All MESBG players know the feeling of losing Priority on the
one turn that you desperately needed to move first. Maybe your cavalry was
about to smash into the enemy line, or your spellcaster was scrambling to get
out of the way to avoid a charging enemy hero. That one dice
roll can totally swing a game, and there’s often not that much you can do about
it at that point. Thankfully, there are lots of things that you can do
about it if you tackle the problem at the listbuilding stage. Broadly speaking,
these can be broken down into two categories: things you can add to your list
to let you move first more often, and ways you can shape your force to care
less about moving second.
The cruel arbiters of our fate (Magical Maths)
The former category is pretty simple, and is largely well-understood.
There are a handful of models that let you tinker with the Priority roll
itself, although the list is basically just Elrond and a bunch of Dwarves.
Saruman lets you seize Priority automatically once per game if you’re fielding
his Evil version, which obviously works great if you’re really keen on stopping
those Rohirrim charging. More relevant for most armies though is just fielding
lots of Might. Heroic Moves might not be quite as good as winning Priority in
most cases, but they still let you move first when you need to. The enemy can
countercall their own Heroic Moves, bringing things back to another 50/50
roll-off, but they can only normally keep doing so while they have Might
remaining. If you’re fielding Riders of Théoden with Gamling, you’re probably
going to have Might left well after your opponent has spent their last point.
If moving first is really important to you, then it might be worthwhile
fielding either the Paths of the Druadan Legendary Legion or the Mûmak War
Leader, the only two ways to tilt the odds of that Heroic Move-off in your
favour. These obviously require some pretty substantial sacrifices, but they
give you the absolute best chance of moving first on any given turn.
If this guy wants to trample you, chances are you're getting trampled (Warhammer Community)
On the other hand, maybe you don’t want to buy into the
escalating arms race of who can field the most Might. Maybe you just want to
build a list that can survive your opponent moving first for a few turns.
Thankfully, there are a number of things that make your army more or less
reliant on that first move. A lot of these are less obvious than the previous
factors, so we’ll go through them in a bit more detail. To my mind, there are six
features that broadly determine how much your army relies on moving first. If
you’re on the right side of a lot of these, then you can probably get away with
a handful of Might and some gritted teeth. If you’re not, then stock up
on those heroes, because getting charged is going to hurt.
1. Charge Bonuses
This factor is the most obvious one. If you’ve got a whole bunch of cavalry, then you’re going to want to be moving first most turns because otherwise you’re missing out on both your extra Attack and the Knockdown bonus. The list of charge bonuses actually extends a fair way past that, however, to include things like the Rohan Army Bonus, auric buffs that only trigger when charging (like Théoden’s), and equipment like lances and throwing weapons. A Rohan list where everyone has throwing spears actually cares a lot more about charging than one without, and a Corsair horde is vastly less scary when you’re the one moving first. This category also encapsulates models who can do damage in the movement phase, like Camels, Chariots, and (above all) War Beasts. There’s a reason that the Mûmak War Leader has a bonus to winning Heroic Move-offs: he really wants to be the one moving first on almost every turn. If you’ve got an army with lots of these, bring lots of Might.
Théoden's face when he doesn't get to charge (atalante_star)
2. Numbers
On the other hand, an army with lots of
models is much less put off by moving second. If your 15-model Rohan heavy
cavalry list is charged by your opponent’s 40-model Mordor force, then every
single one of your models could be locked-down and unable to move this turn. But when you get to charge them, they’ll still likely have several
dozen models unengaged with which to counter-charge you. A list that has lots
of models is less susceptible to being charged because it will still be able to respond with charges of its own, while an elite army that gets charged basically just
has to accept the fights chosen by their opponent. If your opponent has done a
good job of charging you, you probably don’t want to be accepting those fights if you can avoid it.
