After
an enjoyable Day 1, it was time for my comeback arc. As I noted yesterday, two
major wins and one minor loss meant a podium position was still possible,
especially because the three pools still on offer (objectives, manoeuvring and
object scenarios) were my best ones. My fingers were crossed for Destroy the
Supplies and Reconnoitre, where my Spider Queen would give me a huge edge in
almost any matchup.
As it turned out we rolled up Domination, which is generally still one of my preferred choices. Against a 48-model Arnor list, however, it would be a struggle to grind them off those objectives…
Game 4: Arnor in Domination, 11:0
Another 48-model F4 list with heaps of bows. Excellent. This will be fun
Evan
had a pretty standard Arnor LL build, with all 4 named heroes, two banners and
48 models. Yikes. The 5 objectives in this game ended up spread out in a rough
star formation, mirroring that of Capture and Control. And just like in Capture
and Control, we both deployed right on the centreline, ready to grind things
out in a big melee from Turn 1.
After my first Movement phase, the lines have very much clashed
And
grind we did, with me winning the first Priority and smashing into the Arnor
lines with full force. I also Transfixed Malbeth to turn off his aura, and that
swiftly started to have an impact on Evan’s left flank where his lines were
thinner. Aranath attempted a Heroic Combat off a lone Black Númenórean but
botched his rolls, while Zagdush responded on the next turn with a cheeky
Heroic Combat of his own to assassinate the Arnor banner on this flank.
Zagdush zips through the lines to kill a banner
The
centre was filled with more grinding, but Evan had an edge here thanks to a
combination of Malbeth’s Foresight points (which flipped three Priority rolls
his way) and winning all three Heroic Move-offs to boot. This allowed him to
pin the Mouth with a bunch of warriors and get into him with Arvedui, although some
poor rolling and a successful Fate save from the Mouth meant that he survived
three turns of this. The Witch King attempted to turn things in my favour with
more Transfix attempts on Malbeth, but consistently failed to cast or was
resisted, which stung a lot. As a result of all these, my superior troops were
beginning to crumble in this area, although Evan’s S3 across the board meant
that he was struggling to actually convert kills at any great rate.
This line and the area to its left began to crumble under sheer weight of numbers
Elsewhere,
Argadir had led his cavalry on a flanking manoeuvre around into my backfield,
hoping to seize my back objective and put the Witch King under pressure. I
countered with the Spider Queen and the Bat Swarm, who trapped Argadir while
using the Warg Rider and a Broodling to pin down the other Knights. Argadir
called a Heroic Defence, but thankfully my Spider Queen’s 6 Strikes with full
wound rerolls were enough to convert the kill and take him down. The remaining
Knights ended up turning tail and fleeing into Evan’s backfield, hotly pursued
by the Spider Queen.
Seconds before disaster for Argadir here
Back
over on the left, Aranath had gone into Zagdush, but found himself trapped by
two more Black Númenóreans after Evan opted not to peel off Zagdush with his
own warriors. Aranath won the Strike-off but failed to get the 6 he needed and
was nearly killed, before going back in on the following turn and getting
totally punked. Zagdush followed this up by hacking his way through several
more warriors on this flank, turning it decisively in my favour. This allowed
me to not just clear off the left objective, but begin sending models back to
both the central objective and Evan’s rear one.
The swirling melee has turned hard in my favour, especially towards the top of this picture
However,
a cunning move by Evan in the centre threatened to swing things back in his
favour. He moved Arvedui back away from the Mouth and around to the Witch
King’s front, using his auto-pass Courage bubble to sneak a warrior through to
pin down the Wraith while his other models swarmed my Spider Queen. She burned
her last Might to survive and kill two Knights, but failed to get the six again
on the next turn (after I lost another Move-off) and got one-shot by a charging
Knight. Ouch.
It wouldn't be a tournament with the Spider Queen if she didn't get randomly punked by warriors at least once
However,
my warriors had been continuing to out-grind the Arnorians, and I finally
managed to win a Priority on the turn that Evan ran out of Might. This let me
swing the Mouth back around to Transfix Malbeth and charge into Arvedui,
causing a number of the surviving Arnor warriors to flee without his Stand
Fast. The Mouth also managed to fluke another combat win against Arvedui and several
warriors, and then to kill the Last King of Arnor in one go! Elsewhere, the
Knight on Evan’s back objective fled to allow the oncoming Mordor warriors to
claim it, and I managed to clear the right objective as well (thanks to a
cheeky Bat Swarm killing the last Knight). Across the battlefield the carnage
quartered Evan, giving me a surprisingly-solid 11:0 win!
