Inspired by the absolute mauling the Vanquishers of the Necromancer gave to the Pits of Dol Guldur Legendary Legion in my last battle report, I decided to test them out against a tried and true list: The Return of the King Legendary Legion, replete with plenty of less evil ghosts for them to battle against. This would be a tricky fight, with the Good(er) side having immense magical capacities and some handy Spirit-killing tricks, while Evil(ish) has a heap of D8 infantry and the raw power of Aragorn with Anduril. Who will win? Read on to find out…
Vanquishers of the Necromancer Legendary Legion
Warband 1
Saruman the White (Army Leader)
Galadriel, Lady of Light
Radagast the Brown
Elrond, Master of Rivendell with heavy armour
4 models, 12 Might, no fast models, no bows.
Same list as last time, because if it ain’t broke don’t fix
it and this absolutely didn’t seem broke last time. Broken, maybe. Big combos
are Saruman powering up everyone’s magic, Elrond boosting everyone’s combat
power, Radagast keeping them all topped up on Wounds and Galadriel nuking
whoever she wants. Good stuff.
Return of the King Legendary Legion
Warband 1
Aragorn with Anduril (Army Leader)
11 Warriors of the Dead (11 shields, 6 spears)
Rider of the Dead
Warband 2
King of the Dead
11 Warriors of the Dead (11 shields, 6 spears)
Rider of the Dead
26 models, 4* Might, 2 fast models, no bows.
At 650 points I’m a firm believer in boys over toys for this
Legion. Legolas is objectively great, but he’d drop my model count by 6, taking
it from a little below average to very, very compact. More models makes it
easier to play the objective, to get those 1:1 combats that this Legion
absolutely dominates, and to peel scary threats off Aragorn or the King if need
be. Missing Legolas is a big gap, but I’m always so worried about him getting
shut down in combat anyway.
As far as matchups go, Good (the Vanquishers) have combat
profiles well-suited to killing Warriors of the Dead, and the magic to accentuate this. However, Aragorn only really needs to kill one hero to start to tilt
things in Evil’s favour, and the force has a huge edge in objective games.
Scenario
This time around the dice gave me Pool 3 to pick from, with
Seize the Prize, Destroy the Supplies and Retrieval on offer. Evil eventually
opted to veto Seize the Prize as it would have allowed Good to clump up more than the others,
while Good ended up picking Destroy the Supplies because an all-hero army can (hopefully)
just hold off on quartering until they get to the second Supplies marker.
Deployment
The board was a fun Village of Bree map, and the Vanquishers
deployed opposite Aragorn. The King of the Dead was off on the other flank,
hoping to burn Good’s Supply markers early.
Turns 1-2: The Bombardment Begins
Aragorn Marched forward, determined to get out of the gap
between buildings to bring his numbers to bear. In return, the Council moved
forward and blasted him with magic, Wounding him with first Banishment then
Sorcerous Blast after he failed to Resist. Ouch. Radagast threw up a Terrifying
Aura, but Saruman decided not to bother yet. On the other flank, the King of
the Dead’s warband began pressing forward, continuing to do so on turn two.
The Vanquishers had Priority and moved up, targeting Aragorn
with spells again. However, he managed to dodge them all through either Resist
checks (although he was down to two Will) or simply failed casts from Radagast
and Galadriel. Two Warriors of the Dead did get into combat with Galadriel and
Elrond, with the Elf Lord easily slaying his foe.
Turns 3-4: The King is Dead, Retreat!
On the next turn, Vanquishers won Priority again. Aragorn
contemplated calling a Heroic Move but decided against it, reasoning that he’d
need his Might for combat and concerned that he might need to peel off enemies
with friendly ghosts. Galadriel charged in first, nuking a Rider of the Dead
with Banishment then tying up two enemies to open the way to Aragorn. Next was
Radagast, using two dice on Nature’s Wrath (plus a reroll) and getting a 6!
Aragorn spent his second Will on Resisting this, needing to spend two Might as
well to lock it in. Next was Saruman, who Immobilised the King of Gondor after
his final Will point rolled low. Finally Elrond went charging in, knocking down
the whole frontline with Wrath of Bruinen and preparing to kill the stricken
Ranger. He certainly had the odds stacked in his favour, being able to Strike
for free against an Immobilised, injured and prone opponent. He even Striked up
high enough to get to Feint risk-free!
The Elf easily won the fight, then inflicted 3 Wounds and
spent Might on a 4th to absolutely guarantee things. With that, the
King of Gondor was dead! Elsewhere, a Rider of the Dead at least managed to
burn the furthest set of Supplies. Definitely little consolation however.