3. Homogeneity
This related point reflects the advantage
that armies with broadly similar models have in being charged. To go back to
our Rohan v Mordor matchup, yet another reason that Rohan desperately wants to
charge is that they have a lot of very different combat profiles which all want
different matchups. Éomer might be quite happy facing Shagrat, but Théoden
wants no part of that. You’re much happier if the Witch King is facing a
hapless Royal Guardsman than if he’s pouncing on Gamling. If you’re moving
first, you get to decide who fights whom, so you get to make sure that Théoden
is riding down enemy infantry and Éomer is duelling their leaders. On the other
hand, if most of your army is made up of similar or identical models (a sold
line of Black Númenóreans supported by Morannon Orcs, for example) then it
matters less to you which ones your enemy charges. Black Númenórean A is just
as happy fighting Théoden as Black Númenórean B, for example. Even if the
models themselves aren’t identical, the more similar your troops are the less
you care about which ones are engaging which enemy.
4. Terror
This one should be obvious to anyone who’s played much with the above Black Númenóreans, or especially with Angmar. A Terror frontline is a truly excellent defence to many charging enemies, dramatically limiting the numbers they can get into you. In fact, it’s often much more powerful when you’re moving second. If your Black Númenórean frontline was being charged by an army of average Courage, in the 2-4 range, then about half of the enemies will fail their Courage tests. That means that if you move second, you can counter-charge them and have your entire army facing only half of theirs! Needless to say, that’s a great outcome for you. On the other hand, if you have to move first, then you’re left with a dilemma about which models to charge. If you want to prevent your opponent responding to your moves, then you’ll want to charge all of their models. At this point, your Terror has given you nothing, and your whole force is back to fighting their whole force. If you decided to only charge half of their army to try and make use of your Terror, then around half of the models you didn’t charge will still be able to make it into close combat —and probably into spots you didn’t want them. Now your Terror has given you some benefit, but you’re still fighting ¾ of the enemy list with yours, and likely in some inconvenient matchups. The situation is clearly much worse than when you were moving second. For this reason, Terror-causing armies are much happier losing Priority, because it allows them to manufacture a numerical edge in a lot of matchups.
Not the sort of guys you want outnumbering you (Dramatic Katastatses)
5. Magic
However, Terror is often accompanied by magic,
which is normally much more inclined to moving first. There are a number of
reasons for this. First, if you move first then you guarantee that you get to
cast a spell this turn instead of being charged by an enemy warrior (or even
worse, an enemy hero!). If you’ve paid 170pts for a Wizard, you want them to be
casting spells, not using their one Attack to flail helplessly at an Orc. Second, spellcasting duels are much easier if
you’re the one who gets to cast Immobilise/Command/Paralyse at the enemy
spellcaster instead of vice-versa. It doesn’t matter how good a caster Gandalf
the White might be, he still can’t cast if a Ringwraith has Transfixed him.
Third, a lot of the most common spells are much stronger if your enemy has yet
to move. Immobilise means that you can totally ignore a model for the turn,
freeing up at least one of your troops who would have otherwise been charged.
Command lets you cause an enemy to fall a full 1.5 moves behind the enemy
battle, 3 times as much as if you move second. Instill Fear and the effects of Spectres
and Sentinels receive a similar boost, because the affected model can’t move
again that turn if you get in first. Finally, spellcasters tend to be quite
fragile, so they can often end up desperately needing to move first in order to
prevent the hero that just punched a hole through your lines punching a hole
right through them.
In game, this would probably go a lot worse for Gandalf (sylvyrfyre)
There are a couple of exceptions to this
for more minor spellcasters who only have a limited store of Will, like Shamans
or Barrow Wights. If you can only cast your spell a handful of times per
battle, then being Immobilised or charged by a Warrior is much less of a big
deal. Sure, you might have been keen to cast your spell this round, but it’ll
probably be almost as good next round. It’s not like with a Wizard, where being
held up for a turn means you’re not getting to use your free Will point. Spellcasters with a short range on their spells, like Barrow Wights,
often don’t mind moving second either. Paralyse is actually a much better
deterrent when you’re being charged, as it really makes heroes think whether
it’s worthwhile ending up anywhere within 12” of you. However, outside of these
exceptions, you generally want your spellcasters moving first as much as
possible.
