The Witch King is one of the most powerful and ubiquitous
models in the MESBG competitive scene. He’s the centrepiece of almost all
Angmar and Mordor builds, and is the particular star of the Witch King/Suladân
lists that have been taking the world by storm for the last year or so.
Last week we looked at the three main variants on this model, and the different lists into which each might fit. As part of that, we concluded that a variant on horse with the Crown of Morgul is the most generally efficient, and fits best into most lists. That conclusion is reflected in competitive results, with most lists that include him giving him these equipment options.
However, I think most players are building him wrong (or
rather, inefficiently). To be clear, that’s not referring to the horse and
Crown; those are excellent purchases and should almost always be taken. It's also not referring to the 3 Might, because that's obligatory. Instead,
what I’m referring to is the Will and Fate purchased. Most players seem
hesitant to leave home without at least 14 Will and 3 Fate, with many players
going higher still (on the Will; I haven’t seen anyone cheating by taking more
than 3 Fate).
In contrast, I think that 10 Will is actually totally fine,
and the optimal number might even be less than that if it was legal. This
conclusion is based off intuition and analysis, but also data, and it’s that
data that we’ll be focussing on today.
The data: 26 tournament games with
the Witch King
As the header says, I’ve taken the Witch King to 26
tournament games. That includes 4 games with a 90-point budget Witch King
(3/10/1 on foot without the Crown), 11 with a 140-point standard Witch King (3/12/2
on horse with Crown) and 11 with my current favourite build (3/10/2 on horse
with Crown). The 11 games with the 3/12/2 were variants of a Witch
King/Gûlavhar Angmar list, while the other 15 were different versions of Witch
King/Suladân.
I’ve also used the Witch King in far too many practice games
to count, at a variety of levels and in a variety of lists. For several
reasons, I’m not incorporating these into my data today. Most significantly, I
don’t have a handy written record of them all, like I do for my tournament
games (being a blogger does have some advantages). That makes them much
harder to analyse, and means I’d almost inevitably forget a bunch. And secondly,
these games tend to support the same conclusions as the tournament data, just
with more haziness.
That’s the data itself, now let’s move onto the analysis.
First analysis: how much Fate do you
need?
This analysis is pretty simple: how many times did I lose my
Witch King across the course of the 26 games (in which I had 2 Fate in 22
games, and 1 Fate in 4 games)?
As it turns out, I only lost the Witch King once across all of those games. In my fourth game at the Queensland GT, I had charged my Witch King into a random Mahud Warrior. I was then countercharged by a Camel, dismounted by the impact hits, and then absolutely skewered in a single turn of combat. It was pretty embarrassing for the Witch King, although he had already won me the game by killing two Mahud Kings in a single turn. I think that I was Wounded twice and saved one with Fate, so it’s possible that a third Fate roll would have kept my Witch King alive. I don't actually have a record of this, however, so I may have saved neither with Fate (in which case a third Fate would have been useless).
I also had one game where the Witch King was Wounded by a
Ranger, and saved it with Fate. That was actually the only other time I have
spent Fate on my Witch King across 26 games.
These numbers lets us estimate the value of purchasing an
additional point of Fate by estimating how many times it would have saved the
Witch King’s life. Doing so gives us a figure of 0.5 Witch Kings saved over 26
games, for an average of 0.018 Witch Kings saved per game. Multiplying that by the
cost of the Witch King is a bit of a fudge (it doesn’t take into account the
fact that the Witch King would have only had a limited number of additional
turns of game time if he had survived, nor the VPs that were awarded for killing
him), but if we do we get a figure of 2.32 points worth of value per game.
Overall, that’s not great value. It implies that for every 5
points you spend on Fate for the Witch King, you’d have been doubly better off
if you’d taken something else instead. I’d be wary of taking this too
literally, but it at least supports the idea that 2 Fate is probably fine and
you don’t need a third.
Second analysis: how much Will do
you need?
This is the much bigger and more controversial topic, so
let’s dive right in.
The first question here is how often I ran out of Will
and lost my Witch King due to the Will of Evil special rule. The answer to that
is pretty simple: never. That’s actually true of both tournament and practice
games; I’ve never lost my Witch King to running out of Will, nor even to being
killed by a magic power that he couldn’t Resist because he was down to 1 Will. People
assume that it’s a serious threat, but I’ve always found it relatively easy to
avoid.
Of course, that’s only half the story: there’s also a
question of how often I had to stop casting or fighting in order to avoid
running out of Will (and dying). If my Witch King spent the second half of every
game cowering in a corner, then it wouldn’t be much of a boast that he didn’t technically
run out of Will.
