Because it’s fun, I’m going to lead with the controversial statement: The Black Riders Legendary Legion is an auto-win.
Now, before the pitchforks come out, I’m going to add the
qualifiers: The Black Riders Legendary Legion is as close as this game comes to
an auto-win, in 6 out of the 12 rulebook scenarios (Edit: actually only 5, see Seize the Prize below), in the large majority of
matchups. And at the risk of coming across as even more hyperbolic than I
started, there’s genuinely nothing that most armies can do to prevent them
winning in the first couple of turns in these scenarios. That is, I believe, a
bad thing.
Where this problem comes from is a somewhat unintended rules
interaction that actually has been around since the game was first released, if
anyone had bothered to take armies of 9 Ringwraiths to competitive tournaments.
If your whole army has the Will of Evil special rule, then in any scenario that
ends when one army is quartered you have total control over when this happens.
If at any point you are ahead on points, and would win if the game ended that turn,
then you can have all of your Wraiths (or all bar two, normally) burn all their
Will points on Black Darting the life out of the enemy Army Leader or some
other valuable target. They will then disappear, and you’re left with a
quartered army, an ended game, and, if you did your maths right, victory. And
if this all happens turn one, before your opponent can do a thing? Well, that
kinda sucks for everyone involved.
An obvious disclaimer here: don’t do this in a friendly
game. Don’t even do this in the kind of chill tournament where everyone brings nice
themed lists. Frankly, I don’t think this should be a thing you can ever do,
and I’ve got a suggestion at the end for how this Legendary Legion could be FAQed to
prevent it. But if you’re in a competitive tournament, then this is a powerful
tool available to a Black Riders player, and they’re entitled to take advantage
of it. So let’s dive in a bit deeper and explore how it works in different
scenarios.
As mentioned before, there are six scenarios in which this
list is able to achieve something close to an auto-win outcome: Contest of
Champions, Reconnoitre, Clash by Moonlight, Seize the Prize, Heirlooms of Ages
Past and Fog of War. In each of these (plus Assassinate and maybe Destroy the
Supplies from the Matched Play Guide) there is almost literally nothing an
opponent can do to prevent the Ringwraiths winning in the first couple of turns.
Let’s go through those scenarios and look at how that plays out.
In Contest of Champions, a lot always depends on who wins first turn
(or the inevitable Heroic Move-off). If that’s the Good player, then they get
to hopefully charge (through Terror and stacked Harbinger!) a couple of
Ringwraiths, although most will be out of charge distance. Generally
what happens next is that the untagged Ringwraiths will spend all their Will on
Channelled Black Darts to absolutely evaporate the enemy Army Leader, with the
Witch King firing the final shot to secure the three points. That will normally
happen turn one, but if the leader is going to survive the barrage then you can
always just Channelled Transfix him with an auto-six and finish him off next turn.
Either way, the Black Riders now have 3 points, and the most an opposing player
can possibly receive is 2 for Breaking them. If the Ringwraiths want they can
let the Witch King rampage for a couple turns to secure some extra points, but
if they want a quick game then they can just end things that turn for a literal
turn 1 victory. Of course, if they win the initial Heroic Move-off then that
all happens as before, they just don’t have anyone tied up and can fling 8-9
Black Darts at the Army Leader. Ouch.
The other scenarios I’ve listed are about as unplayable. In
Reconnoitre, it’s beyond effortless for them to get two Wraiths off your board
edge when they move 15” with March (and 17-19 Might!) and can Black Dart or
Channelled Transfix anyone who’s in position to block them. Once two of them
are off? It’s 7-dice Black Dart time, baby. Game over.
Clash by Moonlight depends a little on the matchup, but is
almost amusingly lopsided in a lot of circumstances. By lurking outside of 12”,
only diving inside that range to throw a Black Dart then retreat, the Riders
can probably kill every single enemy hero without needing to make a single
charge. Having done the maths, this is going to be likely in basically every
matchup where the enemy doesn’t have intense magic resistance (lots of Fortify
Spirit flying around, for example) or where they have too big of a hero to kill
with Black Darts (the Balrog/Sauron/Smaug). Even with that, you can reliably
expect to kill around 17 warriors with Black Darts if you have 700 points worth
of Wraiths flinging them in one-Will increments, and 17 warriors is enough to
Break or almost Break most armies. Once they’re Broken, you can happily move in
and watch their heroes fail -3 Courage Break tests, or just remain outside of
12” if you really like watching your opponent suffer.
Seize the Prize is another turn 1 victory a lot of the time. If you win a Heroic-Move off with the Witch King, you can move him forward, then March with another Wraith and hopefully pick up the relic before having the rest of your Riders disappear that turn. If you move second or fail the 4+ to pick up the relic then you need to wall off the centre for a turn or two (maybe Compelling or Black Darting the guy holding the relic if the enemy picked it up turn 1). Either way, just holding the relic and Wounding the enemy Army Leader is enough to get you the win, so get the relic and Black Dart that fool to end the game instantly. Great fun for everyone involved, of course.
