100th article 100-point battle royale

 

A crazy melee of different factions vying for the win

Today’s article is a bit exciting, because it’s the 100th article ever posted on this blog! Well, it was meant to be, but Clash happened before I got this one ready so it's actually the 102nd. Oh well. 

Since the dark times of November 2020 I’ve posted 102 articles, documented 20 tournaments and 68 tournament games, and had a little over 200,000 views. That’s honestly really humbling, and to all of you who’ve been reading, commenting and (hopefully) enjoying along the way: thank you. It means so much to have people genuinely interested in my silly little blog, and hopefully I can continue putting out content that brings a bit of joy to people’s mornings.

101 posts, oops...

Speaking of which (and moving away from the sappy/self-congratulatory stuff), today’s battle report is especially 100-themed, because I’m pitting 10 x 100-point lists against each other in one crazy battle royale. Is the game balanced for 100-point lists? Nope. Is it balanced for 10 different armies to face off against each other? Nope. Am I gonna do it anyway? Absolutely.

The armies

The 5 Evil armies

Number 1:

Fimbul on Fell Warg

5 Hunter Orcs


Number 2:

Grinna

15 Goblin Town Goblins

 

Number 3:

2 Mirkwood Spiders

3 Giant Spiders

 

Number 4

Wild Warg Chieftain

Dead Marsh Spectre

Orc Warrior

 

Number 5

Corsair Bo’sun with spear

6 Corsair Reavers

 

And their Good counterparts!

Number 6:

Holfoot Bracegirdle

Fatty Bolger

8 Hobbit Shirriffs

4 Hobbit Archers

 

Number 7

Theodred on horse with shield and throwing spear

 

Number 8

The Master of Laketown

10 Laketown Guards

 

Number 9

4 Dúnedain

 

Number 10

Rider of the Dead

5 Warriors of the Dead with shield, 1 spear

We’ve got quite a spread of lists to play with, exploring a few different versions of what could be good at 100 points. There are several ‘hordes’, with Goblin Town fitting in a whopping 16 models, the Shire managing 14 (with 4 bows and 9 Burly models to boot, plus Fatty to make up the extra 10 points), and Laketown sitting on 11 (with F4 and a 12” banner for the first couple turns of combat). There are two lists taking advantage of the fact that I’d removed the requirement to have a Hero of Fortitude as a leader to just skip heroes entirely, with Dunharrow and the Dark Denizens both fitting in more punch and durability into their 5-6 models than you might expect.

Multi-Attack warriors are always strong at low points, so Fimbul is bringing along the obligatory Hunter Orcs, the 4 Dúnedain are comfortably out-Mighting and out-shooting everyone, and the Corsair Bo’sun’s little band of Reavers looks extremely scary, especially as they’ve got the only other banner effect on the table.

Finally, there are the two big hitters: Théodred all on his lonesome, and a sneaky Angmar concoction relying on Fell Light-ing enemy warriors out to be pounced on by the Wild Warg Chieftain. Both are head-and-shoulders scarier than anything else on the field, but can they survive being swamped by the larger enemy forces?

Scenario

A suitably dramatic battleground for a race to the centre

For the scenario, I decided to opt for a modified version of Hold Ground, in which whoever had the most models wholly within 6” of the centre at the end would take out a win. The game would end on a 1 or a 2 after more than half the armies were Broken, and Wounds inflicted on enemies previously would act as tie-breaker if the middle was exactly contested.

Turns 1-2: Deployment and initial engages

The game started tiresomely enough: it turns out that determining Priority order between ten different armies is not something MESBG was designed for. That was quickly straightened out, however, and we were onto Maelstrom deployment.

All bar Dunharrow and the Rangers came on in the first turn, with the remaining 8 factions basically pairing themselves off into mini-clashes. Angmar had surged onto the field first only to be followed on by a horde of Goblins, which the Shire popped up to shoot before having the Corsairs outflank them from the other side. 

