Shagrat and Dikey, one more time with Throne of Skulls army list, but this time is only 800 pts. Quick reminder of the points: 1 point if you wound the opponent's leader, 3 if you kill him; 3 points if you break your opponent's force but 1 if you both are broken and finally 3 points for each object you control with no opponents model inside 3" radius from it and 1 if there are. This are the list, in the order of deployment: Gondor
Mordor
The Game Starts!
Gothmog and his warband charge Boromir's Warband while a Black Guard and a few Morannon surround the Captain of the White Tower. The Shadowlord sent one of his orc to reclaim the objective in the rear, while the rest of the warband push forwards; the nazgul tries to look for Gandalf, but the Elven Cloak made the white wizard invisible to the Nazgul's eyes. The battle begins with Gothmog calling an heroic combat and slaying one warrior after winning with 3 highest before moving towards another. He wins again with a roll of 3, but fails to wound this time. The Black Guards, with a boosted courage of 4, are not impressed by the horn of Gondor and only the great might of the captain allowed him to win. Two Black Guards gets impaled by the lance and a morannon is killed as well. However, the pitiful rolls continues for the good side that fails to score any other wound on this turn, and three gondorians bite the dust.
The Blast kill one morannon and one orc and the Gondorians press forward. The trackers are now very close to the objective on the hill and the Shadowlord climbs upon a rock to have line of sight on Gandalf; the wizard has already spent part of his power this turn, so the Shadowlord summons his power to Sap Gandalf's will, but the White Wizards repels the spell without too much effort.
On the hill, 2 of the 3 charged trackers go down, but the last one manages to defeat and to kill his attacker. The only hope comes from Boromir that wins his fight, despite Shelob, and kills two morannons.
The last remains of Boromir's warband are killed and, despite Gandalf best efforts, the evil has now more models near the objective in the middle. However hope comes from the south, as the orcs protecting the Shadowlord are easily dispatched by the Gondorians, who now have a clear path on the Shadowlord, who has only 2 will points left. Turn 7 It's the last turn and good gets priority. No heroics can change and the White Rider keeps the remaing Warriors of Minas Tirith in order, while the Citadel Guards and Berengod proudly stand their ground. The white wizards moves to safety while every remaining good model charge where possible, including the now immobilized Shadowlord. Gothmog and Shelob pass their tests, but there are 5 orcs left alone. Four of them pass their courage test but the most important fails and flee the battlefield, abandoning the objective in the forest. The Shadowlord loses the fight and barely avoids a wound thanks to his armor while Gondorians prove their worth by winning most of their fight they're in and killing orcs. The game ends and points are assigned.
Post Game Thoughts Man, what a game. I cannot believe I lost 3 priority rolls in row. Had one of them been in my favor, things may have different. Gandalf was a pitiful offensive caster, but a magnificient defensive one, rolling 6s (the only 6s he rolled in the game) to counter the Shadowlord spell's that were ineffective and left him with only 1 will on turn seven. Gothmog was a pain in the butt: since evil got priority for most of the game, he freely countered every move Boromir had to make. However, what was really surprising was the orcs performance: those simple, lowlife orcs, proved to be much more deadlier than Black Guards and Morannons put together! Shagrat made three mistakes:
Man of the Match We discussed it with Shagrat and, in the end, we gave Boromir the award. He killed the Taskmaster with 2 might, something that made a huge difference in the late stages of the game, killed 8 units between Morannons and Black Guards and stalled Shelob so long that, once she killed him, she had to leave the battle to reclaim the objective she had control of in the beginning. The Army Bonus
Mordor army bonus is massive. The +1 to courage made Boromir's horn useless and kept Shelob in line with only 1 point of will spent while the re-rolling 1s proved to be annoying since it basically allowed the Black Guards to feint without reducing their fight value. In my humble opinion, one of those bonus should be removed. Gondor's bonus to courage had nowhere near the same effect as Mordor's. Since half the army had the Bodyguard rule in the first place, it only allowed Gandalf to made his Stand Fast Roll with his base courage of 7 rather than 6 and Boromir to charge Shelob without problems but, in both those occasions, the test would have been successful even without the bonus, so it was hardly felt. I guess you need to have Denethor or an army with less elites to really appreciate it.
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Sugli AutoriSiamo Dikey e Shagrat, e facciamo parte del Gruppo di Gioco della Sicilia Orientale dedicato al gioco " Middle-Earth: Strategy Battle Game" prodotto dalla games workshop, che è la proprietaria del marchio registrato. Archivi
December 2022
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