Edit: it's been pointed out that this doesn't actually work for Seize the Prize, as the game doesn't end until both sides are reduced to 25% or you get the Relic off the other edge. Of course, stopping that from happening is still easier said than done, but at least it's not possible on Turn 1.
Heirlooms hardly counts because it’s always a skew game, but
you’ve got 7-9 hyper-mobile warbands. Bring them in to dig up every objective
on turn one, Black Dart down to 2 Riders remaining to end the game, you know
the drill.
Fog of War, finally, is a bit more interesting. Random game
length means that there actually is a chance for the enemy to win this one,
although it’s still basically out of their hands. Gameplan for the Riders is to
March forwards turn 1 and Black Dart all non-leader heroes. At 700 that will
probably be 2-3 heroes, which is maybe doable turn 1 and definitely by turn 2,
especially if you Channel. With all the Will burnt on 5 of your Wraiths
(including the Witch King), you’re now Broken and the game could end
immediately. You’ve received 6 VPs for killing your target and your protected
model is still alive (make sure they’re one of the three you aren’t killing!),
while your opponent has at most 6 if they picked one of your sacrificial
Ringwraiths as their target. Now, as long as you can keep your remaining three
Riders safe, you just need to keep a Ringwraith in your target terrain piece
(which is ideally as close as possible from halfway) and wait for the game to
end. If it goes on really long you can lose this one, but if it ends in the
first 1-3 turns it’s normally pretty effortless. Either way, you’ve utterly
removed all of your opponents’ agency and control over the game. How fun.
As you might be coming to realise, this isn’t an especially
enjoyable way to play. Hopefully you’ve also noticed that I haven’t
mentioned scenarios like Lords of Battle where a lot of the time you’re going
to have a massive leg up just because your army is well-suited to that kind of
game. Azog’s Legion is always going to have a rough time against this Legion,
in any scenario, and so will pretty much any other army that leans on big
heroes. I haven’t mentioned these as issues because they’re not issues at all.
Every army is always going to be good at certain scenarios and have some great
matchups, and that’s basically how the game should be. The fact that the Black
Riders can massacre an opponent without enough shooting or anti-magic
protection is just a consideration for listbuilding, and really isn’t a
problem.
What really is a problem for the game is the fact
that enemy armies will often have little or no interaction with the game. In
Contest of Champions, or Assassinate, or any of the other scenarios I’ve
mentioned, their only hope is to either have brought a skew army that’s really
hard for the Riders to deal with in the cheesy way (they’re not getting points
for killing the Army Leader if you brought Sauron along!) or hope that the dice
rolls really favour you and those 7-dice Channelled Black Darts all whiff. When
only one side is getting to play the game, that’s really bad for the game. It’s
not a problem totally unique to this Legion, with Rangers of Ithilien
definitely having faced this accusation a few times, but it’s perhaps at its
worst here because of the factor I’ve touched on a little: controlling the
length of the game.
The only conventional ways that any existing army can do
this are with a handful of special rules that extend it in certain
circumstances (Easterlings Army Bonus, anything that prevents you Breaking) or by
deliberately running away after being Broken. Isengard players with a Bomb
could do this for awhile, and Games Workshop stepped in to make that much
harder to pull off. A Black Riders player can choose to end the game turn 1 in
most scenarios, and their opponent has no input in that decision. In some
scenarios they can at least try and keep the Ringwraith player behind on points
so they don’t want to end the game, but they can never actually stop
them doing so in quartering scenarios. That isn’t a feature that should exist
in this game, and it’s notably not something that’s ever existed in any
equivalent system to my knowledge. People show up to casual matchups and even
tournaments looking to play a game of MESBG, not lose their Army Leader to
magic turn one then immediately watch the game end.
What can be done about this unfortunate state of affairs?
For the moment, nothing much. Make sure you’ve got some shooting and a way of
dealing with magic in your list, and hope you don’t bump into this list on one
of its six auto-win scenarios. For the long term, I would recommend that the
designers issue an Errata modifying the Legion’s Will of Sauron ability to
simply read:
‘Models in this Legion can ignore the first paragraph of
the Will of Evil special rule, and therefore do not need to expend a Will for
being in combat or disappear when reduced to 0 Will points.’
You could ditch the second half of that sentence if you favour brevity over clarity, but you get the idea. This would constitute both a nerf and a buff: it would prevent the Ringwraiths forcing the game to end by burning all their Will, but it would also effectively give them an extra Will point and prevent Sap Will banishing them. I like this solution because when it’s played in a non-cheesy way (i.e. not instantly ending the game as soon as you’re ahead), this Legion is actually really fun and balanced, and definitely isn’t overpowered. They have an enormous array of tricks, they’re great at bowling into a line and scattering it with Instil Fear while picking out key models with Black Darts or Channelled Transfixes, and all of that is fine because they’re also fragile, bad at killing things and really prone to falling apart when things go wrong. When the army is actually playing the game, it’s a blast, so giving them a benefit in exchange for taking away a powerful ability seems fair. The key thing is that they definitely should not be able to end the game on cue, because as I hope I’ve emphasised here, that’s A Bad Thing.
