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 Post subject: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Mon Jun 06, 2011 11:35 am 
Kinsman
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So, this isn't a full blow-by-blow analysis of the game, just a sort of informal 'debrief', a broad overview of what happened, and what I learned.

So, Mordor and Angmar faced each other in a 1500 point game, played out on a 6x4 battlefield with sparse terrain. We played shield-wall deployment, and had secret objecctives (it later turned out we both had the 'kill-the-heroes' objectives) Here's what was used:
Gorgoroth Orc Horde (Placed in the very centre of the army)
Morgul Knights (4 coys) lead by Dark Marshall (Making The MK's core, left most flank)
Morgul Knights (4 coys) Lead by Khamul (right-most flank)
Black Guard of Barad Dur, lead by Gothmog, (centre-right)
Shagrats Tower Guard ((centre-left)
3xSiege Bows (Back left corner)

I can't quite recall the Angmar force, perhaps something to do with their insidious supernatural influence. It comprised The Spirirt legions of Angmar battlehost W/both ringwraiths. A large group of Warewolves in the centre, some Cairn Dunn zombie dudesmen, and some other ghosty types, as well as Buhrdur on the right flank, in front of a battery of 3 coys of Angmar Orc archers.

Here's what I learned, as The Mordor Player:
-Don't give in to fear! Fiiiiight! I was on the back foot for the first few turns. Some important units, which I misused, were destroyed early. The enemy was in good shape, closing in rapidly, and it looked like I may not be able to redeploy and compensate. I kept losing the priority rolls. His Ringwraiths approached with a glint in their 'eyes'. But I managed to hold firm, pick my targets wisely with my ranged attacks to blunt the impact of his advance, and fight back. In a war of attrition, the expensive units of Angmar will run out of numbers before Mordor does. The battle had a real 'fight-back' feel from my perspective, and shows what I've always thought true; that a game of WotR can go any way at virtually any point. This happens due to the actions of the players more than luck, and is why I love, love, love WotR.

- Ring Wraiths are not the invincible uber-broken mega-smashy units people think! They still have to be used carefully. I made a huge mistake, rushing my two units of Morgul Knights ahead early in the game. They were shut down by their robe-wearing breatherine using Pall of Knight, isolated, and rapidly destroyed. Subsequently, the Angmar Wraiths were free to use their magic and abilities to wreak some havok on my lines.

-Spirit LEgions of Angmar rocks! It really negates a lot of the weaknesses of the force, and makes it a tricky force to tackle. The fighting units become a threat, and the game changes to one in which Shades are a vital node in The Angmar plan. The oppoent will be trying to destroy them, the Angmar player will be trying to protect them while also throwing them close to the battlelines. It creates a tactical objective for both sides, and made for a thrilling element in the game.

-keep your objecctives secret! This is the first time we did, and it was great fun, trying to figure out what the other guy's trying to do. If you have spectators, let them in on the objectives, but trying to do what you want to do when you don't know if you'r playing rright into your enemies hands is tremendous fun.

- Firepower rocks. 50 points for S8 Mordor Bows is a steal. Great at taking down tough units and formations equally, they're versatile, project force with ease, can't be avoided or ignored, but, if deployed correctly, can't be goten to easily either. If you've not used ballistas or the like in games yet, consider it! I prefer the reliability of the 'little artillery' over the likes of catapults. You don't really NEED S10 and the like, S8+ is easily sufficient for what you need to do with these things.

- Gorgoroth Orc Horde = Gorgoroth Orc Awesome. A great brick of infantry that can do ANYYTHING. HAving said that, I highly recommend doing the 'Heroes that aren't part of the Battlehost can't join it' thing. We agreed on that rule, and I really think the game would have been unfair had we not.