The Mouth coming back for round 4 against Arvedui and absolutely wrecking him
This
game really highlighted the sheer pushing power of the list, and its ability to
keep scrapping into a long game. Quartering a 48-model Arnor list in two hours
felt pretty great, and I was happy that I was able to stay in the game through
the 4 consecutive turns of moving second.
Game 5: Khazad-dûm/Halls of Thranduil in Seize the
Prize, 7:0
Dedicated
followers of the blog (both of you) may recall Erin from this doubles report
last year, where our combined Gûlavhar/Spider Queen nonsense tore through our
unsuspecting opponents, as well as from this narrative tournament where
her Spiders eviscerated my poor Fellowship. Since that point, Erin has gone
from being a talented but inexperienced player to the top of the Queensland
League, so I was excited for a rematch. Picture Obi-wan returning from the
Outer Rim to duel Anakin, if you’re not opposed to genre-mixing in your LoTR
blogs.
Erin
had a particularly nasty combo of Iron Guard backed by Elf spears, with Legolas,
a Dwarf King and a King’s Champion to round it out. That’s a terrifying
frontline, but the scenario heavily favoured me, thanks once again to my Spider
Queen. I might not feel confident in my ability to beat Erin’s army, but I
didn’t have to beat it in this scenario.
The Elves and Dwarves begin Marching up to field to threaten the centre
We
deployed in a fairly standard Seize the Prize formation, with everyone ready to
March to the centre and our fast models in front for maximum reach. Erin won
Priority, which was fortunate for her because I’d been contemplating charging
her King with Broodlings to switch off his Heroic March if I had been moving
first. She moved up fast, and sensibly chose to block off the Prize with her
two cavalry instead of dismounting to dig it up. Nonetheless, my shenanigans
would not be denied, and I moved the Witch King before the Mouth to Compel one
of the Mirkwood Knights forward and jump on it with a pile of models. They all
Heroic Combatted forward to bounce into the centre, although I messed up my
positioning slightly and the Spider Queen couldn’t get into a second fight.
That poor Elf is about to have a really bad time
I
also flung forward two Broodlings and a Bat onto the objective, unearthing it
with the Bat while sheltering behind the Broodlings. The Broodlings did
promptly die to throwing axes though, and the Bat was wounded twice and on the
frontlines. Concerning! However, my Trackers retaliated by killing three Iron
Guard in a single volley, which immediately put Erin on the backfoot from a
killing perspective.
These guys had already paid for themselves by the end of Turn 1
Things swung back to Erin somewhat in the next turn, as she won the inevitable Move-off and was able to charge the Bat with the King’s Champion and an Iron Guard. I was able to Transfix the King’s Champion with the Mouth, but the Iron Guard did nonetheless kill the Bat to grab back the relic and put Erin back in the lead. The Dwarf King did end up Compelled forward to get ganked by the Spider Queen, however. He was out of Might and ultimately not that relevant anymore, but he added to my Spider Queen’s tally of slain heroes from the weekend (taking it to two Dwarf Kings, a Shieldbearer, two Captains, Brand, Bard II, and Argadir. Plus all the dead warriors of course!).
Elsewhere,
our models were clashing in the other gaps of the ruined bridge, grinding each
other out in ultimately-useless clashes that mostly just made us hate the
beautiful terrain. Our models inside the tunnel were especially irritating,
with an incredibly awkward shuffle of Morannons, Iron Guard and Black
Númenóreans happening turn after turn.
Reaching into that tunnel to make some meaningless warrior fights happen was frankly a waste of time
The Move-off on Turn 3 went to me, and the tricks sprang back into action. I Compelled out the Iron Guard holding the prize, had him drop it at his feet, then ran him down with the Mouth while the Spider Queen picked up the prize and zipped around into cover.
The Dwarf King is dead and the Spider Queen is happily hidden safe behind my lines, holding the prize
I did manage to leave the Witch King in the open for
multiple turns running though, where he was wounded by Legolas and forced to
burn a Fate and two Might to stick around. Apparently I’ll never learn!
Legolas about to shoot at my leader again. Urgh
However, my attrition (including the devastating fire from the Trackers, who had continued to drop Iron Guard and Elves every turn) and a botched Heroic Combat from the King’s Champion allowed me to grind through in the middle, eventually starting to spill around and start getting the traps and multiple combats I needed to guarantee kills.