On the next turn, Good, wary of being pinned down between the buildings, opted to retreat around to the right to try and take advantage of the open space there to get through to the Supplies. A hail of spells covered their retreat, although the King of the Dead laughed off a Banishment with a double 6. Elsewhere the Dead swarmed closer, hoping to overwhelm the Good heroes or at least force an early quartering.
Turns 4-7: A Trap is Sprung
Evil seized Priority on turn 4 and Good made the (probably
poor) decision to not declare a Heroic Move to counter. This allowed Evil to
tie them up with several Warriors of the Dead and bring others around both
sides of the building to pin them. While a sneaky Banishment enabled Elrond and
Saruman to push onwards around the building, Galadriel and Radagast were still
held up in combat after Saruman failed to free them with a Sorcerous Blast. The
second set of Supplies was burned as well in the Good backfield.
Learning from last turn’s mistake, Good called a Heroic Move
on turn 5 to spin around the corner. But now the Dead were too close, and not
even the bombardment of spells from the casters was able to keep Evil from
swamping them and blocking off the path to the Supplies. The Good heroes fought
well though, dropping several ghosts for no Wounds taken, but elsewhere the
final Good Supply marker was burned by a Rider of the Dead.
The following two turns were quite similar: pinned into a corner, the Good heroes slowly whittled down the mass of spirits facing them to try and clear a path. Not even magic was able to make much difference, as while the Dead were definitely being taken down no gap could be forged towards the Supplies. Eventually the Army of the Dead were at least Broken, but this just put the Good heroes on even more of a clock.
Turn 8: The King is Dead (Again)
Good won Priority on Turn 8 and saw an opportunity to secure
a significant swing. The King of the Dead had become slightly exposed as he
pushed around the side of a large tree, allowing Elrond to dart into combat
with him after Galadriel Banished one blocking ghost and tied up another.
Again, the combo of Wrath of Bruinen/Nature’s Wrath/Immobilise left the King
helpless and prone, and again Elrond took full advantage. Inflicting four
Wounds thanks to his sword’s +1 to Wound against Spirit models, he opted not to
spend the Might to lock in the King’s death and was rewarded by his opponent
failing all 3 Fate rolls. Elrond had claimed another scalp!
However, elsewhere, I had gotten a little carried away with
my killing. I abruptly realised that with the King’s (second) death, there were
now only 8 Evil models remaining. That meant that Good, who were currently 2
points down, had to somehow destroy two more sets of objectives without Evil
losing more than a single model!
Turns 9-16: The Vanquishers Stop Vanquishing
What followed was a bizarre demonstration of the power of
magic to shut down an opponent. By calling Heroic Moves wherever necessary,
Good was able to charge multiple models with Saruman and Radagast, who could
use their staves to fight non-lethally as well as Immobilising/Commanding three
other models in order to prevent them moving. This, combined with a few Instil
Fear casts, meant that only twice were Evil models able to move and thus take
Break tests (which they passed with ease, being Courage 6) or charge Elrond or
Galadriel (who used their Duel rerolls to deliberately lose combats and avoid
killing their foes). Once Saruman was able to set up a sneaky 3-model block of
Warriors of the Dead by Commanding one to charge him after he was already fighting
two, the two Wizards were able to keep all 8 remaining ghosts tied up with combat and
magic. In the meantime, Galadriel and Elrond darted across the Evil backfield,
destroying first one then a second Supply marker!
By turn 15, Saruman was out of Will. He Immobilised one ghost and Radagast got another, but between them this still left one model unengaged and able to move. Considering its oath well and truly fulfilled, the spirit failed its Break test to reduce the Evil force to 7 models.
Turn 16 rolled around, and Good was able to run Elrond onto
the final objective, preparing to destroy it in the fight phase. At last the
two Wizards were free to properly fight, and they used a combination of
Sorcerous Blast, Nature’s Wrath and their 3 Attacks to banish a trio of
Warriors of the Dead. This sudden slaughter quartered the Evil force, ending
the game with a decisive 10:4 victory for the Vanquishers!
Strategy Review
Each side made one big blunder this game. For Evil, pushing
Aragorn up to take on the Vanquishers himself was undoubtedly a mistake. In
hindsight, there was no way he was going to do anything other than die. He
might have lasted a couple more turns if he’d been a little luckier on Resist
rolls, but eventually he was going to end up Immobilised and prone, ripe for
the slaughter. He’d have been much more useful held in reserve, ready to attack
towards the end of the game or simply hiding to secure those two VPs. I just didn’t register quite how devastating that rain of spells would be against a hero
with only three Will, and how helpless he’d be in the face of it. Truly an
eye-opening experience.
