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 Post subject: Batrep 02 - Gondor vs Isengard - Jan '14
PostPosted: Wed Jan 22, 2014 5:25 pm 
Craftsman
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For the second Game of the year both players were trying something new. Isengard fielded the formidable Uruk Crossbow 'Gunline' with 15 companies (including ol' Vrasku) the first ever outing with the full 15 companies (10 converted from broken pikemen), expecting a very hardy dwarven or Gondor shieldwall as typically fielded by the opponent. Instead, Gondor had been busy over the Christmas period and had been converting and painting up Rohirrim to use as warriors and riders of the Dead. Would the doughty 'Garders wilt under the touch of the Undead, or would the neverending rain of bolts and arrows finally even put the Unquiet Dead to peace?

=====================================
Gondor 1425 points*
200 Aragorn
90 Mithgaer (Cirdan**)
25 Fortune: Counterspell

365 4 Co Court of the Dead King (includes banner)
360 6 Co Riders of the Dead
+50 Captain
+15 Hornblower
100 4 Co Warriors of Minas Tirith
100 4 Co Warriors of Minas Tirith
120 4 Co Minas Tirith Archers

* Was meant to be 1305, but the Gondor player costed the Court of the dead King at 145+30/co as written in the book, which is a typo corrected in the GW WOTR FAQ to 145+60/co.
** Working on the principle that there still were noble scholars and loremasters descended from the Dunedain of Numenor, and well versed in old Numenorean and Elvish knowledge.

=====================================
Isengard 1300 points
240 Saruman
50 Thryden Wolfsbane
25 Fate: Curse of Morgoth

200 3 Co Vrasku's Talons
140 4 Co Uruk-Hai & Crossbow
+100 Shaman*
+15 Drum
140 4 Co Uruk-Hai & Crossbow
+50 Captain
+35 Banner
140 4 Co Uruk-Hai & Crossbow
+50 Captain

30 3 Co Ruffians
30 3 Co Ruffians
30 3 Co Ruffians

* House rules mean at least 1 shaman, banner, drummer must be taken. These formations certainly don't 'need' these upgrades.
=====================================

Setup:
Scenario: Field of Swords
Deployment: Maelstrom

Gondor won the roll-off, and elected to go first. Maelstrom may give Gondor a needed edge breaking up the deployment of the Uruks. Maelstrom games though tend to be quicker, bloodier affairs.

Image
Maelstrom deployment in Turn 1


Turn 1.
Gondor.

Deployment is limited in Maelstrom and dictated by the vagaries of the dice. Gondor place the three formations that do arrive in the corners, however the Court of the Dead King is vulnerable alone in the South West. The Riders and another formation of Warriors of minas Tirth still remain as reinforcements. Mithgaer (Cirdan) casts Aura of Blinding Light to mitigate any shots

Isengard.
Also only about 50% of the army arrives, and more towards the western half of the board. Two formations of Uruk's move on the hill and woods near the warriors of the dead. Saruman casts Excsicate which kills a couple of ghosts, but they use counterspell immediately to ward off a Bolt of Fire.

Shooting. Both Uruk formations call Heroic shot (as they made a full move) and reign iron on the ghosts, who are reduced to a single company. The Ruffians pick of 5 warriors (lucky shooting into the flank), though 2 are discounted by Mithgaer's (Cirdan's) special ability.

Image
Turn 2 - After moves


Turn 2.
Angmar
. Loses priority but is made to move first. Saurman finishes off the Ghosts despite the King of the Dead's Will of Iron, using Bolt of Fire, but fails both focus rolls (even with Epic Chanelling). Saruman's formation move up towards the Warriors, and the ruffians shuffle a little. Vrasku's lads come on this turn along the rather busy northern edge and choose to move in behind the ruffians, meaning they are unlikely to shoot this turn, but all the 'Garders are 'together' on the western third of the board.

Gondor.
Aragorn and the Archers start to traipse the long way from east to west, and Mithgaer uses Blessing of the Valar to return the warriors to almost full strength. So much for the Ruffians lucky shooting! Reinforcements.. Both the remaining Gondor formations arrive on the Northern edge. First the second formation move on west of Mithgaer's troops, ready to strike at the ruffians nearby. The Riders of the Dead also arrive nearby. There was room for them in the far Northwest, but Gondor managed to squeeze the command company between the warriors and the Ruffians and use the Spirit Walk ability to manoeuvre ready also to charge the ruffians...