Honestly, I love this list, and I’d recommend it to anyone
who likes using casters. But do I want to play against it in a tournament
setting, rules as they are? No, I don’t want that. I really, really don’t want
that.
I hope you enjoyed this opinion piece on one of the most
interesting Legendary Legions in the game. At some point I may put out another
article on how to get the most out of this Legion, because it does play in a
really interesting and different manner to other armies. With any luck, by the
time I get around to that something like my suggested Errata will be in place,
and the game as a whole will be better for it.
Until next time, may your Resist rolls always get those
sixes!
Amazing actually! I never even thought that someone could use a Black riders LL in this way. Ingenious really. Oh, and by the way - great article as always, I would personally love to hear your take on how to play with this army, since I always loved to play with the casters. Best regards and looking forward for the new articles.
ReplyDeleteGlad to know I've inspired some nasty tricks! And glad to hear you're keen on a second article, I'll put it out soon
DeleteFinally got around to reading this - I think your critique of the army is fair, though in scenarios like Fog of War (and Assassination from the Matched Play Guide), because your opponent is trying to kill "one of your Ringwraiths," you can't do the "delete Ringwraith with Black Dart" maneuver without risk, as you may be giving him points. If you delete your Ringwraiths early, you probably have no indicator of which Ringwraith he chose (unless he "happens" to choose the same one you're trying to protect or one of the 1-2 others you keep around so you're just barely broken so the end-of-game clock starts ticking).
ReplyDeleteWhile I think most of the scenarios you lay out are going to be pretty hard to fight the wraiths, I think there are ways to cope with it. Seize the Prize, for example, is usually a race to the middle as fast as possible, but if you have a collection of crossbows (or S3 bows), you can position them to be beyond 15" of the center so you can't be targeted with magic by marching horsemen, but still able to riddle whatever poor devil dismounts from his horse to pick up the Prize. Since Ringwraiths can't cast buffs on themselves with their magic, they need to have a target - without one, they can't cast and so can't die on their own. Now if you don't kill them with shooting on Turn 1, you might be out of luck . . .
The real solution, though, is for tournament organizers (TOs) to actually think about what scenarios they've included in the tournament set. We had a Black Riders LL show up at our most recent tournament and their player (Rythbyrt) played two games with them (Assassination and Command the Battlefield). The Assassination mission was against 5" move Champs of Erebor and went . . . well, it went as you'd expect. :) Not much fun for the Champs, but we all saw that coming, so not a surprise. The Command the Battlefield mission, however, was a control-based scenario where armies maelstrom in - and as a result, if you pop up your Ringwraiths all over the board, you can't delete 7 of them to end the game without giving up control of all four quadrants (Rythbyrt was facing almost 30 Rohan models, roughly 50/50 between cavalry and infantry). Again, if you set the scenarios to require a mix of killing and control, you can make things more interesting (with Domination being the exception, as you noted).
You're right that Fog of War does have that risk, although if the game ends in the first couple of turns of rolling you should still be able to scrape out a narrow win unless your opponent makes it to their building. Assassinate is actually a lot simpler than that: you just kill both your target and the enemy Army Leader and you're sitting on 9 points and the most they can possibly get is 8 before you end the game (assuming that your target Wraith is one of the ones that disappears).
DeleteI've edited the article, but Seize the Prize is actually a much harder scenario for them than I'd been thinking because I'd forgotten both armies needed to be quartered to end the game. In saying that, it's not exactly easy to stop a bunch of almost unchargeable cavalry models with buckets of Might and magic powers from getting a model off the board edge, but it will at least take a few turns to do so.
You are right that this problem can be mitigated with good scenario choice, and a mix of different scenarios is almost always a good thing for tournaments. But even if the Nazgul player only 'auto-wins' two of the four scenarios, that still means that they only need to win two real games to go undefeated. That's not how the game should work, at least in my mind.
I'll definitely be really interested to hear/read Rythbryt's thoughts, it's a fascinating Legion and I'd love to hear how he got on with it
I think you are mostly right. The thing with this list at a tournament is that it probably wont go 5/0 (in a 5 game event) if there is a good split of missions and forces. Obviously if the entire event is the missions and match ups that favor it its absurdly good but in its losing match ups/missions its a fairly weak list that's just really boring to play against.
ReplyDeleteYou might be right, but I'm not really sure. It's got a lot of tools to potentially win even it's bad matchups, and it can so definitively crush its good scenarios that it really saves you some luck for the bad ones. i.e. if you nigh-automatically win a couple of scenarios, then you only have to win 3 legitimate games to go undefeated, whereas most lists are going to have to put in some work for all of their wins. Still definitely some hard matchups floating around though, that Lady of Light really does seem to pop up all over the place!
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