Most games of MESBG are ultimately decided by a clash of battlelines. Your heroic Dwarves slam into Goblin hordes, either being whittled down or grinding out a bloody victory. Sometimes heroes or monsters do the work, sometimes playing to the objectives can snatch a win from the jaws of defeat, but a lot of the time the game comes down to whose battleline of infantry wins the war of attrition against their opponent’s.
That itself is often determined by who manages to get the
engagements that they want across the frontline. And one of the biggest
factors there is whether the players involved know if they should be fighting
in a rigid, front-to-back shieldwall or swarming forward and overwhelming their
opponent. That swarming approach is the 'bar fight' in the title, where everyone is swinging punches in every direction and things are very messy.
In a recent battle, for example, I had my Mordor/Serpent Horde list going up against a Lothlorien/Númenor combo. With Elf Warriors backed by S4 Númenórean spears, I knew that my Black Númenórean/Morannon shieldwall would be quickly ground through if I fought front-to-back. And indeed, the first couple of turns of combat went quite noticeably in Good’s favour.
However, by about the third turn of combat, gaps had formed in their lines as some models died or were pushed back while others held their ground. Combined with a small force pouring around their flank I was able to spill my troops through to force lots of 1-on-1 fights; I had myself a bar fight. At that point the fragile Númenóreans began to fall in droves and I could leverage my superior numbers, and within a few turns I’d nearly tabled the Good army.
It was a decisive
example of breaking up the battlelines being the key to victory, but why was it
the right call, especially when I’d normally like to protect my F3 Morannons
behind my F4, Terror-causing Back Númenóreans?
Answering that question is what we’re here to do today: when
should you be trying to maintain your formation, or when should you be aiming
for a fluid, mixed-up melee?
As it turns out, there are a lot of factors that weigh into
this question, and finding the answer is more art than science. Still, by
understanding these factors you have a much better chance of predicting the
correct strategy in a given matchup.
First up of those factors, we have…
Number 1: Spear supports
This should hopefully be obvious, but it’s worthwhile saying
that if you’re playing an army with no/limited spear supports and your opponent
isn’t then you want to be getting into their backlines and forcing broken
combat as fast as possible. And conversely, if you’ve got a nice little line of
shields backed by spears and you’re facing Hunter Orcs or Khazad-dûm, then
every turn that your opponent can’t get into your backlines is a turn that your
whole battleline is fighting part of theirs.
Pike blocks are basically Spears+, so the same consideration
applies to them. That Easterling phalanx is going to grind through you if you
let it line up three models against two of yours, but might crumple if you
break up their lines and start peeling off the pikemen.
There’s another reason you might want to do that against
Easterlings, and that’s…
Number 2: Fight Value
Fight value is progressively more valuable the more dice
both sides are rolling to win the combat. If both sides are only rolling 1 die
to win the combat then having the higher fight value is a 16% increase in your
expected damage output, and an equivalent reduction for your opponent: not
nothing, but not the end of the world either. Give both sides a spear support
and a banner, however, and suddenly the side with the higher Fight value is
winning nearly twice as many combats as their opponents. That disparity
continues to increase as both sides bring more dice to bear (which incidentally
is why Heroic Strike is great to take out a trapped hero that you’re swarming,
and less useful for two heroes duelling each other with no backup; having the higher Fight value is critical when both sides are rolling lots of dice, but doesn't do much when they're not).
So if your opponent has a higher Fight value on their troops
than you do (such as my Black Númenóreans were facing from the
Elves/Númenóreans) then it’s probably a good idea to try and break up the enemy
lines and force a bar fight.
Other combat stats can have the opposite effect, however, such as…
Number 3: Dice per fight
If you have more dice to bring to bear in each combat, then
that advantage becomes progressively more valuable the more fights there are.
The three ways that pans out are with multi-Attack warriors like Hunter Orcs or
Iron Guard, with banner effects, and with plain old numbers.