This side of the battlefield is going to be bloody!

Fimbul and his band took a straight path for the middle, but Théodred showed up 6.1” away on their flank and lobbed a throwing spear their way. It missed, but he was clearly setting up for a scary charge next turn.

The Hunter Orcs are not looking forward to this charge

Finally, the Spiders surged on near the Laketown warband, even managing to Paralyse a Guard with a web. Neat!

Spider shenanigans starting strong!

Turn two started with Laketown, who pushed forward to get closer to the centre and braced for the Spider charge. When it came it was lethal, with another Guard being Paralysed on the way in (and predictably minced) before the Giant Spiders killed another two for no reply. A bad first combat for Laketown, especially given that they’d burned a Might on the Master’s banner effect.

This goes even worse for Laketown than you might have expected

Elsewhere, Théodred went hurtling into combat, although he missed again with his throwing spear. Fimbul countercharged and the Hunter Orcs wrapped around him, setting the stage for one big Strike-off. It went Théodred’s way after he burned another Might to get a 6 on his duel roll, and he followed it up by cleaning decapitating Fimbul after the Orc failed his Fate roll on a 1. Lovely.

Théodred is not keen to recreate the Fords of the Isen today!

In less interesting news, the Dúnedain came in and started sniping at the Goblins– doing no Wounds– while the Army of the Dead showed up far from all the other forces and started sprinting for the centre. At least one army had remembered the victory conditions.

The Goblins swarmed onto the Angmar warband, killing the lone Orc but losing two Goblins to the Wild Warg Chieftain in return. And finally, the Corsairs charged into the Hobbits and hacked down Fatty and 4 Shirriffs, although two Reavers lost their one-on-one fights and were slain by Shirriffs. Embarrassing!

This honestly goes better for the Hobbits than they might have expected 

Turns 3-4: Slaughter on all sides

Surprisingly, there were no Heroic Moves called this turn; all sides were either happy enough with the Priority order or were saving their (very) limited Might for bigger things. As such, proceedings started off with the Hunter Orcs swarming into Théodred, determined to avenge their Captain. He was forced to burn a Might to fend them off and failed to do even a single Wound back, ensuring he’d be facing another 10 Attacks next turn.

Théodred holds off the Hunter Orcs but can't get the damage going

In the south, the Goblins swarmed over the Wild Warg Chieftain (those who passed their Terror checks, of course), although the Spectre did peel off a spear support with a Fell Light then charge into another two. That ended up being the wrong call, as while the Warg spent Might to win its Fight and kill another couple Goblins, the Spectre was taken out by a wildly-swinging Goblin. Angmar was the first army to Break!

Nearby, the Hobbits surged around the Corsairs, but their luck was much less good this turn, and three Shirriffs were slain for no Corsair losses. The Shire was Broken as well!

The melee is bloody on this flank as the Hobbits start to go down

In the north-east, the Spiders had carefully charged into only 4 Laketown Guards, and the C2 Laketown promptly failed every single Terror check to get more models into the fray. Ouch. That said, the Master’s banner put in serious work, and two of the Guards managed to win their fights and wound Spiders, while a third even survived a lost combat! The other Guard died a horrible, horrible death though, of course.

Laketown is definitely losing the fight on this flank

The Dunharrow and Rangers had continued to trek towards the centre on Turn 3 and did the same on Turn 4, with the Rangers in position to threaten the Goblins next turn. Goblin Town, meanwhile, left a single Goblin to tie up the Wild Warg Chieftain before flooding to the middle, hoping to swarm onto it with their superior numbers before their rivals could arrive on the scene.

The armies suddenly remember that there's an objective in the centre

In the west, Théodred was again charged by the five Hunter Orcs, but this time couldn’t get the 6 he needed. The Hunter Orcs capitalised in style, throwing 20 S4 hits at him and effortlessly toppling the heir of Rohan. Ouch!

Hunter Orcs don't need any heroes to get work done!