There's still a King's Champion here, but my numbers are starting to tell
This was helped by Erin pulling back many models in an
attempt to head off the Spider Queen, who had taken her prize and begun the end
run around the bridge and into Erin’s backfield. She copped one wound from
Legolas after he called a Heroic Accuracy, but then managed to pounce on a
Dwarf Warrior after the Witch King Compelled him into a prime position. She
used the Dwarf to dodge shooting (aside from one whiffed shot from Legolas),
then Heroic Combatted away down the flank, before taking advantage of one final
Compelled Dwarf to Heroic Combat off Erin’s board edge to freedom.
An overall shot of the board, showing my mobile heroes zooming to the left flank
First one Dwarf gets Compelled and Combatted off...
... then a second, and my victory was sealed
With
that, the game was over. Neither of us were Broken (Erin was about 6 off and I
was about 10 away), Legolas was still safely ensconced in his sniper’s nest,
and the Witch King remained alive despite all of my attempts to throw away my
leader. With that I was left with a comfortable 7:0 win, thanks once again to
the Spider Queen and Witch King’s shenanigans. This put me on four major wins
and one minor loss, which was enough to propel me into second place!
Over on Table 1, Alex stomped all over Jay’s Easterlings with his Mûmakil, putting Alex solidly into first while dropping Jay to third. This was just low enough that Erin remained on top of the Queensland League leaderboard as the season concluded, so in a way everyone on the Top 2 tables was a winner!
Tournament Review
This
was an awesome tournament, and I was so glad I made it up. There were some
administrative mixups (watching Sean redo Round 4’s pairings again and again
was very amusing), but the feel of the tournament was excellent and it had a
great vibe throughout.
Prizes
were also excellent, even if they couldn’t quite top the ludicrous haul I
received last year. I walked away with a $200 voucher for the Combat Company,
some dice, a 2nd place beer mug (for drinking away my sorrows
apparently) and all the assorted goodies in the gift bag.
The
terrain was lovely, with beautiful boards in every round. There was admittedly a
bit of controversy around Alex remaining on the same board (with its useful
water features and Mûmak-friendly channels) for 3 rounds out of 5, which did
seem strange. That’s obviously no shade to Alex, who played an excellent
tournament and took home another well-deserved win with a thoroughly off-meta
list. I’m sure that someday he’ll even learn how to win tournaments without
Suladân, I’ve heard it’s possible. And from Sean’s perspective, I also
appreciate the challenge in moving the Mûmak to a different table when it will
inevitably require some more terrain rulings and adjustments when you do so. The
heavy water features and general lack of cover did make the board feel a little
too well-suited for the Mûmakil though, and I think on balance it would have
been better to shuffle Alex around a little more (or at least to make Table 1 a
bit more of a ‘normal’ board). He’d probably still have stomped people, but it
might have taken away one potential excuse!
Also,
Sean, you really need to roll some better random scenarios. Heirlooms, Clash
and Seize the Prize are easily the worst from their pools (and frankly some of
the worst in the game), and To the Death is hardly great either. I’m sure if
we’d rolled up the manoeuvring scenarios we’d have been on Storm the Camp too!
For
all I tease though, I had a really great time at this event, and am so glad I
made it back up. The Queensland scene appears to be going from strength to
strength, and I’m a bit envious that I’m not a regular part of it anymore. Hopefully
next year I’ll be able to make it to a few more to keep cutting these
whippersnappers back into shape!
List review
I think by
this point it won’t come as any surprise if I say that the Spider Queen
absolutely earned her place. She instantly won me the game in Round 1, before
assassinating 3 heroes to seal the major win. Then in Round 2 she killed Brand,
Bard and a Captain, as well as about 6 of their buddies. Round 3 she was my only
hope against the Mûmak, and Round 4 she traded admirably into Argadir and
several Knights to entirely see off the threat to my back objective. And
finally, in Round 5 she combined with the Witch King to entirely win me the
game, while even picking off the Dwarf King en route. She was devastating in
every game, and I was glad every time that I’d picked her over Suladân. That
was obviously skewed by the fact that I never ended up facing any magic, but
it's nonetheless clear that she was the correct meta call for the lists that
did well on the day.
In general,
the Spider Queen did address a problem I’d identified with the Suladân version
of the list, which was that the army sometimes struggled to capitalise on the
edges it could create with its magical prowess. With the Spider Queen, that
problem ceased: anything that got Transfixed or Compelled into a bad spot
generally died, and fast. This extra bit of punch did a lot to get things
snowballing in my favour. In a way, this actually made the list easier
to play than the Suladân version: her extra fragility and tools meant I needed
to think more on every active turn, but her ability to rapidly seal games meant
that I often didn’t need to think for as many turns. Plus, she was just a bit
more fun: Broodling shenanigans and Hurling people down battlelines is cool,
who knew?
