All times are UTC


It is currently Wed Dec 04, 2024 11:00 am



Post new topic Reply to topic  [ 9 posts ] 
Author Message
 Post subject: The Fellowship of the Rings BatReps
PostPosted: Sun Mar 18, 2012 10:34 am 
Craftsman
Craftsman
User avatar
Offline

Joined: Sat Aug 30, 2008 9:42 pm
Posts: 481
Location: Dartford, Kent
Hi guys, I'm getting ready to start playing the first couple of scenarios from The Fellowship of the Ring Journey Book, now that I have at last finished my Dunedain (pics to follow shortly.) Just wanted your opinions on my BatRep map, this will show the initial deployment of the participants and plot the move by move action throughout the game. Is it too much?

Reports will follow shortly and will be posted on my website, a notification will be posted here in this topic to let you guys know....

:)

Thank you.

The Hunt Begins

Image
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Sun Mar 18, 2012 7:19 pm 
Loremaster
Loremaster
User avatar
Offline

Joined: Fri Jan 18, 2008 5:03 pm
Posts: 1984
Location: Manitoba, Canada
Images: 1
For me it can never be too much. :)
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Fri Mar 23, 2012 7:56 am 
Loremaster
Loremaster
Offline

Joined: Mon Jun 06, 2011 7:07 am
Posts: 2088
It seems excellebt... Keep up the good work... Your site is awesome :D
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Fri Jun 01, 2012 9:57 pm 
Kinsman
Kinsman
Offline

Joined: Fri Jan 19, 2007 7:13 pm
Posts: 227
Location: Portland Oregon
Looks pretty slick. Don't get discouraged by the first few scenarios, the balance is terrible. There are a couple gems sprinkled through the book though.
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Sat Jun 02, 2012 1:40 am 
Loremaster
Loremaster
User avatar
Offline

Joined: Sat Oct 09, 2010 11:20 am
Posts: 1776
Which side is it biased towards?
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Sun Jun 03, 2012 5:36 pm 
Kinsman
Kinsman
Offline

Joined: Fri Jan 19, 2007 7:13 pm
Posts: 227
Location: Portland Oregon
Good, by a mile. 9 Dunadain face 3 Wraiths. 9 shots at 3+ will average around 6 hits. 6 hits will average around two 5+ wound rolls. With might that's one or two dead Wraiths per turn, out of three.

Even without bows, the rangers outnumber the wraiths three to one so would butcher them in combat.
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Thu Jun 14, 2012 12:32 am 
Loremaster
Loremaster
User avatar
Offline

Joined: Sun Apr 24, 2011 1:14 am
Posts: 1712
Ring_of_Gyges wrote:
Good, by a mile. 9 Dunadain face 3 Wraiths. 9 shots at 3+ will average around 6 hits. 6 hits will average around two 5+ wound rolls. With might that's one or two dead Wraiths per turn, out of three.

Even without bows, the rangers outnumber the wraiths three to one so would butcher them in combat.


Actually no, the good player only has 3 dunedain for the first 4 turns, essentially meaning the wraiths can travel across half the map relatively unhindered. The other dunedain arrive only on a roll of 6 per man so tbh, unless if you have excellent luck, you will not be killing two wraiths per turn, and even in the case an unholy amount of dunedain arrive on turn 4 the wraiths can hide from half of them by lingering on the middle of the map then moving out of range once the rangers arrive. I think the wraiths have a clear advantage in that their forces are set and do not require rolls to materialize.
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Tue Jun 19, 2012 3:49 am 
Kinsman
Kinsman
User avatar
Offline

Joined: Mon May 23, 2005 9:26 pm
Posts: 220
Location: Australia
I've tried the scenario once or twice and never saw how the Wraiths could win it. This seems to hold up with what others have said and the battle reports I've seen. The problem is the abundance of Dunedain might and the lack of Nazgul fate. Even though it's hard for the Dunedain to wound the Nazgul through their high defence, they can use a might point to boost any lucky rolls to fatal shots and the Nazgul, having only 1 wound and no fate in the scenario, can not do a single thing about it. It essentially lowers their defence by 2. And even if the bows don't work, the Nazgul have to break through the Dunedain lines who can easily engage them in combat, eating up will and again, striking the occasional lucky blow.
Top
  Profile  
Reply with quote  
 Post subject: Re: The Fellowship of the Rings BatReps
PostPosted: Thu Jun 21, 2012 7:43 pm 
Kinsman
Kinsman
Offline

Joined: Fri Jan 19, 2007 7:13 pm
Posts: 227
Location: Portland Oregon
SuicidalMarsbar wrote:
the good player only has 3 dunedain for the first 4 turns

Take a closer look at the deployment rules.
The Hunt Begins wrote:
First of all, the Good player deploys three Dunedain in their deployment area. The Evil player then deploys a single Ringwraith in his deployment area. The players then alternate, with the Good player deploying three Dunedain and a the Evil player deploying one Ringwraith, until all models have been deployed.


Slain Dunedain may come back on later with good rolls, but all nine will start on the board for 9 shots, 6 hits, 2 5's to wound bumped to 6's with might, and one or two 3's to kill every round.
Top
  Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 21 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: