Queensland GT Tournament Report (Part 1)

Can the power of Angmar defeat the King of Gondor? Find out next article!

In a shocking twist, I’m back again (relatively) soon after my last tournament report with another writeup. I’m sure my throngs of regular readers will be ecstatic at the news. Self-mockery aside, I had the good fortune to attend the Queensland League GT last weekend, and had an absolute blast. It was actually my first ever two-day event, and the added scale and competitiveness of the tournament really added to the experience. This is going to be Part 1 of 2 (and still pretty long…), so without further ado let’s dive right in!


Tournament Format

Nothing two complex here: 5 rounds at 750 points, each with 2 hours per game and random scenarios. No bells or whistles, just 10 hours of MESBG. Good stuff.

 

Listbuilding

I toyed with various list ideas, but in the end there was only one 750-point list that I felt confident about taking into any matchup: Angmar. The combination of numbers, mobility, hitting power and so many tricks means that I’m never totally locked out of a game, and in a big event like this one that’s worth a lot. As such, the list ended up being:

Warband 1

Witch King 3/12/2 on horse with Crown of Morgul

Spectre

Wild Warg

13 Orcs (6 shields, 6 spears, 1 bow)

 

Warband 2

Gûlavhar

Spectre

Warg Rider (throwing spear)

12 Orcs (6 shields, 6 spears, banner)

 

Warband 3

Barrow Wight

10 Orcs (5 shields, 5 spears)

Wild Warg

 

Warband 4

Orc Captain on Warg

Wild Warg

Warg Rider (shield)


46 models, 1 bow, 8 Might, 8 fast models

I’ve joked in the past that this list is basically Gûlavhar’s stag party, but that is being unfairly harsh to a really well-rounded list that can compete in a range of scenarios and matchups. It’s hardly an original list (merely my take on a relatively standard way to build Angmar at this points value), but it does have a couple of controversial elements. Most glaring is the low stat pool on the Witch King, which is frequently commented upon but almost never actually impacts my gameplay. The lack of a Shade or second Barrow Wight is also often questioned, but either would require me to cut my Captain (often an MVP) or drop my model-count by at least 8 models (a complete impossibility). Angmar is a faction with a surplus of excellent options, and ultimately some of those excellent options are going to have to stay home in any list.

Still, the army I had was one I was comfortable with, and one that no one is really comfortable playing against. Or, if they are, then they generally cease to be once Gûlavhar eats their leader. It does have some bad matchups though, such as…

 

Game 1: Depths of Moria LL in Heirlooms of Ages Past, 8:0

Oh no. Oh no no no no no no

Matched up against Jakeb’s Depths of Moria, I was immediately terrified. My army largely functions by killing enemy centrepieces and using Courage shenanigans against the warriors, and here was a build with an unkillable centrepiece and a 12” bubble of Fearless. I’m actually not sure I can think of a more adverse matchup on paper.

And then scenarios were announced, and we were playing Heirlooms of Ages Past. And my opponent ‘won’ Priority on the first turn. And the Balrog ended up in one corner with the Drum and most Goblins all the way across the field. And all my warbands ended up in position to hammer those Goblins, except for the Captain who showed up to steal the one objective anywhere near the Balrog before escaping far away. Suddenly, the matchup didn’t feel half as bad.

Goblins surrounded by Angmar on all fronts, with their demon buddy nowhere in sight

Honestly, this game was over by the end of my first movement phase, and we both knew it. I shamelessly deployed the Balrog’s greatest nemesis (the tape measure), and Mr Shadow and Flame stomped his way across the board as my Wargs stayed exactly 14.1” away from him and investigated every objective before he got near. I felt bad, but it was so clearly the right call that I couldn’t justify letting the Heroic Combat chain start. Once I’d investigated every site and found the objective in the furthest corner from him, the game was clearly sewn up.

You can just make out the relic in the far left corner, at least 4 turns of movement away from the Balrog

But Jakeb still gave me a great game, and there were lots of little swings and interesting plays. Things were particularly interesting over on the other flank, where his Goblins put up a heroic defence against almost my entire army. I’d placed them in a fenced-off area to stop them breaking out and contesting the objectives, but this also worked against me to slow my push through his forces. In effect, we were scrapping over the banner VPs here, as killing/keeping alive his Drummers was about the only way either of us could influence the scoreboard any further. He was never going to get to my leader, break me or take the relic, and I certainly was never going to break him or wound the Balrog, but those Drummers were worth 2VP alive.

