Showing posts with label MitM. Show all posts
Showing posts with label MitM. Show all posts

Sunday, February 19, 2012

Battle Report - Harad vs Galadrim (Warbands)

This last Thursday was the last night of the league down at Collectormania.  Only Jonathan and I showed up to play, and he was about to leave when I walked in, twenty minutes late.  He suggested that we try the new warband composition rules.  I threw together a list and off we went.

The Galadrim were led by Rumil, who is the default choice of all Galadrim players.  He was asssisted by two captains, one mounted.  There were the usual five knights (2 with bows), the phalanx and the archers.  He had 36 models total, though we discovered later that he had been playing two short.

My list was the serpent's sting list from the blog.  I was able to look it up on my phone and just copy it to paper.  I wanted to test the Haradrim Warriors of Kharna with their shoot of 3 accompanying the Betrayer with his poison re-roll on a 1-2 instead of a 1.  In the interests of full disclosure, I went into this game expecting the 2 point upgrade for Kharna warriors to not be worth it.

We rolled Lords of Battle as the scenario.  Cause as many wounds as you can.  Points for expended fate as well.  Once one side is broken, roll a d6 every turn and the game ends on a 1-2.  The new scenarios have alternating deployment, which we both liked.  Coupled with the fact that, on average, half of your army will be in the forward half of the board it gets the game rocking sooner and adds some additional tactics during the deployment phase.

Initial Deployment.

Here is the Galadrim Phalanx, led by Rumil with the archers off to the left.

Thursday, January 19, 2012

League Night

Today is league night at Collectormania.  Last week I had to change my list and drop my Far Harad in order to comply with the league rule that you can only have one ally.  This rule was a holdover from the first round of the league when there were a whole bunch of new players and they wanted to keep it simpler for them.

After some discussion we have decided to open it up to the normal army building, Legions of Middle Earth, rules.  This will help people prepare for the Mayhem in the Mountains tournament in September.  They will get to build tournament legal armies and play against them as well.

After all of that, I have decided to keep my list the same for the rest of the league.  I'll be sticking to a list of Harad with a Nazgul allied in.  This will force me to learn to play the less great aspects of my army without the Far Harad crutch.  It will also simplify my painting and give me something to work on for the next round of the league.

I'm actually pretty sure I'll be able to stick to this decision, though a total shellacking tonight could test my resolution.

P.S.  I'm totally going to try to remember my camera tonight.

Tuesday, January 17, 2012

Battle Report - Harad vs Galadrim

Last Thursday Jonathan and I played my first game of the league. It was a reprise of the game from the week before, his Galadrim led by Glorfindel and Rumil against my Haradrim. I was tripped up at the last second by the League rule that you can only ally one faction into your army, a rule I believe we should change, by the way. Consequently I was forced to drop my Far Harad and went with a list that consisted of Bob the Budget Nazgul, a Haradrim King, a Haradrim Chieftan, a Haradrim Task Master, a banner, a hornblower, six fat guys (Abrakhan Merchant's Guards), fourteen archers and the rest spears for a total model count of 56. We played Domination with the MitM change of only three objectives.

I had a big hill in my deployment zone. there was a ruins between my zone and the objective to my left. The rest of the terrain, of which there was a lot, did not really factor in the game so I'll leave it off. I made a lot of mistakes in this game. Jonathan only made a couple. He, again, got a well deserved win with a minor victory. One more turn would have given me the minor but two more would have made it his game again. This was a real nail biter and I found myself thinking about it quite a bit the next day, which is the mark of a great game, to me.

We started off with a general advance on the part of the elves towards the left and center objectives. The elven phalanx headed towards the left while the cavalry and archers, with Glorfindel riding along, went towards the center. I left my archers behind the hill, firing in volleys most of the game (mistake number 2, I waited way too long to start firing directly). I split my force with a strong infantry force heading towards the left objective and a smaller force going over the hill and towards the center, (mistake number 1. I shouldn't have split them the way I did and had too many high value units in this group with no meat shields.)

