Thursday, December 6, 2012

Meeting Engagement: Uruk-Hai vs. Rohan

Original Air Date: May 8, 2011

Glenstorm and I meet semi-regularly now, but today's battle is one of two battles we played during one evening. Glenstorm wanted to try out his Rohan again, since he's toying around with different strategies. I responded by using my Uruk force, instead of my Goblins.

Defenders of the Westfold: 405 points

Eomer with horse, shield, and throwing spears - 95 points
3 Rohan Royal Guards with throwing spears - 36 points
8 Warriors of Rohan with shields - 56 points
6 Warriors of Rohan with shields and throwing spears - 54 points
4 Warriors of Rohan with bows - 28 points
1 Warrior of Rohan with banner - 31 points
Ally: Boromir of Gondor - 105 points 

24 units, 4 bows + 7 throwing weapons, 2 heroes

The Fist of Isengard: 400 points

Uruk Captain with shield and heavy armor- 60 points
18 Uruk Warriors with shields - 72 points
16 Uruk Warriors with pikes

35 units, no bows, 1 hero

The scenario we will be playing is a Meeting Engagement game on a board that is 48" long by 48" wide. In this game, no terrain is placed within 9" of the center of the board edge, which happens to be most of this board. All units will begin in base contact with the board edge and will fight until one force is reduced to 25% of its original units. At the end of that turn, the game ends. A major victory is won for the side that is not reduced to 25% if it has at least one hero alive. A minor victory is awarded if no heroes survive in the victor's force, and a draw is awarded if both armies are brought to 25% of their initial size during the same turn.

We will each roll a dice and the winner will choose whether he wants to select his board edge or if he wants priority. 



Turn 1: Crossing the Plain (Priority - Rohan)
Both armies just move towards each other.



Turn 2: The Barrage Begins (P - Rohan)
Both armies continue to move towards each other. Rohan archers nail 1 Uruk with shield.

Kill count: Rohan 1, Uruks 0.



Turn 3: The Valiant Rider (P - Uruks)
The Uruks advance close to the ranks of the Rohan. We get our first combat phase this turn...bring it!
Nothing interesting happened during the Shoot phase, but in the Fight phase, Eomer knocks over 2 Uruk-Hai during the Fight phase and kills one of them.
Here's a look at the Uruk phalanx...magnificent, isn't it? :-P

Kill count: Rohan 3, Uruks 0.



Turn 4: War Is Upon Us (P - Rohan)
As the armies meet in battle, the battles are drawn up as shown. In the Fight phase, all 3 heroes call heroic combats. Boromir will resolve his first, then Eomer, then the Uruk captain.
Boromir blows his horn and one of the Uruks he is fighting fails his courage test. Both he and his comrade are killed shortly thereafter. Boromir then breaks off some of the pike support from a nearby battle. Boromir pays 2 Might points to win against the 5 Uruks who were fighting him. He killed them soon after. In the other fights shown here (done after the heroic combats) , the Rohan units killed an Uruk with shield, while the Uruks killed a Rohan Royal Guard. In three of the five phalanx fights, the Uruks won and killed their opponents.
Eomer wins his fight easily and engages the Uruk Captain (AHHH!!!). Eomer then beats the Captain during his heroic combat and knocks him to the ground. He succeeds in getting 2 wounds on the captain and one is saved by Fate. So...Captain is still alive! The Uruk near the Captain won his fight and killed his opponent and the other single Uruks (including the guy on the ground) won their fights by shielding.

Kill count: Rohan 8, Uruks 5.



Turn 5: The Rage of War and Leaders of Men (P - Uruks)
Boromir calls a heroic move with his fourth Might point, allowing most of the Rohan units to engage quickly. In the Fights that ensued, the five phalanx fights led to 1 death. Boromir then wins his fight by paying his last 2 might points. He then kills an Uruk with shield. In the other fights, the Warriors of rohan killed 1 other Uruk with shield.

Kill count: Rohan 10, Uruks 6.



Turn 6: The Hand Emerges (P - Rohan)
Everyone charged into each other. Boromir loses his fight and takes 2 of his 3 wounds...ouch. Eomer also loses his fight and is wounded, but the wound is saved by a Fate point. Since all the other heroes are losing their fights this round, the Uruk Captain decided to lose as well (was not wounded though). In the other fights, the Rohan kill an Uruk with shield, while the Uruks killed a Rohan archer.

Kill count: Rohan 11, Uruks 7.



Turn 7: Chaos on the Field (P - Uruk-Hai!)
The Uruks are swarming, but the men of Rohan are stout. In the Fight phase, the Uruk Captain kills his man and Eomer kills both of his. Boromir also killed his man. In the other fights, the Uruks kill an archer and 2 Royal guards.
Kill count: Rohan 14, Uruks 11.



Turn 8: Isolated and Alone (P - Uruks)
The Uruks engage everyone. In the Fight phase, Eomer loses and his horse is killed. In the other fights, the Uruks kill the banner bearer. The Rohan killed an Uruk pikeman.

Kill count: Rohan 15, Uruks 12.



Turn 9: The Messy Melee (P - Rohan)
Rohan consolidates its position. Boromir wins his fight, but doesn't kill anyone. Pity. Eomer kills his man though. The Uruks kill three Warriors of Rohan with shields and an archer, while the rohan kill a pikeman.

Kill count: Rohan 18, Uruks 17. The Uruks need to kill 1 more Rohan unit, while the Rohan need to kill 11.



Turn 10: The Final Doom (P - Uruks)
During this final round, the Uruks took down 2 Warriors of Rohan with shields and 2 with spears. They also took down Boromir. In the next picture, you can see the one poor unit who sealed the loss for the Rohan...
Game over, victory Uruk-Hai.




Conclusion:


Assessment by Glenstorm:

I was much closer to breaking his force in this game than in past games.  Killing 17 of his 35 Uruk-Hai means that I had killed almost 50% of his force, which is not a bad showing for Rohan.  His men had more armor, strength, and fight value than mine, and he rolled a lot of sixes.  The new strategy of using less throwing weapons and integrating Boromir seemed pretty effective, though perhaps a substantially larger force would work better.  In any event, I was very pleased with my warriors' performance, even though we lost.

Assessment by Tiberius:

The high Defense and Fight values of the Uruk-Hai have preserved them again. During this Meeting Engagement, we didn't play with fleeing troops once half of the force was killed. If we had, it is quite likely that many of my Uruks would have fled...particularly since I have one hero who isn't guaranteed to pass his own courage test. Still, good game...I had lots of fun.

Stellar unit for Rohan: Eomer?

Generally, we don't pick a hero for this category, but that's pretty much all we're left with. Eomer consistently killed his foes (losing only 2 fights in 8 rounds) and wrecked havoc on my lines early in the game (not to mention made my Heroic Combat virtually impossible to win). I scored a great advantage by killing his horse, but as always, that didn't slow him down from finishing off more of my men. All told, he did well for a hero who costs less than 100 points to field.

Stellar unit for Isengard: Uruks with Pikes

Ok, so I really like my pikes. Not only do they allow me to fight Boromir with the same number of dice without testing for courage, but they also allow me to capitalize on killing trapped units. When engaged in combat, their Defense 5 keeps them alive against most blows (or at least as well as any other infantry). Their Fight 4 and Strength 4 also makes them great troops once engaged. In this fight, they fought well both on their own and in phalanx support. I really liked how they worked.

Storm the Camp: Dwarves vs. Goblins

Original Air Date: April 30, 2011

So today, I'm playing with my Goblins against my Dwarves. Don't know what the rules will be, but this should be interesting.

