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.
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