My volley fire was average over the course of the game but started out strong. I killed both knight archers and another model in the first round. I got rid of most of his highly prized archers over the course of the game with volley fire. Jonathan killed all of my fat guys with arrows, a very disapointing development but well deserved the way I left them hanging out in view.

I pushed my infantry up into the ruins, about twelve inches short of the left objective, and stayed there. This was where Jonathan made the only real mistake of the game. He brought his phalanx up and charged me. Between the wall bonus and some good use of transfix/compel, I kept Glorfindel out of the fight, killed Rumil and managed to bounce the phalanx. Jonathan realized that he didn't need to fight me and pulled back to the objective, still too strong for me to sally out and contest him.

He also shifted his archers and remaining knights to hold the other two objectives. this is when I realized that the reason I was feeling outnumbered was that I had 15 models hiding behind the hill. I marched my archers out to contest the center and right objectives. Killing Rumil had made me a happy little Haradrim. I had also put a wound on Glorfindel with a Black Dart, something generally frowned upon in tournament play. Most players consider it too risky for too little pay off. Now Glorfindel found himself facing down a haradrim gatling gun of fourteen poisoned bow shots. This is where I made mistake number 3. I rolled all the dice at once. I killed the hell out Asfaloth but didn't have enough left to finish off the elf, though I did put another wound on him. I would have been better off taking the individual shots. The reason I did this is becase it was almost 2100 and I had Rhys (7yrs old) with me. I had already gotten a testy phone call from Mama and 2100 is closing time, though Chris very nicely and characteristically offered to keep the store open for us. So I was rushed. I took another turn to kill Glorfindel. Another moral victory in my eyes.

I managed to take the right objective and was one turn away from having more models on the center objective. I had broken but my hornblower more than paid for himself. Jonathan was one model away from breaking. I had moved my Nazgul up so his phalanx would be taking break tests with no heros on a -1 courage. He was moving troops up to the center objective, who would start arriving a turn after I controlled it. We survived the roll on the first turn after I was broken but the second one ended the game.

Saturday, August 07, 2010

More Test games

I played another game of LotR the other night.  We are all fine tuning our armies and just trying to get some practice in.  This time I played against Chris Ward, who is always a fun opponent.  We rolled randomly for scenarios and got the night fight one, which is my favorite.

Chris has a nicely painted Uruk army led by Saruman.  I was anxious to play against him because I do not have a lot of experience vs magic.  In addition to Saruman there were a captain, a handful of crossbows and an equal mix of shields and pikes as well as three berserkers.  His model count was 37.

I was running my new list.  Faramir, Captain of Ithilien with rangers and Osgiliath veterans.  My model count was 50.  I really feel the lack of might in this army, with only Faramir's three.  On the other hand the 12" banner, fight 4 within six inches of Faramir and the high model count all work well.  Faramir's better stats are nice too.

As I said, we rolled for a scenario and got "Ill met by moonlight".  We each divided our army in half, with a hero forward.  We were playing on part of the Osgiliath table.  I say part, because we only had some of the tiles and none of the scatter terrain.

Chris had Saruman, the five crossbows and berzerkers forward with the rest of his numbers split, pretty evenly, between pikes and shields.  I had Faramir, all of my rangers and veterans forward with only veterans to the rear.

Chris had to set up first and he built a firebase in a ruin in the very center of the table.  I placed my rangers to each side of that, with veterans in front.  Faramir, valiantly, hid behind a ruin so the crossbows and Saruman couldn't start the game by crushing him.

The first few turns were fairly even.  Our shooting was effective, as usual in this scenario.  The +1 to hit meant he was killing rangers on a 3 and I was killing Uruks on a five.  I had more shooting his was better.  It evened out.  He rushed everything but the crossbows and a couple of shields towards my right flank, which is where Faramir was now.  Both of us were moving our reinforcements up as fast as we could.  My left flank archers were sliding up towards his table edge.  In the way rolls were saving his crossbows, I only killed one through shooting the whole game, though his normal warriors and a beserker were not so lucky.

