New players often default to using their heroes as duellists; they smack them into the enemy heroes, Strike up, and hope for the best. I say ‘new players’ here, but frankly this approach is pretty common across the experience spectrum. And sometimes it’s a great idea!
In my very first article on this blog, I covered why heroes
often want to focus on hunting down other, slightly-weaker heroes in order to
get a good return on the investment you made in them. And even weaker heroes
sometimes need to go into scary opponents to hold them up and let you gain the
advantage elsewhere.
But here’s the rub: if your hero ends up fighting one of
your opponent’s heroes, then chances are one of you made a mistake.
Put another way, it will generally be in one side’s best
interests to have your heroes fight it out. Given that MESBG is a
nearly-zero-sum game, that means that it’s in the other side’s best interests
to screen off their heroes and prevent this confrontation. However, it’s often
quite hard to tell which role you should be playing in a given matchup: should
your heroes be seeking out the enemy heroes to duel them, or trying to avoid
that outcome? The answer varies a lot based on matchup and positioning, and
even changes across a single battle.
To unpick this tangle, I’ve broken the question down into four sub-questions. You could call them salient features, if you happened to be the sort of person who can’t go more than 5 minutes without mentioning that you went to law school. But whatever we call them, the first thing we should be thinking about is…
Sub-question 1: Likelihood of winning the duel
This is the most obvious part of assessing a duel, and most
players are great at it. If your hero has more Attacks and Might and Fight
value than the opponent, has the ability to Strike when your opponent can’t,
has an Elven-made weapon, or has some other fancy tech like a friendly Bat
Swarm or some magical support, then you’re likely to win the fight. And as a
starting point, if you’re more likely to win the duel then it’s a more
appealing prospect.
There is some complexity here, but it’s mostly in how to
weigh up these factors when they’re pulling in different directions. Is it
better to have more Attacks or higher Fight value, for example? If you both
have Might to burn, then generally the latter; if not, then the former. But in
general, people are pretty good at weighing up this issue.
Sub-question 2: Damage output
This second factor, on the other hand, is easy to
neglect but vitally important.
Let’s take the example of Boromir with banner charging
Durin, in a context in which other Dwarves could countercharge and trap him.
Boromir is more likely to win the fight, with higher Fight value and more
Might. But if he wins, he averages 0-1 wounds on Durin, whereas if Durin wins
then Boromir probably dies. Similarly, consider Théoden charging Gûlavhar.
Strike and Might can let Theoden win the fight, but that probably only means
that he inflicts one wound; whereas if Gully wins, then Theoden dies.
In both of those situations, the hero with better odds of
winning the fight is actually incentivised to avoid it, because the stakes are
so much higher for them than for their opponent. If your upside to a duel is
‘maybe stripping some Fate’ while your opponent’s is ‘killing your hero’, then
that’s a sign that this was the wrong fight to pick.
This scale of relative damage output is fluid throughout the
game, especially with the presence of other models in combat. More dice in the
fight mean much better odds of killing the enemy, especially if you can now
trap them with the extra models. Going in for a Strike-off against a hero
already fighting 3-4 warriors is great, because you threaten to kill them if
you win while they generally don’t threaten you back the same way. Traps win
games, and warriors win hero fights!
The final factor that plays into damage output is whether
the heroes are mounted or not. This is big for two reasons.
Firstly, if a mounted hero has charged into a foot hero,
then their odds of doing damage if they win are dramatically higher.
Even ignoring things like lances, your average 3 Attack hero is having their
damage output nearly tripled thanks to the extra Attack and knockdown. That
will often change the maths from ‘might do a Wound’ to ‘probably get the kill’,
which is obviously a huge deal. And obviously, if your opponent is mounted as
well then you’re back to the initial starting point. Yet another reason why
mounted heroes are excellent, and you should always be scraping together those
10 points if you’re expecting your hero to do much fighting.
