An Understated Beast: An Analysis of the Cave Drake


 I’ve enjoyed playing with Cave Drakes since the model was first released way back in 2007. It’s always hit like a truck and been a terrifying monster to play around, able to rip through battlelines or swallow heroes whole. These days, however, the community consensus on the Drake is pretty negative. The theory seems to be that its lack of Heroic Strike and F6 makes it too vulnerable to enemy combat heroes, who can Strike up and cut it to pieces. However, when I broke it out recently for a friendly game, I realised that the truth is a little less simple than “No Strike = Dead.”


    

         
                                                                              Heroes when they face a Cave Drake (National Trotguide)


Before we get to that, let’s look at why you might be interested in making a Cave Drake work. The answer to this is that it’s an absolute blender to match any killing piece in Middle Earth. Strength 7 is scary enough, but when you’ve got 4 Attacks and Monstrous Charge it becomes outright terrifying. Almost anything that’s charged by a Cave Drake and loses the duel roll is going to be facing a massive 10 S7 hits. Even its Fight value of 6 is perfectly acceptable against most models, letting it easily win fights against warriors or basic Captains and rip apart battlelines with ease. It’s got some neat side benefits— a cute Fearless bubble, a Brutal Power Attack that’s almost always worse than attacking normally, and it can bring along half a dozen Goblins in its warband for efficiency’s sake but primarily you’re interested in its capacity to hit an enemy line and kill everything in its path.

    

       

                                                                                                                        No one wants this charging them (Sithious)

Unfortunately, as has been articulated all over the internet, you’re eventually going to end up hitting an enemy hero with Strike, who’ll get up to F7 or higher, win the duel pretty easily, and cut you into neat little pieces of lizard. When we look at a hypothetical duel between the Drake and someone like Elrond, the math seems to bear this out. If Elrond Strikes, he has a roughly 2/3 chance of winning the duel, and the great weakness of the Cave Drake is exposed. He’ll hack it down, crush the Goblins you brought with it, the air will be filled with your lamentations, and

                                        68.5% chance of winning the duel is looking good for Elrond (Jeremy Hunthor's Spreadsheet)          

Hang on. Looking a bit deeper at that math there, we see that our Elven blademaster is actually only doing an average of 0.46 Wounds per turn to the Drake. In fact, if we do some quick maths ourselves, we realise that the D7 of the Cave Drake means that Elrond is only Wounding it on 6’s, and his three Attacks with one reroll to Wound have barely over a 50% chance of scoring a Wound even when you have won the duel roll. This is made especially annoying for the Elf Lord by his need to save Might for Heroic Strikes, meaning he can’t spend it on inflicting Wounds. Given that the Cave Drake has 6 Wounds and 1 Fate, it will therefore take Elrond a full 15 turns of combat to kill the Drake longer than most games! Moreover, this is assuming that he has F7 the whole time. Once he’s out of Might by the third combat, he’s actually down to 0.37 average Wounds inflicted per turn, so these numbers are actually optimistic. If he decided to wield his Elven Blade two-handed, his odds of winning the duel roll would go down so much that his average Wounds dealt would actually decrease, so that's out as a potential solution. The Drake would be in a bit more trouble if it got trapped, especially if there were lots of other Elves in the fight with Elrond. But given that it costs 20-40 points less than he does and will probably be embedded in a horde of Goblins, it should be quite easy for you to keep its flank secure and pull off any extra models that try and gang up on it. Assuming you can do this, then there’s little to no risk of a S4 hero like Elrond killing the Cave Drake in an ordinary game.

    
                                                                       Elrond's not so big a fan of those numbers (Michael Martinez)

In fact, if we look a little deeper again, we see that our territorial little lizard is actually doing quite a lot of damage back to Elrond. It may only be winning combat every three turns or so while Elrond is Striking, but it’s dealing so much damage back on those turns with its 4 S7 Rending Strikes that it’s averaging 0.84 Wounds back to him per turn (note that his Defence is listed as 4 because the Drake will be Rending). That’s almost double the damage it was taking! Once Elrond runs out of Might and is back down to F6 with an Elven Blade, the Drake’s average damage output increases to 1.17 Wounds per turn, which is starting to get really scary for our favourite Half-Elf. In fact, if Elrond Heroic Strikes for the first three rounds of combat, then it will take him 17 turns to kill the Drake, while it will have devoured him within an average of 5 or 6 turns. Those aren't great odds for the Good player.