Shooting. The 'Garders let fly a few volleys, the ruffians and One company of Saruman's lads manage to knock off 3 Riders... But everyone else is out of range thanks to crafty Gondoran, movements.

Charge. Splat! The Riders of the Dead smack into the Ruffians full tilt. The ghost captain calls a Heroic Fight and it's carnage for the ruffians. The ruffians somehow make their Terror test (a lucky 9! that's what they needed), but with Courage 1 and the Riders with Spirit grasp the Ruffians are soon a red carpet trampled over as the Riders make a second charge into Vrasku's Talons who were lurking just beyond the ruffians. Two full companies of the Legendary formation are gone, though also made their Terror test. They strike back and score 4 hits, that kills two Riders, but Vrasku uses all 3 of his might to kill another to whittle the Riders now down to 3 companies - he may as well he is unlikely to do much now with one company at his disposal.

Image
Turn 3 - After movement


Turn 3.
Gondor.

The Riders tuck in behind the newly arrived Warriors with their shattered shields, and they reform out of the firing line of the emerging crossbowdiers, and don't hare after the retreating Vrasku. Mithgaer moves up to the frontline and casts Aura of Blinding light to limit the shooting at those doughty Gondoran warriors, and Aragorn and the other warriors are moving towards the fray.

Isengard.
Saruman orders his troops to reform and move up especially to face the knot of enemy along the Northern edge. Vrasku pulls back, the crossbowdiers in the woods exit and face the advancing warriors and the exposed Riders. Vrasku is also hoping to lure Gondor into the awaiting jaws being a juicy exposed target... Saruman gets closer and shatters the shields of the warriors. Thryden leading another four companies arrives along the western edge.. my it's busy with uruks over there, he moves into the woods just vacated by the other crossbowmen.

Shooting. None. All are out of range or saving Might points for later.

Turn 4.

Isengard
.
The troops almost are formed. And advance. Saruman flings a few spells and whittles the archers down a few, but even with Epic channelling he isn't having much luck with focus rolls today. The most important development is the arrival of the last formation of ruffians along the southern border, they appear near the Gondoran archers to deflect their advance and occupy the Heir of Gondor, while the crossbowmen manouevre around the large woodas and try to form up the shooting line north to south across the battlefield

Gondor.
Aragorn takes the bait and turns to face the ruffians. Closing up. The other Gondoran forces shuffle south seizing terrain and consolidating as if to punch shieldwalls at Saruman in subsequent turns.

Shooting. The ruffians, take down a company of archers, Saruman's lads haven't moved and are able to fire one company in support.

Charging.
Aragorn's archers didn't shoot, so they could charge. Gondor's luck doesn't improve as the charge stalls and Aragaorn has to goad them into action (spending his free Might point). He calls Epic Strike. The Archers with Aragorn wielding Anduril kill off the ruffians, but not before they kill off another company of the Minas Tirith archers. The archers are depleted at half-strength.

Image
Turn 5 - Before the final volley...


Turn 5.
Gondor.

The Archers are now able to fit into the Ruins, and the other Gondorans line up ready to strike in a wedge next turn. And Aragorn finally joins the frontline warriors

Isengard.
The formations move up ready to fire finally, and Thryden's formation move onto the hill to see over Saruman. The remaining ruffians have been stuck in the Northeast corner most of the game. Aragorn stops the shaman's Shatter shields, but Saruman gets his through.

Shooting. heroic shots are necessary so Isengard shoots first. A withering fire from all three crossbow formations destroys the Riders of the Dead, and half of the warriors... Gondor sounds the retreat...

In Conclusion.
People fear the extensive Isengard 'gun-line' of which this army was a prime example, and it seems they handily saw off the Gondorans despite many turns of manoeuvring until they were able to 'form up' fully. HOWEVER, to be effective each formation needs a captain, and you are paying, 45 points/company (35 plus captain for four companies) for an extra +1 on the to hit table over an equivalent force of Minas Tirith Archers (30/company and who don't need a captain).

In this case the heavy weighting of 'Ghosts' in a moderate sized list, and some bad luck in Maelstrom deployment saw off the Gondorans more than anything else. I am sure the next outing will not go quite so much the White Hand's way!

Some more pics of the proceedings:
Image
The ruffians and Vrasku about to be Ghostwhupped


Image
More ruffians on the ropes...


Image
The last gasp

(looks like some of the crossbowdiers on the hill are literally falling over themselves to shoot those ghosts...)

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