The Goblins of Moria: 261 points

Durburz, Goblin King of Moria - 60 points
2 Cave Trolls with troll chain and spear - 86 points
8 Goblin Warriors with shields - 40 points
8 Goblin Warriors with spears - 40 points
7 Goblin Warriors with shortbows - 35 points

25 units, 7 shortbows, 1 hero

Host of Erebor: 261 points

Balin, Son of Fundin with Durin's Axe - 95 points
8 Dwarf Warriors with shields - 72 points
6 Dwarf Warriors with Dwarf bows - 54 points
5 Dwarf Warriors with two-handed weapons - 40 points

20 units, 6 Dwarf bows + 1 throwing weapon, 1 hero

We rolled to see what scenario we would play and today's scenario is a Storm the Camp game on a board that is 24" long by 24" wide. There are three bridges of varying types and styles, but they allow 1-2 units to cross over (the middle one can't be crossed by a unit whose base is bigger than 25mm). Each force has a "camp," which is 6" from a certain corner of the map, selected by starting positions. The game is won when a player has more of his own units than his opponent has units in his own base. If both bases are "captured" in the same turn, the game is a draw. You can see how each army decided to form up on the map below:

The Dwarves win the roll-off and select the northwest corner. This will leave my Goblins with the southeast corner and priority.



Turn 1: Pouring Forth (Priority - Goblins)

Both armies charge towards each other. In this sort of blurry picture, you can see an army of Goblins and a Cave Troll preparing to attack the Dwarves. In the Shoot phase, a Dwarf archer killed a Goblin with shield (the one closest to the bottom of the screen).

Kill count: Goblins 0/20, Dwarves 1/25.



Turn 2: Resounding Arms (P - Dwarves)

As you can see, the battle is officially raging now with units in combat! During the Shoot phase, the Dwarf archers managed to only kill 1 Goblin spearman (near Durburz). The Goblins again fail to kill any.

During the Fight phase, Balin calls a heroic combat. He kills his opponent easily and continues on towards the spearman. It is no surprise that he killed him too...

In the rest of the fights, the Dwarves on the northern bridge shield against their foes and win decisively. In the fight with the Cave Troll, the two Dwarf warriors manage to win their fight and barely fail to wound the troll.

Kill count: Goblins 0/20, Dwarves 4/25.



Turn 3: The Momentum Stalls (P - Dwarves)

The armies continue to clash and the Dwarves have the advantage in the north. During the Shoot phase, the Dwarf archers failed to hit any targets, while a Goblin archer did a sniper shot (6 to hit, 6 to wound) against a Dwarf with two-handed weapon (one near the troll).
Balin calls another heroic combat, but is forced to pay his last Might point to win the fight (he wounds the enemy Goblin easily). Balin then loses his fight with the spearman near him (is not wounded) and the Dwarf with two-handed weapon is killed by the Goblin he is fighting (6 to win the fight, 6 to wound).

At the northern bridge, both Dwarves lose and the one with red hair (bottom of the screen) is killed. This gives the Goblins a slight advantage in numbers near the Dwarf camp.
The Cave Troll wins his fight and kills one of his Dwarf opponents and in the south, two Dwarves won by shielding, one Dwarf lost and was not killed, while the Goblin King slew his foe (without rolling for spear support...sometimes it doesn't matter if I'm forgetful).

Kill count: Goblins 5/20, Dwarves 5/25. Both armies have now lost around 20% of their starting force. Though a broken force only means that your units may flee the field, a major victory is won if your force is not broken by the time you take the enemy camp.



Turn 4: The Counter Rush...Of Fools (P - Goblins!)

The Goblins begin to charge on all fronts, seeing their opportunity for success and glory. One spearman ties down Balin for a turn (see close-up picture later), while his swordsman friend makes a mad dash for victory. This mad dash was cut short during the Shoot phase,  as a keen-eyed Dwarf archer sent a bodkin arrow straight into his belly, piercing his armor (5 to hit, 6 to kill). In the Fight phase, the Goblin King killed his opponent, but none of the other Goblins succeeded in wounding their opponents (the center Dwarf won his fight by shielding, so those Goblins were sent backwards with their tails between their legs).
The Cave Troll manages to win his fight and kills the two-handed axeman he was facing. Unfortunately, he must still take out the Dwarf with shield who he has been fighting for 3 turns now.

It should not surprise anyone that Balin killed this spearman. Of course, to be fair to the spearman, he did tie Balin on a 4 to win the fight...before getting cut into several pieces.
On the northern bridge, the Goblins manage to kill the Dwarf with two-handed weapon. They failed to win the fight against the Dwarf with shield, but his killing stroke fell short of his opponent.

