Find the Halflings: Ugluk’s Scouts at Dagor Dagorath tournament report

Couldn't have asked for a more thematic matchup!

I’d made myself a promise before Cancon that if I did reasonably well with the Eagles there, I’d bring something else out for my next event. No spoilers for that tournament (go read about it here and here if you haven’t already) but I felt like the honour of the birds had been sufficiently satisfied to try out something else. And what better alternative than to bring than one of the unsung heroes of last edition, flying under the radar with some noticeable buffs: Ugluk’s Scouts.

Tournament Format

Dagor Dagorath is a charity event first and foremost, and that shines through in every part of the event. This year it ended up raising over $3800 for the Sony Foundation, which translates to 40 nights of accommodation for rural and regional kids with cancer while attending specialist treatment in the city. This has been the ongoing goal of Dagor Dagorath the years I’ve attended, and just like last time it was really special to be able to make a small difference while moving our little toy soldiers around the field.

Format wise, the event was 600-points, with three rounds of 140 minutes. The two key elements from a competitive perspective are that the event valued big wins quite highly  (with an 11-VP differential being worth 33% more tournament points than a smaller win), and the three scenarios were listed in advance. With Domination, Reconnoitre and Destroy the Supplies (in order), lists with mobility and numbers were going to be heavily favoured going in.

Not a tournament for small wins! 

Listbuilding

My first thought in planning for this event was to run Eagles, because Gwaihir/2 Fledglings/2 Great Eagles is one hell of a 600-point list. It’s pretty close to the peak points level for the birds, and given how much I’d enjoyed practicing with them in the leadup to Cancon they seemed like a great choice.

But after 40+ games with the faction in the new edition, and having done well at Cancon, I felt like a change was in order. I contemplated Depths of Moria (with the Balrog, the Watcher or just 78 Goblins), Army of the White Hand (Saruman and 46 models) and Minas Morgul (Witch King on Fell Beast with 45 models). These were all really solid, scary lists, and I think they could have done reasonably well at the event. In the end though, there was only one choice:

48 models at 600 is nice

This list is absolutely nuts. Just looking at raw stats, it’s got 48 models, 15 S3 bows, 9 Might and 2 banners. It has a heap of F4/S4 models that move super fast, can March to go even faster, and can easily bring +1 to wound all across the board. Ugluk can boost that to +2 to wound in a pinch, as well as removing the list’s Courage issues. It kills extremely quickly when it gets going, plays the objectives better than any other list in the game, and generally just has the tools to play into anything. In particular, it’s excellent at dealing with all-monster lists, thanks to auto-passing Terror checks and being able to stack multiple sources of +1 to wound.

More important than its general power, however, was how well it played into the scenarios that would be at this event. Ugluk’s Scouts really wants to face a spread-out list, where it can leverage its inevitably-superior numbers and Animosity (plus surprising mobility) to get a big advantage early. Domination forces enemies to fight in at least a couple of places, while Recon and Supplies can scatter them across the board trying to stop the swarm breaking through. In practice games, opponents were often left questioning whether it was better to keep their army clustered together (and accept that I’d dominate the scoreline) or spread it out and risk me slaughtering their army to boot. Never a great set of options to choose between!

If there was ever a perfect set of scenarios for the list, this was it.

Game 1: Halls of Thranduil in Domination, 11:4

Some pretty Elves, with a lot of scary F5

On paper, this matchup favours me in Domination, because I have a whopping 20-model advantage and can use that to dominate (ha) the field.

In practice, however, Chris had a lot of things in his favour. That began with the table, which was a beautiful urban setup with lots of unscaleable walls and bridges between platforms. Winning the deployment roll-off, he was able to sit his army comfortably on two platforms, from which he could either descend or move along the bridges. In contrast, I had to spread my forces between the ground and the platforms, because the ruins meant his Mirkwood Rangers would be able to shoot me to pieces with impunity. The terrain ended up being a huge headache this game, preventing me from leveraging my numbers and keeping up to half my list out of the fray at any given time.