The
Trackers were also excellent, punching well above their weight thoughout the
event. In Round 2 they outshot a Dale list, in Round 3 they were my only route
to mitigating the loss (by killing models in the howdah), and in Round 5 they
killed more than triple their points cost in Iron Guard and Elves. Hard
to argue with that!
The
battleline was as solid as ever, and the Mouth/Witch King combo remains one of
the most cost-effective sources of magical dominance and combat prowess in the
game. Their combined cost is less than that of Gandalf the White, which is a
particularly hilarious (or bleak, depending on your perspective) comparison. In
game after game, having that big magic edge was absolutely devastating. And the
Mouth’s extra combat punch was critical in the grind of Rounds 2 and 4, where
his hitting power was worth far more to me than anything another Wraith could
have provided.
Zagdush
also really justified his place in the list, putting in solid work in every
game. I would have preferred a second Ringwraith in Game 3, but in every other
matchup I think Zagdush’s extra Might and killing power was optimal. Game 4 in
particular was really won by him killing Aranarth and helping to clear that
flank of enemies, which ended up snowballing into two objectives entirely clear
and the centre in my majority control.
And
finally, one last time before the edition changes and all is made irrelevant:
did the Witch King need any more Will? Overall, I think his 10 Will did come up
in three of the games, but never in a way that had any impact. In Round 2 he would
have thrown a final Transfix at Brand on the final turn if he had another Will,
but Brand died that turn anyway. In Round 3 he would have liked another Will to
throw at the final Black Dart, but it went off regardless. And in Round 4 he
would have liked to throw a Transfix at Arvedui (who did still have all his
Will remaining) on the last turn, but Arvedui lost his fight and was run down
by the Mouth anyway. So, on balance, in none of these games would a higher Will
store have given me any benefit. And moreover, in several of them I would have
been sad to miss the extra Trackers that the saved points allowed me,
especially in Round 5.
In saying
that, I will admit that the Spider Queen variants of the list (at least ones
without a second Wraith) are a bit more Will-heavy than the Suladân ones. I was
often throwing two dice at a Compel because it would allow me to set up an
excellent assassination run if it worked, and that did run me a little lower on
the Will stores than I’m used to. If I did run this list again (which I will
not, because new edition!) then I probably would try and fit in an extra Will,
or maybe even two. At lower points and in the Suladân or Angmar variants I’ve
run, however, I maintain that 10 Will is entirely sufficient.
Tournament Wrap-up
This
brings us, believe it or not, to the end of my competitive experience for the
edition. I’ll probably write up a full retrospective article in the coming
month, but it feels crazy to have no more tournament lists that I need to be
mastering. How do non-tournament players decide what to bring to casual games
when they’re not on that practice game grind?
In
any case, this was a great send-off for the edition for me, and I’m glad that I
was able to make it onto the podium again in my old stomping grounds. Thanks to
Sean for putting on a great show as ever, and hopefully I’ll see you all next
year!
If
you’re worried that there’ll be a shortage of content on the blog between now
and the edition though, don’t be; I’ve got a huge pile of articles I need to
post before the new edition, and precious few weeks in which to do so! Keep
your eyes peeled for an interesting rules query (‘can Good models shoot into
combat?’), hopes for the new edition, a hot take on Survivors of Laketown, and
a new ‘MESBG Fundamentals’ series that I’m hoping will be particularly useful
for new-to-medium players looking to up their game.
Until
then, may you always win the Move-offs you need in Seize the Prize!
Congratulations on the strong finish - and that seemed like a particularly good game of Seize the Prize! I'm curious if you think Aranarth is the right choice for the Arnor Legion - he shoots twice, but his banner rule doesn't help most of your guys and his combat profile is about the same as a Captain. Seems to me like a Captain and 3 extra dudes might work better?
ReplyDeleteThanks Tiberius! I think the Aranarth choice is pretty defensible at 750, although I'm not sure my opponent used him quite how I would have. I would use him as an assassin piece to take out outnumbered enemy heroes (where the A2 thing doesn't matter too much), focussing on his Heroic Strike and basically nothing else about his profile. If he'd been on the left flank, then he could have charged into the Spider Queen when she committed and nearly guaranteed that kill, or (more realistically) just forced me to be way more conservative with her.
DeleteI think that he's definitely not beating out Argadir for most armies, but as a 4th hero the ability to throw him in and Strike is pretty useful. That probably constrains him to 750+, but I think he's probably the right call at that level