                                                                                                   Yikes

As it turns out, things actually gets much worse once we take into account charge bonuses. Assuming Elrond is mounted, him charging in increases his average damage output to 0.51 Wounds/turn, or 0.63 if he’s Striking, while also reducing the Drake’s chance of winning the duel and inflicting damage by a little bit. However, when the Drake gets to charge, things get messy. It ends up with an almost 50% chance of winning if he isn’t Striking, and there’s every possibility that he doesn’t survive the 10 S7 Strikes he will take if he does lose the duel. Assuming that the Drake charges every second round (probably reasonable, unless one side is burning much more Might than the other on Heroic Moves), then on average dice Elrond will be dead by the fourth or fifth round of combat. The Drake, meanwhile, will have suffered around 2 Wounds and have expended no resources, ready to crunch through the rest of the Elf shieldwall. Now is when we get to hear those lamentations I was talking about earlier.


                                                                                                    YIKES 

Obviously, dice are dice, and they can be unpredictable things. If Elrond rolls well and gets an early lead in Wounds, then it’s still quite possible that he brings down the Cave Drake. Moreover, all of this math changes substantially if we’re taking on someone like Bolg or Elendil, who have native F7 and will be Wounding on 4’s rather than 6’s. As it turns out, those matchups do still remain quite even unless the hero burns through loads of Might, with the ever-looming possibility of the Drake charging in and killing even these heroes in one turn. But they’re certainly a lot better-suited to taking on a Cave Drake than Elrond, Lord of the West though he is.

                                            


                                                                  Even Elendil is taking more Wounds than he's dishing out!

I am in no way advertising the Cave Drake as a hero-killer par excellence, capable of outduelling any combat hero with ease. However, the one-sided nature of this math makes it clear that the Drake is at least “pretty good” at killing enemy heroes, even ones with Strike. The fact that it only really gets countered by heroes with both F7 or higher and powerful bonuses to Wound shows that the gaping weakness of the model is a lot smaller than it first appears. It’s a monster that is perfectly suited to ripping apart battlelines and crushing smaller heroes, that also happens to put in a good showing against the vast majority of bigger combat pieces as well. If you back it up with a couple of Bat Swarms or Blackshield Shamans, then the one “weakness” of the model is totally patched over and you’re left with an almost unstoppable combat piece. And of course, you can afford to do so because all of this combat power comes at a mere 150pts. That’s around 100pts less than the heroes like Azog and King Elessar that really pose a threat to you. It’s not a perfect model by any means, and it can sometimes feel a bit crowded out by the multitude of other monsters that Moria can bring (check back in a few week's time for a discussion on this!). But if you run it, you’re unlikely to be disappointed. There’s even a chance that you’ll get that one in a million situation where Gaping Maw is actually worthwhile, and then you’ll feel properly smug.

 


                                                                         Honestly, I prefer the Drake (The Stuff of Legends).

 I hope you enjoyed this little exploration of one of Moria's less popular denizens. The next article will be diving into the maths behind another much-maligned model: the humble Shaman. They were the keystones of competitive success last edition, but have they now fallen too far to be useable? Tune in next week to find out (or at least read my ramblings on the topic). And if you have any experience with the Cave Drake that you'd like to share, I'd love to hear from you in the comments section below or on Facebook. 

Until next time, may your Drakes always have battlelines to crush!

Comments

  1. Speaking of shamans, I know that at least one didn't receive such a nerf: the humble War Priest! Mostly because he remained a hero of fortitude and still kept that awesome 2+ Bladewrath. Looking forward to reading about him!

