with Elven blades and thrown daggers - 80 points
4 Wood Elf Warriors with Elf bows- 36 points
12 Wood Elf Warriors with Wood Elf spears - 96 points
6 Galadhrim Warriors with Elf bows - 60 points
31 units, 10 Elf bows + 8 thrown weapons, 1 hero
The scenario we will be playing is an "Ill Met By Moonlight" game on a board that is 48" x 48". In this final game of our tournament, no units will be allowed to shoot at an enemy unit from a distance of more than 12". All ranged attacks, though, receive a +1 bonus to wound because the darkness prevents units from dodging missiles as easily as if it were daylight. Both armies will divide their forces into two groups: one will be deployed between 18-24" of the army's starting board edge, while the other starts within 3" of the board edge. These units are placed at the choice of the general, as opposed to the "To the Death" games we've played in the past. The game is played until one side is destroyed (death or rout). In this game, we may play until one side cries "uncle," depending on how bad the game is going.
The reason for that is as follows: the scenario happens at night. With the nighttime conditions comes two advantages: archers can't shoot beyond 12" and ranged weapons gain a +1 to wound. When "Cast Blinding Light" is in effect, anyone within 12" of the caster can be seen as if it were daylight (this means that units within 12" of the caster can be shot normally). The "+1 to wound" bonus is hard to figure, but the special rule attributes it to not being able to see the arrow and dodging out of the way. It appears then that this would prevent anyone shooting into the light from gaining the +1 to wound as well as preventing those inside the light to gain +1 to wound (as the target, who is still being shot at from 12" away if not in the light, can see the shaft coming). All told, the power defeats the purpose of the scenario and doesn't play much of a role in a game with 1 enemy archer in the first place. Instead, it keeps the crossbow moving most of the time until battle is waged. As such, I'm sure Gaius will not be casting it during this game.
My forces have been divided evenly as far as pikes and shields are concerned, with my captain at the back (I don't want him immobilized during the beginning of the game by Galadriel and then see my army fall to pieces should we be broken). I've placed my crossbow Uruk-Hai in the first group and placed around him a guard of units. Knowing that Gaius will want to stack the trees with soldiers, I'm a small band practically in one wood while keeping my crossbowman watching the other.
Gaius split his forces evenly, which means I will begin with archers at in the best case scenario end with archers as well. It'll be a good uphill fight, but I need to strike first if I'm going to take his Elves apart. As you can see from the picture above, Gaius has formed a nice "bulwark" formation with four Wood Elves with spears, probably counting on repelling my pike-supported Uruk-Hai with his high Fight 5. As the cheapest Elves with both the shielding rule and the spear rule, they're pretty awesome like this...need to break them now and remember that tactic later.
Turn 1: Foes In The Dark (Priority - Elves)
Turn 2: The Midnight Foray And Ambush (P - Elves)
| On the other side of the field, the crossbowman withstood the firepower of the Elven archers, though a pike-carrying companion was not so lucky. |
| In the woods, one Elf lost his fight, while the other lost his and died. Go Uruks! |
Turn 3: Reinforcements Arrive (P - Uruk-Hai!)
Turn 4: Consolidation And Confusion (P - Elves)
Turn 5: Reforming The Lines (P - Elves)
Turn 6: Rally, Rout, and Rage (P - Uruks - broken, remember)
Conclusion:
Assessment by Gaius:
If it weren't the last game in the tournament, this game would not have had any glory to it. From the beginning, we all knew that the Elves were going to dominate with the archery rules and the Uruks were going to have to endure a lot of shooting and probably use a phalanx formation to break the Elven lines. Absent bad rolls on the part of the Elves, the game was going to be won by me. It was for precisely this reason that I didn't give Tiberius the Elves. :-P Still, fun game.
Assessment by Tiberius:
The game, as I believed from the get-go, was an up-hill game. Gaius and I both agreed that we liked the immediate battle that this provided, but the use of Wood Elves in this scenario is a bit...unfair. All the same, it was fun while it lasted and seeing the Uruks charge head-long into the Elven ranks was fun. Breaking the bulwark at the beginning, slaying the Elven fighters in the center at the end, and nailing a Galadhrim archer with a quarrel were all great moments, but unfortunately, no victory can be built on these alone.
Stellar unit for Uruk-Hai: Uruk Warriors with shields
The game, on the whole, went to the dogs. The shield troops, however, distinguished themselves under the pressure by not only surviving barrages of Elven arrows, but slaying Elven warriors and shielding themselves to fight another round. For two rounds, 4 ferocious Uruk-Hai kept at bay 12 Elven warriors, which is more than double their point totals in enemy units (with more dice and higher Fight values). In the end, however, the Uruks were never able to capitalize on this or pick up momentum. My metaphysical hat off to these guys and I wonder if any other unit will ever take this title away from these hardy troops.
Stellar unit for Wood Elves: Galadhrim Warriors with Elf bows
Though I never remember to keep track of which bows kill what, 13 kills were clocked by the archers of the Elves, about half of which could be assumed to be the direct result of the Galadhrim warriors. Beyond these kills, the Galadhrim Warrior from his perch plucked the Fate point off of the Uruk-Hai Captain, and these kills ultimately led to the securing of an entire side of the battlefield (the wooded area) and bogged down the Uruk army from charging into the center successfully. It should be no surprise that the archers won this game, as "Ill Met by Moonlight" is an archer's paradise.
Though I never remember to keep track of which bows kill what, 13 kills were clocked by the archers of the Elves, about half of which could be assumed to be the direct result of the Galadhrim warriors. Beyond these kills, the Galadhrim Warrior from his perch plucked the Fate point off of the Uruk-Hai Captain, and these kills ultimately led to the securing of an entire side of the battlefield (the wooded area) and bogged down the Uruk army from charging into the center successfully. It should be no surprise that the archers won this game, as "Ill Met by Moonlight" is an archer's paradise.