The tattered Goblin lines try desperately to keep their final Drummer safe

It ended up being a quite tight contest over there with lots of swings back and forth, including the Witch King demonstrating his status as Sauron’s chief lieutenant by having to expend 3 Might points boosting up wound rolls with Black Darts. Great stuff. Gûlavhar chewed through Goblins and the Orcs showed their superior martial prowess, and eventually the second Drummer died with no one else in position to pick up the sticks.

On the final turn, with nothing else left to play for, I flew Gûlavhar into the Balrog to see if I could get a sneaky wound through. The Balrog effortlessly won the duel and then whiffed hard to only wound me twice. It didn’t matter in the slightest, but I think it still stung.

At least he got to have one combat this game

Heirlooms is always a wonky scenario, and one that’s very subject to the dice gods deciding the winner. That happened here through no great skill of my own, but kudos to Jakeb for remaining a delight to play against even as I carefully measured my 14.1” away from his centrepiece model turn after turn.

 

Game 2: Rivendell Knights in Assassination, 12:1

Game 1 was a hard matchup and a scenario Angmar sometimes struggles with coming together to make an extremely winnable combo. Game 2, on the other hand, saw a matchup I quite like (hero-heavy Rivendell Knights) and a scenario that normally favours me (Assassination with Gûlavhar, lol) come together to make an absolutely hellish uphill battle. Danny had brought along Elrond, Gil-galad and Gwaihir, with Elrond as is leader. So while he got to target any of my squishy heroes, my targets were either Gil-galad or Gwaihir. I don’t normally like to swear on this blog, but the only word that remotely captures how I felt in this matchup is ‘fucked’.

Gûlavhar is hiding behind a building in my backfield, but that's not enough to keep him safe

Things didn’t start well either, with some deadly Elven shooting sliding past In the Ways from buildings to wound Gûlavhar three times. Ouch. I kept pushing forward though, and eventually Gwaihir chose to go in. He Heroic Combatted off an Orc in my frontlines (albeit after burning all his Might to do so!) then swept over into my Barrow Wight. I’d entirely neglected to establish any kind of anti-fly formation for my heroes, which is pretty embarrassing as a Gûlavhar player. Ultimately though, it was probably the right call for me, as it lured his Gwaihir (my target) into the centre of my lines with nowhere to go. I made the call not to Strike up with the Witch King as he threatened the Combat, because I ended up realising that he was almost certainly going to target one of my other heroes instead.

Moments after my Barrow Wight had ceased to exist

Gwaihir managed to Resist my initial Transfix, but I successfully swamped him with Gûlavhar, the Witch King and a few other models, and the With King’s Strike got to F10. With Gully only on 1 Attack the Eagle survived the first combat, before Resisting my Channelled Transfix (on a single die, needing an unmodified 6!) on the next turn. I was now out of Might to Strike on the Witch King (I’d needed to burn it to win the fight on the previous turn, even with about a dozen dice in the combat), but thankfully Gwaihir only rolled a 5-high and Gûlavhar could take him out.

The big Eagle is dead and Gûlavhar is back up to two wounds. The comeback starts here

Elsewhere, Gil-galad and Elrond had gone into the choke-point that I’d filled up with Orcs, but a few botches and my huge model-count meant Danny was a long way from breaking through there. Gûlavhar picked off a couple more Elves to heal himself back up as Danny disengaged and charged in again, before the game reached its climax. 

The Elves pull back for a bit of hit-and-run tactics

I had Gûlavhar facing a lone Knight, ready to Heroic Combat into either Elrond or two Knights (to Break the Elves), while Danny had Gil-galad in combat but in a position where he’d have to charge one of my Orcs and be peeled off if he wanted to get into Gûlavhar off the Heroic Combat. Both Elf heroes called Combats and I thought I was in a great spot.