For Good, I got too focussed on smashing apart the Army of
the Dead after Aragorn went down. An initial push to kill him was a good call,
as was trying to disengage afterwards. But a failure to spend Might aggressively
enough to move first saw the four heroes get bogged down against wave after
wave of undead. They had no trouble killing them, of course, but got so carried
away that I nearly lost anyway.
Army Reviews
The Return of the King Legion is tried and true, but oh boy
it did not hold up here. Numbers and mobility meant it was leading the whole
game, but this matchup looks borderline impossible in a killing scenario.
Relying on a single big hero meant that once Aragorn got shutdown and killed,
as was almost inevitable here, there really wasn’t much left to do but try and
die as fast as possible. Would Legolas have changed this? Possibly. His archery
would have helped plink Wounds off the Good side, but that might well have just
given Radagast something to do with his special ability (he used it once on
Elrond and rolled a two). Moreover, it’s a real worry whether Evil could have
pinned in the four Good heroes so effectively with six less models on the
field. He might have improved things, but not dramatically I don’t think.
This Vanquishers Legion, on the other hand, was terrifying
to behold. Killing Aragorn on the first real turn of combat is ridiculous, and
it honestly just felt so effortless. Once he was down, the three Attacks and
banner rerolls meant no one in the Legion was ever really in danger, while
their immense magical abilities allowed them to unleash so many sneaky tricks.
Galadriel Banishing a model tying up Elrond and Saruman to let them move and
then (theoretically) Blast away the model tying up Radagast was a trick I’d
never have thought of, but one I’m definitely going to exploit some more. And
Radagast and Saruman tying up 8 models singlehandedly was quite beautiful to
behold, although they did have to burn through a lot of resources to keep doing
it. I could imagine a strategy like that working great in Domination, for
example, to address the difficulties with securing objectives.
Overall, they struggled a bit to get to the objectives in
the mid game, as one would expect from a force like this, but the fact that
they did eventually get there is very impressive. And the killing power and
durability of this list is out of this world. Really, really scary stuff.
I hope you enjoyed my second battle report involving the new Vanquishers Legendary Legion. They’re a potent mix, so keep your eyes open for articles on playing with and against them in the near future.
Until then, let me know what you thought of this report and
how your experiences with this merry little band have been. And if you’ve got
thoughts as to whom you’d like to see me smite with them next, sing out in the
comments here or wherever you found this.
May your heroes never need to take on the Vanquishers!
A really nice review! Regarding the next battles - I would definitely like to see the vanquishers against someone like Sauron (with maybe Shelob), The Necromancer with his Nazguls, or Balrog and its Moria allies. Or maybe an army that can resist more spells. Like the Last alliance sort of army, including Glorfindel and Elendil, whom can both resist many spells. Best regards!
ReplyDeleteGlad you enjoyed! Sauron would definitely be a really fun matchup, albeit one that doesn't work quite as well at 650 (the level I'm training for my next tournament at). I played a fun game against the Necromancer LL just the other day, so I may get around to writing that one up soon. And in an excellent coincidence, I've actually already written up a report of them taking on the Depths of Moria Legendary Legion, so that should be up in the next week!
DeleteI've also played them against a Glorfindel/Isildur tag team, and I think it's as close to a hard counter as they have. Really, really nasty stuff, and one of the few times I've lost with these guys (albeit on a difficult scenario for them)
Can't wait to see the report! Best regards until then.
DeleteLoving this man - I had my doubts that an army of Spirit models would hold up to a gal who can cast Banishment easily (what with the reroll), but the pain leveled against Aragorn was unreal! I was trying to think of a way to get past that, but Resistant to Magic from a Herald wouldn't benefit him. Sad to say, but if you're stuck in a choke point against the Vanquishers, you're in for it. Great report - would love to see these guys against the Black Riders LL in a game that the Riders should "auto-win" (curious to see if it works as well against an army built to withstand magical barrages). ;-)
ReplyDeleteGlad you're enjoying! In hindsight the combat aspect of the game was a pretty bad matchup for the RoTK, but the scenario definitely favoured them and almost got them over the line.
DeleteAragorn really was an eye-opener. And he didn't even roll badly, nor the Vanquishers well: he didn't roll any natural sixes, but with only 3 Will that was always a <50% chance, and his dice were otherwise quite high. And yeah, chokepoints are pretty brutal against the Vanquishers, although they do cut both ways in that they make it a lot easier to pin the Council in one place. That certainly made the objectives much harder to get to than on an open board.