I'd feel a lot better about this flank if I didn't have to fight my way up those bloody stairs

Chris had a very clear plan throughout this game: hold the platform (and objective) on which Legolas had deployed, do the same with most of Thranduil’s infantry on the other flank, and push with Thranduil forward in the centre. My list normally likes to use its mobility and numbers to avoid having to commit against big heroes or fight through chokepoints, but that simply wasn’t going to be an option here: I had to swarm Thranduil and try to push through some of these two-Elf-wide chokepoints.

Getting onto that objective is going to be very hard

On the left flank, that went alright: I was able to trade fairly evenly on shooting kills, while sprinting some Orcs and Uruks around to attack Legolas’ warband from two sides. After a bit of a false start (sometimes Elves just roll sixes, whaddya-gunna-do) I was eventually able to force my way onto the platform, swarm and wrap the warriors and kill them quite rapidly. Legolas, however, proved a tougher nut, surviving turn after turn and just blasting his way through my poor D4 warriors with his shooting. A second attempt with both Captains and several warriors did see him unable to get the six, however, and he was immediately ganked: this list does not struggle to kill heroes once they fluff! In the end, I was able to clear this platform quite handily, with just a couple of stubborn Mirkwood Rangers that refused to die but couldn’t reach the objective.

The Elves can't hold back the tide any longer and get overwhelmed

I had also been sending troops back from this flank towards the central objective, where Thranduil and his cavalry had been caught in a trap. A couple of clutch Heroic Moves from my nearby Orc Captain (shouting up at his boys from the ground) had allowed me to swarm in on the cavalry and set up some extremely favourable combats, but to little avail. I had a lot of luck with winning Priority this game, but Chris’ rolls in combat were excellent: watching multiple Orcs and Uruks charge cavalry and then lose the combat to a fluke 6 turn after turn was quite challenging, and meant that I was haemorrhaging models in the centre. I would have loved to send more dudes up to help from Ugluk’s force, but thanks to the terrain they would have had to travel something like 40” to get there.

These Elves just would not lose fights, and my casualties wracked up scary fast

As such, Ugluk’s band was forced to keep slamming themselves into the two-Elf-wide block atop the stairs, taking casualties but ever-so-slowly pushing their way in. At last, I was able to break through and flood onto the platform, contesting and threatening to flip the nearby objective.

Not how my army wants to fight

But by this stage, Thranduil’s relentless chopping had managed to Break me and nearly clear out the centre, and he was riding fast for one of my back objectives. As such, I determined that I needed the game to end this very turn, and set about forcing this.

To start with, my Scout Captain on the left platform passed his Break check and went hurtling down the stairs, removing his Stand Fast from his friends (save the nearby banner) and instead providing it to the Orc on the back left objective. Most of my warriors that had been facing Legolas scarpered, with just enough sticking around to hold the objective and keep the Rangers pinned away from it. Even the Orc Captain fled after I chose not to spend his Will point to keep him on the table.

Taking a few more Break checks with warriors before heroes on the other flank allowed me to drop my numbers to 13 models remaining – one off quartering. A Scout passed his Break check and attempted to leap across a gap and onto the objective, only to roll a 1 and fall several inches to the ground. He survived the S3 hits, only for Ugluk to turn around and execute him: such is the price of failure. This quartered me, and allowed Ugluk to extend a 12” Stand Fast to the Orc on my back-right objective, holding it safe. Finally, the remaining models on this flank surged over the Elves, with the Orc Captain getting a critical kill that Broke the Elves and gave me majority control over the objective.

In the end, my strategic quartering of my army ended the game just in time, with Orcs on 3 objectives uncontested and majority control of a fourth. That gave me a solid 11:4 win overall, which didn’t really reflect how close the game had felt throughout.

Chris played a really solid game, making the correct call not to fight me in the open ground and instead to push along to the centre. He was perhaps a little conservative with his Might, not contesting Heroic Moves a couple of times when it really would have made a difference, but for all we know he might have lost those Move-offs anyway.

For my part, I think I messed up in my deployment somewhat. I should have put more models on the centre and accepted that we were fighting there, because Chris had no realistic reason to come down onto the open ground and fight me. It was a classic case of planning for what I would like my opponent to do, without really thinking through why they might not want to do so. 