Out of the 26 tournament games, there has been one in which
I had to stop casting or fighting earlier than I would have liked. There have
also been two more in which I might have benefited from an additional Will
point in the final turn, but didn’t actually have to stop casting or
fighting.
Of these three games, I lost two and won one. The game I
actually had to stop casting or fighting was against Nilesh at Clash, in which
his Elves slowly ground my troops out from within his fortress. I nearly ran
out against Vaughan at Dagor Daggorath–
in which his Uruk-hai also hid in a defensive position and ground me out, while
my Witch King magically duelled Saruman–
and against
Andrew Coleman at Clash, as my Witch King hurtled around the board to Compel
forward and kill the Crébain holding the Relic.
Of
the three games, two of them involved enemies holing up in defensive positions
and playing long, slow games (in that the casualties came slowly, not that
either player played slowly). And all three involved big, high-importance
spells being thrown by the Witch King (a critical Black Dart to kill a banner
against Nilesh, various Your Staff is Broken attempts against Vaughan’s
Saruman, and Compelling forward the Crébain against Andrew). In all three games,
I would have liked an additional Will point in the final turn.
And
the other 23 games? In none of them was Will really an issue at all. There were
games in which I technically finished on a single Will remaining, but they were
because I’d thrown 4-6 Will at my final spell because I knew it was the final
turn. In all 25 of these games I could have gone at least a turn or two longer and
been able to continue using my Witch King as desired.
One
more complication here is that I probably could have used more Will in
some of these games if I had had it. If I’d had 16 Will on my Witch King in all
of these games, then I could have thrown 2 Will instead of 1 at a few
Transfixes, or 3 Will instead of 2 at a few Black Darts. It’s likely that some
percentage of these casts that currently failed or were resisted would have instead gone off. However,
it’s also likely that most of those Will points would have been wasted, either
because the spell went off anyway or because the extra die wouldn’t have
helped. This also is only likely to be a substantial factor in the games where
I ended up close to the wire on Will, which was a very small percentage of the 26
overall (around 11%). And finally, this is also only relevant for the low priority spells: I
was already throwing lots of dice at the spells I really cared about, so where
it impacted would have been the ones I was willing to deprioritise.
In
summary, having additional Will on my Witch King would have had the following
effects across 26 games:
-
A couple of turns of additional casting or combat in one game;
-
A more reliable final cast in two games (one of which went off anyway);
-
Some small number of additional low-priority spells going off at
some point in the 26 games (hard to estimate, but likely only 2-3 additional
spells across all the games).
In
exchange, I would have had 15-30 points less in my army, depending on which builds
we’re comparing. That translates into 3-6 less models, depending on whether
they’re Orc Trackers, Black Numénóreans, or Angmar Orcs.
I
think it’s quite clear that in the 25 games in which I did not run out of (or
have exactly the right amount of) Will, I would have preferred the 3-6 extra
models I did have. That’s also true of both the Isengard and Dunland games
where I nearly ran out as well, as in neither game was the last spell especially impactful.
Finally,
would I have preferred to have a couple of extra turns of combat or casting in
the game against Nilesh, rather than the extra few models? I’m not sure, but probably. The
extra magic could have shut down Déorwine, or the combat could have gotten me
the couple of kills I needed to Break Nilesh. On the other hand, with less
models to spare my battleline would have likely killed a few less models
itself, and may also have quartered at the end (putting victory solidly out of
reach). I think, overall, that I would have preferred an additional 4 Will over
the extra few models here, but it’s very close. So that tells us that in 1/26
games I would have preferred to have additional Will rather than the extra
models.
An
alternative way of looking at this question is how much average value I would
have gotten out of having the extra Will in each game. As a fairly gross
oversimplification, I think that having an additional 4-6 Will would have
translated into an additional 3-4 turns where an enemy combat hero was
Transfixed (based on the table above and how many extra casts I would have had
in total). Being generous, that might convert into about 7 additional
casualties on my side, or 1 kill for every 4 games. That roughly implies an
average value for the extra 4-6 Will of around 2 points per game, which is less
than we got from a single additional Fate point!
That
gives us 2 potential metrics for evaluating the benefit of 4-6 additional Will:
-
It would have given me more value than its equivalent points in
warriors in 1/26 games; or
-
It would have given me an average of around 2 points per game in
value.
