This week I was lucky enough to attend a new, in person
tournament in my home town of Brisbane. It was my first baby step onto the
Brisbane scene, and honestly I couldn’t have wished for a better experience.
The format was a somewhat unusual one, with a mere 200 points of Good/Evil on a
2’ by 2’ board. Thanks to the smaller game size, we could fit a whopping 6
games into the day, so I got to meet and play against a whole range of
absolutely delightful opponents. Before we jump into more detail, I’d like to
make clear that all of this article is merely my own memories of the games, and
I’m absolutely sure they differ from what actually happened at points.
Hopefully the general gist is accurate, and it comes through clearly that
everyone I played against and chatted to today was a delight to meet and roll
dice with. And to all of you reading this from overseas, I hope that it at
least gives you some vicarious joy; at least Tabletop Simulator is a thing,
right?
Tournament Review
Overall, the tournament was extremely smoothly run. It
started and finished on time with only the tiniest of administrative
difficulties, the prizes were interesting and well done, the format was fresh
and exciting and I think everyone had a blast. Every board was packed full of
awesome terrain, and the small game size really made every model matter. I
think Rhys as TO deserves an enormous amount of credit, especially given that
it was his first tournament! A small amount more space would have been nice,
but that would have mean less delightful people crammed in playing MESBG, so
it's a very understandable difficulty.
The one thing that I think could be improved on was the
mission choice. Because of the small table/army size, missions were assigned
from a combination of Battle Companies and the Matched Play Guide, and the
book-flicking and confusion this created was a little unfortunate. On the other
hand, the system for selecting missions (three were assigned for a round, the
Good player vetoed one and the Evil player chose from the remaining two) was
excellent, and I think should be a staple of all tournaments. In the player’s
pack, the missions were written in groups of three, and I think sticking to
these groupings on the day would have made life a little simpler and reduced
the number of ‘Okay, so it was Lords of Battle, Seize Ground and which one
again?’ queries. But overall, the format was fun and well designed and the
tournament ran like clockwork, so a solid 9.5/10 for me.
Army Lists
The main restrictions on lists were that they needed to be
200 points, couldn’t bring any monsters and were capped at 8 bows. I
brainstormed an enormous number of lists in the leadup to the tournament,
before eventually realising that I was moving house and didn’t have time to
assemble anything I didn’t already have. As it turned out, my paints managed to
disappear somewhere in that process anyway, presumably to reappear next week
when I don’t need them as urgently, so I wasn’t even able to finish painting
the models I did take. I contemplated trying to sell my ticket, but figured I
would still have a good time even with unpainted models. Plus, I’d probably lose
enough games for the missed bonus points not to matter anyway. I had an
optimistic goal of going 3:3, but honestly even a single win would have been
exciting.
My Good list was:
Théodred
on horse with shield
7 Riders of Rohan
1 Warrior of Rohan with bow
It was fairly low on numbers, but extremely fast, hit the bow limit, and had a terrifying beatstick as its leader. I ran it in Rohan not the Legendary Legion mostly so I could spam out Riders without needing to field lots of foot troops, but the S4 on the charge was also a big draw.
For Evil, I was running the Besiegers of Helm’s Deep, with:
Captain
with shield
9 Uruks
(3 with pikes, 6 with shields)
3
Berserkers
This list was much simpler. It had a cheap beatstick hero and
a good amount of durable, dangerous infantry. This list actually lost all three
practice games I ran it in, so I wasn’t feeling especially confident with it, but
I just didn’t have time to paint up anything different that I wanted to run.
Next time, Goblintown, next time.
Game 1
I was matched up against a lovely guy named Mick, who I
think had gotten back into the game just a little bit before me. The dice left
me facing his Good list, which was basically Faramir mounted and a half-dozen
Knights. We had the choice of playing Secure the Area, Seize the Treasure or
Capture and Control— so, two missions with spread out objectives and one based
on holding the board centre. Mick ended
up vetoing Seize the Treasure, which I think was probably a mistake: he had
much better mobility than I did, and I would’ve hated to have to chase down his
horses after they’d picked up the objectives. I suppose he probably would have
been forced to dismount to do so though, so maybe it wasn’t an awful call on
his part. However, this did let me pick Secure the Area, knowing that I
outnumbered him 2:1 and would thus be able to outnumber him on the central
objective unless he outkilled me to a massive degree.