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    1. The War Priest is hardly humble, he and Kardush are probably the two best Shamans in the game! Both benefit a lot from relying on Fury to get value from their spellcasting I think, which is a pretty big deal

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  2. Great write-up - and glad to see you've started your own blog! I think models like Elrond are actually better off NOT Striking and relying on their Elven-made weapon to carry the day and save the Might they would have used to Strike to boost instead. This makes it more likely that they get a 6 and force the Cave Drake to spend his own Might boosting his roll to get to a roll-off where he has a disadvantage. With his reroll, whichever model is charging gets 5 dice while the charged model gets 4 dice, which means there's actually a high chance that both models roll a 6 . . . which favors Elrond quite a bit. Heroes who are greater than F6 (like Elendil and Bolg) are also able to boost their rolls, knowing that they'll win if they do so - and THAT'S why I think the Cave Drake suffers in a lot of people's estimations. Great article though, exploring why it's okay to not Strike. :)

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    1. Thanks! Figured I should stop cluttering up your inbox with articles and find somewhere else for them haha.

      I think you're probably right that Strike isn't the optimal move for Elrond here, but it's an interesting question whether he's best off spending that Might on duel or to-Wound rolls. The latter is much easier to calculate, because it will basically let him double his damage output. That would definitely be an edge over Striking in terms of Wounds dealt, although it would also mean that the Drake would eat him slightly sooner, and he almost certainly would still lose overall.

      Spending Might on duel rolls is a lot trickier. I would assume that you'd only spend it on turns where you lost combat by one, as using it when you both rolled the same number would only lock in a 2/3 chance of winning the roll-off anyway. When Elrond does roll just beneath the Drake he'd end up with a 2/3 chance of winning the roll-off, which would be a swing from taking heaps of S7 hits to dealing out a few S4 hits back. That seems like it'd be a pretty big deal, I think.

      The difficulty is that the odds of the Drake's highest dice being exactly 1 higher than Elrond's is about a 19% chance, and only in 2/3 of those will Elrond actually win the roll-off. That means that using this would increase his odds of winning the fight by a little under 13% and decrease the Drake's odds by the same amount. Factoring that into my calculations was a bit tricky, because the macros involved didn't really want to play nice with me tinkering. It wouldn't have been too hard if I didn't have to calculate it all 3 different ways for when Elrond was charging on horseback, when he was charging on foot (for when he gets dismounted by the Drake), and when the Drake is charging. It's also inevitably inexact, because it's impossible to predict exactly when the Drake will dismount Elrond.

      But after making some very generous assumptions in Elrond's favour on this point (giving him a full three cavalry charges before being dismounted), it turns out that after 6 turns of combat he will have done a little over 3 Wounds to the Drake, and it will have averaged a whopping 7.4 back to him. So, he's a little less dead than before, but not by much.

      The one upside here is that he probably only had to spend Might modifying duel rolls once in those six turns, so he probably had two to burn on to-Wound rolls. If he spent them to turn two 5's into 6's, that would take his average up to just over 5 Wounds dealt, which is tantalisingly close! So if he manages to roll just a bit more above average AND gets to charge first AND manages to win the fight the first two times he's charged back then he can possibly take on the Drake and win (if it fails its Fate roll).

      The first insight I took from that somewhat gruelling bit of maths is that your instinct is right, Tiberius; Elrond should definitely spend his Might on duel and to-Wound rolls. It seems to make the matchup a lot less one-sided than when he Strikes, and a character like Bolg or Elendil might well be able to translate that strategy into an actually positive matchup. The second insight was that Elrond is still definitely in a bad position here. The assumptions I made in his favour were very generous, and he was still realistically 1.5 Wound away from victory. And I didn't even take into account the Drake spending its own Might! So if you've got a S4 hero with no bonuses to Wound and your opponent has a Cave Drake, you're probably best off running the other way.

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    2. Also, I'm doing a follow-up article on the maths I did to answer this and another question, would you mind me quoting your question in it?

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  3. I love my Drake's. I'm taking two in a Mordor/Moria list to a 1k pt tournament soon. Some ppl think the big base size is a problem, but if they're ran in pairs, they're almost unstoppable. They can keep each other from being trapped, especially if you have a few models on their flanks.