Realistically, all of my models on this flank ought to have been on the bridge 

However, I was really proud of my strategic pivot to get down to exactly quartered on the final turn, while still holding every objective. I think I played that final turn about perfectly, and I ] that did a lot to seal the win.

With that, I was on to a much more open board, and a matchup that promised a fairly easy ride…

Game 2: Breaking of the Fellowship in Reconnoitre, 16:0

Not a complicated list, and not one that liked this matchup one bit

Yeah, poor Aidan was not thrilled about this matchup. It was obviously exceptionally theme-y to have the Breaking of the Fellowship taking on Ugluk’s Scouts, but perhaps too much so: there was every likelihood that the game would be decided by Ugluk and a handful of boys running off with all the VPs while the Fellowship slaughtered loads of Uruks.

The horde after their first March up the field

Aidan could see how the game was going to play out just as well as I could, and to his credit he made the absolute most of it. That included going for a clutch assassination run with Legolas’ and Aragorn’s archery after I left Ugluk a little too exposed, and charging his heroes bravely into the throng after we’d both Marched twice towards the centre.

Legolas and Aragorn have clean shots straight into Ugluk here. Not my best positioning ever!

Unfortunately, his dice had clearly been demoralised by the matchup, and went cold as ice. The 4 hits on Ugluk translated into 0 wounds, and Gimli and Boromir had to burn 6 Might between them in the first turn to win fights. In combat, he was also suffering from a key strength of Ugluk’s Scouts: the ability to very efficiently make a fight existential for a hero. Gimli would ordinarily be totally fine with losing a fight or two to some warriors, but 2 Uruks and an Orc (with spear supports) near Ugluk could very plausibly one-shot him. Most lists would have to invest real resources to threaten that kind of damage, but this list can access it in every single fight.

A scary day to be a member of the Fellowship!

Elsewhere, I was able to exploit a small gap in Aidan’s lines to sweep Scouts around and into his Hobbits, while Ugluk and two boys ran off the board. Discretion is the better part of valour, it seemed. Frodo was able to survive quite well with Heroic Defences, but Merry and Pippin were torn apart, and Sam’s attempt to Heroic Combat into Frodo’s fight saw him get hacked down by an Orc Captain. Legolas managed to assassinate a banner with some cheeky shots out of combat, only to whiff his duel roll and get flash-killed.

The Uruks find a gap in the line and spill through to make things really scary

That left a Might-less Gimli – who hobbled along for quite a few turns before being dragged down – plus Frodo, Boromir and Aragorn. Boromir had to burn a total of 5 Might winning duels (I decided to just not fail any Horn of Gondor checks) and botched a Heroic Combat with the 6th Might, but he did manage to keep killing across the whole game. And Aragorn won all three Move-offs and never failed to win a fight, hacking his way through piles of Uruks and eventually decapitating my Scout Captain.

It took Aragorn three turns to do this, but he did get theirein the end

Frodo, however, was not in a good state. He’d put on his Ring for protection, but failed his check to see who would control him for two turns running and was forced to charge my models. Eventually he was dragged down by the horde, quartering and Breaking the Fellowship just a turn before they would probably have Broken me.

Aragorn and Boromir, alone at the end of all things

Aidan was a great sport about the appalling matchup throughout, even as his dice failed him miserably. I think that with some more average dice, he should have Broken me back and wounded Ugluk, and it felt somewhat unfair that neither of those happened.

In any case, that shot me up to the top tables, where I would be having a rematch into an old nemesis…

Game 3: Muster of Isengard in Supplies, 8:7

The old nemesis here was not actually my opponent, Michael Kerr. We’ve played once before at Masters (which you can read about here), and had one of the most enjoyable games of my life (I thrashed him mercilessly on the back of some comic dice skew). Instead, the nemesis was his Muster of Isengard list, which had been borrowed by Vaughan for last year’s Dagor. Vaughan beat me on the top table with the help of an excellent defensive position and a scenario that allowed him to turtle, and arriving at our table this time I was confronted with a strong sense of déjà vu.