Overall, that’s not a great innings for the extra Will. It
seems to have averaged a very poor return on investment, and been the inferior
choice in the vast majority of games. That first stat is also somewhat
misleading; I think it would have been narrowly better in that single game,
while clearly being much worse in the many games where I finished with
heaps of Will floating around. In fact, from this analysis it actually appears that
10 Will may be too many, and that the most efficient number may be somewhere
around 8. Of course, you can’t take less than 10 Will, but the stats here
certainly don’t speak in favour of taking more than the minimum allowed.
Caveats and counter-arguments
There are a few possible caveats to this. Firstly, 26 games
is still not that big of a dataset. It’s supported by the many, many
practice games in which I have used the Witch King (from which I can remember a
small handful of games in which Will got tight), but the stats I’m actually using
are capped at 26.
You could even justifiably reduce that figure if you thought
that the tournament to which I didn’t take the Crown or the 11 Angmar games (in
which I took 12 Will) weren’t comparable enough to be included. I’d push back
on at least the Angmar point, but even if you did exclude them it doesn’t
really change any of the conclusions: more Will being the better choice in 1/11
games still isn’t a great showing, and the average value would still hover
around 2 points per game.
A more reasonable concern is that I’m basing these
conclusions off counterfactuals, i.e. what would have happened if things were
different. Counterfactuals are inherently hard and messy, because they
didn’t happen. Perhaps if I’d had 16 Will in all of those games I would
have used the Witch King more aggressively in combat, or thrown more Sap Wills
early, or even fitted in extra turns because of my reduced model count. These
scenarios are certainly possible. Equally, maybe my lack of models would have
stopped me taking advantage of opportunities, or seen me Break a turn earlier,
or denied me the model count on a critical objective. These scenarios are very
possible.
It is also possible that in a much more magic-heavy meta
than the Australian one, additional Will could be more viable. That’s very
possible, as one of the only games where I did come close to needing extra Will
was against Saruman (out of 9 tournament games against spellcasters, or 6 if you exclude lists with token magic like Thranduil, Elrond or a Shaman). I’d still note that I ended the vast majority of my tournament games with way more Will than necessary, and also that in most lists the Witch
King is not the primary target for enemy magic (that’s generally Suladân or
Gûlavhar, who are worse at Resisting, more fragile, and generally scarier to
boot). But potentially if your meta was very magic-heavy and the Witch
King was likely to be copping the brunt of that, then I’d see the logic for a
few more Will.
And finally, this discussion is specific to the Witch King on foot or on horseback, because I don’t have any tournament games with him on a Fell Beast. If you wanted to take the Fell Beast variant, then I think 14 or so Will would be a much more justifiable pick. You’re likely to be spending more time in combat, you’re a more tempting target for magic, and it’s a bigger deal if you had to stop casting or fighting. I still think 14 is probably fine, but I don’t have a dataset of tournament games to draw conclusions from here.
Overall, I think the data is surprisingly clearcut. Having additional Will just doesn’t come up that often, and you’ll generally be better off without it.
Why it works (without data)
I won’t go into too much detail here, because I’ve already
covered this topic in many tournament writeups. But in short, most games
require less from your Witch King than you might expect.
Firstly, games are shorter than most people think,
especially at tournaments. Time is a really relevant factor, especially when
you’re facing opponents who aren’t used to all the tricks available to Mordor
or Angmar. If your opponent has to spend an extra fifteen minutes on each of
their turns thinking about what you can do with your magic or your Spectres, or
what will happen if they fail that Terror check, then you may end up with much
shorter games than you’d expect. If the game only gets 4 proper turns of
combat, then 10 Will is way more than you really need. Hopefully
you’ll get more than that, but it depends a lot on the tournament structure and opponent experience.
Secondly, many games are practically over long before
the dice are put down. I generally find that most games are decided in the
first three turns of combat, and only exceptionally close ones are much
impacted by the following turns. If you can get a critical edge in those early
turns then whether you run out of juice in the lategame doesn’t really matter. In many of those 26 games, it wouldn’t have mattered if I had run out of
Will because the key enemy pieces that the Witch King had been focussing on
were dead by Turn 3, so I didn’t really have good targets to keep casting at.
Thirdly, as discussed in the last article, combat and
casting are often incompatible. The Witch King is phenomenally versatile
because he can switch from one to the other as required, not because you can
expect him to do both at once. He can, in a pinch, but if he starts a
turn on the frontlines because he charged last turn then he can’t reliably cast
this turn (because the enemy can charge him first and tag him). And, as
mentioned in that last article, he’s a F5 army leader with 1 Wound; you don’t
want him on the frontlines every turn! So budgeting for fighting and
casting every turn is unnecessary, because you’ll rarely do both.