Things went a little better for Laketown in the north-east, as while they lost another two models they did successfully manage to take out the injured Mirkwood Spider as well. That was without the benefit of the Master’s banner as well, which was especially impressive. 

At least Laketown finally killed one Spider. That's something, right?

The Hobbits did less well, losing Holfoot to a failed Break check before getting absolutely rinsed by the Corsairs. By the end of the combat there were only one Shiriff and one Archer remaining, while 4 Reavers and the Bo’sun were still going strong.

 

Turns 5-7: Hustle for the middle

Winning Priority on Turn 5, the Rangers went hurtling into combat with Goblin Town, setting up a juicy Heroic Combat with two Dúnedain on one Goblin. Goblin Town was then left with a tricky dilemma: they could press to the centre (now held by Dunharrow) with their remaining 8 models, but the Ranger Heroic Combat would likely slam into their backlines and cut a bunch more of them to pieces. In the end, the Goblins opted for the surprisingly heroic option of surging back to partially surround the Rangers, hoping to kill a couple this turn before turning back to the centre.

The Goblins swarm in to counterattack the Rangers

Elsewhere, the Wild Warg Chieftain, Corsairs and Hunter Orcs all sprinted to the centre, while the Army of the Dead consolidated their grip on it. The Corsairs also found time to hack down the last Hobbit Archer as they ran, although the final Shirriff managed to survive by dint of running in the opposite direction to make himself an unappealing target.

Dunharrow takes an early lead!

The solitary duel between the Laketown and the Spiders continued in the north-east, with another two Guards being torn to pieces for no reply. This Broke the Laketown, which probably wasn’t a great sign for their future prospects.

Finally, the clash between the Goblins and the Rangers was a very mixed affair. The Heroic Combat went off flawlessly, and the Rangers used it to peel off several Goblins that had wrapped around them. However, the Dúnedain who called it promptly lost his combat against a single Goblin by 1, before being Wounded and failing his Fate roll (again, by 1). His buddy also lost his fight against the lone Goblin he’d peeled off, before being Wounded as well (although he at least passed his Fate). On the plus side, they won the other two combats, including a clash between a Dúnedain and Grinna with three friends. Grinna Struck but botched his rolls, and two more Goblins were slain.

As we came into Turn 6, Dunharrow was solidly in control of the centre, but there were a number of factions that could threaten them, and only 4/10 armies were Broken. Anyone could take the win (except maybe the lone Hobbit Shirriff, busy running away from blood-mad Reavers as fast as his little legs could take him).

A high shot of the battlefield after another turn of carnage

The Laketown won Priority and had mixed luck on their Courage tests. On the one hand, the Master passed his Break check and held his forces on their battlefield, which was a great effort. On the other, they then failed every single Terror check to charge, allowing the Spiders to turn tail and sprint for the centre. I guess this is the downside of C2 warriors!

The surviving Laketown made the wise decision not to charge the enormous Spiders that had been shredding their buddies

The Corsairs were up next, and they slammed into the Wild Warg Chieftain. It promptly messed up its duel roll and was absolutely rinsed, with the angry pirates killing it twice over. Not a great showing for Angmar, who became the second tabled faction.

Nearby, the three Rangers were swarmed by the Goblins, with two Dúnedain being dragged down in exchange for a single Goblin. Grinna’s band were making their mark!

Angmar is wiped and the Rangers and Hobbits are crippled

Over in the centre, the Dunharrow strategically charged into two Hunter Orcs, using Terror to ward off the others while running down one with the Rider of the Dead. This was already a great trade, but more significantly it kept the other Hunter Orcs out of the centre for another turn.

Terror is as annoying as ever for the Hunter Orcs

Turn 7 began with Dunharrow following up on this advantage to keep the Hunter Orcs pinned back, sending three models back into the centre to confirm their control there. Both the Spiders and the Corsairs retaliated by sprinting for the centre, managing to slip two and 3 models respectively within 6” of it. Goblin Town also hustled that way, with just one Goblin being charged and taken out by the last Ranger.