As it turned out, the Uruks didn’t need to play the
objective too much at all really. Mick claimed the middle early, only to be
worn down by my F4 S4 horde. He pulled some clever manoeuvres by disengaging
from a few of my models to leave them out of position, but ultimately my troops
were just too scary and too numerous. My Captain did his best to mess things up
by using a Heroic Combat to slingshot himself and three other Uruks into a
charging Knight, only to roll a 4 high and be taken down to a single Wound by
the Knight, but otherwise the Uruks feasted well on man-flesh. I guess Faramir
doesn’t have a great track record for heroic cavalry charges.
Mick was absolutely lovely, and even lent me one of his
range rulers to use for the day when I realised I’d forgotten my own. The
perfect opponent to start the day!
Result: 12-1 Victory
Game 2
This round I was facing another absolutely charming
opponent, this time by the name of Jack. I’m probably going to start waxing
less lyrical about my opponents in the later games, but don’t take that as a statement
of anything, it just gets repetitive to write about how charming they all were. I
was facing Jack’s Evil list, a force very similar to my own Uruk force. A few
more crossbows and one less Berserker were basically the only real changes, so
I was a bit scared to take it on. We ended up playing Retrieval after I vetoed
Kill the Messenger and he vetoed Storm the Camp, so it was basically a ‘capture
the flag’ style mission. Our forces started skirmishing across quite a wide front
before Théodred went charging bravely in, Heroic Combatting off a lone Warrior
to ride down his Captain. Or, rather, losing the fight to the Warrior, getting
charged by the Captain and Striking up, having to spend his last Might to win
the Fight and do nothing, and then being slaughtered on the next turn. So, he
was off to a great start to the tournament.
I had, however, managed to sneak two Riders through his
lines and stolen his flag, cantering back towards the safety of my deployment
edge. Had they managed to hold onto it as my other Riders defended my
objective, I would have snatched a win from the jaws of defeat. Alas, a handful
of small errors of positioning on my part combined with a remarkable capacity
to roll exactly the number that would see his Fight value trump mine saw my
defences crumble, and my own objective was swamped just as a Berserker smashed
my objective-carrying Rider out of his saddle. I think I killed literally a
single model all game, which I guess is what happens when you lose all bar two
of the duel rolls. Of course, this does emphasise the importance of Fight
value, and doesn’t at all take away from how my opponent played: he took every
advantage that he was given and did an excellent job of keeping the pressure on
me. Ultimately, this game also highlighted that a weakness of the list is its
dependence on Théodred for damage. Once he died, it was really hard to break
through the Uruks.
On the plus side, I was proud of myself for coming up with a
proactive plan to win the game in spite of the dice swings, and for remaining
upbeat and cheery as my troops got slaughtered. This was also helped by Jack
being utterly gracious in victory, so I was still feeling good going into game
3.
Result: 1-8 Defeat.
Game 3
I was now matched up against Callan and his beautifully
painted Mahud camels. I immediately vetoed Clash by Moonlight, as his blowpipes
were 12” range anyway, and he vetoed Heirlooms to save him needing to dismount.
This left us with Breakthrough, a Capture and Control style missions where the
objectives are worth more the further they are from you deployment zone.
Annoyingly, this meant I needed to centreline deploy, so it was an all-in
gamble on that Heroic Move-off. The thought of a 50/50 dice roll being all that
stood between my squishy horses and those Oliphant tusks was not a pleasant
one.
I proceeded to carefully position Théodred slightly behind
my lines, such that only a single camel could charge him if they moved first,
but he could still charge out at them. Except that when we actually measured
it, that wasn’t the case, and he was totally stuck and unable to move. On a
turn where I needed him to call a Heroic Move. Right. I won the roll-off
anyway, thankfully, and tried to shut down his charges. He got a few off,
including a Heroic Combat from the King, but I was still in an okay shape at the
end of the round, and was now up two Might points. Over the next few turns an
almighty brawl developed, with Théodred calling a Heroic Move when I lost
Priority and otherwise just butchering the Mahud. My own numbers were thinning
fast though, and eventually I was down to Theodred, a Rider and a dismount.
The Rider got smashed apart by one of his last two Camels, and I was left with a
narrow 5-7 defeat. We shook hands, made a few jokes, chatted about what let me
down (deployment, in case you hadn’t guessed) and went and told Rhys our
scores.
And then we realised that Callan hadn’t taken a Break Test
for his last camel on the final turn. And when we rolled the dice, he would
have failed by miles. He was well outside the King’s Stand Fast, his movement
was basically the last thing that either of us did, and he was worth a massive
four points to Callan. Suddenly a quite unexpected moral quandary had arisen,
and I was stumped. I’m normally very much in the camp of ‘the game state has
changed, just move on’, but this was the last decision to have been made in the
game. And it wasn’t a missed opportunity to use an optional rule, it was a
missed obligation to take a test that he had to take. As a new player on the
scene, I was feeling very out of my element and underequipped to make the call.