In the first case,
even the most elite warriors are pretty scared of facing a Hunter Orc: their
two dice mean they’re dramatically more likely to win the combat than a warrior
only rolling one, and then having two dice to wound just compounds the issue. On
the other hand, a warrior with a spear support is often okay facing down two
Hunter Orcs, because they’re much more likely themselves to get the critical
six. If your troops have multiple Attacks then you’ll benefit a lot from broken
combat; if your opponent’s are, then prioritise maintaining that battleline at
all costs.
Similarly, a banner is more useful the more fights it
affects, and the less dice players are already rolling in those fights. In my
game against Lothlorien/Númenor, I’d taken out their banner with a cheeky Black
Dart and had Suladân in the centre doing Suladân things. That meant I had the
banner reroll in every fight, which became dramatically more useful once it was
affecting 20 one-on-one fights rather than 10 two-on-two fights. If you have a
big banner effect and your opponent doesn’t, then consider breaking up the
battle into lots of combats in order to really leverage that advantage.
Finally, Jeremy from the Green Dragon podcast is fond of
saying that no upgrade in the game is as good as a second model in the fight.
Two Orcs beat one Elf quite reliably, because they’re rolling twice as many
dice to win the fight, twice as many dice to wound, and may well be trapping
the enemy to double that again. Numbers make a huge difference once the
lines are broken up and messy, but are often easy to neutralise for opponents
who can maintain a solid formation. Two Orcs beat one Elf easily, but 40 Orcs
may well lose to 20 Elves if the latter can guard their flanks and maintain
their shieldwall. This is especially true because the side with more models
often suffers less from broken combat because they have the models to both tie
up the enemy’s front and swarm around to their spear supports, while the more
elite army has to choose between protecting its rear and pushing through to its
opponent’s.
This whole time we’ve been assuming that you’ve got the same warriors on the front and back of your battleline. But that’s not true of quite a lot of armies, including both the Lothlorien/Númenor list I was facing and the Mordor/Serpent Horde list I’d brought. As such, we should also be taking into account…
Number 4: Backline matchups
A classic competitive build is heavy infantry backed by cheap or fragile
spear supports. By supporting your Iron Hills Dwarves with Laketown spearmen,
you can fit in a lot more troops while retaining that F4/D7 frontline. The
downside of this, however, is that it means the list ends up with a soft
underbelly that can crumble once an enemy pushes through to it.
To an extent, this happened in that Lothlorien/Númenor game
I keep going back to: the Númenórean spearmen lacked the D6 and F5 of the
Elves, so once I could get into them the pace of attrition picked up
dramatically. That was especially true because my backline wasn’t
especially vulnerable; it was D6/S4 and its F3 didn’t matter against the
Elves, and the lack of Terror was hardly an issue there either. Incidentally,
the flexibility that comes with having D6 spear supports is one of the key
reasons why a Morannon backline is generally better than a Mordor Orc or
Haradrim backline for Mordor builds. It doesn’t fit in quite as many models,
but it has a lot more flexible about how it uses them.
These factors are all important for giving your warriors favourable engagements, but there are more fundamental strategic questions than how to most efficiently kill your opponent’s warriors. First amongst these is…
Number 5: Speed of slaughter
Battleline-on-battleline combat is slow and grindy, while broken
melees produce a lot of casualties on both sides. That conclusion comes from
two premises: first, that when two spear-supported models fight each other the
maximum casualties are one model per turn, whereas when those same models clash
in one-on-one combats the maximum casualties are doubled; and second, that
swirling melees produce a lots of traps on both sides, and traps dramatically
increase casualties. So two neat battlelines grinding into each other will take
quite a while to produce a decisive outcome, while a messy clash of warriors
will start snowballing much quicker.
That naturally begs the question of how you know whether to
speed up or slow down the fight (i.e. by breaking up the lines or by holding a
tight battleline). The first factor that can impact this decision is what you
want to happen in one specific part of the board. If you have 4 Warriors of
Minas Tirith trying to hold a chokepoint against 8 Orcs, then you’re probably
looking to slow things down to tie them up while you get an advantage
elsewhere. In contrast, if you have 12 Warriors of Minas Tirith against those
same 8 Orcs, then you want to swamp them to try and get kills fast, because
you’re probably outnumbered elsewhere. That’s especially true if those Orcs are
defending a critical objective or the enemy Supplies, for example, because that
means you want them dead as fast as possible.