The ultimate area-denial piece (Warhammer Community)
6. Durability
On the other hand, a durable army is much
less concerned by moving second. “Durability” here encompasses both armies with a high Defence and Wounds and armies that have so many models that you don’t care about
losing them. An Iron Hills or Goblintown army knows that no matter how this turn
goes, chances are they’ll still probably have a fairly similar amount of points
on the board at the start of the next one. As such, it’s not as important that
they get the matchups they want on every single turn, because they can survive
a few bad turns more easily. On the other hand, a Wood Elf list desperately
needs to be getting the fights it wants, because their whole army is prone to
evaporation if they get sneezed on by the wrong enemies.
Not a force that really cares how you charge it (Warhammer Community)
Applying these factors to a few real lists we get corroboration
of some things we already knew. Rohan cavalry lists ought to field lots of
Might and other ways to guarantee that they move first, because they are
normally stacked full of charge bonuses, low in model count and durability, and
filled with a wide variety of combat profiles. On the other hand, horde Angmar
can get away with almost no Might because they field lots of identical Terror-causing
models who are quite durable for their cost, and a lot of their spellcasting
doesn’t really mind moving second. More interestingly, a Wood Elf or Corsair
list should actually aim to bring lots of Might if it wants to do well, because
they’re low Defence and have lots of throwing weapons. Corsairs can get away
with it through sheer numbers, but Lothlorien will often also have magic that really
want to move first, so they’re particularly keen on spamming Might points as
much as possible.
Did someone say they needed Might points? (Dice Monkey)
In conclusion, I see these factors as a useful list-building
rule of thumb, especially when assessing how much Might you need in a
particular army. If there’s no way to make your force less dependent on moving first, then you better bring lots of heroes. If you weren’t
planning on bringing many heroes, then probably go light on throwing weapons
and shock cavalry and bring some more durable troops and numbers. And if you
really don’t like Heroic Move-offs, then just bring Angmar and ignore the whole
concept of Might. After all, you can’t get Heroic Moves called against you if the enemy
heroes are all Paralysed!
If you can't tell, I really like Barrow Wights (Tell Me A Tale Great or Small)
Some great points, but just a few examples why ANGMAR is the best faction ever! After your comments in the TMAT blog I think you're a really good Angmar player, so I would like to have some advice: Always I take a shade something in my mind says: "Don't take a shade! Two Barrow Wights are better!". That isn't the end, because always I take Two barrow Wights the same ghost in my brain says the opposite.
ReplyDeleteWhat would you think?
Thanks for this great article and hopefully your answer.
Hi Evil, thanks for the comment (and the flattery!). I think that there are good arguments either way, so much so that I'd be tempted to write an article discussing it. To my mind, the Barrow Wights bring an awful lot of relatively small bonuses to the table, while the Shade brings one enormous buff and basically nothing else. Barrow Wights let you bring more troops, spread around that Terror bubble, provide great Stand Fasts, are shockingly durable and are absolutely terrifying for enemy heroes, while Shades provide 8 turns of the best bubble effect in the game.
DeleteOverall, I'm inclined to consider the Wights more necessary to an Angmar list, with the Shade a little bit of a luxury. Angmar as an army doesn't really function without Terror, and being able to Paralyse enemy heroes makes you a lot less worried about the damage they can do. At higher points I'd definitely take both, but in smaller games I always drift to the Wights. The one exception is if I'm worried about my Orcs losing a drawn-out fight against the enemy battleline and Terror isn't enough to save me. If the enemy has invested in elite troops rather than big heroes, then a Shade will provide a lot more value. Aside from this situation however I'd be inclined to prioritise getting at least two Wights in first.
Yes, but I don't agree with the statement, which says that the Shade is just for save your own troops against shieldwalls. I think that the shade neutralize also big heroes, because they aren't able to roll their important 6s. The probably best way is to play both versions.
ReplyDeleteBest regards and happy new year
That's certainly true, but there's a world of difference between "-1 to your duel rolls" and "you automatically lose fights and face double Strikes back." A Shade offers a bit of protection from enemy heroes, but it's nothing like the absolute terror that the Barrow Wights produce. On the other hand, the Shade will have an effect against a whole battleline, while the Wights can only target one or two models.
DeleteHappy New Year to you too!