Throwback to last time I fought this army, back in the bad old days of Witch King/Sully

Like Round 1, this beautiful table was made up of walled platforms linked by narrow bridges. Unlike Round 1, the area between them was also shallow water. Great. I would normally feel quite confident in Destroy the Supplies against Muster of Isengard (I had played that exact matchup in a practice game and walked over them, thanks to my ~17 model advantage), but here the bridges would make it extremely difficult to force my way onto his side of the board. Moreover, because of Grima he would be able to guarantee the destruction of at least one of my supplies, so I couldn’t sit back and force him to come to me. I would have to force my way through his block of 6 Berserkers backed by pikes, able to sit in three small chokepoints and grind me down. Yikes.

If we were playing North/South on this board it would be okay, but East/West is a nightmare for me

The one thing I did have going for me on paper was my shooting, with 15 Uruk bows theoretically out-shooting his 6 crossbows by some margin. In practice, however, it took me until at least Turn 6 before I killed a single model, with a total of three shooting kills across the whole game from probably ~100 shots fired. My best tool for opening up gaps in Kerr’s line had proved utterly useless, and in return his crossbows were churning through Scout after Scout.

Archers lined up, ready to fail to hit or wound for the next 6 turns. Nice

Oft hope is born when all is forlorn, however, and things started to swing my way in combat at a surprising rate. A combined crossbow and magical bombardment had reduced my Scout Captain to 1 wound and no Will quite early on, so I played recklessly with him, burning his Might on a Combat because I didn’t want to lose him before he could spend it. This big play ended up paying off, and over the first couple turns of combat I managed to kill 4 of the six Berserkers (although at the price of quite a lot of my own models).

This flank actually goes better than I had any right to expect

On the left flank, and spurred on by his example, my troops were able to fight their way over the bridge and into a proper melee, where they slowly gained the edge against their armoured Uruk cousins. However, my right flank had been slowly ground down, with an Uruk Captain backed by two pikes proving a particularly insurmountable obstacle.

Too many models, not enough space!

As such, I was forced to make a big play. I swung Ugluk around and into combat, charging the Captain and wounding him twice (although he passed his Fate to survive). I had finally managed to open up a gap, however, and I was able to start spilling models through. 

Ugluk duelling the Uruk Captain with mixed success, as the rest of the flank takes unsustainable casualties and loses its banner

But I had taken so many casualties doing so that I couldn’t really leverage my position, and I was Broken with one turn to go, as Grima finally committed to burning a Supply in my backfield. I had left an Orc back there to fight him once he’d revealed himself, but naturally Grima won the fight and shanked him. Urgh.

Oh come on! That's just insulting!

However, I did have a ray of hope on the left flank, where the grinding of my Captains (the Scout Captain still going strong on 1 Wound/no Fate) had managed to break a hole in Mike’s line. I was able to spin models through and tag Saruman with the Scout Captain, who ended up returning the favour by pushing a wound through all three of his Fate. 

It's payback time Saruman!

This also made up for Ugluk’s embarrassment on the other flank, where he had called a Strike against the trapped Uruk Captain while backed up by a friend (with one Might to spare) and totally whiffed, getting wounded and failing his Fate roll. So at least points were even on that front.

A classic Ugluk L against the Uruk Captain. There's a reason I normally play very cagey with him!

On the last turn it all came down to Priority, which mercifully went my way. This allowed me to slide models through a gap to burn a single Supply marker, while using my Scout Captain and a pile of Orcs to kill his banner. Time was called and I was one off Breaking the Isengarders, but Ugluk’s 12” Stand Fast was able to reach a Scout in position to charge Grima and prevent him destroying another Supply.

This Scout was just within range of Ugluk to tag up Grima and save the day

This left us dead even on the primary objectives, with the game coming down to me having the only banner left alive (for 4VPs) and Mike having Broken me without being Broken (for 3VPs). An absolute nailbiter of a game that could have gone either way until the very last moment. And indeed, we rolled out a couple of key rolls from the next turn and I would have lost Priority and failed the Scout’s Break check to stop Grima destroying one more Supply, so even if I did get the final kill to break Mike we would have been left with a draw!

I waxed lyrical about Mike in the writeup of our Master’s game, but all that was just as true this time around. I love playing someone who’s clearly playing to win (and doing so with great success), but is happy to banter and laugh throughout the game as well. It was also one of those excellent games where we were each willing to help the other out, working together to figure out whether a particular move was possible and how to make it happen. 10/10, would end Mike’s undefeated run again.

