As a scenario, I didn't think it was all that exciting to play, but it gains more importance when played in the context of a campaign.
After the game, rolls are made to see how many Will points the Nazgul recover. Being essentially immortal, they automatically recover their wound, if it was lost (unlike members of the Fellowship or other mortal heroes!).
As it happened, they recovered quite well, although the Witch King and one Ringwraith will start Scenario 2 with 2 less Will than normal.
I think it was probably a mistake to try and engage the Dunedain is so much combat, as they turned out to be tougher than expected. Still, the game had a few surprises and was a promising start to the campaign.
Saturday, 29 January 2011
The Hunt Begins: Turn 10-11
The Hunt Begins: Turn 7-9
2) A reinforcement arrived and moved to intercept the other Nazgul. Although the Dunedain was beaten off in combat, the Nazgul was still obliged to lose one point of Will. This meant that the second Ringwraith was banished and the Dunedain had won!
At this point the game would normally have ended, but as it was part of a campaign it was important to see if the Witch King would lose much more Will before he escaped.
The Hunt Begins: Turn 6
2) Although the Nazgul loses the fight, with 4 dice being rolled to his one, he is unscathed. Spear armed troops are able to support allies in combat. If a friend is in base combat with an enemy, a spear armed ally can add one attack if they are in contact with that ally, without needing to contact the enemy themselves. Hence the Dundain as pictured roll a total of 4 dice, even though only two are in contact with the Nazgul. In this kind of situation there is an added benefit of supporting figures not counting as attacking. So once the first two Dunedain are in contact, the two with spears do not need to make courage rolls before they move.
The Hunt Begins: Turn 5
2) Another shock! Both the Dunedain who have been attracted by the noise of battle were clearly not expecting to stumble across a Ringwraith and fail their courage checks to charge.
3) The lone Nazgul seems to be doing a good job of breaking through and kills one of his pursuers.
The Hunt Begins: Turn 4
2) The lone Nazul continues to advance and is engaged by 3 Dunedain. Despite the odds, a roll of a 6 and a higher fight value means that the Nazgul beats off his attackers, although fails to wound one of them.
3) The scenario special rules allow for Dunedain who have been killed to move back on the table as reinforcements, if a die roll for a figure is a 6. A roll of double 6 means that both the Dunedain can be brought back on!
Friday, 28 January 2011
The Hunt Begins: Turn 3
My notes are a bit unclear about what was happening in the lower right corner of the picture. But I believe that one Dunedain was killed by the lone Nazgul and another one failed his courage check to charge.
One thing that is good about this system, but which I was actually unsure about at the start, is that combat between two opponents is decided by a simple dice off, with ties being decided by whoever has the higher fight value. At first I thought this was a bit simple and random, but after playing a few games it seems to me that it has much merit as more long winded combat systems. There is little different effect to the '4+ to hit' rolls which are often part of Warhammer and essentially a 50% chance of hitting. It saves on having to look up target rolls to hit and means combat has a more simultaneous feel. The dynamic nature of the combat is increased by having the loser move back 1", which in more massed combat give a good 'ebb and flow' feel.
Within this system, heroes with multiple attacks have a suitable advantage (usually rolling 2 or 3 dice against a lone enemy's 1) but still need to be careful they are not overwhelmed by sheer numbers.
Finally, while more of a skirmish game, it still rewards grouping together figures into units as it makes individuals less likely to be engaged 2-1. Without going into all the detail now, the LoTR system is actually a lot deeper than it might appear on the surface.
The Hunt Begins: Turn 2
2) The Witch King and Nazgul head straight for the Dunedain.
3) The other Nazgul continues its advance.
4) The Dunedain shoot with their bows, but are ineffective. This would be the only ranged combat in the game, as I had not realised just how unlikely it would be to wound Nazgul in this way until I looked up the target for the roll! (A 6 followed by a 5+!!!)
The Hunt Begins: Turn 1
2) The Witch King and the other Wraith move forward.
3) Some of the Dunedain head towards the single Wraith to cut it off
4) Other Dunedain move to intercept the Witch King and friend.
Set Up: The Hunt Begins
Finally managed to play the first scenario and edit the pictures for the report. You will be able to tell by the quality of the arrows that I really need to get some decent image editing software. I would have expected paint to allow you to rotate arrows, but it appears not, so for the time being my hand drawn ones will have to do!
The table:
The terrain for the game represents an area close to the Brandywine river, on the outskirts of the Shire. It is lightly wooded, with a couple of hills and some rough terrain, broken up by scattered bushes.
The Set Up:
The table:
The Set Up:
Tuesday, 18 January 2011
The Hunt Begins: Participants
The forces are now ready for the first scenario. Here are a couple of pics:
The Witch-king and two Ringwraiths approach the border of the Shire...
... and the Dunedain emerge from the forest to stop them.
Hopefully the next post will be the skirmish itself.
Next to paint: 5 more Nazgul so I have the full complement of 8 + the Witch-king (required for scenario 2) and Frodo, Sam and Pippin in preparation for scenario 3...
Next terrain: I need to prep some more trees. If I can get hold of some extruded polystyrene I will also be making some rocky outcrops.
Hopefully the next post will be the skirmish itself.
Next to paint: 5 more Nazgul so I have the full complement of 8 + the Witch-king (required for scenario 2) and Frodo, Sam and Pippin in preparation for scenario 3...
Next terrain: I need to prep some more trees. If I can get hold of some extruded polystyrene I will also be making some rocky outcrops.
LotR
Currently painting up 9 Dunedain for my latest project!
I have recently been building up my collection of Lord of the Rings figures and sourcebooks. My plan is to play though the 3 campaigns matching the books/films, painting the figures and making the terrain as I go. This should be an interesting project to undertake and also make for an interesting solo gaming experience, with an interesting narrative replacing repetative one-off battles.
Scenario 1: The Hunt Begins, takes place after Sauron has discovered from Gollum that the One Ring is in the possesion of a creature called 'Baggins' in a land called 'Shire'. He has dispatched the Ringwraiths, who have found out where the Shire is and are now approaching it's borders. But the Shire is not unprotected. The Rangers of Arnor have long protected this peaceful land and will sell their lives to prevent the Nazgul from crossing into the Shire.
The scenario sees 9 Dunedain (plus reinforcements as the game goes on) trying to prevent 3 Ringwraiths from getting two of their number off the board and into the Shire. Being this far from Sauron's influence, the Ringwraiths are relatively weak, but 3 of them are still a formidable force.
When the figures are all ready I hope to post a full report on the battle.
I have recently been building up my collection of Lord of the Rings figures and sourcebooks. My plan is to play though the 3 campaigns matching the books/films, painting the figures and making the terrain as I go. This should be an interesting project to undertake and also make for an interesting solo gaming experience, with an interesting narrative replacing repetative one-off battles.
Scenario 1: The Hunt Begins, takes place after Sauron has discovered from Gollum that the One Ring is in the possesion of a creature called 'Baggins' in a land called 'Shire'. He has dispatched the Ringwraiths, who have found out where the Shire is and are now approaching it's borders. But the Shire is not unprotected. The Rangers of Arnor have long protected this peaceful land and will sell their lives to prevent the Nazgul from crossing into the Shire.
The scenario sees 9 Dunedain (plus reinforcements as the game goes on) trying to prevent 3 Ringwraiths from getting two of their number off the board and into the Shire. Being this far from Sauron's influence, the Ringwraiths are relatively weak, but 3 of them are still a formidable force.
When the figures are all ready I hope to post a full report on the battle.
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