Callan, to his absolute credit, was excellent: he owned the mistake as his own
and was very insistent that if I wanted to change the score, we could
definitely go right to the TO and do so. Impeccable sportsmanship, but it
didn’t solve my issue— should I change the score to reflect what actually should
have happened, or should I stick with the general rule of not rewinding the
clock? The solution, of course, was to roll a dice. It came up with a five, and
off we went and changed the score. We got a little confused here and decided
that Callan would have moved his spare camel onto my back objective if he had
actually failed the test, which we thought would have left the score at 7 all.
In hindsight, had he done that I would have actually scored another 2 points as
well for the objective he didn’t clear me off, so that would have left us with
a 9-7 split in my favour. But honestly, after such excellent sportsmanship from
my opponent, who probably had outplayed me overall, I feel like a draw was an
eminently fair result. At the end of the tournament, I was very glad to see
Callan awarded the Most Sportsmanlike award; he did an excellent job of
navigating a difficult position.
Result: a 7-7 Draw
Game 4
With a 1:1:1 record, I was feeling pretty good, and that
feeling grew when I was matched up against Riley’s Army of the Dead. He did
very well with it over the tournament, but with 3 Berserkers, pikes, and
F4/S4/C3 on everyone, it was always gonna be a rough matchup for him. I think
he missed an opportunity to push for Lords of Battle here, instead vetoing it
and letting me choose Divide and Conquer. With three objectives spaced across
the board, I felt quite confident in winning the game on those, even if he did
outscore me, and it prevented him turtling up on the beautiful Dol-Goldûr board
we were playing on.
As it happened, it didn’t really matter that much. My
Berserkers and Captain were able to consistently charge and get pike supports,
my other Warriors were able to play a cheerleading role and stand 0.5” behind
the Dead and Trap them without needing to pass Courage tests, and my sheer
numbers and higher Fight value saw his spirits banished rapidly. I thought I
did some good manoeuvring as well, peeling the King of the Dead off my Captain
on a critical turn with a surprise Berserker charge from behind and ensuring he
was always Trapped and rolling less dice than I was. I did manage to almost throw it all away
when his Rider of the Dead charged my Captain and I only rolled a 4 high. I was
going to let it pass and save my Might when I realised that he would be Wounding me on 4s with 4
dice and could genuinely spike out my leader. Once I burnt all my Might to win that duel, the game played
out about as one would have expected; it was a great matchup for me, and Riley
was a bit down about how outmatched his undead were. The dice were quite fair
overall I thought, but I almost always had a Fight value edge and more dice.
Under those circumstances, things are only going to go one way. It was still a
fun game though, and credit to Riley for taking the awful matchup with a grin.
Result: 12:0 Victory
Game 5
I was now facing Sean’s Dunédain, which was a scary
proposition as I believe he was currently undefeated at this point. With my
Uruks once again, I got to choose between Command the Battlefield and Hold
Ground 2 after he vetoed Reconnoitre. Unsure whether I could win a straight
fight against him, I went for Command, which gives points for holding table
quarters as long as you aren’t too close to the middle of the board.
After Maelstrom basically gave us opposite edge deployment
(aside from one Berserker, who found himself facing 7 bows turn one and promptly
died), I rushed towards him, aiming to stick to cover but still pin him in his
half. My thoughts were that if I could hold my two quarters unopposed and
contest his, I could squeak out a win as he slaughtered my list. The first few
turns bore this out, as he massacred a number of my Uruks for almost no losses
in return while I tried to otherwise dominate the board. The tide began to shift
as the remains of my western flank clustered into a tight little defensive
block that began to whittle him down, and my Captain decided to
assert his dominance over these measly F4 Rangers and slaughter everything within reach. That forced Sean to fall back and try and get away from
him, but as we came into the final turn I was left with just enough models in
his table quarters to score a narrow 5-4 win in an extremely close game.
At this point I was feeling great. I had achieved my goal of
three wins, and had an absolute blast, so whatever came next would be just
gravy on top.