The last Ranger is out for blood

Finally, the two shattered forces (the Shire and Laketown) had markedly different turns. The Master failed his Break check and fled, taking two of his remaining three Guards with him, but the final Hobbit stuck around and began the slow slog back to the middle. Maybe if the game continued another 5 turns, and he passed all of his Break checks, and the other factions all killed each other, he could be relevant?

Laketown disappears into the mists of Break checks

The only real excitement in combat this turn was Dunharrow winning both combats against the Hunter Orcs but failing to take out either of their foes. This was definitely a more positional turn than the bloodbaths of the last few!

The centre, as it looks like the game has ended!

At the end of this turn, I initially thought the game ended. I’d misremembered Goblin Town’s Break point as 8 rather than 9, and as such Grinna had had to pass a Break check at the start of his move. More significantly, it had meant that more than half of the armies were Broken at the end of Turn 6, leading me to roll for the game to end at the close of Turn 7. It came up with a 2 and that was that, with a tie between the Corsairs and Dunharrow for most models in the middle. As the Corsairs had slain vastly more enemies than the two Hunter Orcs the Dead could claim, it was a narrow Corsair victory on the tiebreaker!

However, upon writing up this battle report, I realised my mistake. Tabletop Simulator had autosaved the game at the point where I left it, and I decided to rectify the error by playing on until the game ended properly. And so, we end up with the proper timeline, in…

Turns 8-11: Bloodbath in the centre

The Corsairs won Priority on Turn 8, and had a bit of a challenge: they really wanted to charge and kill the Warriors of the Dead, but the Reaver Mindless Killers rule only lets them charge the closest model if they fail their check (or deliberately choose to fail it). As such, they’d lose their bonus to-Wound and immunity to Terror if they didn’t charge the Spiders in front of them. The Reavers shrugged and threw themselves at some Giant Spiders.

The Corsairs are just happy to be killing something

Dunharrow continued to play it safe, putting 4 models into the centre and deliberately screening out both the Hunter Orcs and Goblins from getting within 6”. The ghosts had the advantage, and they were determined to maintain it!

Elsewhere, both the last Laketown Guard and the last Shirriff passed their Break checks to continue slogging towards the centre, while Grinna got charged by the last Ranger after omitting to call a Move. He swiftly realised the error of his ways as most of his remaining Goblins fled (the single casualty last turn had Broken Goblin Town for real this time), although Grinna at least had the satisfaction of murdering the final Dúnedain. Goblin Town was down to three models, but they were continuing to kill stuff!

There were a lot more Goblins here last turn!

The Rider of the Dead ran down another Hunter Orc, and we had our first three-way combat of the game! A Warrior of the Dead was facing both a Giant Spider and a Corsair Reaver, with the Reaver ending up taking the win and Wounding the Spider. Things went less well for the three Reavers and Bo’sun taking on the last Giant Spider, with Dark Denizens winning the roll-off and killing two Reavers. Ouch!


Dunharrow had four models wholly within the centre this turn, so they were very keen for the game to end

In this new and altered timeline, the roll to see if the game ended came up with a 5, so we were onto Turn 9.

That began with the last Laketown Guard failing his Break test and disappearing from the battlefield. It hadn’t been the best of games for poor Laketown. The last Hobbit Shirrif also fled, having finally decided that he didn’t want any part of the terrifying melee happening in the centre.

Look, he probably didn't have much to look forward to if he did make it to the centre

That melee was highlighted by a Reaver being Paralysed by a Mirkwood Spider, before surviving the attentions of two Warriors of the Dead. By this time there were 5 factions surviving in the centre: Goblin Town, with Grinna and a pair of Goblins; Dark Denizens, with two Giant Spiders and a Mirkwood; 3 Hunter Orcs; the Bo’sun with two Reavers (one now Paralysed); and Dunharrow with 5 Warriors of the Dead and the Rider of the Dead.