Secondly, and in contrast to the last point, this importance
and relative fragility of mounts also increases the vulnerability of mounted
heroes to taking damage back (because the first hit they take will probably be
dismounting them, and taking away all the incredible and undercosted benefits
they get from being mounted). Mounted heroes really don’t want to be losing
fights, so they may have to think twice about taking on duels they might lose.
If Rutabi charges Imrahil then neither is likely to seriously hurt the other,
but Rutabi may well dismount Imrahil if she wins. This isn’t really an argument
against mounting your heroes (10 points to effectively discard the first wound
you suffer is actually a pretty good deal, even if your horse does nothing else
for you), but it’s something to consider when picking fights with mounted
heroes.
Factor 3: Opportunity cost
I know, I know; I’ve gone from legalese to economics terms. I
am clearly very cool and smart.
This factor considers what else your hero (and your
opponent’s!) could be doing. Azog is terrifying to heroes, because of his high
likelihood to win fights and his high damage output. But if taken in
Pits (where he should be), then there is an inherent tension in his use.
Instead of charging into heroes, he could be Heroic Combatting through 4
enemies to create a gap for your Hunter Orcs to pour through. Or even better,
he could be charging two enemies, threatening a Combat into a hero to make them
Strike up, then charging into two more enemies instead once they’ve wasted
their Might. That doesn’t mean Azog shouldn’t be hunting down your opponent’s
heroes, but it does mean you need to be considering what else he could be doing
for you right now.
On the other hand, a Boromir on foot or a Rutabi will never
be killing too many models on their own, so you have less to lose by sending
them into a hero. We’ll discuss this a bit more below, but if Boromir and Azog
duel inconclusively for 3-4 turns, then that could easily be a net gain of
half-a-dozen warriors for the Gondor player, which is a great outcome.
This is why charging enemy combat pieces with Heroic Defence
models is great. The likelihood of winning the fight and the expected damage
output probably still favour the scary combat hero, but you’re preventing them
from doing something more useful. If Azog is stuck duelling Gamling for three
turns, then the trade is hugely in Rohan’s favour. As a counterpoint to this
though, don’t overestimate Heroic Defence: if 2-3 Hunter Orcs can get in and
trap Gamling ,then he’ll still probably die in one turn, and Azog can Heroic
Combat away into something else. Heroic Defence is great, but it’s not actually
a ‘use this to become temporarily immortal’ button in the way people often seem
to assume.
In general, be aware of what else your heroes could be doing
this turn, and what your opponents’ want to be fighting. Sometimes losing
trades (from the perspective of likelihood of winning and expected damage
output) are the right call if they allow you to get things done elsewhere.
Speaking of which…
Factor 4: Strategic situation
The overall strategic situation is one of the biggest keys
to understanding whether to duel enemy heroes or avoid the clash. There are
three parts to this.
The first links to opportunity cost, as we discussed above.
If your warriors are beating theirs, then a slow grind between your heroes
actually favours you because it buys time for those warriors to work. Or, on
the flipside, if you need Azog to bust a hole in that phalanx to let the Hunter
Orcs in, then it’s no use having him slowly beat down the Dragon Emperor. In
that strategic context, you need Azog’s combat power killing troops in order to
have a shot in the game, so you can’t be tempted to duel with him as you often
might.
The second part is Might pools. Duelling heroes burn a lot
of Might fast, for Strikes, duel rolls and wound rolls. This rapidly gets
expensive, and means that those heroes won’t have much Might to spend for
Heroic Combats and (especially) Moves. If your opponent has lots of Might and
you don’t, then you only want to be duelling if you can finish the duels fast
(to take that Might off the field).
And third, do you need a big swing or are you on track to
win? Let’s return to Azog once more, as I’ve been playing him a lot recently
and he’s a perfect example of a duellist character that also wants to be
fighting troops. Consider Azog eyeing up Durin (again, on a turn that other
Dwarves could counterattack and trap him). If Azog goes in and wins then Durin
dies, and vice versa if Azog loses. Is that near-coin-toss a good idea for Pits
(and by extension, was it a good idea for the Dwarf player to let Durin get
exposed to this)? It depends on how the rest of the game is going. If the
Hunter Orcs have broken through and the Dwarves are getting shredded, then it’s
likely better for Azog to play it safe and pick a different target. Both heroes
munching through troops will produce a reliably good outcome for Pits, so
that’s probably the best call. On the other hand, if F4/D7 are doing work and
the Hunter Orcs are crumbling, then maybe a big swing to kill Durin is their
only remaining path to victory.