And finally, you don’t always need to be casting. If your
opponent’s key pieces are out of combat or shut down this turn, and there
aren’t any juicy unattended banners wandering round, then generally the Witch
King won’t get much benefit from casting. In my game against Damian at Clash,
my Witch King ended up not casting for three turns because the Mouth kept
Transfixing Aragorn and there weren’t any other good targets around. I had the
option to be throwing Black Darts at random warriors I suppose, but ultimately
I was better off just holding onto the Will in case things went wrong later.
They didn’t, and I finished up the game with heaps of spare Will.
These factors (plus the Morgul Crown, which makes 1-die
casts quite reliable for low-priority spells) all come together to heavily
mitigate the need for more Will. The thing I want to emphasise here is that it’s
not a matter of being able to get by with less Will, but rather that more
Will wouldn’t help in most circumstances. There are always exceptions, but
it turns out that those exceptions occur about once every 26 games.
Wrap up: the maths is messy, but the
answer is not
I’m a fairly stingy person in real life, who needs a lot of
convincing that it’s okay to buy that coffee or replace my
painfully-unfashionable coat. Those tendencies have followed me through to
MESBG, and have definitely influenced my decisions on how to equip my Witch
Kings.
Thankfully, in MESBG I appear to be more correct than in
real life (although I’m still holding onto my ugly coat). Witch Kings really can
get away with the bare minimum of Will and Fate and be just fine, at least for
25/26 games.
If you’re a dedicated Witch King player, I’d really
recommend you try out the 10 Will option. I’d love to hear whether it turns out
to be an issue for you, and in what percentage of your games. More data would
be much appreciated, particularly to test how much playstyle makes a difference
here.
Next week we’ll be back to wrap up this article, with a
data-fuelled-deep-dive on the Morgul Blade. How useful is it, and how often
would it have helped me out if I’d had it across those same 26 tournament
games? Find out next time!
Until then, may your Witch King always have just the right amount of Will and Fate!
An absolutely smashing post - I will begin by noting that NOT including practice games also has the advantage of setting: in tournament games, you can assume the list that's being fielded is intended to be a winning list, while practice games might feature "I have a crazy idea that I'm trying to make work" lists, which are great but often require several iterations in order to get something right . . . assuming it can actually work. So, I applaud your choice in not including these for yet another reason.
ReplyDeleteThe discussion about when +1 Will would have been useful was actually the most interesting for me - I have tended in my Fell Beast builds to take 3/15/2 for resources, but this is favoring a very aggressive Witch-King strategy instead of the more nuanced, control-oriented strategy that a horse encourages (managing your engagements and relying on the rest of your army to do the smashing instead of a really expensive piece). If you're trying to decide between 10 Will and 11 Will, that's at least 20pts in savings from running 15 Will - and that would be on top of the 35-40pt savings by not taking the Fell Beast and taking a more hum-drum mount instead. 55-65pts in savings is quite a bit when you're talking Mordor builds and it's a TON of savings if you're talking Angmar builds.
Anyway, lots to think about - and very much looking forward to the discussion on the Morgul Blade. :)
That's certainly a great point that I hadn't considered on the practice games. Another one I thought of after posting this article is that practice games tend to be untimed, which makes them a lot less reflective of tournament games.
DeleteI definitely agree that the Fell Beast WK wants the extra few Will (although I'm not brave enough to leave behind the third Fate on a Fell Beast WK!), and it certainly does start to add up. You get a lot of value out of those 55-65 points, but then (as you say) that is so many points that could be getting value for you elsewhere. Is the Fell Beast worth leaving behind 10-11 Orcs, or Zagdush/a Barrow Wight, or 7 Black Nums/Morannons? Definitely hard to justify, although not impossible
Another way to think of it would be to compare the Witch-King with a Wizard. (at least if you're using him as a pure caster)
ReplyDeleteA 10-will WK basically has 9 usable will (you need to save the last one to stay alive), while Saruman has 3 in the pool, and 1 free will per-turn. So over 6 turns of casting Saruman and a 10-will WK have the same amount of usable will. And 6 turns is actually a fairly long time (and the WK is a fair bit cheaper than Saruman).
I'd note that Saruman has 6 in the pool, but I definitely agree with the logic overall. That's especially true when compared to someone like Gandalf who doesn't get a reroll, because they'll need to be spending 2 Will to cast reliably while you can make do with 1 with the Witch King. And as you noted, Saruman is 50-60 points more than the 3/10/2 Witch King, so he needs to be doing a lot more with his casting than you do
Delete