That random Orc with shield is deliberately not in combat, making a right pain of himself for Danny

Gûlavhar happily Heroic Combatted into Elrond, with Danny surprising me by choosing to activate that fight next. Gûlavhar bashed up Elrond and left the Elf Lord barely hanging on, but then Danny revealed his cunning ploy: now that Gûlavhar was out of combat, Gil-galad could Combat into both him and my screening Orc and fight them both, instead of being peeled off. It was a great play by Danny that I never saw coming, but unfortunately Gil-galad followed it up by rolling a 5-high with no Might left to burn. Gûlavhar got the 6 and instantly eviscerated his army leader.

I Transfixed Elrond on the next turn and picked him up with Gûlavhar while tying up the broken Elves, and Danny offered to call it there. It was honestly one of the most enjoyable games I’ve ever played, on quite a few fronts. The constant swings of the dice back and forth were hilarious, and meant we were constantly having to adapt to entirely unexpected circumstances. The level of play was extremely tight on both sides, with Danny pulling off some amazing moves while I desperately hung in there and slowly ground my way back to a winning position. And building on both of those factors was Danny being an absolute delight to play against. He was a great opponent to laugh over silly dice with, and the constant communication made the competitive side of things so much easier to manage. I would state that I wanted to get my Spectre within 12” of a particular Elf, and Danny would already be measuring from the Elf to point out exactly what places I could stand in to make that work. It’s this kind of back and forth that solves so many problems in competitive tabletop gaming; or rather, it prevents those problems from ever arising because you’re both on the same page the whole time. As in all things, communication is key.

Also, Danny's Knights were just beautiful. Great stuff
 

Game 3: Assault on Lothlorien LL in Fog of War, 10:6

Going into this tournament I felt pretty confident going into anything except Assault on Lothlorien, and was mostly just hoping that other players would knock them down the ladder so I didn’t face them. Anyone who’s been watching the meta recently might characterise this hope as ‘optimistic’, especially where the LL is being piloted by someone as talented as Jay. Ah well, a man can dream. On the plus side, it turns out Jay had also picked this matchup as his most concerning one, so at least no one felt good about it.

The game started with both of us rushing towards the centre, both aiming to place pressure on our chosen terrain piece. An early Fell Light managed to draw out a Bat Swarm into a vulnerable position, where Gûlavhar could jump in with 3 Orcs to take it out early. Moreover, I could then Heroic Combat from there into Jay’s Orc Captain (my target), who was somewhat aggressively placed on the leading edge of Jay’s lines. Unfortunately my 8 dice got the classic 4-high, forcing me to burn all Gûlavhar’s Might to win the fight and get off the Combat. He did manage to pick up the Orc Captain though, so it was 3 Might well spent.

The Orc Captain is the third Warg Rider from the right there. Briefly

After that start I was feeling a little like the dice gods were against me. But things immediately swung far, far in my favour, as Jay’s rolls turned as cold as I’ve ever seen. It took 4 whole turns of shooting and combat for the AoL forces to kill even a single Orc, and my warriors started to gain an immediate attrition advantage. Gûlavhar continued to get bogged down and Transfixed three turns in a row, but that didn’t really matter when the Orcs were carving through their foes so effortlessly.

The lines clash and my casualties are improbably light

I made some distinct errors in this melee, mostly around my use of the Witch King. It took me until the final turn to remember to Sap Will Jay’s Goblin Shaman, which I should have done on the very first turn of combat. Moreover, I continued to spread out my resources across the various Shamans, and as a result failed to take out any of them across the game. 

A messy lategame as the two lists desperately scrap for points

It was still a really great game though, with both Jay and I really straining our minds to work out exactly what our two tricky builds could do to each other. In the end, I think that the matchup favouring Jay was well and truly overcome by the awful rolls he endured in the first few turns, and as we ended up in a messy endgame I was just able to drag things across the line. A few small swings on the final turn could easily have seen Jay swing it back to a 9:9 draw, which would have been a great outcome for him in light of his appalling dice rolls early on.

A Spider struggles to deny me my chosen terrain piece

After this game I was sitting pretty on 3 wins, which really narrowed down the field of potential opponents (and excluded more Assault on Lothlorien, mercifully). At drinks afterwards Sean the TO mentioned that I’d likely be facing either Gondor or Far Harad in Round 4, so I spent the rest of the night pondering what to do against Camels or Elessar.

Some scary boys on the horizon

This article is already too long, however, so you’ll just have to wait till later this week for Part 2 of this tournament report. Until then, may your opponent’s Gil-galad always roll a 5-high!

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