- Field those super units! I consider The Black Guard and Shagrat's guard to be classed as such. While the prosaic approach of fielding more troops and 'bread-and-butter' units is always prudent, there's nothing quite like having a few units of hard-hitting super-units to add to the fun of the game. Gothmog and the Black Guard fought through some lesser units, then the Legendary Castellan duelled with Buhrdur, cutting down the mighty troll in singular combat, before weathering a hail of arrows as he marched to scythe through the archers. Shagrat and his Orcs took on a counter-point unit, the warewolves, and the elite troops fought hard as fangs and claws lashed out at them. After smasing the doggies in the face, the unwieldy might of The Gorgoroth Horde struggled to wheel around to meet a threat from the spirits on the left flank, but Shagrat hurled himself forward ready to meet the superior force that now owned a corner of the board that had once been mine (Spirits ahad dvanced killed a unit of MK's and then easily destroyed the siege bows on the back-left corner of the board). It's a lot of fun, and kind of one of the key points of the game, to have some genuine heroes you can get behind and sort of tell a story with during the game.

All I can say is, I really enjoyed the game, WotR has some flaws, sure, but is tremendous fun for those who want to enjoy it. I can't wait for my next battle!
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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Thu Jun 23, 2011 5:09 pm 
Elven Elder
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I've noticed that you've had no replies so I thought i would comment.
I think that was, despite a lack of images, a good report and I noticed your openant used werewolves which I love, though some died for your sake.

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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Thu Jun 23, 2011 5:30 pm 
Loremaster
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Oh... i will reply too...
I didn't saw this report before but is great... Anyway i too love werewolves... And also imaqges or at least you painting the diagrama of the battle would help...
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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Thu Jun 23, 2011 11:41 pm 
Elven Warrior
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Hi Hydraface, good to see reports up there. Now that my week has 'caught up', some comments:
1. Ringwraiths aren't considered to be invincible, just very cheap high mastery Darkness casters, with the ability to probably survive one duel, and bonus special rules on the top. They are the type of thing that some players abuse by taking in large multiples. I think that not allowing units to charge ahead of the main line is generally a good plan, that never ends well - I can attest to that!

2. I really like the secret objectives idea. Did you add in more, or were these just rulebook ones?

3. The consensus definitely is that the Mordor Siege bow is in a class of its own (ie actually worth having) when it comes to WOTR artillery.

4. Its good to see the battlehosts played without extra heroes, it solves a few potential issues.

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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Fri Jun 24, 2011 11:56 am 
Elven Elder
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To Xelee, when I Epic Strike with them, they still get Killed

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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Fri Jun 24, 2011 12:14 pm 
Elven Warrior
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GothmogtheWerewolf wrote:
To Xelee, when I Epic Strike with them, they still get Killed

I've lost an Epic Striking Faramir in a duel to Saruman before too.

However, that is not the outcome I'd be banking on! :)

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 Post subject: Re: Musings on Angmar Vs Mordor, WotR, 1500 points
PostPosted: Sat Jun 25, 2011 8:08 am 
Kinsman
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Thanks for the responses all! Nice to know people have read, enjoyed, and discussed what I posted! It adds another degree of enjoyment to the game to be able to share it with other enthusiatic fans. So, there were a question about objectives. The secret objectives come straight from the rule-book, the page on which deployment and objectives are listed. What we're going to do next time is have a mix of objectives, again as suggested in the book. WotR really benefits from that style of play, it is very enjoyable, and imaginatively engaging when fighting for something. I highly recommend the 'secret mission' format! It makes for a tense and engaging game. A Games Master could also really mix things up, introducing re-inforcement, creating special events during a turn, controlling NPC's, and wreaking havok with un-declared ambushers and the like.

Also, Battlehosts works very well when you have the 'other heroes can't be written into the list or even movve into any formation in the host during the game' rule. For our next 1500 tournament, we're also having a max of 2 heroes, and having a degree of continuity. For example, experience can be earned to buy fate and fortune, units can level up if they do enough killin' and if heroes die, they may be captured, injured, or even permanently killed. It'll add another level because they could, for example, become an objective in a 'rescue the hero' battle, which would be very exciting, and in any case, people are gonna have to really think carefully about how they use their most powerful assets on the battlefield!

When I have time, I'll write up my most recent battle, and those from the uncoming campaign, and hopefully have some pictures!
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