More globally, as well, are you looking to win this battle
in the warriors or the heroes? When I’m playing Angmar I often just want my
Orcs to survive while Gûlavhar and the Witch King win the game; in that case a
battleline may well be the right call, even against a foe that outfights me and
has good chances of slowly grinding me down. After all, I don’t care if the
Elves are generating a 1-2 model attritional advantage every turn if Gûlavhar
has killed all their heroes by the third turn of combat.
On the other hand, in that game against Númenor and
Lothlorien I had Elendil to contend with, and absolutely nothing that could
realistically stop him. As such, I was basically on a clock before he hacked
his way through my lines and slaughtered Suladân and the Witch King, so my
warriors needed to put in work fast. Hence, breaking up the battlelines
and getting high casualties happening right away.
Finally, the choice to fight in battlelines versus swarming the enemy also has implications on where models can physically get to, which leads us onto the last factor…
Number 6: Positioning
What heroes each side has brought along can make a big
difference to whether or not they want broken fighting. The most obvious
example of this is spellcasters, who love to have nice solid battlelines in
order to stay safe, mobile and casting. Fragile buffing characters like Malbeth
or a Shaman also quite like the security of having a solid wall of dudes
between themselves and the scary enemies. And if your Army Leader is someone
who doesn’t really want to be fighting, then a shieldwall in front of them is the
best way to make sure they don’t.
On the other hand, lots of captain-level heroes are actually
quite keen on broken fighting, because it gives them a good chance to go into a
single warrior every turn and take them out. Scary combat heroes that want to
be threatening Heroic Combats can also quite like it, because it can give them
lots of scope to take out or burn resources off the enemy heroes. It can also
be harder to Heroic Combat into two enemies in broken combat though, so there
are pros and cons for them in these fights.
Perhaps the most significant factor in influencing the decision to shieldwall or spread out, however, is one we touched on a little bit above: objectives. Enemy models can’t physically pass through a shieldwall, but may well be able to do so once the lines are broken up. If you’ve managed to get to the middle first in Hold Ground, then it’s absolutely the right call to form your shieldwall and try to physically block off your opponent. And on the flipside, if all the objectives are on the other side of your opponent’s troops then a swirling melee is exactly what you want, because it gives you the best chance to slip your troops through the gaps and onto the objectives.
Overall, there’s a lot to weigh up when deciding how you
want to take on your opponent’s warriors. And there’s no single correct answer,
with most armies changing their plan depending on the matchup, scenario and
terrain. My Mordor/Serpent Horde generally prefers to maintain its neat ‘Black
Númenórean at the front, Morannon at the back’ formation, but had to adapt in
order to take on the superior battleline of Elves backed by Númenóreans. Angmar
generally wants its Orcs just dying slow, but sometimes they need to swarm and
try to get some kills.
It’s a hard skill to master, but knowing how to plan your engagements (and when to risk a bar fight) is a critical part of MESBG strategy.
This may be the most complete overview of shieldwall combat - man, I wish I'd written this up. ;) Each of the points you lay out could have a post written up on their own - there's so much depth that can be drawn from them.
ReplyDeleteIronically enough, I think this also explains why a good cavalry charge can be so powerful - if you get to charge when moving second, you can pick the match-ups that are good for you (getting around the flank, beaten foes getting trapped, same dice counts if not more than your opponent is getting, potentially wounding boosts to make you more likely to kill stuff if/when you win). Even with cavalry, though, you run the risk of killing quickly or killing slowly depending on how you charge - and the punishment can be even greater for cavalry, since failing to move first on the following turn will turn what would otherwise be a 2-on-2 fight into a 2-on-1 fight against you . . .
Thank you so much! I totally agree that there's heaps of detail to dive into on these points, and you're very welcome to do so yourself if you felt like it haha
DeleteCavalry definitely ask a lot of the same questions as infantry in terms of how they want the fights to play out, although I guess the larger base sizes reduce the flexibility a little bit. It's hard to really take advantage of a messy battleline when you can't physically fit your models through the gaps. And yeah, it certainly emphasises the importance of getting to pick your fights even more so than for infantry