Result: 5-4 Victory
Game 6
For the final game, I was playing Laurence and his Hunter
Orcs. More concerningly, I had realised that I was on the top table, with the
results from my game directly determining whether Laurence would end up topping
the tournament! So, no pressure! We had the options of Seize Ground, Destroy
the Supplies and To the Death, and I eventually vetoed Seize Ground because it
would have let Laurence place objectives atop a quite substantial escarpment and
in a forest. He then selected To the Death, clearly hoping to massacre my
fragile Rohirrim. I was obviously not quite as keen on this plan. With eight
bows I had a substantial ranged advantage, his troops were very fragile and hit
incredibly hard, there was a big area of open ground for him to run through to reach
me, and the scenario let me engage wherever I wanted. So, I sat and shot.
I think this frustrated Laurence a fair amount, and it
honestly wasn’t as much fun as if I’d charged bravely in to my doom. But we
were playing on the top table and there was a clear most competitive decision
for me, so I felt like it was the only real option. In any case, the shooting
strategy worked quite well, killing several Orcs and leading to him engaging in
dribs and drabs. Théodred’s counterattack slaughtered all before him, Fimbul’s
rampage down my flank ended in my cavalry riding him down, and the rest of his
mounted Orcs were Trapped and slaughtered. I was feeling great, until Narzug’s
two shots on Théodred (through two In The Way checks and needing 6’s followed
by 4’s) managed to strip his Fate and Wound him once. And of course, I then
rolled a one on the very next turn to put my leader in the dirt and Laurence in
front. Ouch.
From there, the game got a bit scrappy. Laurence forgot to
roll his Break tests again and we rolled off to see what happened (we ignored
them and moved on), and there were a few other little rules disputes that I
think were mainly just a result of us feeling exhausted and very tense. I also
made a couple of dumb mistakes, letting a Hunter Orc charge me and down a
couple of Riders. The game finally ended up coming down to Narzug fleeing the
field as I ran down the charging Hunter Orc, quartering him and giving me another
narrow win! It was an exhausting but exhilarating conclusion to a massive day
of gaming, and I was incredibly excited to be sitting on 4:1:1 at the end of
the day!
After the game, Laurence came up to me and apologised for being a bit annoyed by my choice of tactics, and I apologised for doing the competitive thing that made the game less fun. It was a nice touch to end on, and I hope our next game gives us a bit more of a good old-fashioned brawl.
After the game, I was absolutely drained. I think normally I play about six games of
MESBG a month, so doing so in a day left me utterly exhausted. But it was
absolutely worth it to have played so many brilliant games against lovely
opponents, and I learnt so much about how to improve my own game. To come
fourth in my first ever tournament was also absolutely amazing, especially out
of a field of around three dozen. Maybe the fairly small VP differential
between me and a podium position will make sure I get my models all painted and
based before the next tournament too!
Army Review
Going into this tournament, I was quite confident in my Good
list, which had brutally slaughtered everything it faced, and pretty nervous
about my then-winless Evil force. Naturally, my Evil list managed to go 3:0,
while my Good force barely scraped through with a 1:1:1 ratio. While some of
this was down to luck of the draw and the dice, it did raise interesting
questions as to why one did so much better than the other. Part of the answer
is probably that I’ve got a lot more experience fielding infantry lists than
all-cavalry armies, and I don’t think I was always the best at deciding when to
engage and when to keep skirmishing. In the last round, I think I should have
gone more aggressively for Narzug with Théodred, as ultimately there wasn’t
anything on the bord that could stop him except that Orc sniping from a
distance. On the other hand, maybe I should have held him back against Jack for
another turn or so, or flung more weight against the other flank to try and
collapse it. With my Isengard on the other hand, most of the decision-making
process was ‘move Uruks forward --> Uruks kill things.’ The simplicity in
the list itself gave me a bit more time to think about strategy I think, which
showed itself particularly strongly in the game against Sean. He slaughtered a
lot of my troops, but ultimately I was ahead on VPs almost every turn of that
game. The lesson from this is probably ‘stick with what you know’, which I feel
I probably could have guessed before a tournament, but is still a good thing to
remember.
I think the Uruks were also a bit better suited to the
smaller table. With much less space and plentiful terrain, it was quite
difficult for me to leverage the mobility and ranged power of the Riders, while
the sheer brutality of the Uruks was scary in every matchup (including the one
I played against them!). Were I to play this tournament again, I think I’d back
the Uruks up with a detachment of efficient infantry, like Laketown or Iron
Hills, as that definitely seems to be what I’m best at using. Overall though,
I’m extremely happy with my performance, so I can hardly critique the list too
much.