    This is my Tournament list.
    Moria:
    The Balrog
    - Warg Marauder
    - Bat Swarm
    Cave Drake
    - Warg Marauder
    Cave Drake
    - Bat Swarm

    Mordor:
    The Shadow Lord+horse
    - 3 Morgul knights (1banner)
    - Warg Rider

    - 8 Warriors
    - 4 Heroes
    - 12 Models
    - 4 Might
    - 4 Bows
    - 7 Cavalry
    - 9 Terror
    - 1 Ancient Evil
    1000 points

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    1. Wow, that's not a lot of models! Looks like a hilarious list to play, I'd be terrified of those big, crunchy models, even at 1000 points! I'd definitely be interested in hearing how it goes

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    2. 1000 pt tournament
      Game 1: Reconnoiter: vs. The Last Alliance
      I knew this was going to be my toughest match-up, but I think I played the scenario about as perfectly as you can. I kept all 39 of my opponents models from reaching my board edge with only 12 models myself. My issue wasn't with strategy, but with dice rolling... I outfought my opponent on around half of my combats, but I only won about 5 out of 40 combats... it was a statistical anomaly. The Balrog won his first combat, killed 2 elves and then heroic combated into 2 more elves. He didn't win another combat the rest of the game. I'm not kidding. The Balrog won 1 out of 8 combats in that match-up, outfighting my opponent on every single turn. He also won every single roll-off. He got a single wound on the Balrog with a single elf rolling a 6/5. I also attempted 5 spells in the game with The Shadow Lord. I successfully rolled for 1 Drain Courage with a 3. He resisted (Elendil) on a 4. The other 4 spells all failed. Twice I rolled double 2's on a 3+ Transfix and snake eyes on another. It was a brutal game. He won 1-0 because of the 1 lucky wound on the Balrog. I had a Warg Marauder very close to his board edge, but ran out of time before I could get him close enough to dump the goblins across. I would have won 5-1 if I had a little more time.

      Game 2: Capture and Control: vs. Erebor Reclaimed/The White Council
      My opponent had a good plan, but was helped out tremendously by Dain's Fearless bubble for his Dwarves. I won quite a few combats, but only had 4 total Might to counter his constant Heroic Moves and winning so many priorities with 4 Heroes (Thorin, Dain, Balin and Galadriel). I held 3 of the markers for much of the game, but lost 3 of 4 that I was contesting on the very last turn when my luck fell out again, allowing him to win 3 different combats keeping me from contesting them. He won 8-2 because of it.

      Game 3: Lords of Battle: vs. The Return of the King LL
      My best scenario vs. the worst possible match-up I could have with my list. My horrific luck apparently brushed off on my opponent. He had Courage 6 AotD Warriors and failed more Courage checks than I could count (The Balrogs Ancient Evil and The Shadow Lords Harbinger of Evil helped a little). My Drakes and Balrog absolutely decimated the Dead getting me 31 wounds vs his 8. I also injured Aragorn giving me an 11-0 win. I placed in the top half of a 28 person tournament.

      I had a great time with this list except for the 1st game. Losing that many combats makes it impossible to ever win, but this is a dice game so that's going to happen on occasion. If I were to play this list again, I would likely just go back to my original list. I would drop the Shadow Lord and the Morgul Knights, adding back a 3rd Drake + Bat Swarm and a Goblin Captain. It's super fun to play and very few of my opponents would have been ready to take down The Balrog + 3 Cave Drakes. They have incredible synergy together.

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    3. Wow, sounds like a fun tournament! Sounds like that first game was a rough time, but I guess that is the big weakness of the Balrog: sometimes he just fluffs his rolls and there's not a lot you can do about it. The last game seemed like it really showed off what the list could do though, and I'm glad you had a great time at the tournament!

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  4. Hej Sharbie! I really enjoyed reading your thoughts on the cave drake! So much even, that I got myself an oval base and crafted my own model to test it out with my Moria army. But not even a minute into the first game I realised, I have no idea how to move with the oval base. Are there any rules for pivoting like for war beasts? Can a model with an oval base move "sideways"? I couldn't find any rules in the rules manual...
    Thanks for the help!:)

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    1. Hi Niki, I'd love to see some pictures of the Drake! That's actually a quite interesting question, and one I'd never considered when using the Drake. I've had a quick search through the FAQs and the rules, and there's nothing in there, so I'm assuming that the normal rules for bases apply. They state that you can generally rotate bases freely, except that you can't do so to gain any in-game advantage. In this case, rotating the Drake would often give you an advantage, so I'd rule that you can only do so in your Move phase and that you'd measure distances moved from whichever point moves the furthest. That's how I've always played it at least, and I can't see any firm points in the rules about it.

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