We finally engaged on the right flank, Saruman threw out a scorerous blast which killed one veteran and knocked over a couple of rangers.  The first round of combat was pretty tame.  Faramir got in one charge, killing two Uruks.  Saruman then blasted him six inches.  Faramir lost his horse but was unhurt, and no one was behind him.

Chris had moved his reinforcements over towards the brawl, dropping a couple off on my left flank, with the crossbows and their guardians, and a couple more in the center, forming a wall between two buildings.  I split my reinforcements, just about evenly, between my right and the center, with a couple heading over to help my left flank out.

Things were looking pretty bad for the forces of good.  Faramir was locked down every turn.  Chris had more models in the main fight and many of mine were squishy rangers.  We then had two brutal, for the Uruks, turns of combat.  In the first turn I killed six Uruk Hai.  I blew away nearly his entire center formation, between the buildings, opening up my route into his rear.  I killed a couple in the main fight, evening things up there enough for me to hold my own.  I also gained clear dominance in the flight on my left flank.

The rest of the game was just me closing the trap on the Uruks who were pinned in on my right.  I broke him but Saruman's standfast meant he didn't have to take any tests.  The fact that he had no room to maneuver and that I was coming at him from, literally, all four directions, meant that almost all of the fights were going my way.  With F4 and a reroll out to 12 inches Chris just couldn't win enough to make a difference.

Chris had some bad rolling going on in the end there, but I think my banner is what made the biggest difference.  In the end, the last turn, I killed Saruman when I jumped him with nine dudes.  He rolled a 1 for the fight, which was not really epic at all.  I offered to let Chris re-roll it, since that seemed like a sour note to end the game on, but he stuck to his guns and took the 1.  We hit 25% over the rest of the turn and the game was over.

I was not broken so it was a Major victory to me.  We didn't keep track of the kills for our heroes, but I think Saruman got one or two and Faramir got two or three.

On my side, I was really pleased with how my army worked.  I really feel the lack of might in the late game, with only one hero.  On the other hand the F4 is pure gold.  The 12" banner really paid off in this game, though this is the first time that it has.  Ranger shooting was as good as always and the large numbers were really useful.  I shielded more in this game and that helped me stay above break until the end.

For Chris, as he said, "I don't know if my army sucks or not with rolling like that".  I had two good rounds of combat that pretty much determined the game.  Saruman was good, making all of his spells and fighting off my troops until he was really, really, outnumbered.  There were a couple of places that Chris could have played differently, but with his center getting blown away in one round of combat there was not much he could have done to salvage it.

It was a fun game, as always against Chris, and I learned more about how my army works.  I'm pretty sure this is the list I will take to MitM.

Thursday, June 24, 2010

Accomlished this week.

It was a busy week.  I got a lot done and played my first game of Warhammer 8th edition.  I began the week by finishing base coating my Warhammer trees.  I then got the first coat of dark brown paint on them.  Two more, dry brushed, coats and the trunks will be done.  After that it is down to the bases and, finally, the leaves.  I have nine trees to do all told.  These need to be done for September for the Mayhem in the Mountains LotR tournament we are hosting at Collectormania.

The next thing to be done was base coating my Sorylian fleet for Firestorm Armada.  I hit them with Army Painter Desert Yellow primer.  They will be bleached bone and some shade of blue, as yet undecided.  Bleached bone is my favorite color and seems to end up in most of my armies somewhere.  The bases and flight stands are black.  I need to drill a hole in the end of the bases and in the ships and glue a pin into the base.  Magnets and other such attachment methods all sound nice but are too much work at this point.