Pictured: a lone Hunter Orc flash-killing Vrasku last time we played. Great stuff!

This left me undefeated, but with comparatively few tournament points thanks to not getting the crushing wins in Rounds 1 or 3. As a result, I ended up in third, behind Vaughan in second and Mike in third! This was a truly comic top three, for a number of reasons:

-            The three of us were also last year’s top 3, but none of us achieved the same placing;

-            Mike’s Isengard list was the winning list both years, but in Vaughan’s hands last time;

-            Mike had gone 3:0 last time and been pipped by me on 2 crushing wins, with a total reversal there; and

-            Vaughan was once again one place ahead of me!

In any case, I was very happy to have ended the tournament with a podium, receiving a nice Combat Company voucher, a cute dice tray and a slightly cursed LoTR calendar (why are Gimli, Boromir, Merry and Pippin excluded but Wormtongue gets his own month?). It wouldn’t be an MESBG event without a prize like that to have a giggle over on the car ride home!

November is going to be a cursed month this year

Tournament Review

Dagor is genuinely one of the best tournaments I’ve been to. The ticket price is a little higher than normal, but that’s totally fine when the money is going to a good cause. And the tournament feels seriously premium, with beautiful terrain, laminated printouts of all your models’ profiles with a marker pen to track their resources, a hand-stitched goody bag with everything from dice to models to a cute Anduril pin, and with a yummy catered lunch as well. Everything was run smoothly, and while I would have preferred to play on a more balanced board for the top table final game, it probably made for a more interesting battle in the end (and was visually stunning to boot).

Great stuff, big thumbs up once again.

List review

That really is quite a lot of models for 600 points

This list is seriously, seriously strong.

Starting with the caveats, this tournament format was obviously great for it. No Fog of War is a big help, and To the Death also is a nice scenario to avoid. When your opponent has to spread out in all three scenarios, a mobile horde with Animosity is an excellent pick. If I had had to play those weaker scenarios then it may have struggled slightly more than it did this weekend.

On the other hand, I’m now up to 32 games with this list, and it’s only lost 4 of those (plus two draws). At 600 points it’s just a super strong list, hitting way harder than people expect and with a surprising amount of flexibility. Having strong shooting and great mobility lets you set the terms of engagement in the majority of matchups, and the incredible numbers plus Animosity means you carve through opponents once you get those favourable engagements. It has no great answers to enemy heroes or monsters, but the cheap damage output it can bring means that they often need to win every single fight or get taken out. That’s not something that any hero can achieve forever, and once they botch it can go south quite quickly.

If any hero here botches, they die. Simple as that

On the other hand, it is a list with weaknesses. Games 1 and 3 both showed that it can struggle when forced to push through elite lists in chokepoints. Now, the shooting and mobility is such that normally you don’t have to do that, but sometimes you’re just rolling crap for your bows on a map with exceptionally dense terrain. And in those circumstances, the list doesn’t have the big heroes to go in and chop a gap through.

Pictured: Ugluk trying and failing to be a combat hero

In saying that, the list did actually win both of those rounds, and I think they were fairly close to worst-case-scenarios for it. On more traditional competitive boards, I think this list absolutely has what it takes to hang with the big dogs. I haven’t seen too much discussion of this list online, but at medium points values I think it’s in real contention as the best army in the game.

Tournament Wrap-up

This was such a great event, and I’m so glad I made it up again. Thanks to Eric, Chris and the rest of the team for an excellent event, and to all my opponents for some great games.

In the meantime, keep an eye out for my somewhat-delayed Eagles tactica, plus the more important article on how to beat the bloody birds, as well as my much-delayed writeup of the third day of Cancon (a teams event with 1400 points per side!).

Until then, may you always win that critical final Priority roll!

Comments

  1. Congratulations on your wins! I have also had some success with Ugluk's Souts – the number of models and their combat threat is quite a thing to contend with!
    How do see Grishnak with the list? You'd have to loose two Orcs to upgrade an Orc Captain, but you gain another hero able to strike (albeit he's not that great at that) and I found it was realativly easy to use his Backstabbers rule to confirm kills. Still... The numbers!

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