I've actually played that exact matchup (and will probably write it up sometime soon) and it ended as a very tight Vanquishers win. The Riders realised that they were always going to lose a long game (Resistant to Magic and +1 to Resist rolls, alongside Fortify Spirit and lots of free Will points was never going to go well) so they went hard for Saruman, stripping all his Fate turn 1 and then pivoting to Channelled Transfix Elrond on the next turn. He ended up laughing off the first 4 (3 dice with +1 is pretty great odds of getting a six), then survived the combat with a few lost wounds. Then the WK went in hard for Saruman and ended up winning the fight and making four strikes with his Morgul Blade, but couldn't get a Wound through Heroic Defence. After that the Vanquishers cleaned up, but if Saruman or Elrond went down it might have been a different game
One other challenge: I played with the Vanquishers yesterday at 800pts against Fangorn . . . and not being able to use most of my spells because they're immune to them (Immobilize, Command, and the movement/knock-prone parts of Sorcerous Blast thanks to being immune to movement-restricting spells, Wrath of Bruinen/Nature's Wrath completely, Terrifying Aura/Aura of Dismay/Instill Fear because they're Fearless, and anti-magic/anti-shooting spells because we deployed on the center line). And . . . with everyone being D8, they are a PAIN to wound. Granted, Centaur was trying out the new upgrades for Ents he presented a few months ago (had a banner, a healer, and a D9/4 Wound guy), but even if they were "normal ents," they completely romped on me. I did bring Treebeard, Merry, Pippin, and one of the ents down, but couldn't keep objectives in Command and Control flipped to my side.
DeleteYeah, Ents seem like a surprisingly tough matchup for these guys. Honestly, I'd wonder whether just kiting them is the best option, especially on Command and Control. Banish and Blast to keep chipping Wounds off them, you should kill one every 2-3 turns, and once they're down to one or two you just run around and claim the objectives. Their shooting is irrelevant to you, so it'd just be a question of space on the board, which is made easier by them being as slow as you and your ability to slowly whittle them down. Quickbeam's March would help hunt you down, but you can survive a few turns of combat, and you've got way more Might to help you escape combat. It'd be a slower game, but given how few models each side has that isn't really an issue. If you run out of time with 9 models on the board then someone is slow playing haha.
DeleteIn saying all that, probably still a difficult matchup. But I think you do still have the tools for it, they're just different tools to normal
If I was building a list with this legion specifically to counter the Vanquishers, I would have probably leaned more heavily into the heroes. Aragorn, Gimli, Legolas, and the King plus a couple of riders and nine Warriors means your down about 11 on the count (15 to 26), but your Might—and more importantly, your high fight heroes who can strike—are quite a bit higher. Not saying the list would win, but it would reduce the odds that all your heroes would be stun-locked each turn, and you need your heroes to win combats to do much against this list.
ReplyDeleteBut I always play RotK hero-heavy, so maybe that’s just me. :-P
That's definitely an interesting point, and I think it has some definite pros and cons in this matchup.
DeleteOn the one hand, heroes with Strike can be a good way of taking out Vanquishers, especially if you can get some Strike/Combat balls rolling. Extra Might would have been big as well.
On the other hand, the Vanquisher's absolute favourite targets are heroes without much Will. In order for that Strike/Combat combo to go off, the heroes will need to resist Wrath of Bruinen, Nature's Wrath, a Sorcerous Blast (that would knock down both heroes in the combat) AND an Immobilise from Saruman, and that leaves Galadriel still free to cast. Without some way to keep rolling multiple Resist dice, I can't really see that happening, and I'm not sure Heroic Resolve is an especially good solution either. And even if all that does work, unless the hero is Trapped (or Galadriel) a Heroic Defence should save them from all bar one Wound anyway, which can just be healed back next turn.
Moreover, by almost halving your numbers you make it way harder to play for the objectives, which is how I've lost all my defeats with the Vanquishers. A quarter of 15 models is three, and these guys can easily hold up 4-5 models to delay the game end indefinitely if they want. That's much harder when they need to keep 8 models alive to feel safe on the game not ending. And the reduced numbers would have made it harder to pin them in as well, so Elrond could have started running for the Supplies much earlier. In a different objectives scenario like Domination, the game ending at 3 models means they don't have to do anything tricky at all, just slowly grind through you.
So it kind of feels like you're trading the capacity to pressure this Legion's biggest weakness (objectives) for more of their preferred targets (heroes with limited Will). It seems to me like you're a little more likely to get kills with the heroes, but a lot less likely to actually win.
In saying that, the RoTK didn't win here anyway, so maybe it wouldn't have mattered. But they were pretty close, and that feels less likely to happen with less models
vanquishers is a joke of a faction right now, needs to be beaten to death with a nerf bat.
ReplyDelete