Great tournament review - I quite prefer Theodred from vanilla Rohan as well. Normally I do so because you can have him NOT be your army leader, but at 200 points, I've used him and he is BRUTAL. I've run basically your list except dropping the archer and giving Theodred and one Rider of Rohan throwing spears. Not sure whether having one fewer model would have changed anything, but the throwing spears provide some nice skirmishing capabilities.
ReplyDeleteThanks! I was definitely glad I went with Rohan rather than the LL, not being able to mass cavalry would have made life much harder. Theodred was definitely a monster at these points values, but I do wonder whether I would have been better off with someone a bit cheaper and a few more models. Would've spread my eggs out a bit from one basket, but would've reduced my capacity to flashkill enemy leaders. In saying that, I never actually did manage to kill anyone's leader with Theodred, though I probably could have against Calan in round 3.
DeleteIn regards to the throwing weapon, one more model made a huge difference in two of the three games. Against Calan I was down to 3 models in the last turn, and would have basically been doomed if I was down to 2 instead. And against Laurence, one less model would have meant I was quartered the same turn as he was and thus would have gotten a draw (or worse, as I would also have been Broken a turn earlier). Throwing weapons are fun and all, but that extra model was a big deal, especially at 200 points. I'm not sure which would have been better in round 2, but I didn't really have much space to skirmish there anyway, and that game kinda had bigger issues than how I spent my last 7 points haha
Were there any other list building changes that the TO specified given the low points limit? For example, would minor heroes be allowed to lead armies? That would make some interesting elite options possible, or let people field two small warbands lead by two minor heroes instead of it being mostly single warbands.
ReplyDeleteI actually think Minor Heroes can already lead armies, unless I'm missing something. They can't take allies or field siege engines, but they can be the army leader by my reading of the rules. In fact, I think even Independent Heroes can be army leaders if no one else has a higher Heroic Tier, and there was a list at the tournament that was just 8 Dunedain (Sean's list from Game 5).
DeleteThere were some other changes specified by the TO: bow limit was capped at 8, we could ignore some requirements for fielding Legendary Legions or army lists (basically just requirements to field specific models), and no monsters or siege weapons allowed. Of these, I think only really the no monsters rule mattered: fitting >8 bows into 200 points is almost impossible, almost every Legendary Legion's benefits are tied to their army leader in some way, and a siege weapon would have been almost an auto-loss in a lot of scenarios on the day. Not getting to field someone like Gulavhar though was a bit sad, as was the inability to fit in a Cave Troll or Drake for a Moria list. Angmar with a Troll and Barrow Wight would also have been fun. Instead, I just had to content myself with an obscene number of Uruk-hai and an A3 W3 Captain.
I should also say, most armies on the day were actually two warbands: people tended to field one warband full of warriors, get to ~150 points and then add another Captain-level hero. It worked well for a few people I think, although it did limit your numbers in an interesting way. It's part of why I think Goblin-town would've been bonkers at these points. 36 models and the Scribe would have just diced most armies totally off the map, and you can veto Lords of Battle if it shows up
I think the bow limit is very relevant, as it stopped people from running the ranger LL. I think there are a few more that could hit more than 8: the haradrim probably? Good point about minor heroes being able to lead pure lists, I keep mixing up these rules.
DeleteI think running one beefy hero with a full warband is the correct approach here. For fun I tried making a list with denethor to see what happens if you take him and a full warband of budget warriors, but that only leaves about 40 points, so you could grab a single minor hero and upgrade some troops. Alternatively, you could fill his warband with elite troops, cavalry and a banner. But I think at that point bringing a different hero instead is a better call.
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DeleteYour army leader needs to be at least a Hero of Fortitude - on p. 132 of the main rulebook, the sections for Minor Heroes and Independent Heroes say that they cannot be your army leader.
DeleteFair enough, hadn't seen that bit. In that case I think my Round 5 opponent may have had an illegal list, which is a pity. I had a number of people ask me on the day whether my Rohan list was illegal, but turns out I wasn't the issue!
DeleteThe bow limit also certainly is relevant for the Rangers, although I think most of the others who can theoretically do so probably can't make a competitive list while doing so. For Harad you'd need to fit in 18 models and either Suladan or 2 Captains, which I don't think fits at 200 points.
DeleteI think you're probably right about Warband sizes, at least for most armies. Some factions like Goblin town can fit in 2 proper warbands full of models, which I think is very strong at 200, but even lists like Angmar can only really get 1.5 warbands. To my mind this pushes people towards either lists with one beefy warband with a powerful hero and warriors, or one of the real hordes who can fit in two whole warbands (Goblintown, Laketown, etc...)