Now this is the craziness I was hoping for!

As such, all surviving factions began prioritising Dunharrow, knowing that they needed to whittle down those numbers to have a chance at victory. 

Dunharrow facing the attentions of the Hunter Orcs, Spiders and Corsairs

Terror checks and the mindless rage of the Reavers made that tricky, but by the end of Turn 10 Dunharrow was down to 4 models. The dice came up high and the game didn’t end, so victory could still go to almost anyone!

Every army is within a couple of kills of taking the win here!

Finally, Turn 11 was a bloodbath. Dark Denizens lost its Mirkwood Spider and one Giant Spider, while the Bo’sun and Grinna each slew a Warrior of the Dead. It was a devastating toll for these two factions, made even more devastating when the dice finally came up with the 2 to end the game.

The first turn in ages that Dunharrow hasn't been winning, and the game is over!

That left 3 factions tied for first, with 3 models apiece in the centre: Corsairs, Goblin Town and Azog’s Hunters. That meant that we’d be going to tiebreakers to determine the winner, with wounds inflicted being the deciding factor. Azog’s Hunters had killed Théodred and one Warrior of the Dead, while Goblin Town had slain 4 Rangers, an Orc, a Warrior of the Dead and a Spectre. But the Corsairs absolutely stomped them both, having killed a Spider, two Warriors of the Dead, the Warg Chieftain and 11 Hobbits.

Kill tallies from left to right: Azog's Hunters, the Corsairs, and Goblin Town

As such, the winners of the 100-point battle royale are the Corsairs of Umbar!

Reflections

Whew, that was bloody! By the end of the game the surviving 5 factions had 12 models between them, while the others had been tabled long before. I was surprised by how close the game ended up being, with a handful of rolls in the final turn (or any of the many rolls to see if the game ended) being decisive. 

I was also surprised by which factions died earliest. I had high hopes for Théodred, but those Hunter Orcs proved a little too nasty. Laketown would probably have done better against a force that didn't cause Terror, while the Shire really just got massacred by those nasty Corsairs. Angmar seemed like it was perhaps too tricky of a list for its own good, and the Rangers really underperformed. They slammed into the back of the Goblins and then just swarmed and taken out.

Turns out having 4 mini-heroes isn't as good as having 16 warriors!
Overall, I'm glad that the Corsairs took out the win. It felt like they'd really earned it on their bloody path to the centre, even if Dunharrow's cowardly tactics very nearly got them the win.

This game was a hoot all the way through, and I'd definitely recommend giving something like it a try if you're looking for a bit of silliness and a break from competitive play.

As ever, thank you to you all for reading these articles. It means so much to me, and I hope it brings a bit of joy to you all.

Until next time, may the game always last just long enough for you to clutch out the win!

Comments

  1. Really fun post - was totally pulling for Theodred and the WWC, but I also knew that Terror at a points level like this is going to be very, VERY powerful (as would Terror-bypassing rules). I do wonder if downgrading Theodred (pity he didn't get his charge bonuses, like, at all) to someone like Elfhelm and giving him some friends who could skirmish and shoot might have done a bit better? There would still have been a numbers disadvantage, but with 10+ dice against you, Theodred's gotta get a 6 or he's toast.

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    Replies
    1. Yeah, I thought that the two big-hero lists might have done better than they did, but alas, sometimes that's just how things go. I think the deployment didn't help the Angmar list (it would have liked to skirmish a bit probably, and instead had to brawl straight away), but Theodred didn't really have any excuse other than Hunter Orcs being scary.

      It's definitely an interesting thought on Elfhelm, although I think you could only fit one cavalry model along with him. So probably whoever he brought along would have wound up getting charged by Fimbul or the Hunter Orcs, at which point Elfhelm probably has to commit as well (and likely gets killed by Fimbul et al). Maybe Dernhelm plus 2-3 buddies would have been better? I guess then you're still partly footslogging, but at least you still have the F5 A3 hero to kill things

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