This broader strategic situation is significant, and plays a huge role in deciding what fights to pick.
Conclusion: To duel or not to duel
Heroic duels are awesome, and exciting, and are often the
decisive moment in games in exactly the way they should be. But getting your
heroes into combat with the wrong enemies can often decide games in your
opponent’s favour, and understanding when this is true is a key part of
improving at the game.
This is a big, difficult to answer question, that will often
change every single turn. Maybe it was smart to charge Azog with Gamling on
that first turn of combat, but now the Pits player is threatening to trap you
and you’re better off getting Gamling out of there.
But put together all of these factors we’ve discussed today,
and you can start to unravel whether your heroes want to fight theirs. And in
doing so, you’ll know whether the duel between your army leaders is a product
of your mistake, or your opponent’s.
Pressing question, did you go to law school?
ReplyDeleteSome interesting points to think about!
Opportunity cost is often the big one I think about, and trading off.
If I can get my Weiner heros to tie up a big bad while Shaggy gets to work flattening battle lines I feel like a winner
Alas, for my sins!
DeleteAnd definitely agree, there's a lot to be said for holding up enemy heroes. It is worthwhile making sure that their heroes aren't the sort that would generally be keen to be killing heroes though. Captain-equivalents are often a great target for enemy heroes, so you're not necessarily slowing them down as much as giving them the targets they'd otherwise pick. But it definitely can be a great choice in the right circumstances
Epic article - and I liked that Azog played so prominently in the article, since he more than most heroes has an incentive to both fight heroes AND fight warriors (especially if he's getting a free Heroic Combat each turn). I think Elendil is in much the same boat, except that it's much easier for him to taper out in damage against heroes with "only S5 and +1 To Wound" than Azog will. I've seen other players throw Elendil (and myself, if I'm honest) when he's far better kitted out avoiding them. If Might is viewed as a scarce resource, it's far better for someone like Elendil to just avoid a big hero and focus on crushing troops.
ReplyDeleteOne thing I also thought was great was the discussion on Heroic Defense - it's true that on a 2 Wound/1 Fate hero (like Gamling), you're playing a dicey game of chance if your opponent is throwing a lot of dice. On someone like Bombur (who I've been using a lot recently - both versions) or Celenborn where you've got 3 Wounds and 1-3 Fate points, there's a legitimate chance that you can road-block a big hero for several turns even if you've been charged and knocked Prone . . . though if you're completely surrounded, this would still be a ditch-effort. Still, if you were to dump 45pts into Bombur with the express purpose of stalling out a big hero for 1-2 turns, I think there's a lot of tempo you can gain by doing that.
Elendil and Azog definitely are interesting models. Everything in their profiles scream to be killing heroes, but then the free Heroic Combats push them enough in the opposite direction to be a real question. At least for Azog I've come to feel that he's still primarily an assassin model, but I do agree that it's less clearcut for Elendil. Although in saying that, effective S7 is still nearly as good into heroes as I Am the Master, particularly if the hero is on foot. The big difference is probably the 6 Might, as being able to do things like burn 3 Might to flash-kill a hero really doesn't slow Azog down in the way it does for Elendil.
DeleteBombur definitely is the epitome of a Heroic Defence roadblock, I agree. Those three Wounds makes it so much more reliable, and getting to jump up from D4 also just feels very efficient. I haven't used him much outside of Fantasy Fellowships (where he doesn't often need to Heroic Defence but is insane value anyway), but I can definitely imagine him filling an annoying delaying role in Thorin's Company or Erebor Reclaimed as well