Kill count: Goblins 8/20, Dwarves 7/25. The Dwarves are 2 units away from breaking and the Goblins have a healthy 6 units before breaking. As it stands, the Goblins may be able to pass by the Dwarves on the northern bridge and get into the camp.



Turn 5: Hard Pressed (P - Dwarves)

The Goblins press the Dwarves on all fronts. Balin is fighting an archer in the map above...I'll go ahead and say that he killed that archer.
The Dwarf archer spies the Goblin with spear at the top of the picture and nails him in the head. The other Dwarves win their fights (one by shielding) and the two-handed axeman kill his opponent with a mighty blow.
The Goblin King managed to kill his opponent, the Dwarf in the center lost but was not wounded, and the Dwarf archer won his fight and killed his opponent. The Dwarf archer at the top-right of the picture was killed in the Shoot phase.

Kill count: Goblins 10/20, Dwarves 11/25. The Dwarves are broken and the Goblins are 2 units away from being broken too.



Turn 6: Race to the Finish (P - Goblins)

The Goblins charge most of the Dwarves. The only ones who do not need to test this round is Balin (who passes), the archer at the north bridge (who fled), and the 3 archers on the rock (who passed). The reason that this is the only picture is...nobody killed anyone this round. I'm sure this will change in a moment.

Kill count: Goblins 10/19, Dwarves 11/25.



Turn 7: Pressing The Camps (P - Dwarves)

The Dwarves pass all their courage tests and those in the north race towards their camp. Balin is forced to charge one of the Goblins on the extremity of the camp and has attracted the attention of 6 Goblins. I'm sure he can probably cut his way through them, but I want him outnumbered there for as long as possible. During this round, the Goblin King killed the archer he was fighting, but nothing else of importance happened.

Kill count: Goblins 11/19, Dwarves 11/25.



Turn 8: The Hammer Falls (P - Goblins!)

As of the Move phase, only two units are within 6" of the Dwarf base: a two-handed axeman and the troll he is fighting. Balin killed a Goblin archer with his throwing axe and then went on to kill one of the two archers he was fighting in the Fight phase, but this was not enough to win the game, since the Cave Troll smashed his opponent and killed him, winning the game for the Goblins. The other two Dwarves won their fights, by the way, but both shielded. On a side note, one Dwarf archer fled this round...he is wearing the "Iron Collar of Shame."

Kill count: Goblins 12/18, Dwarves 13/25. Just before losing the game, the Dwarves broke the Goblin force, ceding them only a minor victory.



Conclusion:

Assessment by Gaius:

The Dwarves lost a lot of units in the north...something I wasn't expecting to happen. I was also hoping that Balin wouldn't be bogged down so much, but all told, I think most of this scenario went well. For the first time, we had a bridge that limited combat to one unit ranks...which was kinda neat. I'm surprised that the Dwarves in the south held for as long as they did, but my primary focus was to squish the large force of Goblins that threatened the base early and then take that mass of troops to draw back their other Goblins back to their base. Unfortunately, it didn't work.

Assessment by Tiberius:

This game was a close call for the Goblins. If we had lost a few more Goblins before the final turn, much of the attack force could have fled, seeing as the Dwarves won priority and would have charged the Goblin King. With the northern Goblins fleeing (and probably the Troll too, given my past experience with him), the game would have dragged, leaving Balin to crush the resistance in my base and freeing up other Dwarves to help in the south.

Stellar unit for Goblins: Goblin Warrior with Orc Bow

There's something about archers that occasionally pays off well. In this game, they only killed 2 or 3 units, but they were helpful in slowing down Balin (because they are expendable) and they also nailed Dwarves who were standing in defense of the other units.

Stellar unit for Dwarves: Dwarf Warrior with Shield

For starters, these guys can slow down Cave Trolls, since their defense is higher than the Cave Troll's strength value. This not only kept a Dwarf with shield against the Troll for 4 turns, but also bought valuable time for Balin to hammer through Goblins. In the fights against the Goblin King, the high defense value of these Dwarves (wounded on a 6) kept him from calling Heroic combats, which he's learned from past games never to do. This also kept the Dwarves from being swarmed, which was great.