The next project was assembly on my M10 3" GMC Tank Destroyer Platoon for Flames of War.  This involved cleaning and gluing two M10's two jeeps and an M20 utility scout car.  There are crews for all vehicles and two dismounted carbine teams.  I still need to clean the flash off of the crews and mount the carbine teams on their bases.  That will happen at the same time as the infantry company gets stuck to theirs.

The third project of the week was making my new Faramir, Prince of Ithilien.  I don't like the new model very much.  I also didn't think a lot of the mounted model of my mounted Faramir blister.  Easy fix.  I glued the shield from a Warrior of Numenor to the mounted Faramir model.  Boom!  Bob's your uncle.  Done.

In preparation for Fantasy 8th edition, which I am super excited about, by the way, I borrowed the book from the shop and read through the rules.  As I went I compiled a list of changes from 7th.  14 pages later I had a PDF we could use, down at the shop, to learn the new rules.  I also listed out the new spells so we can all plan our armies when we don't have access to the book.  Magic items will be next, if I can borrow it again.

We played a 1500 point game.  I didn't use any magic items, and Jud only used the ones from the High Elf book.  We left the special terrain rules out of it but we rolled for the scenario and got the one where you deploy a foot apart at an angle and roll to see which units will come on as reinforcements. 

Jud brought High Elves.  A unit of five or six Dragon Riders with Musician and Standard but no champion.  Two units of Spear Elves, one of 20 and one larger.   A big unit of archers and a unit of 20 Lothern Sea Guard.  He had one dispell scroll on his Level 2 fire mage, who was his general.  He also had a mounted BSB with the +D6 to CR banner, which he put in with the Dragon Princes.

I had my Empire.  One unit of 25 swords, full command, with a ten handgunner detachment and a 12 swordsman detachment.  One unit of 25 spears full command with ten crossbows and 12 swords.  One unit of five Knights with great weapons, banner and musician, one unit of five pistoliers with musician and outrider with repeater pistol.  Artillery was a great canon, mortar and Hellstorm.  My heroes were a General of the Empire with full plate, shield and pistol, a mounted BSB and a level 2 with the lore of life.

He had to leave his seaguard off.  I lost my BSB and cannon. 

Here are my impressions.  This is a completely new game.  I loved it.  Movement is about the same but the phase is easier to understand.  All charge stuff happens at once now.  In my experience people usually moved their chargers when they declared them.  Now that is how it is supposed to work.  Random charges are something that I was not really all that worried or excited about.  After the first game I have decided that I like them a lot.  They add to the phase.  Before, I just had to know how far eight inches was.  Now I can take the chance and go for that 16 inch charge if I'm feeling lucky. 

Magic is AWESOME!  This is great stuff.  I love the winds of magic.  I love the new lores.  I love everything about this.  Our two level 2's got spells off, they affected the game.  They were viable but not overpowering.  My support spells were critical at times.  His damage spells killed a bunch of dudes.  His double six killed half of his archer unit.

Shooting is about the same but my warmachines were really good.  I usually made most of my guesses, and you still have to be good at placing the first spot for the canon and Hellstorm, but I killed a lot of elves with artillery.  True line of sight was a pain in the ass, just as I thought it would be, and added nothing to the game.   I do not like this rule.

Close combat was wildly different.  You beat me by 12, my leadership is 9 with the general in there and I'm stubborn with the BSB.  I'll just stick around for the rest of the game, thanks.

You won combat with your Dragon Princes?  Wait, they're not going to run off the table for the rest of the game?  They're going to reform and get a charge off next turn?  Crap.

It goes on and on.  Being able to move through terrain was great.  We had a bunch.  It was tactical.  It didn't stop the game.  It looked great.

My detachments play completely differently in this edition.  I ran 3x3 CC detachments all through 7th.  Now, with 5 wide and at least two ranks to take away ranks, they are a lot more vulnerable.  I am going to have to give some serious thought to how to make them work.

The game was fast and fun and, TLoS aside, I liked every single rule.  I love 8th edition.
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